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Playbooks by Jason Mills As the half-mortal child of a you have special powers. They don’t have to match those of your divine Quickstart Rules v2 parent. The son of 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 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 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 Most mortals believe in the gods, or a god, but don’t section by section, starting on the right side of the front know for a fact that they are real. The same 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 . The in a puff of logic. Ascendance Move marks the 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.

But your characters are special! They’ve been through a 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 Taking up to 3 Harm isn’t a big deal. If you end a fight owner eventually. with 3 or fewer Harm and take some time to rest, you’ll heal up right away. Any gift with Divine in the title is meant to be a descrip- 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 Epic Tools and Instruments are awesome items that do 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 Go through these questions and fill in the blanks. You 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.

If the outcome is truly uncertain, roll two six-sided dice (2d6) and add your attribute to the total. So if you roll a 3 and a 4 to 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.

Sometimes a Move will say specifically what to do on a 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.

The number one thing to remember is that a roll of the dice always advances the narrative. There should never be a dice roll where nothing happens.

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

Anyone can invoke the X-Card for all kinds of reasons, but it’s usually to address tone shifts, theming, and 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 a Thread the first time you fail a roll with that move. by Jason Mills @itsProbablyOk 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 When you peer beyond the veneer of mortality, roll 2d6 + Judgement. 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 ’s displeasure Change the environment Make a Gift go dead for a time Pull on a Tangle (make it important)

4 1 The Elemental The Trickster The Elemental The Gifts The Moves The Trickster q Divine Speed q Animal Form q Avatar of Destruction q #OutfitOfTheDay The Arcane The Arcane q Elemental Familiar (harmless) G: Epic Armor G: Mimicry q Animal Form q Spellcasting q Epic Armor q Epic Armor q Cataclysm q Fake News (harmless) q Cantrips q Epic Shield q Epic Steed G: Epic Shield G: Silver Tongue q Divine Intellect G: Familiar q Epic Steed q Epic Weapon q Good With Animals q Larceny q Epic Armor q Counterspell q Epic Weapon q Fabulous Wealth q Public Relations G: Prestidigitation q Epic Steed G: Divine Intellect q Master Another q Magical Resistance q Rub Some Dirt On It q Location, Location, q Epic Weapon q Esoteric Etcetera Element q Mimicry G: Produce Element Location q Familiar (harmless) G: Secret Society q Produce Element q Prestidigitation q Rush In q Nothing To See Here q Ritual Spellbook q Portal q Take a Move from q Puzzle Device G: Epic Steed G: Animal Form q Secret Society G: Ritual Spellbook the q Safe Passage q Oh You Mean This Gate Membership q Sanctum Warrior playbook The Verdant q Swipe Left Key q Take an additional q Shields Up q Adaptable G: Epic Weapon G: Puzzle Box starting Move q Rosetta Stone The Muse q Animal Companion q Watch Closely q Takes One To Know One q The Voice q Aura of Inspiration (2 Harm) q The Hard Way The Artisan q Celebrity q Divine Constitution The Muse q q What’s That Over There Alchemical Texts q Divine Charm q Divine Senses The Artisan q #Blessed q Automaton q Assistant q Epic Armor q Epic Armor q Entourage The Verdant (harmless) q Epic Instrument q Epic Steed G: Automaton G: Wealth and/or Ce- q q q Beastmaster Bottomless Bag q Epic Steed q Epic Weapon Brew Master lebrity q G: Animal Companion Divine Intellect q Epic Weapon q Tree Walking G: Alchemical Texts q Influencer q q G: Epic Steed Epic Armor q Ring of Binding q Vital Aura Crafty q Protégé q q Clever Girl Epic Steed q Wealth G: Epic Tool q Short Skirt, Long Jacket q q G: Divine Senses Epic Tools The Warrior Deus Ex Machina q Snake Eyes q q Feast or Famine Epic Weapon The Reaper q Divine Might G: Divine Intellect q The “I” In Team q q q Ferocious Unquenchable q Animal Form q Epic Armor Driver G: Aura of Inspiration q G: Epic Weapon Flame (harmless) q Epic Melee Weapon Mentor q Turn It Up q q For the Swarm q Aura of Dread q Epic Ranged Signature Weapon G: Epic Instrument q q Regrowth The Celestial q Book of the Dead Weapon Workshop q Woke Up Like This q G: Vital Aura Animal Companion q Cloak of q Epic Shield G: Bottomless Bag G: Divine Charm q q Secret Garden (2 Harm) Obscurement q Epic Steed Zoom and Enhance q q Shapechanger Chameleon Cloak q Epic Armor q Followers The Reaper q G: Epic Armor Divine Presence q Epic Steed q Sigil of Command The Celestial q Ask Questions Later q q q Spies Everywhere Epic Armor q Epic Weapon q Take a Move from Black Hole Stun G: Mostly Dead q Epic Ranged G: Divine Presence q Mostly Dead the q Best of Seven The Warrior Weapon q Eclipse q Take a Move from Artisan playbook q In The Balance q Cleave q Epic Steed G: Chamelon Cloak the Muse playbook 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 q q q 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 On a 7-9 pick 1 Effect and 1 Cost. Ritual Spellbook On a 6- pick 2 Costs, and the Herald will fill in the rest. (spoiler: it’s bad) q Secret Society Membership q Effects: Costs: Take an additional Inflict 2 Harm Deal 1 Harm to an ally, ignoring armor METTLE PERFORM UNDER PRESSURE ____ starting Move 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. On a 6- you’re in for a treat. It goes GAIN A THREAD DEATH MOVE 3. ______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 q Chastise recklessness On a 7-9 the effect is shut down for the collection of oddities, and the people you scene but will reactivate eventually. allow in are untraceable while inside. q Investigate a mystery q On a 6- you’re pretty sure the effect was 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:

______BACKSTORY ADVANCEMENTS Your look: Spend five threads to check a box and advance. You can choose them in any order, but can only check each box once. You have to check five boxes up here before choosing Informed by: advances from below the line. Pantheon feels: q q Take +1 Prowess (max +2) q 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 q q q 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: q ______The architecture of reality slides together Machines act weird when you’re near q After you take five advances from above the line, you can take advances from down here. and everything finally makes sense. Change Reduce max Harm to 6 boxes something about an object. Something big q Move Harm penalty to 3 Harm q q Take +1 Mettle (max +4) or small, but the object will never be the Reduce your lowest attribute by one q q Remove a Hinderance from your Workshop same. Describe how. Alternatively, this can 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 they will bend over backwards to help you actual body remains in a trance-like state Epic Tools 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 their deepest hopes and dreams, and you Harm, or Stock equal to the costs below. If 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: q q q q q q q q q q q q They have knowledge of the supernatural. THREADS: HARM: Acute Senses Invisibility Doppleganger 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 Weave, like their cell phone, car, Stock. Exchange Harm. On a 6- refresh 1 Stock and ask the Once Per Session: sword, or armor. Roll PROVIDE AID to q q Herald what else you find. Workshop: You have a work space of some 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 q q suggestions, work with your Herald on new q portal access q vast library Favor 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 ADVANCEMENTS Your look: 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 q q q 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: q ______The stars align as every strand spools out 13+ on PIERCE THE VEIL deals 1 Harm q After you take five advances from above the line, you can take advances from down here. before you. Step calmly through mayhem, Reduce max Harm to 6 boxes predicting every twitch and gust of wind q Move Harm penalty to 3 Harm q q Take +1 Judgement (max +4) to set things back on the course you’ve Reduce your lowest attribute by one q q Erase one check mark on your Ascendance Move, but not the Consequence determined is correct. All this has happened 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 likely pass out. Epic Steed 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 GIFTED: If you have an Animal Companion can also hide from supernatural beings. 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 PIERCE THE VEIL 6- as a 7-9, and your arrow, whatever it takes. Roll to SMITE general idea is clear. Take +1 forward on 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 q GIFTED: If you have an Epic Ranged On a 6- you still receive some direction, 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 q q q 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: q ______You embody your element completely as Must pick Crush Them on SMITE rolls q After you take five advances from above the line, you can take advances from down here. your humanity fades to the background Reduce max Harm to 6 boxes and you become capable of incredible feats. q Move Harm penalty to 3 Harm q q Take +1 Prowess (max +4) Become the flame, bend the wind to your Reduce your lowest attribute by one q 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 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 blasted. Deal 2 Harm to anything and anyone age and deal 2 Harm. Master Another Element 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 problem. of you. Collateral damage is guaranteed and 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. q Be epic element in annoying and occasionally Good With Animals: People might confound On a 7-9 you knock them down but they’re useful ways. You can use PERFORM you, but animals are nice. You can converse unharmed. with animals native to your element. They’re GIFTED: If you have an Epic Weapon, you Once Per Session: UNDER PRESSURE to affect your q likely to do as you ask, but roll with Mettle may choose one option from SMITE 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 q q Rub Some Dirt On It: Roll 2d6 + Mettle to Herald if the person, place, or artifact has Favor 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 q q q Take on a mortal protege/assistant devoted to you (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 in the narrative, let the Herald know how it around. They remain still, watching Epic Weapon 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. q AWE ____ SWAY SOMEONE They know your industry well and can get a 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+. q WYRD ____ BEND FATE 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 q q q q q q q q q q q q party against violence roll 2d6 + Wyrd. You THREADS: HARM: q Spend 1 for Fate’s Favor, Alter the Scene, or Avoid 2 Harm -1 to all rolls 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 q Be epic PROVIDE AID move, but without any Short Skirt, Long Jacket: You can slice you can make an ad-hoc party almost of the benefits your playbook may through red tape, blending into nearly any anywhere with just a few people who all social environment. Roll 2d6 + Wyrd to meld. agree that it’s a party. Once Per Session: provide. q On a 10+ you’ve made the right alloca- 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 q q like you belong here. Favor 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: ______

BACKSTORY ADVANCEMENTS Your look: Spend five threads to check a box and advance. You can choose them in any order, but can only check each box once. You have to check five boxes up here before choosing Informed by: advances from below the line. Pantheon feels: q q Take +1 Prowess (max +2) q q Take +1 Mettle (max +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: ______q q q 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: q After you take five advances from above the line, you can take advances from down here. You are become Death, immortal chooser 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 q Take +1 Judgement (max +4) impervious to Harm. Wade through the Move Harm penalty to 3 Harm q 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. Reduce your lowest attribute by one q mark. You can retake this Gift, as long as it’s unmarked This party isn’t over until you say it’s over. 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 to do it by remote (if they’re long dead, for On a 7-9 you get a sense of their guilt, but Epic Weapon 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 q AWE ____ SWAY SOMEONE a 7-9 as a 10+. What Will Be: Stun a small group as their lives flash before their eyes. Roll2d6 + 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. unless someone interferes with them. Never go in against a Reaper when death is 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. q q q q q q q q q q q q else. If they accept, roll 2d6 + Awe. THREADS: HARM: q Spend 1 for Fate’s Favor, Alter the Scene, or Avoid 2 Harm -1 to all rolls On a 10+ they heal 2 Harm. 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 cannot use any of your moves or gifts, celebration will heal 1 Harm during your first visible to you. Take that into account if they 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 q ise, food, etc) they heal 2 Harm instead. 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 q q afterlives, but this move lets you visit any be- Favor 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 What it is: awkward when they don’t.

Why you cared: Character Name: ______

Divine Parent: ADVANCEMENTS Spend five threads to check a box and advance. You can choose them in any order, but ______can only check each box once. You have to check five boxes up here before choosing advances from below the line. BACKSTORY Your look: q q Take +1 Prowess (max +2) Informed by: q q Take +1 Mettle (max +2) q q Take +1 Awe (max +2) Pantheon feels: q q Take +1 Judgement (max +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: ______q q q 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: q 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 Fate’s Disfavor on PIERCE THE VEIL of attention? Your Ascendance move lets q Reduce max Harm to 6 boxes q q Take +1 Wyrd (max +4) you use someone else’s Ascendance. You Move Harm penalty to 3 Harm q q Take Cantrips from the Arcane playbook can either mimic it and control it yourself, Reduce your lowest attribute by one q 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. 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 up to you. If you try to mimic a recogniz- key which opens the door but jams the lock, Prestidigitation 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 person. q Larceny: Take +1 when rolling PERFORM q WYRD ____ BEND FATE UNDER PRESSURE to sneak, pick locks, or 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 might even be construed as helpful, Nothing To See Here: When leaving the scene of your own hijnks, people don’t notice Once Per Session: but always annoying to someone. q you. You’re not invisible, but everyone seems 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 q q q ______(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 fully sapient and can speak. anywhere, and exit back to where you came Epic Steed 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 while changed. You can change back you off their scent. 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. someone in your Weave. You can talk do 3 Harm instead of 2. On a 6- ask the Herald to pick one: 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. q does 5 Harm instead of 4. or sunset, whichever comes first 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 q q collective intelligence, and loyalty to you. q Spies Everywhere: You are able to interview Favor 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 q q q Take a move from another playbook: ______(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: q ______Like a chess master, every aspect and Become obssessed with preparedness q After you take five advances from above the line, you can take advances from down here. strategy of the battlefield unfolds before Reduce max Harm to 6 boxes you and you reveal the plan you had the q Move Harm penalty to 3 Harm q q Take +1 Prowess (max +4) whole time, turning the tide. One way or the Reduce your lowest attribute by one q q Gain +1 armor other, the day is won. Describe how. 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 q who agree to your plan, for the scene. Epic Steed q PROWESS ____ SMITE YOUR ENEMIES q Intimidation: When you wield fear to your On a 10+ they heal 1 Harm and gain Fate’s Followers 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. q AWE ____ SWAY SOMEONE 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 q Unstoppable: Once you start running, few get to 9 Harm you die as usual. mortal barriers will stop your momentum. WYRD ____ BEND FATE  Usually you won’t need to roll for this, unless q 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 With a successful PROVIDE AID roll new. Deal 3 Harm with almost any physical can charge through most supernatural object. barriers too. Once Per Session: you may add your Prowess stat to q GIFTED: If you have an Epic Weapon (Me- 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. q q your masterpiece unfold. Roll 2d6 + Prowess Favor 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