doctorbadwolf
Heretic of The Seventh Circle
OK, I have been building my game, Quest for Chevar, for the last few years, and building the world/telling stories in it since I was a little kid and I wrote a story for a school project about two brothers drawn into reluctant conflict with eachother for the soul of a kingdom.
See the bottom of the post for a basic explanation of what Quest for Chevar is all about.
The problem: I've rather a few skills that I can't come up with a good name for. I know how they work, and have terrible working names for them, but I can't come up with anything that doesn't make me want to set the book on fire when I read it.
help?
In Quest for Chevar, players take on the roles of explorers, adventurers, champions of the gods, "rangers" who protect the people, scholars, and various others, and explore the Hidden Worlds. Players can choose from many different races, taken from myth and legend, and a few new inventions. Anything from Humans, to Puca and Goblins, to spirits of the forest, to Watchers (see
layable angelic characters), to were-folk. (and alfar and dwarves and gnomes and even halflings, although they are none of them what you'd expect from playing dnd or reading LoTR)
The conflict of the setting is that the Hidden Folk, magic, and the crossroads between worlds have long had a much depleted presence in our world, but that is changing.
Someone has trapped or kills many of the guardians of the worlds, tricked or imprisoned many of the gods, and driven out many magical beings, and it turns out many of those beings were/held seals on the ancient prisons keeping unimaginable horrors from leaving their prisons in the void realm of Ginnungagap.
Now, all the worlds are under threat, as demons and worse than demons find their way through to crossroads, and the presence of magic builds in places long dormant. Central to those crossroads, where one of the Great Seals rests, is Chevar. A world similar to Earth, but with a stronger connection of the other worlds and the magic than connects them. As ancient horrors reappear and seek to find other worlds to eat, one thing becomes clear. All worlds are under threat, but Chevar is the front line. And it needs heroes.
So, it's a bit Supernatural/X-Files/Buffy meets DnD meets Doctor Strange, I guess. You play people who know magic is real. Often, a session is like a "monster of the week" episode of one of those shows, complete with the need for research in order to stand a chance of solving the conflict. Unlike Supernatural, though, the "monsters" are often the people who need saving, and the humans are just as often the real monsters.
Other times, it's more like an episode of the Librarians meets Indiana Jones. The bad guys have/want a powerful thing, get it first.
And all roads, all mysteries, all threats, eventually lead to Chevar.
See the bottom of the post for a basic explanation of what Quest for Chevar is all about.
The problem: I've rather a few skills that I can't come up with a good name for. I know how they work, and have terrible working names for them, but I can't come up with anything that doesn't make me want to set the book on fire when I read it.

help?
In Quest for Chevar, players take on the roles of explorers, adventurers, champions of the gods, "rangers" who protect the people, scholars, and various others, and explore the Hidden Worlds. Players can choose from many different races, taken from myth and legend, and a few new inventions. Anything from Humans, to Puca and Goblins, to spirits of the forest, to Watchers (see

The conflict of the setting is that the Hidden Folk, magic, and the crossroads between worlds have long had a much depleted presence in our world, but that is changing.
Someone has trapped or kills many of the guardians of the worlds, tricked or imprisoned many of the gods, and driven out many magical beings, and it turns out many of those beings were/held seals on the ancient prisons keeping unimaginable horrors from leaving their prisons in the void realm of Ginnungagap.
Now, all the worlds are under threat, as demons and worse than demons find their way through to crossroads, and the presence of magic builds in places long dormant. Central to those crossroads, where one of the Great Seals rests, is Chevar. A world similar to Earth, but with a stronger connection of the other worlds and the magic than connects them. As ancient horrors reappear and seek to find other worlds to eat, one thing becomes clear. All worlds are under threat, but Chevar is the front line. And it needs heroes.
So, it's a bit Supernatural/X-Files/Buffy meets DnD meets Doctor Strange, I guess. You play people who know magic is real. Often, a session is like a "monster of the week" episode of one of those shows, complete with the need for research in order to stand a chance of solving the conflict. Unlike Supernatural, though, the "monsters" are often the people who need saving, and the humans are just as often the real monsters.
Other times, it's more like an episode of the Librarians meets Indiana Jones. The bad guys have/want a powerful thing, get it first.
And all roads, all mysteries, all threats, eventually lead to Chevar.