Children of Fire

A roleplaying game that allows players to take on the persona of an angel. These characters will interact with other celestials in Heaven and with the children of clay (humans) on Earth. The game crosses many genres and can accommodate many playing styles.

Readers may notice a striking difference between the angels depicted in this game and what we normally think of. It must be understood that most of our ideas of these celestial creatures come from movies and television. The Hollywood angel is a near perfect being who roams the Earth doing good for people. They are not flawed creatures at war with themselves. In many cases they are depicted as saintly humans who have died and returned as these winged emanations.

Unfortunately, the research does not bare this portrayal out. Angels are a separate breed from man. They were created long before the inception of the children of clay. The departed souls do not return as angels. Additionally, angels have never till this modern century been seen as flawless pictures of virtue and grace. Rather, they have been viewed with awe, fear, and a bit of distrust.

This game takes nothing from the concept of the Hollywood angel. Rather it borrows from the ideas and concepts that persisted for thousands of years. This is a fact, dear reader, you should have clear in your mind as you sort through the rest of this material.

Author(s): 
Game Type: 
Roleplaying Game
Collaborative Story
Crunch: 
3 - Mildly Crunchy
Players: 
2+
GM?: 
Yes
Free?: 
Yes
Excerpt: 

THE FUNDAMENTAL RULE
Here it is, the governing rule to the entire game…
Situations whose outcome is in doubt or may be contended are resolved by rolling 2d10. This number is combined with a number from either the player’s or supporting cast member’s character sheet. In most cases a total of 20 or greater is considered a success. If the Storyteller wishes to apply a greater difficulty to the action, then the target to be achieved (roll + stat) can be raised. The storyteller can set any target number he/she would like, but the chart below gives a rough guideline:

Difficulty = Target
Normal = 20
Hard = 25
Very Hard = 30
Nearly Impossible = 35

An attempt has been made to keep these terms simple and not cloud the chart with uselessly poetic adjectives. That’s all there is to it. This one rule governs 90% of all game play.