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Demigods: by Jason Mills Quickstart Rules v2

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0% found this document useful (0 votes)
1K views

Demigods: by Jason Mills Quickstart Rules v2

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 26

DEMIGODS Playbooks

As the half-mortal child of a god you have special


by Jason Mills
powers. They don’t have to match those of your divine
Quickstart Rules v2 parent. The son of Aphrodite could be a soldier, the
daughter of Ogoun could be a poet laureate, and the
Setting child of Loki could be a straight-shooter with upper
Demigods is a magical realism role-playing game set in management written all over them.
the modern day. All of the gods are real and every belief
system is correct—all at the same time. In this fictional Your power is based on the kind of person you’ve grown
world the gods exist because humans imagined them into. It is often shaped by your mortal heritage as much
into existence. At least a dozen different sun gods are as your divine parentage. Your playbook is determined
pushing, pulling, or being the sun, while that same sun by the character’s personality, and the position you see
is a giant fusion engine ninety-three million miles away. them filling in their pantheon one day.
Multiple truths, all at once. Lean into it.
For character creation, walk through the playbook
 ost mortals believe in the gods, or a god, but don’t
M section by section, starting on the right side of the front
know for a fact that they are real. The same human page (where the art is), and moving to the back. If you
imagination that brought the gods into existence also fold it in half like a little book, it might be easier.
allows mortals to edit out things they don’t want to see.
When a seven foot tall demon walks into a coffee shop, Playbook, Page 1
the barista can believe that they’re just a very tall per- Name, Divine Parent, Backstory, and Ascendance
son, ignoring the blue skin, horns, and spiky tail. • Describe your look, including gender expression,
ethnicity, clothing style, etc. You may also want
Demigods to note some supernatural weirdness that mortals
Gods are too powerful to visit Earth very often or for don’t notice — glowing eyes, blue skin, that kind of
very long because they are imbued with the ability to thing.
manipulate Fate. They can enmortilify™ themselves for • Were you informed by your divine parent, or a mes-
a few days to visit, but they’re weakened and need to senger of some kind?
head home soon to avoid twisting the fabric of reality. • How do you feel about your pantheon? This can
Fate in Demigods is not a god or group of gods, but is an be tricky. You might think your divine relatives
overarching concept used to describe why supernatural stink. Demigods are still mostly mortal and can be
beings can do things that mortals can’t. poached into other pantheons. Are you shopping
around?
The gods must remain mysterious. Their power is based • Describe your mortal family.
in human belief—if mortals knew for sure that Shango
exists, rather than simply believing in him, his power Ascendance Move
would dimininsh and he would eventually cease to exist Demigods are on a path to becoming full deities. The
in a puff of logic. Ascendance Move marks the Demigod embracing a frac-
tion of their true divine nature, and is unique to each
In order to influence mortals and earthly affairs with- playbook. To use your move, just announce it, check one
out risking their demise, the gods use Demigods. Either of the boxes, and take narrative control for a moment.
through biology or spiritual adoption, one is imbued But it doesn’t come without a cost.
with the power of a divine parent. Then the god has an
emissary on Earth who definitely, for sure, always does You’ll need to pick a consequence when the moment is
what their divine parent needs. Right? over. Your character is now weirder, and less relatable to
mortals than ever. This kind of power flakes away your
Pantheons will ask their Demigods to carry out tasks mortal coil, preparing you for true godliness.
and will offer them treasures in return. Demigods have a
smaller supernatural footprint than their divine parents If you use it three times, your character will become too
and can use their abilities without much trouble, but divine and must ascend to their pantheon. They’re out
they’re also supposed to work alone. Normally, if Demi- of the game and you make a new character.
gods spend too much time together their Fates become
intertwined, they can’t get rid of each other, and then
they start to have an effect on reality like gods do.

 ut your characters are special! They’ve been through a


B
binding event which has allowed them to work 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. doubles can be any pair of numbers - a pair of ones earns
• Prowess measures your fighting ability, whatever a thread just as well as sixes. There is no limit to how
your methods may consist of. many times you can get this.
• Mettle is how well you work under pressure.
Use it to hack a computer, drive a car, and other Your playbook has four unique hooks. Each one of these
non-supernatural activities. can earn you a thread once per game session. Theoret-
• Awe is a measure of your impressiveness—not nec- ically, you could get all four every session. Read these
essarily your attractiveness. aloud in the first session so everyone knows what you’re
• Judgement is your perception and awareness. being bribed to do with your playbook.
• Wyrd indicates your aptitude for manipulating the
supernatural world around you. If you save up five Threads you can spend them on an
Advance. More about that on Page 4.
Attributes range in value from -2 to +4. No combination
of bonuses can ever give a single roll greater than +4. Emergency Threads
Assign the array of values listed in your playbook, and You can also spend threads one at a time, in three ways:
then apply an extra +1 to any one of them. • Reduce two Harm. This can combine with your Epic
Armor and Shield.
Gifts • Add a significant detail to the scene.
Gifts are items or aspects that enhance your abilities and • Spend a thread to give yourself Fate’s Favor on a roll
can be juiced up with the Bend Fate basic move when you just made (roll 3 dice, take the best two). You
needed. Many of the gifts are fairly vague or strange can buy the third die after you roll.
sounding - that’s OK! The idea is to spark a conversation
with the Herald (the game runner) about what that gift Harm
does for you specifically. There’s a whole chapter in the When you take 7 Harm, you’re dead. You become a
book with more details about Gifts. shade and can use your playbook’s Death Move, but
gifts and other moves are not available to a shade.
Gifts can be temporarily dropped or broken, depending
on the situation, but should always come back to the  aking up to 3 Harm isn’t a big deal. If you end a fight
T
owner eventually. with 3 or fewer Harm and take some time to rest, you’ll
heal up right away.
 ny gift with Divine in the title is meant to be a descrip-
A
tor. If you take Divine Might, you’re super strong. That Taking 4 or more Harm represents a significant wound.
usually means flip-a-car level of strength, for example, While you have 4 or more, you have -1 to all rolls (ex-
but do what works for you and your group. There isn’t cept when rolling your Death Move). Ending a fight
a direct mechanical benefit, but consider it part of the with 4 or more Harm means you need magical healing
fiction. or medical attention. Describe your serious wound.

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.

All Tangles start at a value of 1, and are adjusted by the


End of Session basic move.

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.

I f 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 fight, 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 a


S
6-, otherwise the Herald will fill in part of the narrative.
Try not to think of a 6- as a miss. 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 the


T
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 dis-
turbing subject matter. If someone asks for something
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
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 ______?

• How can I get this person, place, or thing to ______?


• How can I get into or out of this place?
SWAY SOMEONE • How is this person, place, or thing important to our Weave?
When you want convince someone that your way is the right way,
roll 2d6 + Awe . If successful they see the merits of your argument.
Unlocking Godlike for this move checks both boxes below.

For NPCs: PROVIDE AID


On a 10+ they accept your reasonable argument at no cost. Roll 2d6 + Tangles when you want to help someone accomplish a task,
On a 7-9 they’ll do it, but they demand some kind of price. or avoid Harm they just took, describe how your character is able
q GODLIKE: On a 13+ say hello to your new best friend! to assist, and. That’s the total number of Tangles you have with the
 person you’re helping, not the Tangle ratings.
For a member of your Weave who agrees: On a 10+ choose 1:
On a 10+ they gain 1 Thread AND +1 forward working on your plan. • they get +1 to their roll AND gain a Thread
On a 7-9 they gain 1 Thread. • you both take 1 Harm, ignoring armor, instead of the Harm they
q GODLIKE: On a 13+ all members of your Weave gain a thread and would have taken
+1 ongoing while in pursuit of your plan. On a 7-9 choose 1:
• they get +1 to their roll
Members of your Weave may always choose to ignore your argument, • split the Harm with them — you take the extra if the Harm is odd
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 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:

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


q q Take +1 Mettle (max +1)
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 the Workshop from the Artisan 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 Open a door to your Sanctum from any doorway
________________________________________________________________________________
After you take five advances from above the line, you can take advances from down here. Reweave: Permanent Consequences:
The threads of Fate come together for this q All spellcasting draws unwanted attn.
q Take +1 Wyrd (max +4) one inscrutable purpose. Pull on this thread, q Reduce max Harm to 6 boxes
q Learn three more Cantrips: 1. ______________ 2. ______________ 3. ______________ snip that frayed end, and wind it back q Move Harm penalty to 3 Harm
q 10+ on Spellcasting no longer requires a Cost together how you desire. The warp and weft q Reduce your lowest attribute by one
q Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1 are yours to command as you craft a spell of q Take Fate’s Disfavor to SWAY mortals
q Advance three basic moves to Godlike status epic proportions. Describe the outcome.
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: 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 the
q Epic Steed Costs you’re willing to take. Roll 2d6 + Wyrd to cast the spell. Most spells take a little time to

USED WITH BASIC MOVE: q Epic Weapon finish. Effects and Costs can be chosen more than once per spell.
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 an additional
METTLE ____
PERFORM UNDER PRESSURE starting Move
Inflict 2 Harm Deal 1 Harm to an ally, ignoring armor
Inflict 1 Harm to a small group Take 2 Harm, ignoring armor
Restrict Movement Draw unwanted attention
Reveal a secret Inflict collateral damage
AWE ____
SWAY SOMEONE Hide something Casting takes longer than usual
Cast the spell instantly Short duration
Communicate impossibly One of your senses dulls for a time
JUDGEMENT____
PIERCE THE VEIL
q Cantrips: You’ve mastered several basic spells q Portal: Open a noisy gateway to a familiar,
that require little to no effort on your part. stationary, safe place on the mortal plane.
Make a light, move small objects, or open It takes about a minute to open and will
WYRD ____ BEND FATE simple locks for example. Pick three harmless collapse after another minute. If you go
spells you’ve practiced to perfection. They somewhere unfamiliar, in motion, or
don’t require rolls. dangerous roll 2d6 + Wyrd.
On a 10+ your portal is precise and you can
THREADS: q q q q q HARM: q q q q q q q 1. ____________________________________ see through to the other side.
Spend 1 for Fate’s Favor, Alter the Scene, or Avoid 2 Harm -1 to all rolls On a 7-9 the portal is connected but you
2. ____________________________________ can’t see the other side.
GAIN A THREAD DEATH MOVE 3. ____________________________________
On a 6- you’re in for a treat. It goes
somewhere fun and unexpected!
GIFTED: If you have a Familiar, it can cast GIFTED: If you have a Ritual Spellbook
Always: While you are dead, your shade in the your cantrips. take +1 on Portal rolls. Also you can
Roll doubles mortal world disperses among your open portals to unfamiliar places on the
Be epic Weave. Your consciousness is present q Counterspell: Roll 2d6 + Judgement to dispel mortal plane without needing to roll.
with every member at the same ongoing magical effects.
Once Per Session: time, over any distance. You can pass On a 10+ the effect dissolves and you q Sanctum: You have a safe, secure, isolated
q Cast a spell messages at will. understand it well enough to rebuild it. place to work your mystical arts. You, your
On a 7-9 the effect is shut down for the collection of oddities, and the people you
q Chastise recklessness
scene but will reactivate eventually. allow in are untraceable while inside.
q Investigate a mystery On a 6- you’re pretty sure the effect was
q Explain how magic works dispelled. (Yeah, it’s probably fine.) q Shields Up: You can spend a thread to reduce
GIFTED: If you have Divine Intellect, roll Harm by your Wyrd attribute.
with Fate’s Favor.
Favor q q Disfavor q Rosetta Stone: Languages are easy. Once you
q Esoteric Etcetera: You know things. Secret observe a language for a few minutes you
things. Dangerous things. When you PIERCE can pick it up flawlessly, the magic of your
THE VEIL about something truly obscure mind filling in the gaps. This goes for sign
take a +1 to the roll. language, dialects, and nearly any kind of
GIFTED: If you have Secret Society written communication.
Membership roll with Fate’s Favor
instead of the +1. q The Voice: You can choose to use Wyrd
instead of Awe to SWAY SOMEONE, but
if you do they eventually realize that you
manipulated them and will remember that.

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: ___________________________

Why you cared:


Divine Parent:
_____________________________

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: ___________________________

Why you cared:


Divine Parent:
_____________________________

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:

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 BACKSTORY
before choosing advances from below the line. Your look:

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


q q Take +1 Mettle (max +2)
q Take +1 Awe (max +3) 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: _______________________ 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
________________________________________________________________________________ Center Stage: Permanent Consequences:
After you take five advances from above the line, you can take advances from down here. You light up the crowd and become a shining q Mortals flock to you for autographs
beacon of inspiration driving everyone who q Reduce max Harm to 6 boxes
q Take +1 Awe (max +4) can see you. The people lean into the best q Move Harm penalty to 3 Harm
q Take the Celebrity and/or Wealth Gifts, if you don’t have them already versions of themselves and are moved to q Reduce your lowest attribute by one
q Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1 greatness - describe what you accomplish q Take Fate’s Disfavor to SWAY mortals
q Advance three basic moves to Godlike status working together.
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: 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 Snake Eyes: Roll 2d6 + Awe when making
q Epic Armor There’s always a parking spot right out front, eye contact with a mortal to create a minor

USED WITH BASIC MOVE: q Epic Instrument a table ready, and your name is definitely on hypnotic effect.
the VIP list. If there’s a mortal inconvenience On a 10+ you can look away and move
q Epic Steed
PROWESS ____
SMITE YOUR ENEMIES q Epic Weapon
in the narrative, let the Herald know how it around. They remain still, watching
works itself out. Any attack that only deals 1 you. It ends if you break line of sight or
q Ring of Binding Harm (before armor) misses you every time. anyone touches them.
q Wealth On a 7-9 you must maintain eye contact,
METTLE ____
PERFORM UNDER PRESSURE q Entourage: You have a group of loyal staff. but they can’t move or look away unless
Describe whether these four or five people someone touches them.
are actually your friends, or just employees.
AWE ____
SWAY SOMEONE They know your industry well and can get a q The “I” In Team: You may roll Awe instead of
lot done for you. Tangles when using the PROVIDE AID move.
GIFTED: If you have Wealth and/or Ce- If you do, on a hit they get a +2 instead of
lebrity this group is a small company of the usual +1.
JUDGEMENT____
PIERCE THE VEIL 20-30 people. If you have both it’s more GIFTED: If you have Aura of Inspiration,
like 50. they also gain a Thread on a 7-9, like for
a 10+.
WYRD ____ BEND FATE q Influencer: You can project your influence
across a mass audience, or even into a record- q Turn It Up: Any party or performance you
ed message. Roll SWAY SOMEONE in the take part in is cranked to eleven. Food and
context of a broadcast or recording. drink never runs out. If you want to ward the
THREADS: q q q q q HARM: q q q q q q q party against violence roll 2d6 + Wyrd. You
Spend 1 for Fate’s Favor, Alter the Scene, or Avoid 2 Harm -1 to all rolls
q Protégé: A mortal looks up to you and has can only ward a particular party once.
earned your willingness to help. You help On a 10+ no one can commit violence at
them with their career, and they would do the party until you leave, or the sun
GAIN A THREAD DEATH MOVE almost anything for you. They know you’re comes up, whichever comes first.
special, but mortals are incapable of knowing On a 7-9 you can quell an immediate dan-
Always: While you are dead, your shade in the whole deific truth. ger, but it won’t last.
Roll doubles the mortal world can still use the GIFTED: If you have an Epic Instrument
Be epic PROVIDE AID move, but without any q Short Skirt, Long Jacket: You can slice you can make an ad-hoc party almost
through red tape, blending into nearly any anywhere with just a few people who all
of the benefits your playbook may
social environment. Roll 2d6 + Wyrd to meld. agree that it’s a party.
Once Per Session: provide. On a 10+ you’ve made the right alloca-
q Throw a party tions. Employees assume you work q Woke Up Like This: Take +1 when you roll to
q Seduce someone there, partygoers remember meeting SWAY SOMEONE.
q Take the spotlight you somewhere. You definitely belong GIFTED: If you have Divine Charm, roll
q Urge someone to greatness here. with Fate’s Favor instead of the +1.
On a 7-9 you’ll need to pick up some slack.
Describe what you do to make it look
like you belong here.
Favor q q Disfavor On a 6- you’re dragged into some drama
or obligation unless you want to blow
your cover.

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:

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 +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?

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: 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 and q Oh You Mean This Gate Key: You are able
q Epic Weapon styled the way you want to be. Your hair, to produce a small object which is useful in

USED WITH BASIC MOVE: q Magical Resistance makeup, and clothes morph to be perfect the immediate situation, but is not 100%
for the given occasion. Casual or formal is correct, and only works once. For example, a
q Mimicry
PROWESS ____
SMITE YOUR ENEMIES q Prestidigitation
up to you. If you try to mimic a recogniz- key which opens the door but jams the lock,
able uniform or outfit, it will look mostly an ID badge that works if you don’t look too
q Puzzle Device convincing, but always be slightly off in some closely, or a swipe card that goes blank.
q Silver Tongue small detail. GIFTED: If you have a Puzzle Box, the
METTLE ____
PERFORM UNDER PRESSURE GIFTED: If you have Mimicry, you may use object works perfectly the first time,
this ability to resemble a specific person no glitches. The object can be used two
and their outfit. more times after that, but no promises
AWE ____
SWAY SOMEONE on the result. Roll PERFORM UNDER
q Fake News: When telling half-truths or out- PRESSURE when you use it again.
right lies take a +1 to SWAY SOMEONE.
GIFTED: If you have a Silver Tongue, roll q Takes One To Know One: Roll Wyrd instead
JUDGEMENT____
PIERCE THE VEIL with Fate’s Favor instead of the +1. of Judgement to PIERCE THE VEIL with a
q Larceny: Take +1 when rolling PERFORM
person.

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.

SPINDLE Character Name:


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 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 q Take +1 Prowess (max +2)
q Take +1 Mettle (max +3) Pantheon feels:
q q Take +1 Awe (max +2)
q q Take +1 Judgement (max +2) 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
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)

Stampede: Permanent Consequences:


After you take five advances from above the line, you can take advances from down here.
The living world needs you now more than q Animals flock to you at all times
ever, and you can see exactly what needs to q Reduce max Harm to 6 boxes
q Take +1 Mettle (max +4)
be done. Call forth the vines and brambles, q Move Harm penalty to 3 Harm
q Choose a rote form for Shapechanger. You can always change into that form as if you
summon the hordes of animals, and reap q Reduce your lowest attribute by one
rolled a 10+. It will always have the same two options.
sweet justice on those who wreak havoc on q Take Fate’s Disfavor to SWAY mortals
q Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1
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 1
Make a new character.
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

USED WITH BASIC MOVE: q Divine Senses GIFTED: If you already have an Animal plane of existence and is only accessible by
Companion one of your three pets is a ritual you choose. You can get there from
q Epic Armor
PROWESS ____
SMITE YOUR ENEMIES q Epic Steed
fully sapient and can speak. anywhere, and exit back to where you came
GIFTED: If you already have an Epic Steed in. Anyone can come and go until you close
q Epic Weapon you still only have one Steed, but it is the door.
q Tree Walking sapient and can do 2 Harm.
METTLE ____
PERFORM UNDER PRESSURE q Vital Aura q Shapechanger: You can change into animal
q Clever Girl: You have a knack for tracking and plant forms, melding your possessions
prey. Even without animal features you gen- with you. Carried items are not available
AWE ____
SWAY SOMEONE erally spot the signs of someone’s passage. while changed unless noted below. To be an
Use Mettle instead of Judgement when you unremarkable, harmless creature or plant no
PIERCE THE VEIL to follow or find someone, roll is needed. When you want to get fancy,
and ask 1 extra question on a hit. roll 2d6 + Mettle.
JUDGEMENT____
PIERCE THE VEIL GIFTED: If you have Divine Senses, they On a 10+ choose two options from the list
will need supernatural means to throw
you off their scent.
while changed. You can change back
and forth until sunrise or sunset, which-
WYRD ____ BEND FATE ever comes first.
q Feast or Famine: You can create a feast fit for On a 7-9 choose one option from the list.
the gods out of practically nothing. Everyone You can hold the form until sunrise or
who feasts together will heal 1 Harm and sunset, or until you change back, which-
THREADS: q q q q q HARM: q q q q q q q take +1 forward on their next roll involving ever comes first.
Spend 1 for Fate’s Favor, Alter the Scene, or Avoid 2 Harm -1 to all rolls
physical strength or agility. Alternatively you • Pick an extra option when you
can curse about an acre of land. Crops whith- SMITE YOUR ENEMIES
er and die, stored food molds, and the area • The form deals +1 Harm
GAIN A THREAD DEATH MOVE swarms with scavengers and insects. • The form has +1 armor
• Fly high or swim deep
Always: While you are dead, your shade q Ferocious: Fighting you up close is a serious • Move with extraordinary speed
Roll doubles in the mortal world can inhabit a mistake. Claws, teeth, stinger tail (where did • You’re several tiny animals
Be epic small, harmless animal and stay near that even come from?!), your basic attacks • You’re a swarm of insects.
do 3 Harm instead of 2. On a 6- ask the Herald to pick one:
someone in your Weave. You can talk
GIFTED: If you have an Epic Weapon, it • You’re stuck in this form until sunrise
Once Per Session: to people and animals in this form. does 5 Harm instead of 4. or sunset, whichever comes first
q Defend the wilds • You take a hybrid-form for the scene
q Act like a plant or animal q For the Swarm: You can summon and (wolfman, swamp-thing, etc)
q Talk with a plant or animal command a swarm of insects, rats, spiders • Take 2 harm and treat it like a 7-9
q Share too much information or small birds for the duration of the scene. GIFTED: If you have Epic Armor it still
They can inflict 1 Harm, but their usefulness applies while changed.
usually lies elsewhere. They will exhibit a
collective intelligence, and loyalty to you. q Spies Everywhere: You are able to interview
Favor q q Disfavor local plants and wildlife. Plants and animals
q Regrowth: Roll 2d6 + Wyrd to channel life are terrible conversationalists, but they will
force directly into yourself and others, accel- do their best with any questions they’re able
erating their natural healing process. to answer.
On a 10+ you heal 4 Harm distributed 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 2 Harm for one person.
GIFTED: If you have Vital Aura, heal 1
additional Harm.

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.

You feel yourself drawn to __________________. Why? 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
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

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