Death May Die – Core Box

Check out the Death May Die Page for all other info related to the game!

There are ten characters in the core box.  This includes Lord Adam Benchley, Ahmed Yasin, Borden, Elizabeth Ives, Fatima Safar, Sergeant Ian Welles, John Morgan, Rasputin, Sister Beth, and The Kid.

Lord Adam Benchley

Fueled by Madness – Gains bonuses when hitting an insanity threshold.

Lord Benchley’s signature eye-twitch is both word and warning of the roiling thoughts beneath his calm, British demeanor. The man holds himself together admirable, but most investigators know to keep some reserve around the poor fellow, lest the twitch settle into a steely glare. Lod Benchley is quite mad of course, having battled the cults for decades and always maintaining the upper hand, if only barely. Lord Benchley himself relies on a stiff upper lip, stoic resolve, and indulging his psychotic tendencies against cults and their foul minions at every opportunity.

Ahmed Yasin

Healing Prayer – allows healing of stress or health to self or other investigators

While Ahmed’s medical qualifications might not earn him any formal degrees, investigators can rely on his unshakable calm, steady hands, and vast arcane knowledge to stitch cuts, soothe burns, and reattach severed limbs. Ahmed’s fascination with ancient occult healing led where most arcane studies do, bringing him in contact with the various cults. He even joined a few in his time, the better to learn their ways and destroy them from within. All magic comes with a cost to the soul, yet he pays it gladly, viewing his sacrifice with both faith and fatalism.

Borden

Savage – Deals extra damage and gains some stress when attacking the only enemy in a space.

Mrs. Borden loves killing. Murder, to be precise. The guilty must be punished for the horrors they inflict on the innocent, and these cultists and their horrific allies would consume the world for their own selfish ends. Ms. Borden sees herself as the perfect weapon in this fight. Even ordinary investigators suffer ill psychological effects from the death they must visit on their foes. Not Ms. Borden. In fact, she considers ‘sorting out’ the guilty a soothing exercise. Hers is a disturbing form of psychopathy, but one that suits her self-appointed role of executioner perfectly.

Elizabeth Ives

Lucky – Free rerolls. All of the rerolls.

The saying that luck is better than skill rarely proves true, until one meets Elizabeth Ives. There’s no magic surrounding her, no blessing from the stars, and certainly no taint of the Old Ones. She is simply, frankly, supremely lucky. She has no idea how she does it, but three investigators can search a room for hours and find nothing whereas she’ll walk n and step right on the button for the secret door. For it all, she’s glad oof the talent, but secretly dreads the day her luck runs out.

Fatima Safar

Read the Omens – Have more control over the Mythos cards which will allow you heal stress.

While anyone with a working knowledge of the occult may read simple signs in the bones, stars, or Tarot, these are but children’s books for Fatime Safar. Her ability to connect dozens of minor phenomena into accurate prophecy is unparalleled in modern times. The future is not set until it becomes the past, and for an investigator of Fatime’s skill, even a few minutes of warning can divert events away from potential catastrophe, weather that be through preparing a proper trap or simply running the other way as fast as she can.

Sergeant Ian Welles

Vengeance Obsession – when taking damage, you can also deal damage to other enemies in your space.

Sergeant Welles has many stories about his missing arm. For his brothers-in-arms in the Great War, it was a German artillery shell. For civilians, it was a sniper. But for fellow investigators, he need spin no tall tales: it was “some God-damned cult-borne hell beastie what swallowed my hand, grenade and all.” Sergeant Welles is a master of giving back twice as much as he gets. Pain sharpens his arm, he says, and if the scars and burns that cross his body are any indicator, his aim is perfectly lethal.

John Morgan

Protector – Redirect attacks that are aimed at other investigators to yourself.

John Morgan was a professional animal handler and safari master who had the misfortune of being hired to lead a cult expedition into the heart of the Congo. He had no idea who these weirdos were with their strange tattoos and ways, but he brought them to the ruin they sought, then pulled that ruin down on their heads when he found out what they were up to.  Since then, he’s don’t his best to battle their kind across the globe, helping fellow investigators in the secret war to end all wars.

Rasputin

Unkillable – More lives. Allows you to die and come back to life instead of being eliminated.

Living forever wasn’t exactly Rasputin’s idea. He was captured by a cult after destroying one of their most extensive operations. Their particular brand of torture involved ‘gifting’ him with a cycle of instant revivification, such that he could be tortured to death again and again. Naturally, this didn’t go the way the cult planned. He escaped, killing their leaders in the process, and discovered the ‘gift’ had struck with him. The magic itself is slowly decaying, and he knows that eventually he will die one final time, but for now, he intends to use this power for the greater good.

Sister Beth

High Strung – When rolling dice, the insanity symbols will also count toward successes and healing health.

Sister Beth knows not what God’s plan for her may be, except that she’ll likely meet Him very soon. Afflicted at an early age with a nervous nature, young Beth made the rounds through various hospitals and sanitariums before finding peace (and fatalism) in the church. Were it not for the insulation her faith provides her psyche, she would not have survived her first encounter with the Old Ones and their cults. Since then, she’s become an expert on the occult and their horrific practices, justified in the belief that the day she finally falls with be the day of her ultimate salvation.

The Kid

Gate Manipulation – When on a gate, enemies that spawn in (minus the Old One) come in at half health. Gates also provide other benefits.

Except for her gleeful cackle, the Kid, as she had become known, makes no other sound. She’s something of a mystery to investigators, and her knowing gaze and thousand-yard stare speak to a potential age far beyond her diminutive stature. She has no apparent need of guardians or guidance in her one-child campaign against the cults and their otherworldly allies. She shows a special affinity for interdimensional gateways. Gaining obvious strength and acumen from the proximity. This could hint at a supernatural origin for the Kid, but her glee in destroying said gates and the beings they summon speaks to no allegiance.


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