I have played in two games in which players have picked The Divine.

I have played in two games in which players have picked The Divine.

I have played in two games in which players have picked The Divine. In both cases, the players chose as their mission “The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass.”

I think this is an incredibly sexy option, and I imagine a lot of players pick it.

We worked out the whys and whatnots, but we wanted a move for the player to use during the mysteries so that her mission could continue without becoming everyone’s focus. Has anyone created such a move?

Here’s what I came up with:

Signs of the Apocalypse

When you identify a person, place, thing, or event as being directly related to the impending opening of a seal, mark a seal below and roll+weird.

 Pestilence (white horse)

 War (red horse, blood & fire)

 Famine (black horse, scales of justice)

 Death (pale horse)

 Cries of the martyrs, Wrath of God

 Earthquake, cataclysmic events

When there are no more seals, mark this one:

 The Final Seal

On a 10+, you know how to open the seal or how to prevent it from opening; tell the MC what must be done. The MC can tell you a complication that you are aware of. On a 7-9, you have a vague idea of how to open the seal or how to prevent it from opening; the MC will tell you what you know and will hint at what you don’t. On a miss, tell the MC how you think the seal can be opened or prevented from opening. You are wrong. In time, you will find out exactly how wrong you are.

(Note: in our game, the player is trying to engineer a special spin on the Apocalypse, so she wants certain seals to open and others to stay closed, which is why the move is written as it is.)

Thoughts?

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