Demigods Quickstart v3

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DEMIGODS To-Do

by Jason Mills Pick playbooks, and follow the prompts:


Quickstart Rules v3 Character Backgrounds
Assign Attributes
Setting Select Gifts
Demigods is a magical realism role-playing game, set Select Moves
in the modern day. All of the gods are real and every Establish The Binding
belief system is correct — all at the same time. In this Character Tangles
fictional world the gods exist because humans imag-
ined them into existence. At least a dozen different sun Playbooks
gods are pushing, pulling, or being the sun, while that As the half-mortal child of a god you have special
same sun is a giant fusion engine ninety-three million powers. They don’t have to match those of your divine
miles away. Multiple truths, all at once. Lean into it. parent. The son of Aphrodite could be a soldier, the
daughter of Ogoun could be a poet laureate, and the
 ost mortals believe in the gods, or a god, but don’t
M child of Loki could be a straight-shooter with upper
know for a fact that they are real. The same human management written all over them.
imagination that brought the gods into existence also
allows mortals to edit out things they don’t want to Your playbook is determined by the character’s per-
see. When a seven foot tall demon walks into a coffee sonality, and the position you see them filling in their
shop, the barista can believe that they’re just a very pantheon one day.
tall person, ignoring the blue skin, horns, and spiky tail.
For character creation, walk through the playbook sec-
Demigods tion by section, starting on the right side of the front
Gods are too powerful to visit Earth very often or for page (where the art is), and moving to the back. If you
very long because they are imbued with the ability to fold it in half like a little book, it’s easier.
manipulate Fate. They can enmortilify™ themselves
for a few days to visit, but they’re weakened and need Playbook, Page 1
to head home soon to avoid twisting the fabric of Name, Divine Parent, Backstory, and Ascendance
reality. Fate in Demigods is not a god or group of gods, Describe your look, pronouns, ethnicity, clothing style,
but is an overarching concept used to describe why etc. You may also want to note some supernatural
supernatural beings can do things that mortals can’t. weirdness that mortals don’t notice — glowing eyes,
blue skin, that kind of thing.
The gods must remain mysterious. Their power is
based in human belief—if mortals knew for sure that Were you informed by your divine parent, or a mes-
Shango exists, rather than simply believing in him, his senger of some kind? How do you feel about your pan-
power would dimininsh and he would eventually cease theon? This can be tricky. You might think your divine
to exist in a puff of logic. relatives stink. Demigods are still mostly mortal and
can be poached into other pantheons. Are you shop-
In order to influence mortals and earthly affairs with- ping around? Also describe your mortal family.
out risking their demise, the gods use demigods. Either
through biology or spiritual adoption, one is imbued Ascendance Move
with the power of a divine parent. Then the god has Demigods are on a path to becoming full deities. The
an emissary on Earth who definitely, for sure, always Ascendance Move marks the Demigod embracing a
does what their divine parent needs. Right? fraction of their true divine nature, and is unique to
each playbook. To use your move, just announce that
Pantheons will ask their demigods to carry out tasks you’re using it, check one of the boxes, and take narra-
and will offer them treasures in return. Demigods have tive control for a moment. But it doesn’t come without
a smaller supernatural footprint than their divine par- a cost.
ents and can use their abilities without much trouble,
but they’re also supposed to work alone. Normally, if You’ll need to pick a consequence when the moment is
demigods spend too much time together their Fates over. Your character is now weirder, and less relatable
become intertwined, they can’t get rid of each other, to mortals than ever. This kind of power flakes away
and then they start to have an effect on reality like your mortal coil, preparing you for true godliness.
gods do.
If you use it three times, your character will become
 ut your characters are special! They’ve been through
B too divine and must ascend to their pantheon. They’re
a binding event which has allowed them to work out of the game and you make a new character.
together and not collapse the Fate-time continuum.
Following an event called The Binding, their group is
called a Weave. More on The Binding in a bit.
1
Playbook, Page 2 Gaining Threads
Attributes, Gifts, Threads, Harm, and Favor Everyone gets a thread any time they roll doubles on
Demigods have 5 attributes: Prowess, Mettle, Awe, the dice, or when they do something truly epic. The
Judgement, and Wyrd. Conflicts will be settled in the doubles can be any pair of numbers - a pair of ones
game by rolling 2 six-sided dice, and adding them to earns a thread just as well as sixes. There is no limit to
one of these attributes. how many times you can get this.
Prowess measures your fighting ability, whatever your
methods may consist of. Your playbook also has four unique hooks. Each one
Mettle is how well you work under pressure, perform- of these can earn you a thread once per game ses-
ing mostly mortal tasks. Use it to hack a computer, sion. Theoretically, you could get all four every session.
drive a car, etc. Read these aloud in the first session so everyone
Awe is a measure of your impressiveness—not neces- knows what you’re being bribed to do with your play-
sarily your attractiveness. book.
Judgement is your perception and insight.
Wyrd indicates your aptitude for manipulating the If you save up five Threads you can spend them on an
supernatural world around you. Advance. More about that later.

Attributes can range in value from -2 to +4. No com- Emergency Threads


bination of bonuses can ever give a single roll greater You can also spend threads one at a time, in three
than +4. Assign the array of values listed in your play- ways:
book, and then apply an extra +1 to one of them. Reduce 2 Harm. This can combine with your Epic Ar-
mor and Shield.
Gifts Add a significant detail to the scene.
Gifts are items or aspects that enhance your abilities Spend a thread to give yourself Fate’s Favor on a roll
and can be juiced up with the Bend Fate basic move you just made (roll 3 dice, take the best two). You can
when needed. Many of the gifts are fairly vague or buy the third die after you rolled.
strange sounding - that’s OK! The idea is to spark
a conversation with the Herald (the game runner) Harm
about what that gift does for you specifically. There’s When you take 7 Harm, you’re dead. You become a
a whole chapter in the book with more details about shade and can use your playbook’s Death Move, but
Gifts. gifts and other moves are not available to a shade.

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.

 Any gift with Divine in the title is meant to be a de-


• Taking 4 or more Harm represents a significant
scriptor. If you take Divine Might, you’re super strong. wound. While you have 4 or more, you have -1 to all
That usually means flip-a-car level of strength, for rolls (except when rolling your Death Move). Ending a
example, but do what works for you and your group. fight with 4 or more Harm means you need magical
There isn’t a direct mechanical benefit, but consider it healing or medical attention. Describe your serious
part of the fiction. wound.

• Epic Weapons deal 4 Harm. Epic Armor reduces Death Move


Harm taken by 2. An Epic Shield reduces Harm by 1 Death is not the end for a demigod. Most of your spirit
and you choose a cool ability (reflects gaze attacks, goes to your pantheon’s afterlife when you die, but
comes back when you throw it, etc). Effects that ignore you’re so tightly bound to your Weave that your shade
armor bypass both Epic Armor and Shields. remains with them. Your Death Move is unique to your
playbook, and if it has a roll, it does not suffer the -1
 Epic Tools and Instruments are awesome items that
• for having 4+ Harm.
do something a mortal version couldn’t. If your Epic
Tool is a laptop, it could be a super-computer that you You have seven days (or something more dramatically
never have to plug in, for example. appropriate) for your Weave to break into your after-
life and restore you, or you’re gone for good.
• An Epic Steed can be an amazing horse, a souped-
up motorcycle, a hot rod, or whatever else would
reliably carry you around. Whatever the form, it is
suitable for taking in to supernatural situations.

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
G
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.

If the outcome is truly uncertain, roll two six-sided dice


(2d6) and add your attribute to the total. So if you roll
a 3 and a 4 to SMITE YOUR ENEMIES, and you have
a Prowess of +2, then your total is 9, earning a 7-9
result for that move. Each move will say what to do.

No total bonus can be more than +4. If you have an


attribute of +4 and roll snake-eyes (1 and 1 on the
dice), no power in the heavens or on Earth can raise
that from a 6 total. Spending a Thread for Fate’s Favor
changes your roll, not the bonus, so that’s usable in
this case.

 ometimes a Move will say specifically what to do on


S
a 6-, otherwise the Herald will fill in part of the nar-
rative. Try not to think of a 6- as a “miss”, where you
whiff and nothing happens. The character may even
accomplish their goal, but the Herald will make a Hard
Move, adding danger or pressure to the narrative.

 he number one thing to remember is that a roll of


T
the dice always advances the narrative. There should
never be a dice roll where nothing happens.

X-Card and Safety Tools


We’re here to play a game and have fun, and the
X-Card helps give everyone a chance to do that. Leave
an X-Card on the table and explain to everyone what
it’s for. This can be a simple ‘X’ on an index card.

Anyone can invoke the X-Card for all kinds of reasons,


but it’s usually to address tone shifts, theming, and
disturbing subject matter. If someone asks for some-
thing to be removed or changed, please respect that.

The X-Card was created by John Stavropoulos and


you can read more about it at: http://tinyurl.com/x-
card-rpg

Personally, I never play without it.

Play The Game!


You’re all set, go have fun! If you get a chance, hit me
up on Twitter (@itsProbablyOk) to let me know what
you think. Thanks for your support!

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:

Divine Parent: _______________________

ADVANCEMENTS Pantheon: _______________________


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)
q q Take +1 Mettle (max +1) Informed by:
q q Take +1 Awe (max +2)
q q Take +1 Judgement (max +2) Pantheon feels:
q Take +1 Wyrd (max +3)
q Choose a new Gift from any playbook: _______________________ Mortal parents:
q Take the Workshop from the Artisan playbook: _______________________
q Take another move from your playbook ASCENDANCE MOVE
q Take another move from your playbook
q Take a move from another playbook: _______________________ qqq
(check a box to use, then select a consequence)
q Open a door to your Sanctum from any doorway
_______________________________________________________________________________
After you take five advances from above the line, you can take advances from down Weaver: Permanent Consequences:
here. The threads of Fate come together for q All spellcasting draws unwanted attn.
this one inscrutable purpose. Pull on this q Reduce max Harm to 6 boxes
q Take +1 Wyrd (max +4) thread, snip that frayed end, and weave it q Move Harm penalty to 3 Harm
q Learn three more Cantrips: 1. ______________ 2. ______________ 3. all back to your desire. You craft a spell of q Reduce your lowest attribute by one
______________ epic proportions, describe the outcome. q Take Fate’s Disfavor to SWAY mortals
q 10+ on Spellcasting no longer requires a Cost
q Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1 After the third use of your ascendance move your character ascends
q Advance three basic moves to Godlike status to their pantheon and leaves the game.
4 q Advance the other two basic moves to Godlike status Make a new character. 1
ATTRIBUTES GIFTS, choose 3: ARCANE MOVES
Start with these values: q Animal Form (harmless) take Spellcasting and 2 more
Prowess +0, Mettle -1, Awe +0, Judgement +1, Wyrd +2 q Divine Intellect
Then add +1 to one of them. q Epic Armor Spellcasting: When you cast a spell, describe what it should do using the Effects you want and
q Epic Steed the Costs you’re willing to take. Roll 2d6 + Wyrd to cast the spell. Most spells take a little
time to finish. Effects and Costs can be chosen more than once per spell.
USED WITH BASIC MOVE:
q Epic Weapon
On a 10+ pick 2 Effects and 1 Cost.
q Familiar (harmless)
PROWESS ____
SMITE YOUR ENEMIES q Ritual Spellbook
On a 7-9 pick 1 Effect and 1 Cost.
On a 6- pick 2 Costs, and the Herald will fill in the rest. (spoiler: it’s bad)
q Secret Society Membership Effects: Costs:
q Take another move from
METTLE ____
PERFORM UNDER PRESSURE your playbook
Cast the spell instantly
Communicate impossibly
Casting takes longer than usual
Deal 1 Harm to an ally, ignoring armor
Hide something Draw unwanted attention
Inflict 2 Harm Take 2 Harm, ignoring armor
AWE ____
SWAY SOMEONE Inflict 1 Harm to a small group Inflict collateral damage
Restrict Movement The spell ends earlier than expected
Reveal a secret Something is hidden from you
JUDGEMENT ____
PIERCE THE VEIL q Cantrips: You’ve mastered several basic q Portal: Open a noisy gateway to a familiar,
spells that require little to no effort on your stationary, safe place on the mortal plane.
part. Pick three harmless spells you’ve It takes about a minute to open and will
WYRD ____
BEND FATE practiced to perfection. They don’t require collapse after another minute. If you
rolls. go somewhere unfamiliar, in motion, or
Pick 3 Facilities:
Pick dangerous roll 2d6 + Wyrd.
Wyrd
q Close-up magic On a 10+ your portal is precise and you
THREADS: q q q q q HARM: q q q q q q q q Distract can see through to the other side.
Spend 1 for Fate’s Favor, Alter the Scene, or Avoid 2 Harm. -1 to all rolls q Empathize On a 7-9 the portal is connected but you
Spend 5 to buy an Advancement from your playbook.
q Illuminate or extinguish can’t see the other side.
GAIN A THREAD DEATH MOVE q Move small objects
q Lock or unlock
On a 6- you’re in for a treat. It goes
somewhere fun and unexpected!
q Other:________________ GIFTED: If you have a Ritual Spellbook
Always: A Frayed Knot: GIFTED: If you have a Familiar, it can cast take +1 on Portal rolls.
Roll doubles While you are dead, your shade in your cantrips.
Be epic the mortal world disperses among q Sanctum: You have a safe, secure, isolated
your Weave. Your consciousness is q Counterspell: Roll 2d6 + Judgement to place to work your mystical arts. You, your
Once Per Session: present with every member at the dispel ongoing magical effects. collection of oddities, and the people you
On a 10+ the effect dissolves and you allow in are untraceable while inside.
q Cast a spell same time, over any distance. You
understand it well enough to rebuild it. SPINDLE: If your sanctum is part of the
q Investigate a mystery can pass messages at will. On a 7-9 the effect is shut down for the Spindle, it has unique insights about
q Chastise recklessness scene but will reactivate eventually. the events of your Binding.
q Explain how magic works On a 6- you believe the effect has been
dispelled. It has not. q Shields Up: When you spend a thread to
GIFTED: If you have Divine Intellect, roll reduce Harm, you may reflect it back at the
Favor q q Disfavor with Fate’s Favor. source of that Harm.
GIFTED: If you have Epic Armor you can
q Esoteric Etcetera: You know things. Secret reflect that damage to any target, not
things. Dangerous things. When you just the source.
PIERCE THE VEIL about something truly
obscure take a +1 to the roll. q Rosetta Stone: When you observe a
GIFTED: If you have Secret Society language for a few minutes you can pick it
Membership roll with Fate’s Favor up flawlessly. This goes for sign language,
instead of the +1. dialects, and nearly any kind of written
communication.

q The Voice: You may use Wyrd instead of


Awe to SWAY SOMEONE, but if you do they
will eventually realize that you manipulated
2 them and will remember that. 3
TANGLES
You made an Epic Item for __________________ and they owe you.
The Artisan
The Golden Fleece, Mjölnir, and the
__________________ relies on your expertise and you have a mutual respect.
Chandrahas are all divine creations
You’re head over heels for __________________ but you don’t think they know. made for the gods, but it was the
Artisan among them who crafted
If __________________ drags you to another party you’re going to scream. such wonders. You are the one who
You and __________________ are on a hunt for a rare material of some kind.
shapes the threads of Fate into
works of art, weapons, armor,
You confided a deep secret in __________________. Will they keep it? and devices useful to you, your
Weave, and your Pantheon.
Stand back, eye protection on: it’s time
to craft.
SPINDLE
What it is:
Character Name: ______________
Why you cared:

Divine Parent: ________________

ADVANCEMENTS Pantheon: ___________________


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)
q Take +1 Mettle (max +3) Informed by:
q q Take +1 Awe (max +1)
q q Take +1 Judgement (max +2) Pantheon feels:
q q Take +1 Wyrd (max +2)
q Choose a new Gift from your playbook: _______________________ 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
(check a box to use, then select a consequence)
q Take a move from another playbook: _______________________
q Add another Facility to your Workshop Architect: Permanent Consequences:
_______________________________________________________________________________ The architecture of reality slides together q Devices get weird around you
After you take five advances from above the line, you can take advances from down and everything finally makes sense. q Reduce max Harm to 6 boxes
here. Change something about an object. q Move Harm penalty to 3 Harm
Something big or small, but the object q Reduce your lowest attribute by one
q Take +1 Mettle (max +4) will never be the same. Describe how. q Take Fate’s Disfavor to SWAY mortals
q Remove a Hinderance from your Workshop Alternatively, this can instantly craft an
q Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1 Epic Item out of nothing.
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: ARTISAN MOVES
Start with these values: q Alchemical Texts choose 3
Prowess +1, Mettle +2, Awe -1, Judgement +0, Wyrd +0 q Automaton (harmless)
Then add +1 to one of them. q Bottomless Bag q Assistant: You have a mortal assistant who q Deus Ex Machina: Roll 2d6 + Judgement
q Divine Intellect is aware of the supernatural. Name and when you touch a device to project your
describe them. If they die or move on from will into it. On a hit, you can control it. You
USED WITH BASIC MOVE:
q Epic Armor
your service, cross this out and take an remain in a trance until you withdraw or
q Epic Steed
PROWESS ____
SMITE YOUR ENEMIES q Epic Tools
advancement. can’t touch the device.
GIFTED: If you have an Automaton, it can On a 10+ take +1 ongoing to use the
q Epic Weapon also be your Assistant - a tireless, self- object while inhabiting it.
q Unquenchable Flame aware machine. On a 7-9 you can use the object as if an
METTLE ____
PERFORM UNDER PRESSURE expert were operating it.
q Brew Master: You carry 3 Stock. Spend GIFTED: If you have Divine Intellect you
Stock to brew a potion in a few minutes. It retain consciousness while inhabiting
AWE ____
SWAY SOMEONE must be consumed right away, and is single the object.
dose. No sharesies, sorry. Spend Stock to
heal that much Harm, or brew a potion like q Driver: Vehicles speak to you. They share
the ones below. Effects last for the scene. their deepest hopes and dreams, and you
JUDGEMENT ____
PIERCE THE VEIL make them reality. You roll with Fate’s Favor
1 Stock: 2 Stock: 3 Stock:
Acute Senses Invisibility Doppleganger
to pilot any vehicle from chariot to space
shuttle.
Learn language Epic Vaccine Fly/Swim/Climb
WYRD ____
BEND FATE

Anti-venom Fly/Swim/Climb Breathe water
q Mentor: Someone helped you get this
When you resupply your stock, roll 2d6 + far. Note their area of expertise (magic,
Judgement and spend a scene gathering artifacts, monsters, etc). If they die, or you
THREADS: q q q q q HARM: q q q q q q q materials.
On a 10+ refresh 3 Stock.
move beyond needing their help, cross out
this move and take an advancement.
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. On a 7-9 refresh 2 Stock, OR take 1
Harm, ignoring armor, to refresh 3 q Workshop: You have a work space specific
GAIN A THREAD DEATH MOVE Stock. to the types of things you know how to
On a 6- take 0 to 3 Harm, and refresh make. Describe its attributes.
Always: Haunted Doll: that amount of Stock. Pick 3 Facilities:
Pick
Roll doubles While you are dead, your shade in GIFTED: If you have Alchemical Texts q alchemical resupply q fine tools
you can carry 5 Stock with you. q heavy tools q hidden q  mobile
Be epic the mortal world inhabits an object
q high tech tools q vast library
or device belonging to one of your q By My Own Hand: When you SMITE with 
Once Per Session: Weave, like their cell phone, car, an Epic Weapon that you made you can use Pick 2 Hindrances:
Pick
q Fail a roll sword, or armor. Roll PROVIDE AID Mettle instead of Prowess
Prowess. If you do, you q dangerous to use q expensive fuel
q Make something cool to enhance its use while inhabiting it. must choose Exchange Harm. q disorganized space q hunted
q Explain how a device works q hard to get to
q Break something you shouldn’t q Crafty: When you modify a device, describe q supernatural clients show up
what it should do by picking 2 Features GIFTED: If you have a Bottomless Bag
and 2 Bugs from the lists below. When the check ‘mobile workshop’ for free. Step
device has been defined roll 2d6 + Mettle.
Mettle into the bag to access your workshop.
Favor q q Disfavor On a 10+ keep 2 Features and no Bugs. SPINDLE: If your Workshop is part of the
On a 7-9 keep 1 Feature and 1 Bug. Spindle choose an additional Facility
On a 6- keep 2 Bugs, no Features, and and Hindrance. Explain why the events
then duck. of your Binding caused this.
Features: Autonomous, Disorienting,
Distracting, Harmful, Long Range, q Zoom and Enhance: Roll 2d6 + Mettle to
Restraining improve any device someone else is using
Bugs: Collateral Damage, Loud, Messy, for the scene.
Hand Held, Inaccurate, Needs Fuel, On a 10+ they get a +1 ongoing using it
Vampiric for the scene.
GIFTED: If you have an Epic Tool for the On a 7-9 they get a +1 forward the next
job roll with Fate’s Favor. time they use the item.

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.

Character Name: ______________


SPINDLE
What it is: Divine Parent: ________________
Why you cared:
Pantheon: ___________________
BACKSTORY
ADVANCEMENTS Your look:
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 Informed by:
advances from below the line.
Pantheon feels:
q q Take +1 Prowess (max +1)
q q Take +1 Mettle (max +2) Mortal parents:
q q Take +1 Awe (max +2)
q Take +1 Judgement (max +3)
q q Take +1 Wyrd (max +2)
q Choose a new Gift from any playbook: _______________________
q Take another move from your playbook ASCENDANCE MOVE
q Take another move from your playbook
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 Add a Once Per Session thread from an unused playbook: _______________________ Oracle: Permanent Consequences:
_______________________________________________________________________________ The stars align as every strand spools q 13+ on PIERCE THE VEIL deals 1 Harm
After you take five advances from above the line, you can take advances from down out before you. Step calmly through the q Reduce max Harm to 6 boxes
here. mayhem, predicting every twitch and gust q Move Harm penalty to 3 Harm
of wind to set things back on the course q Reduce your lowest attribute by one
q Take +1 Judgement (max +4) you’ve determined is correct. All this has q Take Fate’s Disfavor to SWAY mortals
q Erase one check mark on your Ascendance Move, but not the Consequence happened before, and will happen again,
q Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1 but this time you’re in control.
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: CELESTIAL MOVES
Start with these values: q Animal Companion choose 3
Prowess -1, Mettle +0, Awe +1, Judgement +2, Wyrd +0 (2 Harm)
Then add +1 to one of them. q Cloak of Wisdom q Black Hole Stun: Roll 2d6 + Awe to over- q Read The Stars: Take a +1 on all PIERCE
q Divine Presence whelm a mortal’s mind with the infinite THE VEIL rolls.
vastness of the stellar background, assuring GIFTED: If you have Third Eye, roll with
USED WITH BASIC MOVE:
q Epic Armor
honest answers to your questions. After Fate’s Favor instead of the +1.
q Epic Ranged Weapon
PROWESS ____
SMITE YOUR ENEMIES q Epic Steed
they answer your questions they’ll most
likely pass out. q Tracker: Roll 2d6 + Judgement when you
q Third Eye On a 10+ you can ask any two questions. divine someone’s movements through signs
q Psychometry On a 7-9 you can ask any one question. and portents. If you have something import-
METTLE ____
PERFORM UNDER PRESSURE q Soundless Movement On a 6- they either pass out or run for ant to the quarry take a +1 to your roll.
their life, as far as they can go. On a 10+ you see into the near future
GIFTED: If you have Divine Presence, on a and know where they’ll be in an hour.
AWE ____
SWAY SOMEONE hit ask an extra question. On a 7-9 you know where they are right
now, and where they’ve been recently.
q Eclipse: When you remain still you fade On a 6- you get a vague idea of where
from mortal perception. People can even they’ve been recently, but it’ll take
JUDGEMENT ____ PIERCE THE VEIL bump into you and not notice, until you some old fashioned legwork to find out
make your move. more.
GIFTED: If you have an Animal Com-
WYRD ____
BEND FATE
q Fight Smarter: You may use Judgement in- panion it can track while you’re doing
stead of Prowess when rolling SMITE YOUR something else.
ENEMIES, but may not pick Protect Yourself
or Crush Them from the SMITE options. q Trusted Advisor: Give an additional +1 if
THREADS: q q q q q HARM: q q q q q q q q Longview: You are able to look across vast
you’re able to PROVIDE AID through ideas
or insight instead of physical actions.
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. distances with perfect clarity, assuming GIFTED: If you have a Cloak of Wisdom
nothing is blocking your line of sight. roll PROVIDE AID with Fate’s Favor.
GAIN A THREAD DEATH MOVE SPINDLE: If you look out from the Spindle,
you are able to see and hear through q Oracle: Describe what you want to see in
Always: One Step Beyond: the senses of anyone in your Weave, the near future or recent past, and roll 2d6
Roll doubles While you are dead, the veil is truly wherever they are, if they allow it. + Judgement.
Judgement
On a 10+ the vision is mostly clear, and
Be epic torn back from your senses. Your
q One Shot: When attacking someone you gives insightful direction. Take a +1
shade in the mortal world treats a know to have committed a morally repug- ongoing when following the signs.
Once Per Session: PIERCE THE VEIL 6- as a 7-9, and a nant crime, you don’t miss. Curve the bullet, On a 7-9 the portents are muddy but the
q Reveal the truth 7-9 as a 10+. You may also ask an bank your arrow, whatever it takes. Roll to general idea is clear. Take +1 forward
q Track someone down additional question from the list. SMITE YOUR ENEMIES but treat a 6- as a on the next part of your plan.
q Present a new perspective 7-9 result. On a 6- you still receive some direction,
q Pass judgment on someone GIFTED: If you have an Epic Ranged but the Herald should litter it with
Weapon you may choose to restrain confusion and dread.
the target instead of Exchanging
Harm.
Favor q q Disfavor

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.

SPINDLE Character Name: ____________


What it is:

Why you cared: Divine Parent: ________________

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.

Character Name: ____________


SPINDLE
What it is: Divine Parent: ________________
Why you cared:
Pantheon: ___________________
BACKSTORY
Your look:
ADVANCEMENTS
Spend five threads to check a box and advance. You can choose them
Informed by:
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.
Pantheon feels:
q q Take +1 Prowess (max +1)
Mortal parents:
q q Take +1 Mettle (max +2)
q Take +1 Awe (max +3)
q q Take +1 Judgement (max +2)
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
q Take a move from another playbook: _______________________ ASCENDANCE MOVE
q Take a move from another playbook: _______________________
q Take on a mortal protege/assistant devoted to you qqq
(check a box to use, then select a consequence)
q Take #OutfitOfTheDay from the Trickster playbook
_______________________________________________________________________________ Content Creator: Permanent Consequences:
After you take five advances from above the line, you can take advances from down You reach into the hearts of everyone q Mortals flock to you for autographs
here. present and lay bare their emotions. While q Reduce max Harm to 6 boxes
they experience perfect empathy, you can q Move Harm penalty to 3 Harm
q Take +1 Awe (max +4) see each person’s greatest desire or goal. q Reduce your lowest attribute by one
q Take the Celebrity and/or Wealth Gifts, if you don’t have them already Choose one of them and will it into being - q Take Fate’s Disfavor to SWAY mortals
q Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1 a great play, a painting - you make it real.
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: MUSE MOVES
Start with these values: q Aura of Inspiration choose 3
Prowess -1, Mettle +0, Awe +2, Judgement +0, Wyrd +1 q Celebrity
Then add +1 to one of them. q Divine Charm q #Blessed: Things just work out for you. q Short Skirt, Long Jacket: Roll 2d6 + Wyrd to
q Epic Armor There’s always a parking spot right out blend into nearly any social environment.
front, a table ready, and your name is On a 10+ employees assume you work
USED WITH BASIC MOVE:
q Epic Instrument
definitely on the VIP list. If there’s a mortal there, partygoers remember meeting
q Epic Steed
PROWESS ____
SMITE YOUR ENEMIES q Epic Weapon
inconvenience in the narrative, let the you somewhere. You definitely belong
Herald know how it works itself out. Any at- here.
q Perfect Focus tack that only deals 1 Harm (before armor) On a 7-9 you’ll need to pick up some
q Wealth misses you every time. slack. Describe what you do to make it
METTLE ____
PERFORM UNDER PRESSURE look like you belong here.
q Entourage: You have a group of loyal staff. On a 6- you’re dragged into some drama
Describe whether these four or five people or obligation unless you want to blow
AWE ____
SWAY SOMEONE are actually your friends, or just employees. your cover.
They know your industry well and can get a
lot done for you. q The “I” In Team: You may roll Awe instead
GIFTED: If you have Wealth and/or of Tangles when using the PROVIDE AID
JUDGEMENT ____ PIERCE THE VEIL Celebrity this group is a small business move. If you do, on a hit they get an addi-
of 20-30 people. If you have both it’s
more like 50.
tional +1 on top of the AID result.
GIFTED: If you have Aura of Inspiration,
WYRD ____
BEND FATE
they gain a Thread on any hit, not just
q Fascinate: Roll 2d6 + Awe when making 10+.
eye contact with a mortal to create a minor
hypnotic effect. q Turn It Up: Any party or performance you
THREADS: q q q q q HARM: q q q q q q q On a 10+ you can look away and move
around. They remain still, watching
take part in is cranked up to eleven. Food
and drink doesn’t run out until the scene
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. you. It ends if you break line of sight or ends. If you want to ward the party against
anyone touches them. violence roll 2d6 + Wyrd.Wyrd You can only ward
GAIN A THREAD DEATH MOVE On a 7-9 you must maintain eye contact, a particular party once.
but they can’t move or look away On a 10+ no one can commit violence
Always: Exquisite Corpse: unless someone touches them. at the party until you leave, or for the
Roll doubles While you are dead, your shade in duration of the scene.
q Influencer: You can roll SWAY SOMEONE On a 7-9 you can quell an immediate
Be epic the mortal world can still use the
when speaking to an audience, even danger or fight, but it won’t last.
PROVIDE AID move, but without any through mass media. This does not work GIFTED: If you have an Epic Instrument
Once Per Session: of the benefits your playbook may with text or still images though, only video you can make an ad-hoc party almost
q Throw a party provide. can convey your power. anywhere with just a few people if
q Take the spotlight they’re into it.
q Urge someone to greatness q Protégé: You’ve taken a mortal under your SPINDLE: If you ward a party at the
q Help someone accomplish a goal wing. You help them with their career, and Spindle, treat a 6- like a 7-9, and a 7-9
they would do almost anything for you. If like a 10+.
they die, move on, or lose faith in you, cross
out this move and take an Advancement. q Woke Up Like This: Take +1 when you roll
Favor q q Disfavor to SWAY SOMEONE.
GIFTED: If you have Divine Charm, roll
with Fate’s Favor instead of the +1.

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.

Character Name: ____________


SPINDLE
What it is:
Divine Parent: ________________
Why you cared:
Pantheon: ___________________
BACKSTORY
ADVANCEMENTS Your look:
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 Informed by:
advances from below the line.
Pantheon feels:
q q Take +1 Prowess (max +2)
q q Take +1 Mettle (max +1) Mortal parents:
q q Take +1 Awe (max +2)
q Take +1 Judgement (max +3)
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
q Take a move from another playbook: _______________________ (check a box to use, then select a consequence)
q If you have an Animal Form, it can do 2 Harm now
Harbinger: Permanent Consequences:
_______________________________________________________________________________
You are become Death, immortal chooser q You see spirits of the dead all the time
After you take five advances from above the line, you can take advances from down
of the slain. For this moment you are q Reduce max Harm to 6 boxes
here.
impervious to Harm. Wade through the q Move Harm penalty to 3 Harm
mayhem and raise fallen allies to live q Reduce your lowest attribute by one
q Take +1 Judgement (max +4)
again. This party isn’t over until you say it’s q Take Fate’s Disfavor to SWAY mortals
q Gain the Boatman’s Bribe.
Bribe Spend it to bring back someone who just died, and erase
over.
the mark. You can retake this Gift, as long as it’s unmarked
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: REAPER MOVES
Start with these values: q Animal Form (harmless) choose 3
Prowess +0, Mettle -1, Awe +1, Judgement +2, Wyrd +0 q Aura of Dread
Then add +1 to one of them. q Book of the Dead q Ask Questions Later: Roll 2d6 + Awe to ask q Part the Veil: It’s easy for you to send the
q Cloak of Obscurement a dead person a question. You may not call recently departed off to their appropriate
on the same person twice. This works best afterlives, but this move lets you visit any
USED WITH BASIC MOVE:
q Epic Armor
if you have the person’s body, but if you belief system’s land of the dead, whenever
q Epic Steed
PROWESS ____
SMITE YOUR ENEMIES q Epic Weapon
need to do it by remote (if they’re long dead, you like. This just works if you’re alone. If
for instance) roll with Fate’s Disfavor. you’re bringing friends, roll 2d6 + Wyrd.
Wyrd
q Mostly Dead On a 10+ you may ask them 2 questions. On a 10+ you and your friends wind up at
q Take a Move from the On a 7-9 you may ask 1 question. the entrance together.
METTLE ____
PERFORM UNDER PRESSURE Muse playbook On a 6- you may take 1 Harm to ask 1 On a 7-9 choose:
question, or choose to let it go.  • You’re separated from your Weave
GIFTED: If you are Mostly Dead, you treat  • You’re all in the wrong underworld
AWE ____
SWAY SOMEONE a 7-9 as a 10+.  • You just alerted half the underworld
to your arrival
q Best of Seven: You are able to challenge On a 6- brace yourself. This handbasket
anyone to a contest of skill that can’t rely is way off course.
JUDGEMENT ____ PIERCE THE VEIL entirely on luck. Set terms (to the death,
wagers, etc), and if they agree, you will both
be held to the contest. Never go in against a
q What Has Been: Roll 2d6 + Judgement to
determine someone’s guilt on a specific
WYRD ____
BEND FATE
Reaper when death is on the line. matter, or their deepest regret. Make your
accusation and weigh their soul.
q In The Balance: Ask an injured person for a On a 10+ you know if they are guilty of
trade: a drink, a kiss, a prayer, or something the accusation made.
THREADS: q q q q q HARM: q q q q q q q else. If they accept, roll 2d6 + Awe.
On a 10+ they heal 3 Harm.
Awe On a 7-9 you get a sense of their guilt,
but nothing specific.
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. On a 7-9 they heal 3 Harm and you take GIFTED: If you have a Book of the Dead,
1 Harm, ignoring armor. you will also have a clear idea of the
GAIN A THREAD DEATH MOVE On a 6- they heal 2 Harm and you take 1 best way to help this person clear their
Harm, ignoring armor. conscience.
Always: On a Pale Horse: SPINDLE: If you offer and complete the
Roll doubles While you are dead, your shade in trade at the Spindle, they heal 2 more q What Will Be: Stun a small group as their
Harm. lives flash before their eyes. Roll 2d6 +
Be epic the mortal world is able to phase
Judgement.
Judgement
between corporeal and incorporeal q Lust for Life: You’re the kind of Reaper who On a 10+ the group is stunned for the
Once Per Session: states. You cannot use any of your turns peoples’ dread of death into appre- scene, pondering their own mortality
q Save a life moves or gifts, but you are physically ciation for the time they have left. Anyone unless someone interferes with them.
q Throw a party present with your Weave and must joining you for a drink, smoke, or some other On a 7-9 the group is stunned until inter-
q Make morbid remarks remain with at least one of them at celebration will heal 1 Harm during your fered with, or a minute passes.
q Ease someone’s suffering all times. first toast. If they give you a gift (a drink, a GIFTED: If you are in Animal Form, the
promise, food—you decide if it’s something weak-minded are likely to flee from
you want) they heal 2 Harm instead. your presence.
GIFTED: If you have Aura of Dread, you
Favor q q Disfavor can switch it to Celebration or Dread q Whirlwind: You may choose to roll with
at will. Judgement instead of Prowess to SMITE
YOUR ENEMIES, however this will incur
collateral damage, and you can’t select the
Protect Yourself option.

q You See Dead People: Everywhere you go,


the spirits of those who haven’t moved on
are visible to you. When you PIERCE THE
VEIL you may direct your questions directly
to any spirits present.

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:

q q Take +1 Prowess (max +2) Informed by:


q Take +1 Mettle (max +3)
q q Take +1 Awe (max +1) Pantheon feels:
q q Take +1 Judgement (max +2)
q q Take +1 Wyrd (max +2) Mortal parents:
q Choose a new Gift from any playbook: _______________________
q Take another move from your playbook
q Take another move from your playbook
q Take a move from another playbook: _______________________
q Take a move from another playbook: _______________________
q Take Divine Might from the Warrior playbook
ASCENDANCE MOVE
q Heal 1 more Harm when using Regrowth qqq
_______________________________________________________________________________ (check a box to use, then select a consequence)

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:

Why you cared:


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 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.

 n a 10+ choose 2 boons and 1 bane


O  n a 10+ ask three questions.
O
On a 7-9 choose 1 boon and 1 bane On a 7-9 ask two questions.
On a 6- choose 2 banes. The Fates will have their price. On a 6- ask one question and prepare for the worst.
q GODLIKE: On a 13+ narrate a significant change to the environment q GODLIKE: On a 13+ you may ask six questions.
and storyline.
• What happened to this person, place, or thing recently?
Boons: • What is the greatest danger with this person, place, or thing?
• Your Gift does something beyond its normal limits • When was this person, place, or thing made?
• Heal 1 Harm • When did ______ happen?
• Inflict 1 Harm • Where did this person, place, or thing come from?
• Give someone else Fate’s Favor or Disfavor • Who is responsible for this person, place, or thing?
• Someone’s supernatural ability is unusable for the scene • How can I get this person, place, or thing to ______?
• Restore someone else’s supernatural ability

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!

For a member of your Weave who agrees:


On a 10+ they gain 1 Thread AND +1 forward working on your plan.
On a 7-9 they gain 1 Thread.
q GODLIKE: On a 13+ all members of your Weave gain a thread,
and take +1 ongoing while in pursuit of your plan.

Members of your Weave may always choose to ignore your argument,


reasonable or otherwise, and not gain any of the benefits above.

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:

The Herald’s Agenda


3. Impressed Divine Being: ____________________________________________
Overlay the mundane with a veil of the magical
Make their lives tangled and complicated
Play to see what happens

The Herald’s Principles


4. Angry Divine Being: ______________________________________________
Inject the supernatural around every corner
Say how special the characters are
Ask interesting questions
Be a fan of the characters
Question their motivations
5. Spindle’s Involvement: _____________________________________________
Ask their intentions
Describe the stakes and confirm their choice
Describe off-screen fates

The Herald’s Moves (for 6- resuts, or to move things along)


Weapons Jam them together
1 Harm: exceptional mortal melee attacks Yank them around by Fate, there are no coincidences in Demigods
2 Harm: demigod melee attacks Apply Fate’s Disfavor
2 Harm: light firearms Trade Harm
3 Harm: heavy firearms Inflict Harm
3 Harm: explosions, fire Inflict Grievous Harm
4 Harm: epic weapons Count down to something
Steal an Epic Item (you have to give it back eventually, sorry)
Armor Cause collateral damage
-1 Harm: epic shield, mortal body armor Turn a Gift or Move back on them
-2 Harm: epic armor Describe a deity’s displeasure
Change the environment
Make a Gift go dead for a time
Pull on a Tangle (make it important)

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

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