Demigods: by Jason Mills Quickstart Rules v2
Demigods: by Jason Mills Quickstart Rules v2
Epic Weapons deal 4 Harm. Epic Armor reduces Harm Death Move
taken by 2. An Epic Shield reduces Harm by 1 and you Death is not the end for a Demigod. Most of your spirit
choose a cool ability (reflects gaze attacks, comes back goes to your pantheon’s afterlife when you die, but
when you throw it, etc). Effects that ignore armor by- you’re so tightly bound to your Weave that your shade
pass 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 for
pic Tools and Instruments are awesome items that do
E having 4+ Harm.
something a mortal version couldn’t. If your Epic Tool
is a laptop, it could be a super-computer that you never You have seven days (or something more dramatically
have to plug in. appropriate) for your Weave to break into your afterlife
and restore you, or you’re gone for good.
An Epic Steed can be an amazing horse, a souped up mo-
torcycle, 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 Spindle
Sometimes Fate gives a damn, and sometimes it mess- Ideally all of character creation is done with your Herald
es with you. The Herald, or a playbook move, will say and the whole gaming group. It should take less than
when you roll with one of these. Either way, roll 3d6 in- two hours. If that can’t happen, at least wait on the
stead of 2d6. Favor means you keep the higher two, and Spindle and Tangles until everyone is together.
Disfavor means you keep the lower two. Doubles only
count if they’re the highest or lowest two, respectively. The Spindle is the same thing for all of the characters.
If you roll with Favor and get a 5, 3, and 3, you have to As a group, decide on what that person, place, or thing
take the 5 and 3, even if you’d rather take the 6- and is, then decide individually how you were connected to
gain a Thread. it before The Binding. During The Binding you all saved
the Spindle, interwining your Fates. All of these Demi-
Playbook, Page 3 gods together should warp reality around them, but the
Moves Spindle props up their godly power vortex, creating your
The Moves in your playbook are unique to your charac- Weave.
ter. Pick three playbook moves for character creation.
You can get more through Advancement. There has never in history been a group like your
Weave, and the gods have mixed reactions. Some are
The Basic Moves sheet is the stuff everyone can do. It’s very excited about having a group of Demigods who can
separate from your playbook. take on bigger challenges. Other gods are terrified of
your group. While a single Demigod could never stand
Playbook, Page 4 toe-to-toe with an actual god, four Demigods is another
Advancements, Tangles, and The Spindle question entirely.
The Threads of Fate are how we count experience in
Demigods. If you save up five Threads you can buy an The Binding
Advancement from the list on your playbook, but you Typically you set The Binding about a year before your
can’t hold more than five at a time. story picks up. You want time to explain how your
formerly loner-Demigods developed interesting Tangles
On the list of Advancements, you can only check each now that they can work together.
box once, so choose wisely. You have to take five above-
the-line Advancements before you can take anything o through these questions and fill in the blanks. You
G
below-the-line. don’t need to play out the scene, you’re just narrating
what happened last year. Try to make sure everyone at
Tangles the table gets a chance to contribute to these answers.
This is where you describe the relationships your charac-
ters have built since The Binding. The characters at the There’s space on the Herald sheet to jot down the an-
start of the campaign have probably only known each swers to these questions:
other for a year or so. • Your Spindle was facing a supernatural disaster (a
monster, an evil Demigod, etc) but we saved it.
Fill these in with the names of other Demigods in your What did we save it from?
group. Try to make sure everyone has at least one for • There was substantial collateral damage. What was
each other player, and optionally one for the Spindle. destroyed, and how did we make it look less super-
Make sure the other player agrees to the tangle you’re natural in nature?
putting them into, because it might not fit their charac- • We earned the favor of a major divine being. Who
ter idea. If you’re using the Spindle, make sure the Her- was it, and why did they want to save the Spindle?
ald, and your group, is cool with the tangle you picked. • We angered a different divine being. Who was it,
and what did they have against the Spindle?
Go around and have each player read all six to let other • Why was our Spindle targeted for this?
players possibly volunteer (“Let’s crime!”) or opt out
(“No sexy-times for my character, thanks.”). You really
want to make sure everyone is comfortable here be-
cause these relationships say something about both
characters.
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
START OF SESSON
At the start of the session ask the player with whom you have the
highest value of Tangle ratings to mark one of your Basic Moves. Gain
DEMIGODS
by Jason Mills @itsProbablyOk
a Thread the first time you fail a roll with that move.
or 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
Add 1 to the rating of a tightened Tangle. If that would bring the rating SMITE YOUR ENEMIES
from 3 to 4, reset it to 1 and both of you gain a Thread. Roll 2d6 + Prowess when you step in to the fight. Exchanging Harm
is optional, and means both combatants take Harm based on their
Subtract 1 from the rating of a loosened Tangle. If that would bring the opponent’s weapon. If your enemy cannot strike back, due to range or
rating from 0 to -1, erase the name in that spot. That event is in your other circumstances, only your enemy takes Harm.
past, but doesn’t guide you anymore. On a 10+ choose 3 from the list below, OR disarm your enemy.
On a 7-9 choose 1 from the list below.
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
Any time 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 you just marked, not the total). Subtract armor • Gain an advantageous position: +1 forward on your next SMITE
first 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
here. • Take something from your enemy
For example, you might take 4 Harm, reduce 2 from armor, and another
2 with a Thread, but you’ll still roll for Grievous Harm at a +0.
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
PERFORM UNDER PRESSURE
Roll 2d6 + Mettle when you get something done while the heat is on.
the Grievous Harm move. Roll low.
Land the plane, pick the lock, hack the mainframe. It’s all you.
On a 10+ choose one:
On a 10+ you get it done, no problem.
• Accidentally injure a member of your Weave with your weapon
On a 7-9 there's a complication, choose one option from the list or ask
• Become stunned for a moment
the Herald for a problem.
• Choose two things from the 7-9 list
q GODLIKE: On a 13+ you do your thing and then some. This situation is
• Give the Herald a Hard Move
under your control and you won’t need to roll again for it in this scene.
• Take 2 more Harm, ignoring armor
• Take 1 Harm
On a 7-9 choose one:
• Something breaks
• Drop something important
• It takes longer than it should
• Lose your footing
• The result is only partially effective
• One of your Gifts is unusable for now
• Your next roll is with Fate’s Disfavor
• Take 1 more Harm, ignoring armor
• Wind up in a tight spot
On a 6- nothing worse happens.
4 1
BEND FATE PIERCE THE VEIL
When you push a Gift beyond its normal limits, or try to wield the hen you peer beyond the veneer of mortality, roll 2d6 + Judgement.
W
supernatural forces of Fate, roll 2d6 + Wyrd. On a 10+ ask three questions.
On a 10+ choose 2 boons and 1 bane On a 7-9 ask two questions.
On a 7-9 choose 1 boon and 1 bane On a 6- ask one question and prepare for the worst.
On a 6- choose 1 bane. The Fates will have their price. q GODLIKE: On a 13+ you may ask six questions.
q GODLIKE: On a 13+ narrate a significant change to the environment
and storyline. • Who is responsible for this person, place, or thing?
• Who made this person, place, or thing?
Boons:
• Your Gift does something beyond its normal limits • What does this person, place, or thing want with me?
• Heal 1 Harm • What happened to this person, place, or thing recently?
• Inflict 1 Harm • What is the greatest danger with this person, place, or thing?
• Give someone else Fate’s Favor or Disfavor • What is the purpose of this person, place, or thing?
• Someone’s supernatural ability is unusable for the scene
• Make someone else’s supernatural ability usable again • Where did this person, place, or thing come from?
• Where is this person, place, or thing?
Banes:
• One of your Gifts is unusable for the scene • When was this person, place, or thing made?
• Take 1 Harm ignoring armor • When did ______ happen?
• Become stunned for a few moments
• Take Fate’s Disfavor on your next roll • Why am I drawn to this person, place, or thing?
• Something bad finds you • Why did this person, place, or thing just ______?
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 Gifts The Elemental
q Divine Speed
The Trickster
q Animal Form
The Moves The Elemental
q Avatar of Destruction
The Trickster
q #OutfitOfTheDay
The Arcane q Elemental Familiar (harmless) The Arcane G: Epic Armor G: Mimicry
q Animal Form q Epic Armor q Epic Armor q Spellcasting q Cataclysm q Fake News
(harmless) q Epic Shield q Epic Steed q Cantrips G: Epic Shield G: Silver Tongue
q Divine Intellect q Epic Steed q Epic Weapon G: Familiar q Good With Animals q Larceny
q Epic Armor q Epic Weapon q Fabulous Wealth q Counterspell q Public Relations G: Prestidigitation
q Epic Steed q Master Another q Magical Resistance G: Divine Intellect q Rub Some Dirt On It q Location, Location,
q Epic Weapon Element q Mimicry q Esoteric Etcetera G: Produce Element Location
q Familiar (harmless) q Produce Element q Prestidigitation G: Secret Society q Rush In q Nothing To See Here
q Ritual Spellbook q Take a Move from q Puzzle Device q Portal G: Epic Steed G: Animal Form
q Secret Society the G: Ritual Spellbook q Safe Passage q Oh You Mean This Gate
Membership Warrior playbook The Verdant q Sanctum q Swipe Left Key
q Take an additional q Adaptable q Shields Up G: Epic Weapon G: Puzzle Box
starting Move The Muse q Animal Companion q Rosetta Stone q Watch Closely q Takes One To Know One
q Aura of Inspiration (2 Harm) q The Voice
q The Hard Way
The Artisan q Celebrity q Divine Constitution The Muse q What’s That Over There
q Alchemical Texts q Divine Charm q Divine Senses The Artisan q #Blessed
q Automaton q Epic Armor q Epic Armor q Assistant q Entourage The Verdant
(harmless) q Epic Instrument q Epic Steed G: Automaton G: Wealth and/or Ce- q Beastmaster
q Bottomless Bag q Epic Steed q Epic Weapon q Brew Master lebrity G: Animal Companion
q Divine Intellect q Epic Weapon q Tree Walking G: Alchemical Texts q Influencer G: Epic Steed
q Epic Armor q Ring of Binding q Vital Aura q Crafty q Protégé q Clever Girl
q Epic Steed q Wealth G: Epic Tool q Short Skirt, Long Jacket G: Divine Senses
q Epic Tools The Warrior q Deus Ex Machina q Snake Eyes q Feast or Famine
q Epic Weapon The Reaper q Divine Might G: Divine Intellect q The “I” In Team q Ferocious
q Unquenchable q Animal Form q Epic Armor q Driver G: Aura of Inspiration G: Epic Weapon
Flame (harmless) q Epic Melee Weapon q Mentor q Turn It Up q For the Swarm
q Aura of Dread q Epic Ranged q Signature Weapon G: Epic Instrument q Regrowth
The Celestial q Book of the Dead Weapon q Workshop q Woke Up Like This G: Vital Aura
q Animal Companion q Cloak of q Epic Shield G: Bottomless Bag G: Divine Charm q Secret Garden
(2 Harm) Obscurement q Epic Steed q Zoom and Enhance
q Shapechanger
q Chameleon Cloak q Epic Armor q Followers The Reaper G: Epic Armor
q Divine Presence q Epic Steed q Sigil of Command The Celestial q Ask Questions Later q Spies Everywhere
q Epic Armor q Epic Weapon q Take a Move from q Black Hole Stun G: Mostly Dead
q Epic Ranged q Mostly Dead the G: Divine Presence q Best of Seven The Warrior
Weapon q Take a Move from Artisan playbook q Eclipse q In The Balance q Cleave
q Epic Steed the Muse playbook G: Chamelon Cloak q Lust for Life q Intimidation
q Third Eye q Fight Smarter G: Aura of Dread G: Sigil of Command
q Psychometry q Longview q Part the Veil q Iron Heart
q Soundless q One Shot q What Has Been G: Epic Shield
Movement G: Epic Ranged Weapon G: Book of the Dead q Polyarmory
q Read The Stars q What Will Be G: Epic Weapon
G: Third Eye G: Animal Form q Practical Tactical Bril-
q Tracker q Whirlwind liance
G: Animal Companion q You See Dead People q Rally To Me
q Trusted Advisor
q To The Death
q Oracle
q Unstoppable
G: Divine Might
q War Never Changes
2 3
TANGLES
The Arcane
__________________ doesn’t get what you do, but at least they’re pretty.
Witch, Wizard, Sorcerer, Mage: wielding the
You have a grudging respect for __________________’s skills.
forces of fate itself is your game, and you’re
You’ve fought the supernatural shoulder to shoulder with the best at what you do. You have cold
__________________ and trust them explicitly. insight into the forces of Fate and
are adept at tweaking it to
Your pride has kept you from telling __________________ your true feelings. your will. You search the
__________________ knows the dark secret you keep locked away. world for lost artifacts and
delve for the understanding
You accidentally injured __________________ with your magic but they don’t of what makes magic tick. No
know it was your fault. mystery is beyond your ken, but
are you a force for good, or will
hubris be your downfall?
SPINDLE
What it is:
Character Name:
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 BACKSTORY
advances from below the line. Your look:
2 3
TANGLES
The Artisan
You made an Epic Item for __________________ and they owe you.
The Golden Fleece, Mjölnir, and the
__________________ relies on your expertise and you have a mutual respect.
Chandrahas are all divine creations made for
You’re head over heels for __________________ but you don’t think they know. the gods, but it was the Artisan among
them who crafted such wonders. You
If __________________ drags you to another party you’re going to scream. are the one who shapes the threads
of Fate into works of art, weapons,
You and __________________ are on a hunt for a rare material of some kind.
armor, and devices useful to you,
You confided a deep secret in __________________. Will they keep it? your Weave, and your Pantheon.
Stand back, eye protection on:
it’s time to craft.
Character Name:
SPINDLE
What it is: ___________________________
ADVANCEMENTS BACKSTORY
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 Take +1 Mettle (max +3)
Mortal parents:
q q Take +1 Awe (max +1)
q q Take +1 Judgement (max +2)
q q Take +1 Wyrd (max +2)
q Choose a new Gift from your playbook: _______________________
q Choose a new Gift from any playbook: _______________________
q Take another move from your playbook ASCENDANCE MOVE
q Take another move from your playbook qqq
q Take a move from another playbook: _______________________ (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 Machines act weird when you’re near
After you take five advances from above the line, you can take advances from down here. and everything finally makes sense. Change q Reduce max Harm to 6 boxes
something about an object. Something big q Move Harm penalty to 3 Harm
q Take +1 Mettle (max +4) or small, but the object will never be the q Reduce your lowest attribute by one
q Remove a Hinderance from your Workshop same. Describe how. Alternatively, this can q Take Fate’s Disfavor to SWAY mortals
q Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1 instantly craft an 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 1
Make a new character.
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 trusty but mortal q Deus Ex Machina: Roll 2d6 + Judgement
q Divine Intellect assistant who is aware of the supernatural when you touch a device or machine and
USED WITH BASIC MOVE: q Epic Armor and is learning from you. Name and describe project your will into it. You can control the
them. They won’t jump off a cliff for you, but object, animating any moving parts. Your
q Epic Steed
PROWESS ____
SMITE YOUR ENEMIES q Epic Tools
they will bend over backwards to help you actual body remains in a trance-like state
with your work. until you withdraw or can’t touch the object
q Epic Weapon GIFTED: If you have an Automaton, it anymore.
q Unquenchable Flame can also be your Assistant - a tireless On a 10+ take +1 forward to push the
METTLE ____
PERFORM UNDER PRESSURE machine with full self-awareness. object’s performance beyond normal.
Alternatively you can have both, a On a 7-9 you can use the object as
simple machine and a human assistant intended, as if an expert were operating
AWE ____
SWAY SOMEONE it.
q Brew Master: You travel with 3 Stock. Spend GIFTED: If you have Divine Intellect you
Stock to brew a potion in a few minutes. retain consciousness and mobility.
Potions have to be consumed right away, and
JUDGEMENT____
PIERCE THE VEIL can’t be split between people. No sharesies, q Driver: Vehicles speak to you. They share
sorry. Spend 1-3 Stock to heal that much
Harm, or Stock equal to the costs below. If
their deepest hopes and dreams, and you
make them reality. You can pilot any vehicle
WYRD ____ BEND FATE the potion you want isn’t listed, describe from Chariot to Space Shuttle as if you’ve
it and work out the cost with your Herald. been training for years to be the best.
Effects last about an hour per Stock spent.
q Mentor: Someone helped you get this far.
1 Stock: 2 Stock: 3 Stock:
THREADS: q q q q q HARM: q q q q q q q Acute Senses Invisibility Doppleganger
They have knowledge of the supernatural.
Describe their area of expertise (magic,
Spend 1 for Fate’s Favor, Alter the Scene, or Avoid 2 Harm -1 to all rolls Learn language Epic Vaccine Fly/Swim/Climb
artifacts, monsters, etc). They’re almost
Anti-venom Fly/Swim/Climb Breathe water
always available to answer your questions.
GAIN A THREAD DEATH MOVE When you resupply your stock, spend an
hour or so and roll 2d6 + Judgement. q Signature Weapon: When you attack with
Always: While you are dead, your shade in On a 10+ refresh 3 Stock. an Epic Weapon that you made you can
Roll doubles the mortal world inhabits an object On a 7-9 refresh 2 Stock, OR take 1 use Mettle instead of Prowess to SMITE
Be epic or device belonging to one of your Harm, ignoring armor, to refresh 3 YOUR ENEMIES. If you do, you must choose
Stock. Exchange Harm.
Weave, like their cell phone, car,
On a 6- refresh 1 Stock and ask the
Once Per Session: sword, or armor. Roll PROVIDE AID to Herald what else you find. q Workshop: You have a work space of some
q Fail a roll enhance its use in some way. GIFTED: If you have Alchemical Texts kind, specific to the types of things you know
q Make something cool you can carry 5 Stock with you. how to make. Describe its attributes.
q Explain how a device works Pick 3 Facilities:
q Break something you shouldn’t have q Crafty: When you make or fix a machine or q alchemical resupply q fine tools
device describe what it should do and select q heavy tools q hidden
traits from the list. The traits here are only q high tech tools q mobile workshop
suggestions, work with your Herald on new q portal access q vast library
Favor q q Disfavor ideas. When the device had been defined roll
2d6 + Mettle. Pick 2 Hindrances:
On a 10+ pick 2 Features. q dangerous to use q disorganized space
On a 7-9 pick 1 Feature and 1 Bug. q expensive fuel q hard to get to
On a 6- pick 2 Bugs, and then duck. q hunted q supernatural clients show up
Features: Autonomous, Disorienting, GIFTED: If you have a Bottomless Bag
Distracting, Harmful, Long Range, check ‘mobile workshop’ for free.
Restraining
Bugs: Collateral Damage, Loud, Messy, q Zoom and Enhance: Roll 2d6 + Mettle to
Hand Held, Inaccurate, Needs Fuel, boost the effectiveness of any machine or
Vampiric device that someone else is using.
GIFTED: If you have an Epic Tool for the On a 10+ they get a +1 ongoing using it for
job roll with Fate’s Favor. the scene.
On a 7-9 they get a +1 forward the next
2 time they use the item. 3
TANGLES
The Celestial
__________________ has seen you at your worst, disheveled and confused.
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, no one
You ache for __________________ but have seen what will happen if you reveal your true can take the sky from you. Your view from on
feelings. high also gives insights into the future and the
You know the secret __________________ keeps in their heart. true nature of the people around you.
Secrets beware: The Celestial is watching.
Someone in __________________’s pantheon is plotting against them, but you don’t know
all the details.
Character Name:
SPINDLE ___________________________
What it is:
Divine Parent:
Why you cared:
_____________________________
BACKSTORY
Your look:
ADVANCEMENTS
Spend five threads to check a box and advance. You can choose them in any order, but
Informed by:
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 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 qqq
q Take a move from another playbook: _______________________ (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 out q 13+ on PIERCE THE VEIL deals 1 Harm
After you take five advances from above the line, you can take advances from down here. before you. Step calmly through mayhem, q Reduce max Harm to 6 boxes
predicting every twitch and gust of wind q Move Harm penalty to 3 Harm
q Take +1 Judgement (max +4) to set things back on the course you’ve q Reduce your lowest attribute by one
q Erase one check mark on your Ascendance Move, but not the Consequence determined is correct. All this has happened q Take Fate’s Disfavor to SWAY mortals
q Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1 before, and will happen again, but this time
q Advance three basic moves to Godlike status you’re in control.
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: 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 Chameleon Cloak q Black Hole Stun: When you overwhelm a q Read The Stars: Take a +1 on all PIERCE THE
q Divine Presence mortal’s mind with the infinite vastness of VEIL rolls.
USED WITH BASIC MOVE: q Epic Armor the stellar background, roll 2d6 + Awe. After GIFTED: If you have Third Eye, roll with
they answer your questions they’ll most Fate’s Favor instead of the +1.
q Epic Ranged Weapon
PROWESS ____
SMITE YOUR ENEMIES q Epic Steed
likely pass out.
On a 10+ you can ask any two questions. q Tracker: Roll 2d6 + Judgement when you
q Third Eye On a 7-9 you can ask any one question. divine someone’s movements through signs
q Psychometry On a 6- they either pass out or run for and portents. If you have something import-
METTLE ____
PERFORM UNDER PRESSURE q Soundless Movement their life, as far as they can go. ant to the quarry take a +1 to your roll.
GIFTED: If you have Divine Presence, on a On a 10+ you see into the near future and
hit ask an extra question. know where they’ll be in an hour.
AWE ____
SWAY SOMEONE On a 7-9 you know where they are right
q Eclipse: When you remain still, with even the now, and where they’ve been recently.
least notion of cover, you fade from mortal On a 6- you get a vague idea of where
perception. People can even bump into you they’ve been recently, but it’ll take some
JUDGEMENT____
PIERCE THE VEIL and not notice, until you make your move. old fashioned legwork to find out more.
GIFTED: If you have a Chamelon Cloak you
can also hide from supernatural beings.
GIFTED: If you have an Animal Companion
it can track while you’re doing some-
WYRD ____ BEND FATE thing else.
q Fight Smarter: You may use Judgement in-
stead of Prowess when rolling SMITE YOUR q Trusted Advisor: Give a +2 instead of +1 if
ENEMIES, but may not pick Protect Yourself you’re able to PROVIDE AID through ideas or
THREADS: q q q q q HARM: q q q q q q q or Crush Them from the SMITE options. insight instead of physical actions.
Spend 1 for Fate’s Favor, Alter the Scene, or Avoid 2 Harm -1 to all rolls
q Longview: You are able to look across vast q Oracle: Describe what you want to see in the
distances with perfect clarity, assuming noth- near future or recent past, and roll 2d6 +
GAIN A THREAD DEATH MOVE ing is blocking your line of sight. Judgement.
On a 10+ the vision is mostly clear, and
Always: While you are dead, the veil is truly q One Shot: When attacking someone you gives insightful direction. Take a +1
Roll doubles torn back from your senses. Your have found guilty of a morally repugnant ongoing when following the signs.
Be epic shade in the mortal world treats a crime, you don’t miss. Curve the bullet, bank On a 7-9 the portents are muddy but the
your arrow, whatever it takes. Roll to SMITE general idea is clear. Take +1 forward on
PIERCE THE VEIL 6- as a 7-9, and
YOUR ENEMIES but treat a 6- as a 7-9 result. the next part of your plan.
Once Per Session: a 7-9 as a 10+. You may also ask an GIFTED: If you have an Epic Ranged On a 6- you still receive some direction,
q Reveal a lie additional question from the list. Weapon you may choose to restrain the but the Herald should litter it with con-
q Track someone down target instead of Exchanging Harm. fusion and dread.
q Present a new perspective
q Pass judgment on someone
Favor q q Disfavor
2 3
TANGLES
The Elemental
You are fascinated by __________________’s charismatic way with people.
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 distant
You accidentally injured __________________ with your element. and disconnected from humanity, you
You had a fling with __________________ but were confused when things got complicated
occasionally find yourself on the wrong end
afterward. of a social interaction because you relate
better to your element than people. Pick
You rely on __________________ to be your “elemental whisperer”, clarifying for you an element to control like Air, Earth, Fire,
when you’re not making sense. Water, or something else. You cannot be
You’ve tussled with __________________ and respect their abilities. injured by an element you’ve mastered
and can manipulate it in basic ways.
Character Name:
SPINDLE
What it is: ___________________________
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 Take +1 Prowess (max +3)
q q Take +1 Mettle (max +2) Mortal parents:
q q Take +1 Awe (max +2)
q q Take +1 Judgement (max +1)
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 qqq
q Take a move from another playbook: _______________________ (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 Crush Them on SMITE rolls
After you take five advances from above the line, you can take advances from down here. your humanity fades to the background q Reduce max Harm to 6 boxes
and you become capable of incredible feats. q Move Harm penalty to 3 Harm
q Take +1 Prowess (max +4) Become the flame, bend the wind to your q Reduce your lowest attribute by one
q Creatures that should be immune to your element are not immune when you wield it will, part the waves, or shake the earth. You q Take Fate’s Disfavor to SWAY mortals
q Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1 are the master of your domain.
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
4
ascends to their pantheon and leaves the game. 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 Rush In: When you sprint at your enemy to
q Epic Shield yourself in your element but the collateral stun them and cause significant collateral
USED WITH BASIC MOVE: q Epic Steed damage is a constant danger as everything damage roll 2d6 + Prowess.
within arm’s reach is pummeled, burned, or On a 10+ you minimize the collateral dam-
q Epic Weapon
PROWESS ____
SMITE YOUR ENEMIES q Master Another Element
blasted. Deal 2 Harm to anything and anyone age and deal 2 Harm.
near you while you maintain the effect. Take On a 7-9 your enemy is knocked down and
q Produce Element 2 Harm to start the effect, and 2 more Harm stunned for a moment.
q Take a Move from the to end it, ignoring armor in both cases. GIFTED: If you have an Epic Steed, you
METTLE ____
PERFORM UNDER PRESSURE Warrior playbook GIFTED: If you have Epic Armor you only can choose to inflict +2 Harm.
take Harm when ending the effect. This
Gift does not apply if your playbook is q Safe Passage: Bring your Weave safely
AWE ____
SWAY SOMEONE not The Elemental. through your element. You can take them
any distance as long as your element is
q Cataclysm: Roll 2d6 + Wyrd to pull the world uninterrupted. Well, mostly safe. Roll 2d6 +
down around your ears. A column of fire, Mettle.
JUDGEMENT____
PIERCE THE VEIL an earthquake, violent bursting pipes - you On a 10+ you get everyone there, no
wreak havoc on everything within 10 meters
of you. Collateral damage is guaranteed and
problem.
On a 7-9 everyone but you takes 1 Harm,
WYRD ____ BEND FATE you will pay a cost. but you all get there.
On a 10+ everyone in range takes 6 Harm. On a 6- you and your friends all take 2
You take 1 Harm, ignoring armor. Harm but at least you ge- wait, this isn’t
On a 7-9 everyone in range takes 4 Harm. where you wanted to go. Ask the Herald
THREADS: q q q q q HARM: q q q q q q q You take 2 Harm, ignoring armor. where you wound up.
Spend 1 for Fate’s Favor, Alter the Scene, or Avoid 2 Harm -1 to all rolls
On a 6- you still take 2 Harm from the
effort, ignoring armor. The Herald will q Swipe Left: Roll 2d6 + Prowess to fling a
describe how the effect goes out of small group of enemies out of your way.
GAIN A THREAD DEATH MOVE control. Collateral damage isn’t just a philosophy, it’s
GIFTED: If you have an Epic Shield, you a way of life!
Always: While you are dead, your shade in the take 1 less Harm. On a 10+ deal 2 Harm to everyone in the
Roll doubles mortal world can manipulate your group, knocking them prone.
Be epic element in annoying and occasionally q Good With Animals: People might confound On a 7-9 you knock them down but they’re
you, but animals are nice. You can converse unharmed.
useful ways. You can use PERFORM
with animals native to your element. They’re GIFTED: If you have an Epic Weapon, you
Once Per Session: UNDER PRESSURE to affect your likely to do as you ask, but roll with Mettle may choose one option from SMITE
q Cause collateral damage environment in some way. instead of Awe if you need to SWAY an YOUR ENEMIES.
q Say something awkward appropriate animal.
q Put your element on display q Watch Closely: In this chaotic world your
q Describe your element in wonder q Public Relations: When using your element element is the only place you find solace, and
to intimidate take +1 to SWAY SOMEONE. you’ve learned to scrutinize it for informa-
tion. When you PIERCE THE VEIL ask the
q Rub Some Dirt On It: Roll 2d6 + Mettle to Herald if the person, place, or artifact has
Favor q q Disfavor bind up wounds. Cauterize it, wash it, seal it been in significant contact with your ele-
with dirt - whatever works for you, then tell ment. If it has, roll with Fate’s Favor to find
them to walk it off. relevant information. A gust of wind can’t
On a 10+ one or two people each heal 2 tell you their phone number, but it might
Harm. remember their breath, what they smoked,
On a 7-9 one or two people each heal 1 or what they smelled like.
Harm.
GIFTED: If you have Produce Element it
effects everyone in your Weave nearby.
2 3
TANGLES
The Muse
____________ would be a hit at parties if they’d just listen to your advice.
The talent producers,
You’ve slept with __________________ but there’s no real emotion 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,
Especially yourself.
You learned about __________________’s crush on someone. Are you encouraging them to The kingmaker, the shot taker,
follow up on it? You invented top shelf.
__________________ is your best friend and keeps you level when you get full of yourself.
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 BACKSTORY
before choosing advances from below the line. Your look:
2 3
TANGLES
The Reaper
You had a vision of __________________’s death. Describe how, but not where or when.
Death doesn’t discriminate, and no one understands death
You escorted __________________’s family member to their afterlife.
and dying the way you do. A psychopomp is not a killer, but
You bartered with another Reaper for __________________’s life and won. How did they a guide for those who have passed beyond. You’ve been
die that time? consumed with thoughts of the dead for as long as you
can remember, either as morbid fascination, or with a
You and __________________ have thrown some epic parties together. lust for life that fuels endless revelry. Whether they fear
__________________ ignored your premonition and has the scars to prove it. you or not, death comes for everyone in the end.
You have feelings for __________________ but haven’t made your move yet.
Character Name:
___________________________
SPINDLE
What it is: Divine Parent:
Why you cared: _____________________________
ADVANCEMENTS BACKSTORY
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 +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
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:
After you take five advances from above the line, you can take advances from down here. You are become Death, immortal chooser q You see spirits of the dead all the time
of the slain. For this moment you are q Reduce max Harm to 6 boxes
q Take +1 Judgement (max +4) impervious to Harm. Wade through the q Move Harm penalty to 3 Harm
q Gain the Boatman’s Bribe. Spend it to bring back someone who just died, and erase the mayhem and raise fallen allies to live again. q Reduce your lowest attribute by one
mark. You can retake this Gift, as long as it’s unmarked This party isn’t over until you say it’s over. 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: 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 What Has Been: Roll 2d6 + Judgement to de-
q Cloak of Obscurement a dead person a question. You may not call termine someone’s guilt on a specific matter,
USED WITH BASIC MOVE: q Epic Armor on the same person twice. This works best if or their deepest regret.
you have the person’s body, but if you need On a 10+ they spill their guts.
q Epic Steed
PROWESS ____
SMITE YOUR ENEMIES q Epic Weapon
to do it by remote (if they’re long dead, for On a 7-9 you get a sense of their guilt, but
instance) roll with Fate’s Disfavor. nothing specific.
q Mostly Dead On a 10+ you may ask them 2 questions. GIFTED: If you have a Book of the Dead,
q Take a Move from the On a 7-9 you may ask 1 question. you will also have a clear idea of the
METTLE ____
PERFORM UNDER PRESSURE Muse playbook On a 6- you may take 1 Harm to ask 1 ques- best way to help this person clear their
tion, or let it go. conscience.
GIFTED: If you are Mostly Dead, you treat
AWE ____
SWAY SOMEONE a 7-9 as a 10+. q What Will Be: Stun a small group as their
lives flash before their eyes. Roll 2d6 +
q Best of Seven: You are able to challenge Judgement.
anyone to a contest of skill that can’t rely On a 10+ the group is stunned for the
JUDGEMENT____
PIERCE THE VEIL entirely on luck. Set terms, and if they agree scene, pondering their own mortality
you will both be held to the agreement.
Never go in against a Reaper when death is
unless someone interferes with them.
On a 7-9 the group is stunned until inter-
WYRD ____ BEND FATE on the line. fered with, or a minute passes.
GIFTED: If you are in Animal Form, the
q In The Balance: Offer an injured person a weak-minded are likely to flee from
trade: a drink, a kiss, a prayer, or something your presence.
THREADS: q q q q q HARM: q q q q q q q else. If they accept, roll 2d6 + Awe.
Spend 1 for Fate’s Favor, Alter the Scene, or Avoid 2 Harm -1 to all rolls
On a 10+ they heal 2 Harm. q Whirlwind: You may choose to roll with
On a 7-9 they heal 2 Harm and you take 1 Judgement instead of Prowess to SMITE
Harm. YOUR ENEMIES, however this will incur
GAIN A THREAD DEATH MOVE collateral damage, and you can’t select the
q Lust for Life: You’re the kind of Reaper who Protect Yourself option.
Always: While you are dead, your shade in the turns peoples’ dread of death into appreci-
Roll doubles mortal world is able to phase between ation for the time they have left. Anyone q You See Dead People: Everywhere you go the
Be epic corporeal and incorporeal states. You joining you for a drink, smoke, or some other spirits of those who haven’t moved on are
celebration will heal 1 Harm during your first visible to you. Take that into account if they
cannot use any of your moves or gifts,
toast. If they give you a gift (a drink, a prom- could help when you PIERCE THE VEIL.
Once Per Session: but you are physically present with ise, food, etc) they heal 2 Harm instead.
q Save a life your Weave and cannot leave their GIFTED: If you have Aura of Dread, you
q Throw a party presence. You must remain with one can change it to Aura of Celebration and
q Make morbid remarks of them at all times. back again.
q Ease someone’s suffering
q Part the Veil: It’s easy for you to send the
recently departed off to their appropriate
afterlives, but this move lets you visit any be-
Favor q q Disfavor lief system’s land of the dead, whenever you
like. If it’s just you, there’s no need to roll. If
you’re bringing friends, roll 2d6 + Wyrd.
On a 10+ you and your friends wind up at
the entrance together.
On a 7-9 choose:
• You’re split up from your Weave
• You’re all in the wrong underworld
• You just alerted half the underworld to
your arrival
On a 6- brace yourself. This handbasket is
way off course.
2 3
TANGLES
The Trickster
__________________ caught you in a lie one time and earned your respect.
In most cultures Tricksters are teachers and
You and __________________ pulled a hellish prank that one time.
guides. Whether your parent was someone
You just can’t resist pushing __________________’s buttons. like Coyote, Loki, or Ārohirohi you advise,
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 hits.
Tricksters are not always funny gods, but you do
It seems like __________________ understands why you do what you do. You’ll have to
keep an eye on them. see the world differently from most everybody
else. You will do almost whatever it takes to
achieve your goals. This is lucky when your
friends want the same things you do, and
SPINDLE awkward when they don’t.
What it is:
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 +2)
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:
After you take five advances from above the line, you can take advances from down here. Why would you ever want to be the center q Fate’s Disfavor on PIERCE THE VEIL
of attention? Your Ascendance move lets q Reduce max Harm to 6 boxes
q Take +1 Wyrd (max +4) you use someone else’s Ascendance. You q Move Harm penalty to 3 Harm
q Take Cantrips from the Arcane playbook can either mimic it and control it yourself, q Reduce your lowest attribute by one
q Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1 or let someone else use theirs on your dime. q Take Fate’s Disfavor to SWAY mortals
q Advance three basic moves to Godlike status Wouldn’t it be a shame if the wrong person
q Advance the other two basic moves to Godlike status was blamed?
WYRD ____ BEND FATE UNDER PRESSURE to sneak, pick locks, or q The Hard Way: When you present a course
generally get away with something you of action to your Weave you don’t need to
shouldn’t be doing. roll SWAY SOMEONE. Each member can
GIFTED: If you have Prestidigitation roll choose to take 1 Harm (ignoring armor) to
THREADS: q q q q q HARM: q q q q q q q with Wyrd instead of the +1. receive +1 ongoing while pursuing your plan.
Spend 1 for Fate’s Favor, Alter the Scene, or Avoid 2 Harm -1 to all rolls
That Harm can’t be healed for one sunrise
q Location, Location, Location: Perform a small and one sunset.
ritual to travel instantly to any person or
GAIN A THREAD DEATH MOVE place you know. Describe the ritual, such as q What’s That Over There: You may use Awe
drinking tea, three running strides, clicking instead of Prowess to SMITE YOUR ENE-
Always: While you are dead, your shade in the your heels together, or something along MIES, but you can’t choose Exchange Harm
Roll doubles mortal world is deftly able to annoy those lines. if you do.
Be epic people. Sometimes your actions
q Nothing To See Here: When leaving the
might even be construed as helpful,
scene of your own hijnks, people don’t notice
Once Per Session: but always annoying to someone. you. You’re not invisible, but everyone seems
q Trick someone Tie shoelaces together, swing the to have bigger things on their minds.
q Cause a distraction door the wrong way, catch a gun GIFTED: If you are in Animal Form take a
q Tell an unnecessary lie on its holster. You put the heist in souvenir with you. It’s usefulness will be
q Teach someone a lesson poltergeist. clear later..
Favor q q Disfavor
2 3
TANGLES
The Verdant
__________________ seems oblivious to the natural world.
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 nature, you’re
You and __________________ pulled off a newsworthy bit of eco-terrorism. very substance is able to grow and change as
needed. Whether shifting shape, talking to
You can always count on __________________ when it’s time to party. trees, or healing wounds, you adapt and face
__________________ could learn something from the ways of Mother Nature. down any threat. Life finds a way.
You can’t seem to wrap your head around __________________ and you’re not sure you
want to.
2 3
TANGLES
The Warrior
__________________ has real combat experience that you admire.
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 just
You have a friendly rivalry with __________________, always trying to one-up each other. a few. While always a last resort, in your heart
of hearts you know that sometimes violence is
You had a fling with __________________ after a harrowing battle. Are you hoping for a the best solution, and you’re the one prepared
rematch? to carry it out. Your response will be tactical,
You’ve never actually seen __________________ fight. Can you trust them? thoughtful, and crushingly victorious.
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
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 here. strategy of the battlefield unfolds before q Reduce max Harm to 6 boxes
you and you reveal the plan you had the q Move Harm penalty to 3 Harm
q Take +1 Prowess (max +4) whole time, turning the tide. One way or the q Reduce your lowest attribute by one
q Gain +1 armor other, the day is won. Describe how. 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: 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 Cleave: Your strikes can hit two enemies that q Rally To Me: Declare your plan of attack and
q Epic Ranged Weapon are near each other, but you must pick the roll 2d6 + Awe to spur your Weave to great-
USED WITH BASIC MOVE: q Epic Shield same SMITE options for both targets. ness. The effects apply to Weave members
who agree to your plan, for the scene.
q Epic Steed
PROWESS ____
SMITE YOUR ENEMIES q Followers
q Intimidation: When you wield fear to your On a 10+ they heal 1 Harm and gain Fate’s
advantage, roll with Prowess instead of Awe Favor on the next roll that follows your
q Sigil of Command to SWAY SOMEONE, but don’t expect to be plan.
q Take a Move from the best buddies after that. On a 7-9 they heal 1 Harm OR take +1
METTLE ____
PERFORM UNDER PRESSURE Artisan playbook GIFTED: If you have a Sigil of Command forward on the next roll that follows
take an additional +1 to SWAY SOME- your plan.
ONE.
AWE ____
SWAY SOMEONE q To The Death: Challenge someone to a duel.
q Iron Heart: You have 2 additional Harm box- If they accept you will fight one-on-one until
es at the front of your Harm track. Always one of you surrenders, dies, or someone
mark these boxes first, which means you can interferes with the fight.
JUDGEMENT____
PIERCE THE VEIL take 5 Harm before taking -1 to all rolls and
considering yourself truly wounded. If you
get to 9 Harm you die as usual.
q Unstoppable: Once you start running, few
mortal barriers will stop your momentum.
WYRD ____ BEND FATE q Usually you won’t need to roll for this, unless
q the Herald deems the barrier exceptionally
GIFTED: If you have an Epic Shield you can reinforced. If you do need to, roll 2d6 +
choose to lose the shield for the rest of Prowess.
THREADS: q q q q q HARM: q q q q q q q this fight (you’ll find it later) to ignore On a 10+ break on through to the other
Spend 1 for Fate’s Favor, Alter the Scene, or Avoid 2 Harm -1 to all rolls
all of the Harm from one attack. side.
On a 7-9 you break down the barrier but
q Polyarmory: Nearly anything is a deadly take 2 Harm.
GAIN A THREAD DEATH MOVE object in your hands. An oar, a playing card, a On a 6- choose: Take 2 Harm, physically
sturdy towel - you name it and it’s danger- and to your pride, as you bounce off OR
Always: While you are dead, your shade in ous. The object you pick up won’t last long take 4 Harm and blast through. In either
Roll doubles the mortal world is able to lend its for how you’re using it but it’ll go out in a case the Harm ignores your armor.
Be epic prowess to members of your Weave. blaze of glory and you can grab something GIFTED: If you have Divine Might you
new. Deal 3 Harm with almost any physical can charge through most supernatural
With a successful PROVIDE AID roll
object. barriers too.
Once Per Session: you may add your Prowess stat to GIFTED: If you have an Epic Weapon (Me-
q Start a fight someone else’s for the rest of that lee for up close or Ranged for thrown q War Never Changes: You may roll with Prow-
q Finish a fight fight, with the standard maximum of objects), anything you pick up will deal ess instead of Judgement when you PIERCE
q Explain a battle strategy +4 to any single roll. 4 Harm. THE VEIL anywhere a fight took place, with
q Defuse a tense situation a person who just fought or is about to, or
q Practical Tactical Brilliance: If there’s an art an artifact used in combat. The Herald will
to war then the battlefield is your canvas. Let answer as it pertains to the fight in question.
your masterpiece unfold. Roll 2d6 + Prowess
Favor q q Disfavor to gain Holds. Spend Holds on the effects
below.
On a 10+ Hold 3.
On a 7-9 Hold 2.
On a 6- choose: Hold 1 and take 1 Harm
ignoring armor, OR Hold none.
Spend 1 Hold to:
• Take Harm in place of a nearby Weave
member
• Add +2 to a Weave member’s SMITE
roll
• You or a Weave member picks an
additional option from a SMITE roll,
even on a 6-
2 3