Demigods Quickstart v3
Demigods Quickstart v3
Demigods Quickstart v3
Gifts can be temporarily dropped or broken, depending aking up to 3 Harm isn’t a big deal. If you end a fight
T
on the situation, but should always come back to the with 3 or fewer Harm and take some time to rest,
character eventually. you’ll heal up right away.
2
Fate’s Favor and Disfavor it might not fit their character idea.
Sometimes Fate gives a damn, and sometimes it
messes with you. The Herald, or a playbook move, will Go around and have each player read all six to let
say when you roll with one of these. Either way, roll other players possibly volunteer (“Let’s crime!”) or opt
3d6 instead of 2d6. Favor means you keep the high- out (“No sexy-times for my character, thanks.”). You
er two, and Disfavor means you keep the lower two. really want to make sure everyone is comfortable here
Doubles only count if they’re the highest or lowest two, because these relationships say something about both
respectively. If you roll with Favor and get a 5, 3, and characters.
3, you have to take the 5 and 3, even if you’d rather
take the 6- and gain a Thread. Spindle
The Spindle is the same thing for all of the characters.
Playbook, Page 3 As a group, decide what that location is, then decide
Moves individually how you were connected to it before The
The Moves in your playbook are unique to your char- Binding. During The Binding you all saved the Spin-
acter. Pick three playbook moves during character dle, interwining your Fates, creating your Weave, and
creation. You can get more through Advancement. making it possible for this group of demigods to work
together.
Some of the moves have a GIFTED descriptor. If you
have that Move and that Gift, the GIFTED descriptor Say where the Spindle is physically located, what
applies when you use that Move. If you don’t have that type of place or building it is, any significant benefits
Gift, you can still use the main part of the Move. it provides, drawbacks, and whether anyone has an
applicable SPINDLE descriptor Move.
This also applies to Moves with the SPINDLE descrip-
tor. It is optional — just let the Herald know if that to There has never in history been a group like your
apply. Weave, and the gods have mixed reactions. Some are
very excited about having a group of demigods who
You also have Basic Moves. Everyone has access to can take on bigger challenges. Other gods are terrified
these moves. They’re separate from your playbook. of your group. While a single demigod could never
The Godlike checkboxes must be unlocked through stand toe-to-toe with an actual god, four demigods is
Advancements. They’re not immediately available, another question entirely.
even if you roll a 13+.
The Binding
Playbook, Page 4 Typically you set The Binding about a year before your
Advancements, Tangles, and The Spindle story picks up. You want time to explain how your for-
Threads are how we count experience in Demigods. merly loner-demigods developed interesting Tangles
If you save up five Threads you can buy an Advance- now that they can work together.
ment from the list on your playbook, but you can’t hold
more than five at a time. o through these questions and fill in the blanks. You
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don’t need to play out the whole scene, you’re just
On the list of Advancements, you can only check each narrating what happened last year. Try to make sure
box once, so choose wisely. You have to take five everyone at the table gets a chance to contribute to
above-the-line Advancements before you can take these answers.
anything below-the-line.
There’s space on the Herald sheet to jot down the
Tangles answers to these questions:
Ideally all of character creation is done with your Her- Your Spindle was facing a supernatural disaster (a
ald and the whole gaming group, in real-time. If that monster, an evil demigod, etc) but we saved it. What
can’t happen, at least wait on the Spindle and Tangles did we save it from?
until everyone is together. There was substantial collateral damage. What was
destroyed, and how did we make it look less supernat-
This is where you describe the relationships your char- ural in nature?
acters have built since The Binding. Because normal We earned the favor of a major divine being. Who
demigods aren’t supposed to hang out together, char- was it, and why did they want to save the Spindle?
acters at the start of the campaign have probably only We angered a different divine being. Who was it, and
known each other for a year or so. what did they have against the Spindle?
Why was our Spindle targeted for this?
Fill in Tangles with the names of other demigods in
your group. Try to make sure everyone has at least
one for each other player. Make sure the other player
agrees to the tangle you’re putting them into, because
3
Dice Stuff
Demigods is primarily a narrative, story-based game.
When characters decide to do something, the outcome
may be obvious. If it is, don’t worry about rolling dice.
If the Warrior with Divine Might wants to kick down a
flimsy wooden door, go for it! The story isn’t about the
door, but what’s on the other side.
4
TANGLES
__________________ doesn’t get what you do, but at least they’re pretty.
The Arcane
Witch, Wizard, Sorcerer, Mage: whatever you
You have a grudging respect for __________________’s skills.
call yourself, you weave the imaginary into the
real. You have insight into the forces of Fate
You’ve fought the supernatural shoulder to shoulder with and are adept at tweaking it to your
__________________ and trust them explicitly. will. You search the world for
lost artifacts and delve for
Your pride has kept you from telling __________________ your true feelings.
the understanding of what
__________________ knows the dark secret you keep locked away. makes magic tick. No mystery
is beyond your ken.
You accidentally injured __________________ with your magic, but they
don’t know it was your fault.
SPINDLE
What it is:
Character Name: ____________________
Why you cared:
2 3
TANGLES
__________________ has seen you at your worst, disheveled and confused.
The Celestial
The Celestial is the huntress, the investigator,
You’ve seen a dark future thread tangled around __________________ .
the one peeking behind the velvet curtains. Your
You were wrong about __________________ and you can’t figure out why. destiny lies in the heavens. Whether that means
the stars, the moon, the planets, or the sun, you
You ache for __________________ but have seen what will happen if you reveal your make your rounds looking for anything out of
true feelings.
place. Your view from on high also gives insights
You know the secret __________________ keeps in their heart. into the future and the true nature of the
people around you.
Someone in __________________’s pantheon is plotting against them, but you don’t Secrets beware: The Celestial is watching.
know all the details.
2 3
TANGLES
You are fascinated by __________________’s charismatic way with people.
The Elemental
The Elemental embodies a specific element
__________________’s manner is a complete mystery to you. and is in a constant struggle between
their mortal and primordial natures. Often
You accidentally injured __________________ with your element.
relating better to your element than
You got close to __________________ but it fell apart after a misunderstanding. humanity, you occasionally find yourself on
the wrong end of a social interaction.
You rely on __________________ to be your “elemental whisperer”, clarifying for you Pick an element to control like Air, Earth,
when you’re not making sense. Fire, Water, or something else. You
You’ve tussled with __________________ and respect their abilities. cannot be injured by an element you’ve
mastered and can manipulate it in
basic ways.
Pantheon: ___________________
ADVANCEMENTS
Spend five threads to check a box and advance. You can choose them in any order, but BACKSTORY
can only check each box once. You have to check five boxes up here before choosing Your look:
advances from below the line.
Informed by:
q Take +1 Prowess (max +3)
q q Take +1 Mettle (max +2) Pantheon feels:
q q Take +1 Awe (max +2)
q q Take +1 Judgement (max +1) Mortal parents:
q q Take +1 Wyrd (max +2)
q Choose a new Gift from any playbook: _______________________
q Take another move from your playbook
q Take another move from your playbook
ASCENDANCE MOVE
q Take a move from another playbook: _______________________ qqq
(check a box to use, then select a consequence)
q Take a move from another playbook: _______________________
q Take an Epic Shield Tempest: Permanent Consequences:
_______________________________________________________________________________ You embody your element completely as q Must pick Exchange Harm when you
After you take five advances from above the line, you can take advances from down your humanity fades to the background SMITE YOUR ENEMIES
here. and you become capable of incredible q Reduce max Harm to 6 boxes
feats. Become the flame, bend the wind q Move Harm penalty to 3 Harm
q Take +1 Prowess (max +4) to your will, part the waves, or shake the q Reduce your lowest attribute by one
q Creatures that should be immune to your element are not immune when you wield it earth. You are the master of your domain. q Take Fate’s Disfavor to SWAY mortals
q Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1
q Advance three basic moves to Godlike status
q Advance the other two basic moves to Godlike status After the third use of your ascendance move your character ascends
to their pantheon and leaves the game.
4 1
Make a new character.
ATTRIBUTES GIFTS, choose 3: ELEMENTAL MOVES
Start with these values: q Divine Speed choose 3
Prowess +2, Mettle +1, Awe +0, Judgement -1, Wyrd +0 q Elemental Familiar
Then add +1 to one of them. q Epic Armor q Avatar Of Destruction: You can wreathe q Rub Some Dirt On It: Roll 2d6 + Mettle to
q Epic Shield yourself in your element but the collateral bind up wounds. Cauterize it, wash it, seal it
damage is a constant danger as every- with dirt - whatever works for you, then tell
USED WITH BASIC MOVE:
q Epic Steed
thing within arm’s reach is continuously them to walk it off.
q Epic Weapon
PROWESS ____
SMITE YOUR ENEMIES q Master Another Element
pummeled. Deal 2 Harm to anything and On a 10+ two people each heal 2 Harm.
anyone near you while you maintain the On a 7-9 two people each heal 1 Harm.
q Produce Element effect. Take 2 Harm to start the effect, and GIFTED: If you have Produce Element you
q Take a Move from the 2 more Harm to end it, ignoring armor in can heal all nearby Weave members.
METTLE ____
PERFORM UNDER PRESSURE Warrior playbook both cases.
q Rush In: Roll 2d6 + Mettle to charge your
q Cataclysm: Roll 2d6 + Wyrd to pull the enemy, crossing the battlefield in the blink
AWE ____
SWAY SOMEONE world down around your ears. A column of of an eye.
fire, an earthquake, violent bursting pipes On a 10+ your enemy is stunned, letting
- you wreak havoc on everything within 10 the next person to SMITE them roll
meters of you. Collateral damage is guaran- with Fate’s Favor.
JUDGEMENT ____ PIERCE THE VEIL teed and you will pay a cost. On a 7-9 you and your enemy are
On a 10+ everyone in range takes 6
Harm. You take 2 Harm, ignoring
stunned from the impact. Give a +1 to
the next person to SMITE them, but it
WYRD ____
BEND FATE
armor. can’t be you.
On a 7-9 everyone in range takes 4 On a 6- you’re off target and find yourself
Harm. You take 2 Harm, ignoring in a tight spot.
armor. GIFTED: If you have Divine Speed, you
THREADS: q q q q q HARM: q q q q q q q On a 6- everyone in range takes 2 Harm
You take 2 Harm, ignoring armor. Ask
can inflict 2 Harm on a hit.
Spend 1 for Fate’s Favor, Alter the Scene, or Avoid 2 Harm. -1 to all rolls
Spend 5 to buy an Advancement from your playbook. the Herald how the effect goes out of q Safe Passage: You can travel safely through
control. your element. You can go any distance as
GAIN A THREAD DEATH MOVE GIFTED: If you have an Epic Shield, you long as your element is uninterrupted. If it’s
take 1 less Harm. just you, you don’t need to roll. Roll 2d6 +
Always: Dead Air: Mettle to bring your friends.
friends
Roll doubles While you are dead, your shade in q Fire Talk With Me: You can PIERCE THE On a 10+ you get everyone there, no
VEIL with Fate’s Favor if the subject has problem.
Be epic the mortal world can manipulate
been in direct contact with your element. On a 7-9 everyone but you takes 1 Harm,
your element in annoying and The information will be relative, however. but you all get there.
Once Per Session: occasionally useful ways. You can A gust of wind can’t tell you their phone On a 6- you arrive stunned for a moment,
q Cause collateral damage use PERFORM UNDER PRESSURE number, but it might remember what they and all of you take 2 Harm, ignoring
q Say something awkward to affect your environment in some smoked, or part of a conversation. armor.
q Put your element on display way. GIFTED: If you have an Epic Steed, you
q Describe your element in wonder q Good With Animals: People might confound roll with Fate’s Favor.
you, but animals are nice. You can con- SPINDLE: If you leave from the Spindle, it
verse with animals native to your element. is always considered to be connected
They’re likely to do as you ask, but roll 2d6 to a nearby source of your element.
Favor q q Disfavor + Mettle instead of Awe if you need to
SWAY an animal native to your element. q Swipe Left: Roll 2d6 + Prowess to fling a
small group of enemies out of your way.
q I, Of The Storm: When using your element Collateral damage isn’t just a philosophy,
to intimidate take +1 to SWAY SOMEONE, it’s a way of life!
but you’re not likely to be friends afterward. On a 10+ deal 2 Harm to everyone in the
group, knocking them prone.
On a 7-9 you knock them prone but
they’re unharmed.
GIFTED: If you have an Epic Weapon, you
may choose one option from SMITE
YOUR ENEMIES.
2 3
TANGLES
____________ would be a hit at parties if they’d just listen to your advice.
The Muse
The talent producers,
You’ve made out with __________________ but there’s no real connection there. The too smooth seducers,
The ones who take home
__________________ knows about that thing you did, that one time. Anyone but losers;
__________________‘s cynical outlook is exhausting for you.
You make everyone look good,
You learned about __________________’s greatest ambition. Are you encouraging them Especially yourself.
to follow up on it? The kingmaker, the shot taker,
__________________ is your best friend and keeps you level when you get full of yourself.
You invented top shelf.
2 3
TANGLES
You had a vision of __________________’s death. Describe how, but not where or when.
The Reaper
No one understands death and dying the way you do. A
You escorted __________________’s family member to their afterlife.
Reaper is not a killer though—your job starts after the
You bartered with another Reaper for __________________’s life and won. How did they killing is done. You’re a guide for those who are ready
die that time? to pass beyond this world. You’ve been consumed
with thoughts of the dead for as long as you can
You and __________________ have thrown some epic parties together.
remember, either as morbid fascination, or with a
__________________ ignored your premonition and has the scars to prove it. lust for life that fuels endless revelry. Whether
they fear you or not, death comes for everyone
You have feelings for __________________ but haven’t made your move yet. in the end.
2 3
TANGLES
__________________ caught you in a lie one time and earned your respect.
The Trickster
You and __________________ pulled a hellish prank that one time. Will it come back to
In most cultures Tricksters are teachers and
bite you? guides. Whether your parent was someone
like Coyote, Loki, or Ārohirohi you advise,
You just can’t resist pushing __________________’s buttons.
hint, and cajole to bring these mortals
You ticked off __________________’s pantheon but they don’t know it was you. enlightenment.
__________________ will make an excellent shield when the trouble finally comes down.
Tricksters are not always funny gods, but you do
It seems like __________________ understands why you do what you do. You’ll have to see the world differently from most everybody
keep an eye on them. else. You will do almost whatever it takes to
achieve your goals. This is lucky when your
SPINDLE friends want the same things you do, and
What it is: awkward when they don’t.
Why you cared:
Character Name:
___________________________
Divine Parent:
ADVANCEMENTS
Spend five threads to check a box and advance. You can choose them in any order, but _____________________________
can only check each box once. You have to check five boxes up here before choosing
advances from below the line.
BACKSTORY
Your look:
q q Take +1 Prowess (max +2)
Informed by:
q q Take +1 Mettle (max +2)
q q Take +1 Awe (max +2)
Pantheon feels:
q q Take +1 Judgement (max +1)
q Take +1 Wyrd (max +3)
Mortal parents:
q Choose a new Gift from any playbook: _______________________
q Take another move from your playbook
q Take another move from your playbook ASCENDANCE MOVE
q Take a move from another playbook: _______________________ qqq
q Take a move from another playbook: _______________________ (check a box to use, then select a consequence)
q Take #Blessed from the Muse playbook
Bait and Switch: Permanent Consequences:
_______________________________________________________________________________
Why would you ever want to be the center q Fate’s Disfavor on PIERCE THE VEIL
After you take five advances from above the line, you can take advances from down
of attention? Your Ascendance move lets q Reduce max Harm to 6 boxes
here.
you use someone else’s Ascendance. You q Move Harm penalty to 3 Harm
can either mimic it and control it yourself, q Reduce your lowest attribute by one
q Take +1 Wyrd (max +4)
or let someone else use theirs on your q Take Fate’s Disfavor to SWAY mortals
q Take Cantrips from the Arcane playbook
dime. Wouldn’t it be a shame if the wrong
q Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1
person was blamed?
q Advance three basic moves to Godlike status
q Advance the other two basic moves to Godlike status After the third use of your ascendance move your character ascends
to their pantheon and leaves the game.
4 Make a new character. 1
ATTRIBUTES GIFTS, choose 3: TRICKSTER MOVES
Start with these values: q Animal Form (harmless) choose 3
Prowess +0, Mettle +0, Awe +1, Judgement -1, Wyrd +2 q Epic Armor
Then add +1 to one of them. q Epic Steed q #OutfitOfTheDay: You’re always dressed q Oh You Mean This Gate Key: You are able
q Epic Weapon and styled the way you want to be. Your to produce a small object which is useful in
hair, makeup, and clothes morph to be the immediate situation, but is not 100%
USED WITH BASIC MOVE:
q Magical Resistance
perfect for the given occasion. Casual or correct, and only works once. For example,
q Mimicry
PROWESS ____
SMITE YOUR ENEMIES q Prestidigitation
formal is up to you. If you try to mimic a a key which opens the door but jams the
recognizable uniform or outfit, it will look lock, an ID badge that works if you don’t
q Puzzle Device mostly convincing, but always be slightly off look too closely, or a swipe card that goes
q Silver Tongue in some small detail. blank after use.
METTLE ____
PERFORM UNDER PRESSURE GIFTED: If you have Mimicry, you may GIFTED: If you have a Puzzle Box, the
use this ability to resemble a specific object works perfectly the first time, no
person and their outfit. glitches. The object can be used two
AWE ____
SWAY SOMEONE more times after that, but no promises
q Fake News: When telling half-truths or out- on the result. Roll PERFORM UNDER
right lies take a +1 to SWAY SOMEONE. PRESSURE when you use it again.
GIFTED: If you have a Silver Tongue, roll
JUDGEMENT ____ PIERCE THE VEIL with Fate’s Favor instead of the +1. q Takes One To Know One: Roll Wyrd instead
q Larceny: Take +1 when rolling PERFORM
of Judgement to PIERCE THE VEIL with a
person.
WYRD ____
BEND FATE
UNDER PRESSURE to sneak, pick locks,
or generally get away with something you q The Hard Way: When you present a course
shouldn’t be doing. of action to your Weave you don’t need to
GIFTED: If you have Prestidigitation roll roll SWAY SOMEONE. Each member can
THREADS: q q q q q HARM: q q q q q q q with Wyrd instead of the +1. choose to take 1 Harm (ignoring armor)
to receive +1 ongoing while pursuing your
Spend 1 for Fate’s Favor, Alter the Scene, or Avoid 2 Harm. -1 to all rolls
Spend 5 to buy an Advancement from your playbook. q Location, Location, Location: Perform a plan. That Harm can’t be healed until you
small ritual to travel instantly to any person sleep, which also ends the +1 ongoing.
GAIN A THREAD DEATH MOVE or place you know. Describe the ritual, such SPINDLE: If you present your course of
as drinking tea, three running strides, click- action at the Spindle, you can choose
Always: Even Now: ing your heels together, or something along to take 2 Harm, ignoring armor, to pro-
Roll doubles While you are dead, your shade those lines. vide the +1 ongoing. This is in place of
the 1 Harm each member would take.
Be epic in the mortal world is deftly able
q Nothing To See Here: When leaving the It can’t be healed until you sleep.
to annoy people. Sometimes your scene of your own hijnks, people don’t
Once Per Session: actions might even be construed notice you. You’re not invisible, but everyone q What’s That Over There: You may use Awe
q Trick someone as helpful. Tie shoelaces together, seems to have bigger things on their minds. instead of Prowess to SMITE YOUR ENE-
q Cause a distraction swing the door the wrong way, catch GIFTED: If you are in Animal Form take a MIES, but you can’t choose Exchange Harm
q Tell an unnecessary lie a gun in its holster. You put the heist souvenir with you. It’s usefulness will if you do.
q Teach someone a lesson in poltergeist. be clear later.
Favor q q Disfavor
2 3
TANGLES
__________________ seems oblivious to the natural world.
The Verdant
The Verdant in every pantheon is the reason
You’ve had an on-again / off-again relationship with __________________
for a while now. Why isn’t it working? things grow. You are the steward of
fertility, vitality, and life. As an avatar of
You and __________________ pulled off a newsworthy bit of destructive eco-activism. nature, you’re very substance is able to
grow and change as needed. Whether
You can always count on __________________ when it’s time to party.
shifting shape, talking to trees, or healing
__________________ could learn something from connecting with the wilds. Will you wounds, you adapt and face down any
show them the way? threat. Life finds a way.
You can’t seem to wrap your head around __________________ and you’re not sure you
want to.
Character Name: ____________
SPINDLE
What it is:
Divine Parent: ________________
Why you cared:
ADVANCEMENTS
Spend five threads to check a box and advance. You can choose them in any order, but
can only check each box once. You have to check five boxes up here before choosing BACKSTORY
advances from below the line. Your look:
After you take five advances from above the line, you can take advances from down Stampede: Permanent Consequences:
here. The living world needs you now more q Animals flock to you at all times
than ever, and you can see exactly what q Reduce max Harm to 6 boxes
q Take +1 Mettle (max +4) needs to be done. Call forth the vines and q Move Harm penalty to 3 Harm
q Choose a rote form for Shapechanger. You can always change into that form as if brambles, summon the hordes of animals, q Reduce your lowest attribute by one
you rolled a 10+. It will always have the same two options. and reap sweet justice on those who q Take Fate’s Disfavor to SWAY mortals
q Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1 wreak havoc on the Earth.
q Advance three basic moves to Godlike status
q Advance the other two basic moves to Godlike status After the third use of your ascendance move your character ascends
to their pantheon and leaves the game.
4 Make a new character. 1
ATTRIBUTES GIFTS, choose 3: VERDANT MOVES
Start with these values: q Adaptable choose 3
Prowess +1, Mettle +2, Awe -1, Judgement +0, Wyrd +0 q Animal Companion
Then add +1 to one of them. (2 Harm) q Beastmaster: Gain two Animal Companions q Secret Garden: You have access to a hidden
q Divine Constitution (2 Harm) and an Epic Steed. green space. It’s tucked away in a pocket
GIFTED: If you already have an Animal plane of existence and is only accessible
USED WITH BASIC MOVE:
q Divine Senses
Companion, one of your three pets is by a ritual you choose. You can get there
q Epic Armor
PROWESS ____
SMITE YOUR ENEMIES q Epic Steed
fully sapient and can speak your native from anywhere, and exit back to where you
tongue. came in. Anyone can come and go until you
q Epic Weapon GIFTED: If you already have an Epic close the door.
q Tree Walking Steed, you still only have one Steed, SPINDLE: If your Secret Garden is part of
METTLE ____
PERFORM UNDER PRESSURE q Vital Aura but it is sapient and can do 2 Harm. the Spindle’s location, when you exit
you can either go back to where you
q Clever Girl: You have a knack for tracking came in, or exit to the Spindle.
AWE ____
SWAY SOMEONE prey. Roll with Mettle instead of Judgement
when you PIERCE THE VEIL to follow or find q Shapechanger: You can change into animal
someone, and ask 1 extra question on a hit. and plant forms, melding your possessions
GIFTED: If you have Divine Senses, they with you. To be an unremarkable, harmless
JUDGEMENT ____ PIERCE THE VEIL will need supernatural help to throw creature or plant, no roll is needed. When
you off their scent. you want to get fancy, roll 2d6 + Mettle.
On a 10+ choose two options from the
Mettle
WYRD ____
BEND FATE
q Feast: You can create a feast fit for the gods list. You can also change back and
out of practically nothing. You just need a forth for the duration of the scene.
symbolic bit of food to get started—a few On a 7-9 choose one option from the list.
berries, a loaf of bread, or a bottle of wine, You can hold the form for the duration
THREADS: q q q q q HARM: q q q q q q q for example. Everyone who eats together
will add 1 box to the front of their Harm
of the scene, or until you change back,
whichever comes first.
Spend 1 for Fate’s Favor, Alter the Scene, or Avoid 2 Harm. -1 to all rolls
Spend 5 to buy an Advancement from your playbook. track through the next scene, and have • Pick an extra option when you
Fate’s Favor on their next roll involving SMITE YOUR ENEMIES
GAIN A THREAD DEATH MOVE physical strength, endurance, or agility. • The form deals +1 Harm
• The form has +1 armor
Always: Circle of Life: q Ferocious: Fighting you up close is a serious • Fly high or swim deep
Roll doubles While you are dead, your shade in mistake. Claws, teeth, stinger tail (where • Move with extraordinary speed
did that even come from?!), your basic • You’re several tiny animals
Be epic the mortal world can inhabit a small,
attacks do 3 Harm instead of 2. • You’re a swarm of insects.
harmless animal and stay near GIFTED: If you have an Epic Weapon, it On a 6- ask the Herald to pick one:
Once Per Session: someone in your Weave. You can does 5 Harm instead of 4. • You’re stuck in this form for the dura-
q Defend the wilds talk to animals and members of your tion of the scene
q Act like a plant or animal Weave in this form. q For the Swarm: You can summon and • You take a hybrid-form for the scene
q Talk with a plant or animal command a swarm of insects, rats, spiders (wolfman, swamp-thing, etc)
q Share too much information or small birds for the duration of the scene. • Take 2 harm, ignoring armor, and
Your current location will inform what type treat the roll like a 7-9
of swarm can be summoned. They can GIFTED: If you have Epic Armor it still
inflict 1 Harm, but their usefulness usually applies while changed.
Favor q q Disfavor lies elsewhere. They will exhibit a collective
intelligence, and loyalty to you. q Spies Everywhere: When you PIERCE THE
VEIL, you may direct your questions directly
q Regrowth: Roll 2d6 + Wyrd to channel life to the local plants and wildlife. Plants and
force directly into yourself and others, accel- animals are terrible conversationalists, but
erating their natural healing process. they will do their best with any questions
On a 10+ you heal 4 Harm distributed they’re able to answer.
among people as you choose.
On a 7-9 you heal 3 Harm distributed as
you choose.
On a 6- you can choose to take 1 Harm
and heal one person for 2 Harm.
GIFTED: If you have Vital Aura, heal 1
additional Harm on a hit.
2 3
TANGLES
__________________ has real combat experience that you admire.
The Warrior
A warrior is often many other things as well: a
You find __________________’s impulsiveness to be off-putting.
poet, a chef, a parent, or a teacher to name
You have a friendly rivalry with __________________, always trying to one-up each just a few. While always a last resort,
other. in your heart of hearts you know that
sometimes violence is the best solution, and
You shared a moment with __________________ after a harrowing battle. Are you
hoping for another? you’re the one prepared to carry it out. Your
response will be tactical, thoughtful, and
You’ve never actually seen __________________ fight. Can you trust them? crushingly victorious.
You feel yourself drawn to __________________. What is it about them?
Character Name:
SPINDLE ___________________________
What it is:
ADVANCEMENTS
Spend five threads to check a box and advance. You can choose them in any order, but
can only check each box once. You have to check five boxes up here before choosing
advances from below the line.
BACKSTORY
Your look:
q Take +1 Prowess (max +3)
q q Take +1 Mettle (max +2)
Informed by:
q q Take +1 Awe (max +2)
q q Take +1 Judgement (max +2)
Pantheon feels:
q q Take +1 Wyrd (max +1)
q Choose a new Gift from any playbook: _______________________
Mortal parents:
q Choose a new Gift from your playbook: _______________________
q Take another move from your playbook
q Take another move from your playbook ASCENDANCE MOVE
q Take a move from another playbook: _______________________
q Take a move from another playbook: _______________________
qqq
(check a box to use, then select a consequence)
q Take Divine Consitution from the Verdant playbook
q Take Divine Speed from the Elemental playbook Grandmaster: Permanent Consequences:
_______________________________________________________________________________ Like a chess master, every aspect and q Become obssessed with preparedness
After you take five advances from above the line, you can take advances from down strategy of the battlefield unfolds before q Reduce max Harm to 6 boxes
here. you and you reveal the plan you had the q Move Harm penalty to 3 Harm
whole time. You turn the tide of the battle q Reduce your lowest attribute by one
q Take +1 Prowess (max +4) and win the day. Describe how. q Take Fate’s Disfavor to SWAY mortals
q Gain +1 armor
q Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1
q Advance three basic moves to Godlike status After the third use of your ascendance move your character ascends
q Advance the other two basic moves to Godlike status to their pantheon and leaves the game.
4 Make a new character. 1
ATTRIBUTES GIFTS, choose 3: WARRIOR MOVES
Start with these values: q Divine Might choose 3
Prowess +2, Mettle +0, Awe +1, Judgement +0, Wyrd -1 q Epic Armor
Then add +1 to one of them. q Epic Melee Weapon q Intimidation: When you wield fear to your q Reinforcements: Roll 2d6 + Awe to contact
q Epic Ranged Weapon advantage, roll with Prowess instead of your pantheon and request support. It
Awe to SWAY SOMEONE, but don’t expect might be a unique item they have, or a
USED WITH BASIC MOVE:
q Epic Shield
to be best buddies after that. small group of fighters appropriate to your
q Epic Steed
PROWESS ____
SMITE YOUR ENEMIES q Pantheon Royalty
GIFTED: If you have a Sigil of Command mythology.
take an additional +1 to SWAY SOME- On a 10+ they send what you asked for,
q Sigil of Command ONE. only expecting glorious victory.
q Take a Move from the On a 7-9 they send what you asked for,
METTLE ____
PERFORM UNDER PRESSURE Artisan playbook q Iron Heart: You have 2 additional Harm but they will expect you to do some-
boxes at the front of your Harm track. Al- thing for them later.
ways mark these boxes first. You can take 5 On a 6- they’re not mad that you asked,
AWE ____
SWAY SOMEONE Harm before taking -1 to all rolls. If you get they’re just disappointed.
to 9 Harm you die as usual. GIFTED: If you are Pantheon Royalty,
q make this roll with Fate’s Favor.
q
JUDGEMENT ____ PIERCE THE VEIL GIFTED: If you have an Epic Shield you q To The Death: Challenge someone to a duel.
can choose to lose the shield for the
rest of this fight (you’ll find it later) to
If they accept, you are mystically bound to
fight one-on-one until one of you surren-
WYRD ____
BEND FATE
ignore all of the Harm from one attack. ders, dies, or someone interferes with the
fight.
q Polyarmory: Nearly anything is a deadly
weapon in your hands. An oar, a playing q Unstoppable: Once you start moving, few
THREADS: q q q q q HARM: q q q q q q q card, a sturdy towel - you name it and it’s
dangerous. The object you pick up won’t
mortal barriers will stop your momentum.
Usually you won’t need to roll for this, un-
Spend 1 for Fate’s Favor, Alter the Scene, or Avoid 2 Harm. -1 to all rolls
Spend 5 to buy an Advancement from your playbook. last long for how you’re using it but it’ll go less the Herald deems the barrier excep-
out in a blaze of glory and you can grab tionally reinforced. In that case, roll 2d6 +
GAIN A THREAD DEATH MOVE something new. Deal 3 Harm with almost Prowess.
Prowess
any physical object. On a 10+ break on through to the other
Always: Perfect Host: GIFTED: If you have Epic Weapon (Melee side.
Roll doubles While you are dead, your shade in for up close or Ranged for thrown On a 7-9 you break down the barrier but
objects), anything you pick up will deal take 2 Harm, ignoring armor.
Be epic the mortal world is able to lend its
4 Harm. On a 6- choose: Take 2 Harm, physically
prowess to members of your Weave. and to your pride, as you bounce off
Once Per Session: With a successful PROVIDE AID roll q Practical Tactical Brilliance: If there’s an art OR take 4 Harm and blast through.
q Start a fight you may add your Prowess stat to to war then the battlefield is your canvas. In either case the Harm ignores your
q Finish a fight someone else’s for the rest of that Let your masterpiece unfold. Roll 2d6 + armor.
q Explain a battle strategy fight, with the standard maximum of Prowess to gain Holds. Spend Holds on the GIFTED: If you have Divine Might you
q Defuse a tense situation +4 to any single roll. effects below. can charge through most supernatural
On a 10+ Hold 3. barriers too.
On a 7-9 Hold 2.
On a 6- choose: Hold 1 and take 1 Harm q War Never Changes: You may roll with
Favor q q Disfavor ignoring armor, OR Hold none. Prowess instead of Judgement when you
Spend 1 Hold to: PIERCE THE VEIL anywhere a fight took
• Take Harm in place of a nearby place, with a person who just fought or is
Weave member about to, or an artifact used in combat.
• Add +2 to a Weave member’s SMITE
roll q Wreck Room: You have a safe house, train-
• You or a Weave member picks an ing space, armory, or something similar.
additional option from a SMITE roll, Note what it is, and go there when you
even on a 6- need to plan, ley low, or get something.
SPINDLE: If this is in the Spindle, the
room is intelligent and can help you
train, anticipate your needs, and even
give advice.
2 3
START OF SESSON
At the start of the session ask the player with whom you have the
DEMIGODS
by Jason Mills @itsProbablyOk
most Tangles to mark one of your Basic Moves. Gain a Thread the
first time you fail a roll with that move, and erase the mark. Check out demigodsPBTA.com
to join the newsletter.
END OF SESSON
At the end of the session pick one Tangle that feels tighter, and more
important to you. If no Tangle feels tighter, choose one that feels
looser, and less important.
BASIC MOVES
The q GODLIKE portions of these moves are only available
when they’ve been unlocked through Advancement.
If a Tangle was tightened, remind the group how that relationship was
important in this session, and the Spindle gains a Thread. Put an X
next to the name in that Tangle. It can’t be tightened again until all SMITE YOUR ENEMIES
other Tangles have been tightened or resolved. When that happens, Roll 2d6 + Prowess when you step in to the fight.
erase all of the X’s and take an Advancement.
n a 10+ choose 3 from the list below, OR disarm your enemy.
O
If a Tangle was loosened, ask them whether they feel that it was On a 7-9 choose 1 from the list below.
resolved. If they do, erase the name and you both gain a Thread. q GODLIKE: On a 13+ select all of the optons from the list.
• Exchange Harm: combatants trade Harm based on their weapons
GRIEVOUS HARM • Protect Yourself: -1 Harm to you, if you Exchanged Harm
When you take 4 or more Harm at once (before armor), roll 2d6 + • Crush Them: +1 Harm to your enemy, if you Exchanged Harm
Harm (the amount after armor, not the total). Subtract armor first • Gain an advantageous position: +1 forward on your next SMITE
because you might roll +0, and that’s ok. You want to roll low. • Make an opening: +1 forward to an ally who follows your lead
• Take something from your enemy
You may spend a Thread to give yourself Fate’s Favor on this roll, but
you may not spend a Thread to reduce any additional Harm caused
by the Grievous Harm move. PERFORM UNDER PRESSURE
Roll 2d6 + Mettle when you do something while the heat is on. Land
On a 10+ choose one: the plane, pick the lock, hack the mainframe. It’s all you.
• Get knocked out, or removed from the scene
• Give the Herald a Hard Move n a 10+ you get it done, for now, no problem.
O
• Take 2 more Harm, ignoring armor On a 7-9 there's a complication, choose one option from the list.
• Your Gifts are unusable for the scene q GODLIKE: On a 13+ you do your thing and then some. This situation
is under your control and you won’t need to roll again for it in this
On a 7-9 choose one: scene.
• Drop something important
• Lose your footing • It takes longer than it should
• One of your Gifts is unusable for the scene • Something breaks
• Take 1 more Harm, ignoring armor • Take 1 Harm
• Wind up in a tight spot • The result is only partially effective
• Your next roll is with Fate’s Disfavor
On a 6- nothing worse happens.
4 1
BEND FATE PIERCE THE VEIL
Roll 2d6 + Wyrd when you wield the supernatural forces of Fate. Roll 2d6 + Judgement when you peer beyond the veneer of mortality.
Banes:
• One of your Gifts is unusable for the scene PROVIDE AID
• Take 1 Harm ignoring armor Roll 2d6 + Tangles when you want to help someone in your Weave
• Become stunned for a few moments accomplish a task, or avoid the Harm they just took. Describe how
• Take Fate’s Disfavor on your next roll your character is able to assist.
• Something bad finds you
On a 10+ choose 1:
• They get +2 to their roll
SWAY SOMEONE • They get +1 to their roll AND they gain a Thread
Roll 2d6 + Awe when you want to convince someone that your way • You both take 1 Harm, ignoring armor, instead of the Harm they
is the right way. Unlocking Godlike for this move checks both boxes would have taken
below. On a 7-9 choose 1:
• they get +1 to their roll
For NPCs: • split the Harm with them — you take the extra if the Harm is
On a 10+ they accept your reasonable argument at no cost. odd
On a 7-9 they’ll do it, but they demand some kind of price. On a 6- you make it worse, and are exposed to the same danger.
q GODLIKE: On a 13+ say hello to your new best friend!
2 3
The Binding
HERALD MOVES
1. Supernatural Disaster: ______________________________________________
Rather than an MC, GM, or DM in Demigods, the person setting the scene
is called the Herald. I wanted to get rid of the master title, because if
you’re a fan of the characters, and playing to find out what happens,
you’re not really the master of anything.
2. Collateral Damage: ______________________________________________
The other reason I like using Herald is the actual definition. It means “be a
sign that something is about to happen”. How perfect is that? There’s a
whole section in the book on this, but here’s the short version:
4 1
The Arcane Gifts The Arcane Moves The Artisan Gifts The Artisan Moves The Celestial Gifts The Celestial Moves
q Animal Form q Spellcasting q Alchemical Texts q Assistant q Animal Companion q Black Hole Stun
(harmless) q Cantrips q Automaton G: Automaton (2 Harm) G: Divine Presence
q Divine Intellect G: Familiar (harmless) q Brew Master q Cloak of Wisdom q Eclipse
q Epic Armor q Counterspell q Bottomless Bag G: Alchemical Texts q Divine Presence q Fight Smarter
q Epic Steed G: Divine Intellect q Divine Intellect q By My Own Hand q Epic Armor q Longview
q Epic Weapon q Esoteric Etcetera q Epic Armor q Crafty q Epic Ranged Weapon q One Shot
q Familiar (harmless) G: Secret Society q Epic Steed G: Epic Tool q Epic Steed G: Epic Ranged Weapon
q Ritual Spellbook q Portal q Epic Tools q Deus Ex Machina q Third Eye q Read The Stars
q Secret Society G: Ritual Spellbook q Epic Weapon G: Divine Intellect q Psychometry G: Third Eye
Membership q Sanctum q Unquenchable Flame q Driver q Soundless Movement q Tracker
q Take another move q Shields Up q Mentor G: Animal Companion
from your playbook G: Epic Armor q Workshop q Trusted Advisor
q Rosetta Stone G: Bottomless Bag G: Cloak of Wisdom
q The Voice q Zoom and Enhance q Oracle
The Elemental Gifts The Elemental Moves The Muse Gifts The Muse Moves The Reaper Gifts The Reaper Moves
q Divine Speed q Avatar of Destruction q Aura of Inspiration q #Blessed q Animal Form q Ask Questions Later
q Elemental Familiar q Cataclysm q Celebrity q Entourage (harmless) G: Mostly Dead
q Epic Armor G: Epic Shield q Divine Charm G: Wealth and/or q Aura of Dread q Best of Seven
q Epic Shield q Fire Talk With Me q Epic Armor Celebrity q Book of the Dead q In The Balance
q Epic Steed q Good With Animals q Epic Instrument q Fascinate q Cloak of q Lust for Life
q Epic Weapon q I, Of The Storm q Epic Steed q Influencer Obscurement G: Aura of Dread
q Master Another q Rub Some Dirt On It q Epic Weapon q Protégé q Epic Armor q Part the Veil
Element G: Produce Element q Perfect Focus q Short Skirt, Long q Epic Steed q What Has Been
q Produce Element q Rush In q Wealth Jacket q Epic Weapon G: Book of the Dead
q Take a Move from the G: Divine Speed q The “I” In Team q Mostly Dead q What Will Be
Warrior playbook q Safe Passage G: Aura of Inspiration q Take a Move from the G: Animal Form
G: Epic Steed q Turn It Up Muse playbook q Whirlwind
q Swipe Left G: Epic Instrument q You See Dead People
G: Epic Weapon q Woke Up Like This
G: Divine Charm
The Trickster Gifts The Trickster Moves The Verdant Gifts The Verdant Moves The Warrior Gifts The Warrior Moves
q Animal Form q #OutfitOfTheDay q Adaptable q Beastmaster q Divine Might q Intimidation
(harmless) G: Mimicry q Animal Companion G: Animal Companion q Epic Armor G: Sigil of Command
q Epic Armor q Fake News (2 Harm) G: Epic Steed q Epic Melee Weapon q Iron Heart
q Epic Steed G: Silver Tongue q Divine Constitution q Clever Girl q Epic Ranged Weapon G: Epic Shield
q Epic Weapon q Larceny q Divine Senses G: Divine Senses q Epic Shield q Polyarmory
q Magical Resistance G: Prestidigitation q Epic Armor q Feast q Epic Steed G: Epic Weapon
q Mimicry q Location, Location q Epic Steed q Ferocious q Pantheon Royalty q Practical Tactical
q Prestidigitation q Nothing To See Here q Epic Weapon G: Epic Weapon q Sigil of Command Brilliance
q Puzzle Device G: Animal Form q Tree Walking q For the Swarm q Take a Move from the q Reinforcements
q Silver Tongue q Gate Key q Vital Aura q Regrowth Artisan playbook G: Pantheon Royalty
G: Puzzle Box G: Vital Aura q To The Death
q Takes One To Know q Secret Garden q Unstoppable
One q Shapechanger G: Divine Might
q The Hard Way G: Epic Armor q War Never Changes
q What’s That q Spies Everywhere q Wreck Room
2 3
THE SPINDLE - experimental, use with caution!
Track information about your Spindle location here.
Campaign Name:_______________________________
Name: THREADS: q q q q q
Characters:
_______________________________ _______________________________ ADVANCEMENTS
Spend five threads to check a box and advance the Spindle. You can
_______________________________ _______________________________ choose them in any order, but can only check each box once, and the
_______________________________ _______________________________ Weave must agree unanimously to buy an Advance. You have to check
five boxes up here before choosing advances from below the line.
(COMING SOON!)
Type of Place (circle one or more): ___________________________________________________________________
apartment building - bar - factory - house - library - museum - park -
________
restaurant - stadium - warehouse - ____________________
After you take five advances from above the line, you can take advances
from down here.
Status (circle one or more): (ALSO COMING SOON)
abandoned - busy - private - public - ____________________
ASCENDANCE MOVES: q q q
Gifts (circle one or more): Summon a deity to your spindle
divinely blessed - haunted - historical site - ley lines - old battlefield - Godlike charge
sacred to nature - ____________________ And my axe - combined weapon harm
Give NPC #blessed
Flaws (circle one or more): Roll SWAY SOMEONE on a deity
decayed - haunted - heavy veil - hunted - previous occupant - Break Glass - backup to PROVIDE AID
suppressed magic - ____________________
DEATH MOVES: q q q
Resurrect someone
Spindle Moves (check all that are in play): Restore all harm for every Weave member
q Arcane: Sanctum Restore 1 Ascendance move for every Weave member
q Artisan: Workshop Everyone gets an advance
q Celestial: Longiew
q Elemental: Safe Passage
q Muse: Turn It Up
q Reaper: In The Balance
q Trickster: The Hard Way
q Verdant: Secret Garden
q Warrior: Wreck Room