This is a summary of the character creation procedure in Worlds of Peril.
While these are listed in "Steps" you can do them in whatever order you want.
A blog by Luke Garrison Green of Thrythlind Books and Games. Here he discusses writing skills, reviews books, discusses roleplaying games and refers to Divine Blood, Bystander and his other books.
Monday, August 17, 2015
Saturday, August 15, 2015
Reskinning Monster of the Week for Divine Blood
Monster of the Week is a Powered by the Apocalypse game geared toward reproducing action horror and urban fantasy style stories such as Buffy the Vampire Slayer, Supernatural, The Dresden Files, Anita Blake and several other such things besides. On the surface that feels like it should work perfectly for my Divine Blood setting.
At the very least, it should do well to represent campaigns that focus on both the dangerous parts of the world and the supernatural. Right?
Well, sort of.
At the very least, it should do well to represent campaigns that focus on both the dangerous parts of the world and the supernatural. Right?
Well, sort of.
Gods and Monsters Character summary
Real short summary of the character creation in Gods and Monsters.
Possible Heritage Power Profiles and Limitations
The powers of Heritages are based on the ancient myths of Earth, all of which were started by the lingering long-lived super-beings that pre-date the general melting pot of species that resulted in the human race.
These profiles are samples of what you could do. The human race is a vast melting pot so someone could look like a demon but have an elf's. The high end "possibles" and "impossibles" are also just thoughts, you could reverse them for individual characters.
The Soldier
You were brought into the group for one purpose and one purpose only: to bring the muscle. Let the others worry about the metaphysical issues, you'll focus on the battle front and making any of the psychotic freaks that come after your comrades sorry they were ever born, or summoned, or whatever. You're supposed to be coming to the last stage of this campaign, and it looks like its taking place in a small city. That's going to present complications.
The Mentor
The Tournament of Fate is too important to be ignored. the Great Beast must not be released into the world. On the other hand, you do not trust yourself to handle the power of such a demon directly. Not even to siphon it off and keep it sealed. The history is full of examples of those immortals who have participated as a wielder in the Tournament of Fate multiple times becoming progressively more monstrous. So you have made it your task to guide a wielder you feel is more capable of handling the touch of the Great Beast's essence.
The Friend
Whatever your nature, you were drawn into this mess for one reason: you chose to stand by a friend. The Tournament of Fate and its promised boon don't really interest you. From everything you've seen so far it's a more like a curse than a boon. People dying around you left and right, getting caught up in contests with secret societies and ancient magicians. You haven't seen anything good come out of this whole affair. You just want to see it end.
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