Devilry Afoot - witch hunters (1)

Set during the 16th and 17th century Wars of Religion, Devilry Afoot pits flawed human heroes controlled by one or more players against the creatures of the night whose actions are randomly determined by the game’s easy-to-use mechanics. Designed for solo and co-operative play, the character customisation, scenario driven narratives and personal objectives combine to ensure that no two games are ever the same.

These are the first two painted hunters I can call upon to defend the innocent from devilry; both are from the marvelous 28mm Engligh Civil War range by Bloody Miniatures. Indeed, most of my hunters will be drawn from that range as each sculpt is so characterful and dynamic. Both of these sculpts have been painted up as pretty dour types - good practice at painting balck.

There are six archetypes which form the basis of character creation in Devilry Afoot. The first could be a religious, a scholar, or a gentleman, equipped with sword and pistol.

The second to my mind could be a religious, or even a veteran soldier, with sword, holy item (a bible or book of psalms) and buff coat.

After choosing an archetype, characters then pick a trait or skill to start with. They then roll to find out their hidden secret or vice; for example, they may be doubting, lustful, drunken or even a secret witch themselves. They may then purchace weapons, charms and other equipment to prepare for the coming darkeness.

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