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The Divine

The document outlines the character creation process for a Divine being in a role-playing game, detailing their abilities, moves, and mission options. Players can choose various divine moves, ratings, and gear while defining their character's look and history. Additionally, it includes guidelines for leveling up and improving the character's abilities over time.
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0% found this document useful (0 votes)
93 views2 pages

The Divine

The document outlines the character creation process for a Divine being in a role-playing game, detailing their abilities, moves, and mission options. Players can choose various divine moves, ratings, and gear while defining their character's look and history. Additionally, it includes guidelines for leveling up and improving the character's abilities over time.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Ul, Star of the Eternal,, The All Knowing, Goddess of Crafts, War, Love, Desire,

Moves
You get all the basic moves, and pick three Divine moves:

The DiVIne
b Boss from Beyond: At the beginning of each b Soothe: When you talk to someone for a few
mystery, roll +Weird. On a 10+, your Superiors ask seconds in a quiet voice, you can calm them down,
you to do something simple. On a 7-9, they ask you blocking any panic, anger, or other negative emo-
I am the Light, the Sword. to do something complicated or difficult. In either tions they have. This works even if the thing that
I am sent to defend the meek from Darkness. case, you get to ask them one of the questions from freaked them out is still present, as long as your
All Evil fears me, for I am its end. the investigate a mystery move right now. On a voice can be heard.
miss, you are required to do something terrible. If b Lay On Hands: Your touch can heal injury and
you do not accomplish what they’ve ordered, you disease. When you lay your hands on someone
1 CHARM • Manipulate Someone cannot use this move again until you have made up
for your failure.
hurt, roll +Cool. On a 10+, heal 2 harm or an illness,
plus they’re stabilized. On a 7-9, you can heal the

1 • Act Under Pressure b Angel Wings: You can go instantly to anywhere harm or illness as on a 10+, but you take it into your-
COoL • Help Out you’ve visited before, or to a person you know well.
When you carry one or two people with you, roll
self. On a miss, your aura causes them extra harm.
b Cast Out Evil: You may banish an unnatural crea-

0 SHARP
• Investigate a Mystery
• Read a Bad Situation
+Weird. On a 10+ you all go where you wanted. On
a 7-9, you don’t quite manage it. Either you are all
ture from your presence. Roll +Tough. On a 10+ it
is banished. On a 7-9 it takes a little while for the

2 • Kick Some Ass separated, or you all appear in the wrong place. banishing to take effect—the creature has time to
TOUGH • Protect Someone b What I Need, When I Need It: You may store any
small object you own, putting it into a magical space
make one or two actions. Either way, the banished
creature is unharmed, and you have no control over

-1 WEIRD • Use Magic


nobody can get to. You may retrieve anything you
stored at any time; it appears in your hand.
where it goes. This move may be used on unnatural
hunters (e.g. the Monstrous). On a miss, something
b Smite: Your body and divine weapon always count is keeping it here. That’s bad.
Luck as a weakness against the monsters you fight. Your
Mark luck to change a roll to 12 or avoid all harm from unarmed attacks are 2-harm intimate hand messy.
an injury. Gear Mission
Okay bbbbbbb Doomed Pick one divine weapon: You have been put on Earth for a purpose. Pick one:
b Flaming sword (3-harm hand fire holy) b You are here to fight the schemes of an Adversary.
Divine special: When you spend a point of Luck, you get b Thunder hammer (3-harm hand stun holy) b The End of Days approaches. Your role is to guide
word your Mission requires something difficult that must b Razor whip (3-harm hand area messy holy) these hunters and prevent it from coming to pass.
be done. By you. Urgently. b Five demon bag (3-harm close magic holy) b The End of Days approaches. Your role is to guide
Harm b Silver trident (3-harm hand silver holy) these hunters and ensure it comes to pass.
When you reach 4 or more, mark unstable. You also get divine armour (1-armour holy). It has a look b You have been exiled. You must work for the cause of
suited to your divine origin. Good without drawing attention from your brothers
Okay bbb|bbbb Dying
and sisters, as they are bound to execute you for your
Similar to to static bending reality and hard to
Unstable: b comprehend. crimes.
b One of the other hunters has a crucial role to play
Experience in events to come. You must prepare them for their
Experience: bbbbb role, and protect them at any cost.

Whenever you roll and get a total of 6 or less, or when a


move tells you to, mark an experience box.
Getting Started Pronouns:
Any/All Leveling Up
To make your Divine, first pick a name. Then follow the When you have filled all five experience boxes, you level
Look, pick one from each List:
instructions in this playbook to decide your look, ratings, up. Erase the marks and pick an improvement from the
• Human, marked by divinity, inhuman,
mission, moves, and gear. Finally, introduce yourself and list below.
• Blazing eyes, terrifying eyes, placid eyes, sparkling
pick history.
eyes, perceptive eyes, starry eyes, glowing eyes, Improvements
__________ eyes. b Get +1 Tough, max +3
• Dirty clothes, perfect suit, rumpled suit, casual b Get +1 Cool, max +2
clothes, practical clothes, __________ clothes. b Get +1 Charm, max +2
b Get +1 Sharp, max +2
Ratings, pick one line:
b Get +1 Weird, max +2
b Charm+1, Cool+1, Sharp-1, Tough+2, Weird=0
b Take another Divine move
b Charm-1, Cool+2, Sharp-1, Tough+2, Weird=0
b Take another Divine move
b Charm-1, Cool=0, Sharp+1, Tough+2, Weird+1
b Gain a lesser divine being as an ally, sent from above
b Charm+1, Cool+1, Sharp=0, Tough+2, Weird-1
to help with your mission
b Charm-1, Cool+1, Sharp=0, Tough+2, Weird+1
b Take a move from another playbook
Introductions b Take a move from another playbook
When you get here, wait for everyone to catch up so you
can do your introductions together. After you have leveled up five times, you qualify for
Go around the group. On your turn, introduce your advanced improvements in addition to these, from the
Divine by name and look, and tell the group what they list below.
know about you. Advanced Improvements
History b Get +1 to any rating, max +3.
Go around the group again. When it’s your turn, pick one b Change this hunter to a new type.
for each of the other hunters: b Create a second hunter to play as well as this one.
• If you are protecting another hunter as your mission, b Mark two of the basic moves as advanced.
tell them this: You have a crucial role in what is to b Mark another two of the basic moves as advanced.
come. I am here to guide and defend you. b Retire this hunter to safety.
• They should not be involved in this situation: the b Erase one used Luck mark from your playbook.
prophecies didn’t mention them at all. This gets your b Change your mission. Select a different mission
attention but you don’t know what it means yet. from the normal options, or (with the Keeper’s
• They are, at heart, a good and righteous person. You agreement) a new mission of your creation.
must help them stay that way.
• They are an abomination, and should be destroyed.
Except you can’t–work out with them why not.
• Their prayer (perhaps an informal or even uncon-
scious prayer) summoned you.
• They fill you with feelings of sexual infatuation. You
are confused by the associated mortal emotions.
• They saved your life, and you understand (intellectu-
ally at least) that you owe them for it.
• They’re the person you go to for advice on mortal
stuff (e.g sex, food, drugs, television, etc).

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