

As with ghosts, they come in at least four different types with varying levels of power.Ĭhapter Three: Angels and Demons makes one thing very clear at the beginning: none of them are in any way, shape, or form friends of humanity. Murderers attract spirits tied to the ideas of killing, bloodshed, and violence spirits feed on, and sometimes possess the flesh of, like-minded humans. The are, unlike the angels and demons they're sometimes mistaken for, the product of mortal metaphysical precepts both major and minor, and interact most closely with humans who exude an attraction to their concept. Some are nearly harmless some are anything but.Ĭhapter Two: Spirits are likewise somewhat different than classic thought on spirits being, in H&E, conceptual entities-beings tied to one core concept, like love or hate or greed or compassion. Ghosts are the emotional imprint left behind on the film of reality and come in four different types, each with a different level of interactivity. In this world, there is no afterlife other than Heaven or Hell-all souls are dedicated, by one means or another, to one of those two extremes there is no 'between state' for souls trapped between life and death. The first three Chapters are given over to an examination of three major groups of supernatural antagonists in H&E, ghosts, spirits, and angels, fallen and otherwise.Ĭhapter One: Ghosts covers the specific nature of ghosts within the cosmology of the H&E universe and their abilities. Bear in mind the advice of the sage, "Armageddon is averted by small actions-that's the way it was, that's the way it always has to be" and let us get on with the show. For the most part, you're supposed to play regular human beings caught up in events waaaaaaay more important than most people can fully comprehend without suffering an aneurysm or being kept away from sharp objects for the rest of their lives. Their pawns and prizes are humanity-the grocers, bakers, candlestick makers, college students, all-purpose office peons, FBI agents.in short, the PCs. The forces of Heaven and Hell are gearing up for their final conflict, the ultimate decision as to whom is the true ruler of the universe, God or Lucifer, and the Earth is their battlefield and chessboard.

At this time, I would like to clarify a point that I was too vague on in my first review: in H&E, the end is quite seriously nigh.

The Introduction is essentially the same as with the H&E Player's Guide, reprinting the short, sweet premise layout and adding further commentary on the use of modern horrors, the preeminence of subtlety as the key to this setting, and the fact that everything contained in this book is merely a suggestion. H&EGMG consists of a two-part introduction, eight Chapters, and a five-part piece of flavor fiction entitled Angel Dust. It took me slightly longer to read and thoroughly digest Heaven & Earth Game Master's Guide 2nd Ed and so, in the interests of brevity, I'll cut my normal introductory banter and jump straight into the analysis.
