This is the eighth in a series of character creation posts I’m using to figure out which game I want to schedule for our next campaign. You can find the Triangle Agency one here. And you can find the Slugblaster one here. You can find the Blades in the Dark one here. We took a slight detour for this one, here’s the Wildsea Ship Creation post. And then got back on track with the Wildsea Character Creation post. This is where you can find the Deathmatch Island one. You will find the Orbital Blues character creation post here. Back in this post I named Apocalypse Keys as an outside contender for the new campaign. This will be the last post in the series so I’ll be forced to make a decision on the next campaign soon.
DIVISION and Conquer

Apocalypse Keys by Rae Nedjadi is a Powered by the Apocalypse game in which you play members of a super-team of sorts. You are wielded like weapons by a shadowy organisation called DIVISION (which is an initialism, kinda like S.H.I.E.L.D.) in an effort to prevent apocalypses. How? Well, you gather Keys, which are essentially clues you will use to find and open Doom’s Door before the bad guy can. The bad guys are known as Harbingers and they are Omens, like you, but more world-endy.
The game is very much PBTA in its design, with a few extras. Although you roll 2d6 for most things, if you roll an 11 or higher, you overshoot, you blow the whole warehouse up instead of just the gates, your powers leave the security guard a blubbering mess instead of just plucking some thoughts from his head, you get the idea.
Also, it has some Carved from Brindlewood flavour to it too. The Keys you gather improve your chances of finding the Doom’s Door you’re looking for. For each one you get, you increase your chance that the theory you have come up with is correct and you know where to find it.
Ruin seems to have been taken from Trophy. Although it’s used a little differently. As you gain it, you get closer to becoming one of those bad guys, the Harbingers. It can also give you special Advances (abilities.)
One last thing: PCs gain Darkness Tokens as they make particular types of narrative choices that align with the emotional themes of the playbook. You spend these tokens to give you modifiers to rolls.
I think it’s important to know these things as we go into character creation for this game. Also, it has a very specific flavour. The PCs are monsters in the vein of Doom Patrol or the X-men. There is a lot of significance to the emotions of the characters and there is a fair bit of angst and drama involved from what I can tell.
Creating Monsters of DIVISION
The book provides us with a step by step guide to character creation which I love to see. It was something I missed from the process in Orbital Blues. Lets take a look:
- Step 1: Choose a Playbook
- Step 2: Bring Your Character to Life
- Step 3: Refine Your Abilities
- Step 4: Introduce Your Character to the Other Players
- Step 5: Create Your Starting Bonds
As this is purely an exercise the last couple of steps probably won’t happen.
Choose a Playbook
Like other PBTA games, you choose a playbook to get started. Your character might decide to switch playbooks further down the line, depending on the narrative choices that are made at the table but most are likely to select one and stick with it. It’s like a character class in other games.
Here are the available playbooks in Apocalypse Keys:
- The Summoned: a being summoned from another place. Violent, aggressive, antagonistic to prophecy, wants love more than anything
- The Surge: Massively powerful but not in control. Wants help to contain it. “Explosive, uncontrollable and alienating.” Friendly fire and collateral damage and toxic relationships are the themes
- The Found: Psychic amnesiac. They are very odd, but curious and highly emotional. They can have surprisingly intimate knowledge of other peoples’ inner lives and thoughts but do they know what’s best for others?
- The Shade: A super intellect who cheated death. Thematically, they are for players who want to forge a difficult relationship with death and struggle with the costs of great knowledge
- The Last: The last of their kind from another world. “Their power is reflective, sorrowful and hopeful.” Unsurprisingly the themes here are heavy, loss, tragedy and how these things are inevitable.
- The Fallen: Elements of Lucifer, a fallen angel. “Their power is intoxicating, damaged, deceitful.” Thematically, hubris, the two sides of worship and an over-riding want for what was lost.
- The Hungry: It is what it says. “Their power is intimate, transformative, and harrowing.” Getting big vampire vibes here. They are looking to feed, get truly close to someone and deal with the idea of body horror, unsurprisingly.
I could roll 1d7 to pick here, but there is one I’m drawn to most. That is the Fallen. They are all pretty goth but it feels gothiest to me.
The Fallen

I am a pale reflection of the glory I once was
I embody the hubris and volatility of the Apocalypse
My power is faded, cracked, and deceitful
My heart yearns to worship and be worshipped
Bring Your Character to Life
I’ll be using a series of prompts provided in the playbook description to do this next part.
Your Name
There are four options here:
- A name god gave me with love
- a name I earned through fear and terror
- a name that can never be said out loud
- a name you need to give someone else one day
I choose the third one, because it’s cool, honestly. The name is Duma, after the Angel of Silence. In fact, I think this character will only communicate through signing.
Your Look
There are several options here. I won’t list them all, just the three I’m taking:
- a multitude of wings made of light and sound
- a cracked halo that bleeds
- mismatched clothing hastily thrown together
I love these touches. I imagine the halo just constantly dripping blood onto Duma’s face, forcing him to close his eyes to the horrors of the world. The wings, once flapping silently, feathery and white, now buzz and flicker like an insect’s. The clothing, whatever he could find, an old army surplus jacket, some discarded cream chinos and a pair of scuffed tennis shoes.
Your Origin
I have to choose one of these four options for Duma’s origin:
- I was once a mighty god of this Earth but I was killed by my worshipers
- I once claimed hell for my own but I was betrayed
- I was an angelic creature destroyed by my jealous god
- something else that describes how far I have truly fallen and all I have lost
It’s nice to have that last option there for anyone who has their own idea of their character’s origin. For me, though, it has to be the third one. I think Duma was silent before as a way to show his devotion to his god, but is silent now because he has vowed never to speak until he regains the trust of his god or destroys him.
Who are the Gods Who Taunt You?
I only choose one of these:
- those who I betrayed seek to destroy me once and for all
- ancient gods who have lost their power and ache for what is left of my divinity
- twisted gods I corrupted who are now monsters of myth and legend
- divine servants who grow in power as I have weakened
- something else that feeds my spite and sharpens my hubris
I like the idea of other bully angels coming down to tease Duma while he seethes and silently curses them so I’ll go for the fourth one.
Your Impulse
This is an interesting departure from other PBTA games I’ve played. Usually, you have particular character goals that mostly remain static, and if you manage to achieve them in a session, you gain 1 XP. In Apocalypse Keys, you choose one of the listed Impulses each session and work to explore it. If you do, you can gain 1 XP OR 1 Ruin. I’m not going to list them all, but here are a couple that I like:
- Did you bless the weak with the immeasurable glory of your presence?
- Did you taunt or seduce those who would seek to destroy you?
I think, as a starting Impulse, I would go with the first of those two, just to start things off as I meant to go on.
Your Powers of Darkness
These are largely thematic flavour for your character to throw on a standard move. They are pretty much open to interpretation every time you use them.
I can choose two from the following:
- Soul Venom
- Fae Glamour – Just so Duma can walk around town.
- Fear Manipulation
- Weapons of Light and Sound – This seems very angelic.
- Many Forms of Mythic Animals
I’ll take Fae Glamour and Weapons of Light and Sound
What Does the Darkness Demand of You?
This is such an important question to the character and for the Keeper to know how to interact with them. There are quite a few, so I’m going to only list the two I am choosing:
- To storm heaven
- to curse the one I love
Man, that’s melodramatic!
Gaining Darkness Tokens
This is an important part of the process. It will define the way I play the character to a large extent. Duma will get 2-4 Darkness Tokens every time he does any of the following:
- Feel others are beneath me
- React with spite or arrogance
- Ask someone to worship me
- Ask someone to betray another
- Embody a condition that effects me
Interestingly, the Conditions I might gain as the Fallen are different to those other playbooks might get.
Here are mine:
- Lustful
- Raging
- Forlorn
- Obsessed
All extremes of emotion. Unsurprising really.
Breaking Point

This is what happens when you are full up on Conditions. If you mark all four, you hit your Breaking Point. It is unique for each playbook and it serves to illustrate your character at their most emotionally overwhelmed. You just can’t take it anymore. You must have a scene to describe what happens. For your troubles you get to clear your Conditions and get a point of Ruin.
You were once beautiful and loved, perfect and beyond despair. You are gripped with how far you have fallen, how much of your glory was ripped away from you. You are unworthy of love, and your heart screams in anguish
Describe how you use what little power you have left to bring you painfully close to your former divinity, and how it twists and consumes everything around you. The Keeper will tell you what horrors you birth and what twisted shadow of a god escapes quietly into the world.
Ooof.
Playbook Moves
Each Playbook gets one move that is only for them. Normally when you advance, you can take moves from other playbooks, but not the signature one. The Fallen gets:
Call Me Master
This is a move designed to snare other beings into worshiping you, or at the very least, doing your bidding. If it goes wrong, it might make an old enemy act against the Fallen or maybe make you display your real being, forcing you to lose a Bond, or, at worst, awaken a sleeping horror.
One More
Other than Call Me Master, I get to choose one more from the playbook description. Here is a list of those I can choose from:
- Mother of Monsters – Just imagine what could go wrong…
- Fleeting Divinity – Relics with your power contained in them. Use them for modifiers to rolls
- Honeyed Tongue and Clouded Minds – Use this to get extras when you Unleash the Dark, such as gaining more knowledge or making lies truth
- You Loved Me Once – Make an NPC one of your former worshipers. They might still be, or they might serve your ancient enemies
- The Lies that Serve Me – Your mistruths can become real for a time but if you fail… you might lose that part of you that made it.
I love the idea of just declaring a new NPC or faction were once your devotees and seeing what happens. Wow, that could go so wrong in so many interesting ways. But the ways it might go right are equally interesting so I am going for “You Loved Me Once.”
Ruin Moves
I only get to choose one of these. Another option is to choose a DIVISION move instead. And, although that is of interest, I’d rather stick to the stuff that’s specific to the playbook. Also, Ruin is just more interesting to me. Here are the Ruin Moves for the Fallen:
- Tremble Before Me – One of the basic moves is Unleash the Dark. It is used when imposing your will on someone. Tremble Before Me allows you to mark a point of Ruin to get a better result when you do that.
- My Beloved Nemesis – When you do this, you have two options, mark one Ruin and get to clear your Conditions while explaining how your betrayer is out in the world, or mark two Ruin and have them appear in the scene! You form a Bond with them either way. If you choose the second one you form a Bond with What the Darkness Demands of You.
- Desire Dressed as Faith – You can make people want to do something or possess someone. Spend one or two Ruin for varying extremes of desire.
- I Will Rise Again – When you work towards regaining your old glory, you make this Move. You get to choose from a long list of steps forward you can take which include doing things like avoiding all notice, imbuing your forces with magic weapons and killing the only one who could stop you. But the Keeper gets to screw you for it.
For me, the one that works most for the playbook and the character is that last one. It feels like the kind of thing the Fallen should be working towards from the start. So I will take I Will Rise Again as Duma’s Ruin Move.
Conclusion
This has turned into another monster post, pun very much intended. So I am going to skip the Bonds for this character, mainly because I don’t have any other PCs to Bond with anyway.
There are things about this game that I find too overwrought, too melodramatic for my tastes. But there are things in the character creation process that I enjoy. The moves are great and so imaginative and evocative of the genres this game is inspired by. But it’s similar enough to Triangle Agency to put them into direct competition with each other. Also, I’d like to actually play Duma, but I don’t know if I want to GM this game…













































