Being Human in Legend

I'll assume people have some measure of familiarity with the Being Human BBC TV series, so basically I'd just like to throw this one out here for everyone.

Being Human. A vampire, a werewolf and a ghost, living together. For the Legend setting.

What do you think?
 
I would certainly work.

You would need some more modern skills and backgrounds, since the story takes place in modern times, but there is nothing about the rules that wouldn't let it happen.

FYI - There is a US copy of this show (same name) showing on SyFy, but it is basically the same stories set near Boston...
 
Not familiar with the series myself...but I have a player that will not shut-up about it.

Legend wouldn't be my first choice. Because of the disparity in ability level between the characters I'd look for a game that focused more on plot importance...spot light time...things along those lines.

I'd probably go with the Smallville RPG. Or The Dresden Files (FATE) RPG. Depending on how much I'd want to concentrate on PC conflicts.

I might look into Nameless Streets for HeroQuest as well.
 
alex_greene said:
I'll assume people have some measure of familiarity with the Being Human BBC TV series, so basically I'd just like to throw this one out here for everyone.

Being Human. A vampire, a werewolf and a ghost, living together. For the Legend setting.

What do you think?

Its feasible but you would have to explain why they're together and by that I mean is the vampire a night time student or works at night and sleeps during the day whilst the ghost haunt their home and the only reason they get to live there cheaply is because nobody else can tolerate the ghost haunting the place.

The new guy would have to be the werewolf who has to a few nights each month have to go into seclusion to avoid killing lots of people I cans ee the vampire helping to make sure he's secure and in return if any enemies of said vampire come to pay a call he can rely on his roommate to keep him safe as long as in return he also avoids killing anyone since they obviously want to live peacefully and having either one of them exposed would lead to an inquisition.

That last paragraph alone could be spun into an entire season to go further into a campaign would require the players explaining their characters background understanding if they choose to turn this into a hack and slash they'll lose their home and the ghost player won't be following them out into the great yonder for obvious reasons so unless she's haunting one of them it falls to the dm to explain why they need their safehouse and what else is out there that makes it better for them to keep up the charade.

The werewolf has to go out for groceries they both need jobs to afford the rent and then there's their choice of recreation plus the ghost's reason for being there... is she the vampire's former girlfriend who was killed by a rival and does the vampire own the house and rents it out in return for his privacy and the optional extra of obtaining groceries and other goods he needs...

Hmm the last time i tried something like this the players' promptly left town ignoring they had a home base and didn't know what was going on...

So would any of you willingly play in a game that required you stay in the area and upkeep your home giving up globe trotting simply because it part of the campaign?
 
You haven't seen the show much ...

This is something that seems to happen: a vampire, a werewolf and a ghost all come together under one roof. A roof with all three together brings stability for the three, and gives them strength to face down world-breaking threats such as ambitious old vampires trying to take over the world.

Vampires walk about during the day in this series. They can also go dry - abstain from blood drinking, kind of like alcoholics giving up the booze.

Werewolves only suffer the curse once a month, and when they transform they become truly monstrous beasts. The entire third season had a subplot involving a pregnancy where both parents were werewolves.

When a person passes on, their ghost typically remains behind until their last task is resolved. When that happens, Death comes for them, taking the form of a doorway that opens to reveal Light behind it. Spirits in the Afterlife communicate through television and radio. A ghost is said to have a "root" (place where he or she is attached) and "familiars" (the vampire and werewolf). If she loses both, she unravels, fading on the breeze like dust, like smoke.

Ghosts also have abilities such as sharing tastes and sensations of foodstuffs, and sharing memories with others, through physical contact. They can only be seen by vampires, werewolves, other ghosts and humans - only when it is a really scary moment.

And the way the setting is arranged, the characters do not need to go out and seek trouble.

Trouble always comes for them.
 
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