Part Time Gods

September 23, 2017 | Author: kitsune180 | Category: Role Playing Games, Tabletop Role Playing Game, Divinity, God, Religious Belief And Doctrine
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Part-TimE

Gods A Roleplaying game by Eloy Lasanta

DGS Dynamic Gaming System

Lite

Jacob Dowdy (order #2806790)

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Introduction

Part-Time Gods... In Brief SETTING SUMMARY

of gods that rule over a domain together is called a pantheon. Like the Olympian pantheon of legend, there is no need for the characters to get along, as long as they ensure their mutual defense. On top of their divine duties, the characters have to contend with keeping their mortal lives in order. Their jobs, families, friends and neighborhoods keep them grounded, keep them from losing their humanity. This kind of balance can be difficult to maintain for long periods, but it is a personal choice of the god in question. They have only one soul and should choose wisely.

People only think they know what lurks around the dark corners on Earth. In truth, humans can do little but guess at what really makes the universe tick. The world works on a balance between order and chaos and this is where the gods come into play. Legend states that, at the beginning of time, gods and an unknown entity known only as “The Source” waged a war for control of the Earth – the gods won. The Source was locked away and its power sucked dry, making certain humans into divine beings. These gods ruled for eons, each with control over their own piece of creation, called Dominions. Using the power of their divine Spark, they waged centuries-long wars on each other for domain, ancient Relics storing remnant of the Source’s magic and worshippers to feed their never-ending lust for power. The Source didn’t stop there, it also created hundreds of monsters, called Outsiders, to destroy the gods and hopefully unshackle the entity. This led to the God Wars over who was most powerful and who was dead, proving decisive for the fate of the gods. They soon discovered that there was only so much of the Source’s power to spread around, leaving only a small number of gods on Earth and no more magic to create more. The Source went into slumber and the gods continued on, passing their power from human to human through the ages. The Source’s magic has leaked out during moments of creation, breaking the universe into a million different facets to control. In the dark ages, the newest gods were patrons of the first blacksmiths or ironworkers, but today gods of the Internet or telecommunications pop-up like crazy. The gods split themselves into sects, called Theologies – each with their own view of the world. The Coming Storm has begun. Today, the Source is trying to escape its prison once again. A new surge of magic has begun leaking through, bringing horrible monsters and fantastic creatures into existence. This magic is also imbuing everyday people with the divine Spark of the gods by the dozen. If the Source’s minions aren’t beaten back and held at bay, the world-as-weknow-it is over. With this newfound responsibility, these new gods are found by the still-existing Theologies to be trained. They must learn how to hone their gift and how to meld their divine and mortal lives into one existence. Without holding on to one’s humanity, there is truly nothing left to defend against the Source’s minions.

PLAYABLE CHARACTERS

Players craft their own gods, choosing from mortal occupations, natural divine abilities and the power that they wield over their Dominion. All gods are commanding beings, but they find themselves separated by their individual interpretations of their power. These ideas are heralded by secret societies called Theologies. Below are the most powerful today: l Ascendants: Gods who look to become as powerful as the old gods. l Cult of the Saints: Gods who believe themselves to be messengers from Heaven - they hear voices. l Drifting Kingdoms: Nomadic gods who build powerful domains, simply to leave them behind to build the next. l Masks of Jana: Gods who hide the existence of magic from the world, hoping not to lose themselves in the process. l Order of Meskhenet: Gods who look to the past for their power and survive through aristocratictype families. l Phoenix Society: Gods who guide humanity to greatness through direct and intimate interaction. l Puck-Eaters: Gods who learn to draw power from chaos and ingesting the flesh of another. l Warlock’s Fate: Gods who seek the answers to the universe, but rely too heavily on their Relics.

DYNAMIC GAMING SYSYTEM-LITE

Part-Time Gods uses a newly designed system called the Dynamic Gaming System–Lite (or DGS-Lite). Fans of the original DGS will find many similarities that should make gameplay familiar. New players will find a totally streamlined system that requires only 1d20 (or one twenty-sided die) to play the game. Innovative combat mechanics give plenty of options to any roleplayer interested in strategic combat, while leaving enough room for creativity and narrative gameplay.

MOOD SUMMARY

Part-Time Gods is a game of balancing one’s life and duty. It is full of mysticism as the characters go off to find magical Relics and discover strange creatures. It is full of Action, as they battle terrifying monsters and other gods. The gods are almost forced to work together, no matter how different their viewpoints on their gifts are, for the sheer survival of humanity. A group

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Introduction

What Is Roleplaying? l The willingness to get into character l A group of 2 or more friends ready to have fun

Part-Time Gods is a tabletop roleplaying game (RPG) that follows the lives of regular people who are suddenly given enormous power to change the world. Contained within this book are all the instructions and ideas to craft interesting and exciting stories and adventures for their own heroes in this unique setting. Some may have picked up Part-Time Gods for the amazing artwork in these pages or a love of mythology and its various interpretations and incarnations. Whatever the reason for your purchase, we thank you for checking out our game and hope that your thoroughly enjoy yourself. For those unfamiliar, a tabletop RPG is a real chance for a player to take control of a character. Have you ever read a book, following along as the protagonist goes in a direction that you may disagree with? What if you could take control of that character and make him or her do whatever you wanted? As a player, you get to directly interact with the story and change its course whenever you see fit. These types of games are played verbally, similar to old-timey radio shows where the imagination runs wild as you listen (or the players being the one to tell the story while the others engage). It becomes even more fun as the player’s characters all interact. Likewise, tabletop RPGs are very similar to a video game RPG in the mind, but with a lot more flexibility in a non-static world.

Game Masters

One person in the gaming group is the Game Master (GM), the player that tells the story and instead of taking on a character themselves. First off, it’s a big job, but is very satisfying and rewarding in the end. The GM has the opportunity to build a framework of amazing plots, exciting mysteries and challenging adventures for the players. They are the storyteller, giving vivid descriptions of the world through which the players take their characters. The GM also takes on the roles of all the people in the world that the player’s characters interact with, from the doorman to the hotel concierge to the assassin waiting in their hotel room to kill them. If disputes arise within the game that can’t be handled with a simple die roll, the GM is the final arbiter of the outcome. While this may seem like a lot of control for one player, roleplaying is more about collective storytelling by the whole gaming group. Many groups take turns with who is the GM, giving everyone the chance to take on this prestigious job. GMs should read the entirety of this book to ensure that they have enough information to run the game accordingly. Part-Time Gods is only one setting and the Dynamic Gaming System-Lite is only one system. Tabletop roleplaying is a glorious pastime, full of imagination and hours upon hours of fun times. If you like this game, check out other tabletop RPGs and be sure to support the hobby.

What You Need to Play

Here’s what you need to start playing in a game of Part-Time Gods: l The rules in this book, which guide you through creating and playing a character l copy of the character sheet at the back of this book l A pencil and scratch paper, to take notes or to pass messages back and forth l At least one twenty-sided die (1d20), but multiples are better for when one runs out of luck l A great imagination

Players

The other players in the game have a huge task of their own, even if they don’t have the entire world to build from the ground up like the GM – building a complete

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Introduction and deep character. Using the rules in this book, players get to piece together the powers and abilities of their character, but should also consider their character’s specific disposition, personality and background. During the game, the player is responsible for all their character’s actions as they proceed through a scene and for all their words when conversing with people in this awesome world. Roleplaying becomes so much fun as soon as you are playing the role that is great for you.

opportunities for epic battles, cool villains and monsters and piercing drama as the characters hold on to their mortal lives. Generally, these Sessions are filled with adventures that take the form similar to a TV series or acts in a movie. A single Adventure may play out over a series of Sessions or even just one. Sessions last as long as the players are all having fun. Just like a TV show, the game isn’t just for fighting bad guys. There’s times of rest where the characters interact and get to know each other and even others of intense investigation. Roleplaying games give the players unlimited options for their character, only limited by their imagination and the constraints of the scene presented by the GM. In any given scene, the your character might want to:

How to Use this Book

This book is split into several chapters, each adding its own information to the game’s setting and system. This guide may help you navigate the book more simply.

l l l l l l l l l l l l l l

Chapter 1 – The Coming Storm: The setting chapter, giving a clear idea of the world that the characters live in. Chapter 2 – Theologies: Rundown of the 8 major Theologies in the book, including sample characters. Chapter 3 – Building Blocks: Full characters creation chapter, including Bonds, Attributes, Skills and Gifts/Drawbacks. Chapter 4 – Divine Powers: The chapter that explains all of the godly abilities the characters have at their disposal. Chapter 5 – Gear & Combat: Listings of possible equipment in the game, as well as how to use all the other rules to produce great battles. Chapter 6 – Antagonists: An entire chapter devoted to the enemies the GM gets to pit against the players. Chapter 7 – Storytelling: Hints and tips for the GM to tell the best story possible

Listen at a door Intimidate a thug Drive a vehicle Use a computer Decipher a code Visit a bar to get drunk Break into a sprint Search for a clue Attack an enemy Fast-talk the naïve Discover a secret tunnel Haggle for a cheaper deal Talk to a friend Repair an object

This is where the dice come into play. Rolling 1d20 against a Difficulty set by the GM is the difference between accomplishing a task and failing.

Your First Game Session

So, you and your friends have read through the book and now understand the basic mechanics and themes of the game. Your GM has possibly reviewed it an additional time since they’ll be the one to answer questions if/when they come up. You’ve all agreed on a time and place and who is responsible for the chips. Let the games begin! As the GM, Eloy has taken a place at the

Playing the Game

In Part-Time Gods, the Game Master (GM) and players (you and your friends) get together for an evening of telling stories and having fun. A single evening is called a Session, where the gaming group gets together to play through what are called Adventures. Part-Time Gods is full of action, lots of

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Introduction end of the table where he can see everyone’s faces and can hear them nicely. Chris is playing Hiroko (goddess of blood, pg. 32), Kat is playing Sawyer (goddess of orphans, pg. 44) and Elgin is playing Robert (god of hunger, pg. 40). Eloy doesn’t have a character of his own, because he’s the GM. Instead, he is the world and everything in it that Chris, Kat and Elgin will be having fun exploring. When everyone has gotten their small talk and conversations about their week out of the way, they are ready to play and the GM begins the game.

Elgin (Robert): Robert got a 10. Just made it. Chris (Hiroko): 18 for Hiroko Kat (Sawyer): 21! Woot! Eloy (GM): Great, everyone made it. While enjoying the great movie, you begin to hear screams from the projector room. It’s a small theater and no one else is there, so you are the only ones to notice. The film stopped and melts until the projector is only showing shining a bright white light from the room above.

Eloy (GM): The world you live in is much like our own, but is filled with gods in every corner. They fight over worshippers and divine territory and do battle against mythic monsters. Of course, they only do this part-time. The rest of the time, gods are just regular people. You are three members of an eight-person pantheon that rules the majority of the city. The other five gods are out doing their own thing, but Hiroko, Robert and Sawyer have decided to go see a movie on this particular evening. It’s a screening of the original Texas Chainsaw Massacre. Apparently, Hiroko had never seen it.

Chris (Hiroko): I immediately extend my senses to see if there is bloodshed in that room. Chris rolls 1d20, adding INS + Oracle. Again, the Difficulty is Simple (10). Chris (Hiroko): Does 14 do it? Eloy (GM): Yes. There’s definitely a lot of blood up there. Kat (Sawyer): I run to the doors so I can get to the projector room.

Chris (Hiroko): I’m sure I saw parts on a late night slasher marathon, but that was before she was obsessed with blood.

Eloy (GM): Sawyer runs at what she thinks is an open swinging door, but instead slams into a door that appears to be barred or locked from the other side somehow. Make a Balance check to see if you fall down from the force. Simple Difficulty.

Kat (Sawyer): I spend the whole time yelling at the screen for the girl not to go in the slaughterhouse. “It’s called a slaughterhouse! I mean, come on!”

Kat rolls 1d20, adding Sawyer’s AGY + Acrobatics.

Elgin (Robert): I sits in the center of the two girls with a huge tub of popcorn. We don’t need any eruptions of Bane during the movie, do we?

Kat (Sawyer): Cool, I got 18. I roll backward and catch myself on one of the chairs at the end of the isle.

Eloy (GM): Everyone make a Perception check, Simple Difficulty.

Elgin (Robert): I leap up and turn into my Colossal Size, growing to my 12 ft. size and then I rush the door. “Out of the way, Sawyer. I don’t want to crush you.”

Each player rolls 1d20, adding their INS Attribute + Perception Skill to their roll. They are attempting to get at least a 10 on their check.

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Introduction Kat (Sawyer): I crawl quickly to the side and duck behind a few chair.

Eloy (GM): You rush in and see a body on the ground. It’s old Paul, who’s run the theaters since it opened well before Sawyer was even born. You turn him over and see that his heart is missing. This kind of horrible scene is new for Sawyer, make a check to not lose your lunch, please.

Chris (Hiroko): I take this opportunity to summon my blood whips, as there’s surely trouble coming our way. I remove the bandages on my wrists that cover up my slits and flick my arms to unleash them.

Kat rolls 1d20, adding their VIG + Fortitude and gets a 9. This means she vomits all over the area and now feel very queasy.

Chris rolls 1d20, adding his POW + Ruin and gets a 14. Eloy (GM): Awesome, Chris! Ok, now Robert launches himself at the door with enough momentum to break the door down. I’m not even going to make you roll, due to your size and the shoddiness of this theater.

Kat (Sawyer): I wipe away my puke. “Poor Paul”. Chris (Hiroko): I catch the scent of Paul’s blood on the air, since I still have Oracle activated. Eloy (GM): Your original check as good enough, so you can tell that the culprit has left the building already. You can try to catch them if you leave right now, though Robert may want to shrink first as not to draw any undo attention.

Elgin (Robert): Cool. Kat (Sawyer): I move on ahead of the others and make my way up the stairs to the projector room. Eloy (GM): When you get there, the door is locked yet again. Darn your luck. You’ll need a Moderate Legerdemain check to pick it.

The story could continue on to them catching up with the killer or Eloy could even choose to make them do more investigation first. More than that, Chris, Kat and Elgin all could have their own ideas of how to proceed and may call in the character’s Bonds into the story in order to help. This is the fun of roleplaying – there are SO many possibilities.

Kat rolls 1d20, adding Sawyer’s AGY + Legerdemain. This time, however, she needs to get at least a 20 on her check. Kat (Sawyer): I rolled a 21!

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Part-Time Gods Published by Third Eye Games, Tampa FL ISBN: 978-1-937013-14-1 Created and Written by Eloy Lasanta Editing by Ron Blessing, Jim Scanlin, Steven Markley Cover Design by Melissa Gay Interior Art: Kat Burress (pg. 68, 84, 109, 122, 156, 168, 173), Nick Fair (pg. 81, 115, 180), Jann Galino (pg. 15, 64, 92, 131, 143, 158, 175, 178), Melissa Gay (pg. 18-19, 32, 36, 40, 44, 48, 52, 56, 60, 112, 170, 188, 194-201), Joseph Scott Lawn (pg. 101, 126, 153, 156), Mike Mumah (pg. 12, 26, 28, 78, 88, 97, 118, 136, 151, 183, 187, 191), Jim Scanlin (pg. 23, 24, 74, 148) Art Direction by Eloy Lasanta and Kat Burress Layout and Typesetting by Eloy Lasanta Playtesters: Tobie Abad, Brennan Bishop, Seraphina Brennan, Aldwin Catral, Anya Ewing, Ben Gettler, Ray Gonzalez, Stacey Gossett, Lorin Greave, Urim Hernandez, Gary Jurman, Isami Kamada, Alex Lopez, Andrew McPhee, Chris Moldwon, Jay Peters, Brady Register, Tim Rempel, Justin Roy, Jim Scanlin, Jennifer Simonson, Mark Truman, Ryan Zurschmit Note from the author: Well this is it! My third game and I am finding it hard to say more than the cliched “thanks for being fans” and “you make all this possible”. But it’s true! I am so thankful to have a voice that people want to hear and I hope that you whole-heartedly enjoy this game! Disclaimer: This book contains supernatural and magical themes, characters, and places. This is purely a fictional work and is for entertainment purposes only. Not recommended for those with closed minds or poor critical thinking skills. Copyright © 2011 Third Eye Games All rights reserved under the Universal Copyright Convention. No part of this book may be reproduced in part or whole, in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews or copies of the character sheet.

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Part-TimE

Gods

Table of Contents Chapter One: The Coming Storm - pg. 10 Chapter Two: Theologies - pg. 29 Chapter Three: Building Blocks - pg. 62 Chapter Four: Divine Powers - pg. 107 Chapter Five: Gear & Combat - pg. 139 Chapter Six: Antagonists - pg. 162 Chapter Seven: Storytelling - pg. 184 9 Jacob Dowdy (order #2806790)

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Chapter One: The Coming Storm

natural disasters or fabled monsters to destroy entire towns or cities at a time. Happy gods, even as their followers basked in their generosity, were always on the edge of being angered at the slightest little thing. Gods were the truest reflection of the best and worst aspects of what it was to be human. These myths were once true, but not so much anymore. While it is rumored the old gods still live in hiding, the definition of what it is to be a god has changed. One no longer has to be born from divine blood, carry around a magical relic that imbues them with power or survive wholly on the blood sacrifices of their worshippers. No, modern gods live beside humanity… because all gods once were humans themselves. They live in the same cities, not long lost dimensions, and they work the same jobs in order to pay their bills and live some semblance of a normal life. Divine responsibility doesn’t pay the rent after all. So where did it all change? How did the gods turn from mighty beings capable of destroying worlds, into the bum sitting

One might look at today’s world, all its beauty and hope for the future, and stand curious about how anyone could deny the existence of the gods. Another may watch the world, all its corruption and dying sense of wonder, and question why anyone would believe gods ever actually exist. Both of these viewpoints are equally valid based on who is asked, but just because one cannot see the gods doesn’t mean they do not still walk the Earth. Understandable, as gods today live a distinctively atypical life. Old myths of the gods tell the tales of powerful beings that lived in far away lands or completely different worlds. Their entire reason for being was to watch over humans, either to lord over them, help them along in their everyday lives or toy with their relationships for sheer pleasure. When a god made their presence known in the area, every human instinctually knew it and would make quick sacrifices to gain the god’s favor (or more accurately to avoid their eventual wrath). An angered god could call terrifying

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The Coming Storm next to you on the subway or answering your technical support calls? How did they get from commanding hundreds of thousands of worshippers to supplicating only a handful of followers in backrooms? Why did the gods go into hiding?

a few deserving humans, gifting them with power beyond humans. These were the first gods to walk the Earth, each taking the time to shape their respective cultures and histories, at the command of the Source. Many of the gods regarded the Source as a parental figure, a motherly influence, but it is believed the Source stayed to the shadows, simply watching events unfold for unknown reasons. No one knew the actual criteria the Source used for deciding which humans were worthy of godhood, but those deemed exceptional enough were given almost limitless control of a fragment of reality and immortality.

Beginnings Long before written history was a time when humanity lived in perfect rhythm with the Earth. Humans were but another animal – one graced with opposable thumbs and a spirit that proved to accomplish almost any task, but an animal nonetheless. Humans ran with the fastest of wildebeests, swam with the deepest of fish and hunted prey with the mightiest of tigers, conquering every corner of the world. Their kind spread like a cancer over the Earth, unrelenting in a ferocious advance. Humanity had tiny wars that burned out quickly, fought with sticks and stones over immediate custody of a certain rock or cave, but were primarily interested in their survival over all other things. That is, until the Source arrived. A single woman (called names like Eve, Pandora or Izanami by different histories) made her way to a hidden cave that seemed bottomless by pure accident. As the tunnel stretched farther and farther, she noticed she entered another world, one of nothing accept a bright light that encompassed her. After weeks of travel within the swirling cavern, she found what could only be known as indescribable. It called itself the Source of all things past, present and yet to come, and the woman was surprised she understood these words, intelligible language spontaneously thrust into her mind the moment she made contact. She and the Source instantly became one, allowing it to take a form that could affect change on Earth, which it claimed it had created. Adding a semblance of order to the world was its goal, and so it began. Humans evolved from mere animals into intelligent creatures of cognizant thought. The Source, in a woman’s form, was happy with this change and ushered in a new existence for

Gilded Cage The Source was a true gift to this world, but not everyone agreed with this sentiment. It wasn’t long before certain gods developed strong emotions of envy toward their benefactor. Why did the gods need someone to lord over them, when they should be the supreme beings? One young god, known today as Zeus, called on his fellow gods to join him in choosing their own destiny. He spoke out against the Source, unhappy with the power this mysterious entity had allowed the gods to possess and calling for this power to be turned over to the gods. A most charming god, Zeus and his pantheon were able to drum up the same animosity from other gods around the world. Many gods called for the utter destruction of the Source, but this was not Zeus’s plan. Zeus, accompanied by the leaders of hundreds of pantheons, developed a strategy to give over true control of the universe to the gods. The Source was ultimately deemed an unnecessary middleman and was to be eliminated from the godhood equation. Though time was nothing to the gods, their plan took centuries to put into action. A cage, created from the same divine energy as the Source, was constructed to house the Source, no matter what form it chose to take. In one fell swoop, the gods visited the entity in a false presentation of sacrifices, but instead captured it within this unbreakable barrier,

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Chapter One

The God Wars

sealing it away in a tomb deep beneath the Earth’s surface, never to be heard from again. Many speculate on how an omnipotent entity could be so easily captured by the very beings it created. Maybe it was merely surprised by the gods’ audacity to do something so daring, or perhaps it wanted to be captured for some inexplicable end game. No one truly knows. Moral implications aside, the gods rejoiced at their decision to rid themselves of the Source, most swayed by the words of Zeus and their pantheon leaders. Celebrations were thrown around the world for years, until the gods were faced with a new problem. They were left to govern themselves, which proved to be more difficult than expected.

With the Source and its ways gone, the gods forged onward under their own supervision. Only the leaders of each pantheon truly knew where the Source was held, and they slowly erased the Source from any history that mentioned it. Mortals who once looked to the source to supply them with guardians, now looked to their respective god as singular forces. Even younger gods were told stories of the Source as a bogeyman or a being of pure chaos that would love nothing better than to destroy the world. Another perk for the pantheon heads allowed them to siphon the Source’s power to create new gods. Pantheons grew to hundreds of members each, with cliques and factions then breaking off and becoming separate pantheons altogether. Soon, there was a different god to lord over almost every aspect of creation, from fire and water to farming and tools to love and procreation and still thousands more. Each god had followers who fought over which god was the most powerful or which deserved their sacrifices over another. Most gods were happy to let humans settle these debates themselves and kept a healthy balance in the world for thousands of years until one fateful day. During a heated lovers quarrel between two gods, Coyote the god of tricksters and Demeter goddess of fertility, Coyote stabbed Demeter in the gut as a sign of his displeasure with

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The Coming Storm gods were destroyed, leading to an important discovery - killing another divine being could garner control of another facet of creation, stealing their soul and making the god even more powerful in the process. The God Wars became a full-fledged, violent struggle between all the gods in the world. Every god had to take a side in this battle or it immediately cost them their onceeternal lives. Pantheons became a god’s army, last line of protection and family, all wrapped in one. Though, because the leaders of pantheons could create new gods on a whim, these battles were waged over and over again. Soldiers were simply replaced when necessary, turning feelings sour even between gods within the same pantheon. Gods not only turned on each other, but also on humanity. Calling on one’s mortal followers to take out another god’s followers became a common practice, leading to world wars that could weaken a god and make him or her much easier to destroy. Though the gods were apathetic to the cries of their followers, seeing them only as pieces to be moved in a marvelous game. The entire world was in chaos, only made worse when the Source began to struggle in its cage. It still could not fully free itself, but did manage to release pieces of its energy into the world. This time, however, it gave power to other beings besides humans. Now the gods not only had to contend with one another and their soon-to-be conquered followers, but also with new magical creatures. Known as Outsiders by the gods, they were newly crafted beings from trees, the elements, animals and even the spirits of the dead that all received the same divine spark of a god. Many were born into the world with a single intense purpose: destroy the gods. Pucks were the worst of these creatures, small creatures bent on chaos in all its forms. Others, however, went the route of self-preservation and hid away from the wars to ensure their own lives. As the Source gave new life to the Outsiders, the pantheon leaders soon realized they were unable to steal any more of its energy. New gods could no longer be made on a whim and this revelation shook the pillars of the divine world. In response, some gods began

The Source

- In the words of Benjamin Lowe Looking at every angle of this story, I am troubled by its connections that seem to be obscured by too many secrets, too many holes in the plot. Most gods tell the story this way, even my teacher who was a detective, not someone to have the wool pulled over his eyes. No one speaks about where the old gods discovered they could trap the purest power in existence. Hell, the Source was existence itself according to what I’ve heard. I believe there is more to it than what we’ve been told. Reminds me of global warming. Don’t get me started on that though.

her. In times past, a god could simply remove the blade, growl at the rudeness of such an action and walk away without any lasting effect. However, this day, Demeter coughed up blood and fell to the ground with a thud. Coyote’s grieving passed quickly, but this development piqued his interest. Coyote was nothing if not experimental, quickly returning to his homeland to thrust a blade into his longtime rival, Raven, and see if it wasn’t just Demeter who was weak. This resulted in the second ever death of a god and Coyote grinned with delight. Word of these events spread quickly through the world of gods, especially as Coyote continued his killing spree for days. It seems sealing away the source was beginning to take its toll on the gods’ power, taking away their collective immortality and replacing it with an ability to kill even a god. Thus began the God Wars. What was once a legion of gods who ruled the world as a collective, became broken and fractured on that day. The gods were not shy about their hatred, jealousy or lust toward others of their kind in the past, but they would normally let the impulse pass. Now that their murderous intentions would be permanent, many of them began putting these feelings into action. Within days, hundreds of

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Chapter One carving out new worlds to separate themselves from these horrible conflicts, leading to the creation of dimensions that only certain pantheon members could enter - some hidden away too well and never heard of again. Others stayed behind to continue the fight, but were much more cautious in their approach. Every lost solider made one’s pantheon that much weaker.

followers of Supay, a jealous and powerhungry god of death from South America. He attempted to fly away and was caught in a net. He fought with all the divine might he could muster, but there were too many worshippers of death to conquer. This led to the very first death of a god at the hands of a mortal. Not only did this event rock the world and show how far the gods had truly fallen, but it also invited more of the same behavior from mortals. True followers of faith became god-killers, stealing the Relics and using them to collect their sparks as supplication for their chosen deity. The gods looked around for others of their kind for protection from these horrible hunters, finding only the corpse of a god they killed in battle previously. So much battle was undertaken for the sheer glory and power of it that no one saw they were only destroying what was left of their now fragile kind. Zeus, the leader of this way of thinking, was also now dead and gone, leaving little reason to continue with warring. Many gods retreated from the world into pocket dimensions, and several others gave up their spark voluntarily to avoid a violent death. Some bonded with the Outsiders, deciding to hide together, while others used the magical beings as shields of escape whenever possible. Without the ability to create new gods, new traditions began among divine beings. Societies of gods, called Theologies, were developed as schools of new thought. Few gods considered themselves masters of the world anymore, at least not Earth. They had seen too much horrible destruction and bitter betrayal in their lifetimes. Being a god had taken on a new kind of meaning. A new tradition of passing their Dominions on to other worthy humans began. This renewed the gods’ ability to “create” new gods, in a small way.

The Big Come Down The God Wars waged on for several more millennia, but no conflict can last forever. It became apparent to the gods that sealing away the Source was a mistake, that their hubris was to be their undoing. As the wars continued on all sides, they saw new limitations to their diminished form. Their power, the divine spark that made them gods, could leave their body and make them mortal again. Each god who came to devour another and take their spark added to the decline in the number of actual gods in the world. And then the final straw, the gods found they could actually die from old age, a phenomenon they had only witnessed from afar. Still the battling persisted until a single event stopped the God Wars cold. During a night of gallivanting and flirting with women, Zeus was caught in an alley by some of the

The Angels

- In the words of Colt Bastian Ever wonder why angels are the most emulated and followed of the gods? As with most things, there is a simple answer to this question. During the God Wars, or so the Order’s records state, angels were the gods most concerned with defending humanity. They shielded mortals from many of the worst storms, stopping them before they ever touched the Earth, but it eventually became too much to keep at bay. Angels like me have been shining beacons of hope throughout history, and it is my goal to continue this tradition.

A New Day Many of the gods became hermits and recluses, leaving much of humanity to their everyday lives. They were happy to exist until they simply couldn’t go on any longer. Oth-

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The Coming Storm

ers, however, took a new outlook on their existence and entered the mortal world like newborns. They began living beside humans, laughing around campfires and forming lasting relationships. The human factor was what was missing from their divine lives, the ability to form lasting bonds. Love, companionship and even losing something important, caring deeply for its loss, became a luxury they could no longer ignore. Unlike the gods, the Outsiders couldn’t join humanity, as they were often hideous beasts no normal human could understand. Some gods even became great heroes by vanquishing these creatures, but soon there was only the rare satyr or sprite that would pop up and quickly vanish. Over hundreds of years, magic became a belief of the past and so did the gods. As history continued and led to the rise of humanity over the dark ages of the past, only a select number of gods were left in any country. They still interacted with their Dominion and still influenced the lands that they lived in, but they were shadows of their former selves. The gods survived to the modern day, but there is a reason why one might believe the gods have left Earth for good. Many of them have, and the ones who remain walk

hand in hand with humanity, instead of lording over them.

The Coming Storm The gods stayed quiet, letting humans simply live. They stuck to carrying out their divine duties in secret, living double lives. Outing themselves as gods only brought personal problems for them, and their families and invited the attention of other gods or even god-killers. To quickly quell these problems before they even begin was the most logical approach. This all changed on June 13th, 2011. On that day, every god in the world felt a momentary quake beneath his or her feet – the world shuddered. It was so faint the average person had no idea anything had happened, but those who possessed a divine spark knew it for what it was… the return of magic and the stirring of the Source. All the individual Theologies held lastminute meetings to discuss what these events meant to the world and to the gods themselves. New gods began popping up left and right, every day another handful of divine be-

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Chapter One them apart from another, and the power of that belief can be a strong motivator. From time to time, a new god is created from nothing or by receiving the Spark of another god who has met their fate, and these fledglings require harsh training in order to indoctrinate them into the ways of the gods. The Theologies compete, in a way, to garner the respect and loyalty of fresh gods to make their orders more powerful and bring new perspectives into the mix. While hundreds of different Theologies exist all around the world, there are eight major groups that continue to hold the most sway over most of North America. They are extremely varied as a whole, which lends to the diversity of gods that exist and to many debates (and sometimes battles) that can be waged over ideology. No matter what one thinks about these Theologies, however, it can’t be denied they have survived to become pivotal in the current times… not a small accomplishment.

We are the Answer

- In the words of Amala Ali The Coming Storm is the logical outcome of the atrocities the so-called gods committed ages ago. As new gods living in these modern times, we must be the answer to the problem – not the cause. Continuing as we have with our constant infighting and our kill-first-questionsnever approach will only end in our eventual destruction. Too bad not all Theologies agree with this sentiment and keep our kind barreling toward the void. I refuse to contribute to this response.

ings springing from seemingly nothing. This type of occurrence hadn’t happened since the God Wars, but that was not the worst part. From all the corners of the world, the Outsiders returned in full force, in greater numbers and with their power increased. The oldest gods, those who had lived for hundreds of years off the blood of other gods, were the easiest for the minions of the Source to find. Stories of the final death of Coyote spread quickly, pouring fuel on the fire of panic for the gods. If even the oldest gods were now gone, what chance did new gods have? Being paranoid by nature, the Theologies are sure these are the signs of a Coming Storm. They are now preparing for an impending war, the first task being the indoctrination of the thousands of new gods that have been created. Getting them ready for the fight will determine the future and many of the Theologies treat this as a race to gather the most members, ensuring they survive to shape the future as well.

Ascendants

Obsessed with returning to the former glory that gods used to enjoy, the Ascendants strive to become paragons of their kind. They are known for ignoring their human sides (as much as possible), instead pursuing true divine power beyond what any other god can attain. Ascendants take this to the extreme by collecting as many followers as possible and are not adverse to violent methods to achieve their goals.

Cult of the Saints

Possibly the ultimate show of humility for the gods, the Cult of the Saints teaches its members to surrender to a higher power. Entrenched in the foundation built by the Roman Catholic Church, many of them believe they are talking to God, though others even venture to guess they are speaking directly to the Source. Saints can come from any religious background, but all share the idea that they are not true gods.

Theologies Secret societies of gods have existed throughout all of mankind’s history, each with a different outlook on what a divine existence truly means. It is only a god’s belief that sets

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The Coming Storm Drifting Kingdoms

survive and the Puck-Eaters have chosen one of the more despicable methods. Members are taught to subsist on the flesh and organs of the humans they live beside, drinking the sweet blood that sustains life. They are the divine monsters, universally despised and mistrusted. Who is to stop them from eating other gods?

What goes up must come down, and anything built in this world will one day be destroyed. This idea of balance is popular in many eastern philosophies, but the Drifting Kingdoms bring these ideas to life. They are masters of divine territory, building unstoppable kingdoms from nothing only to move on to the next location and start again. They are never without a new experience due to their constant changing nature.

Warlock’s Fate

This Theology is strikingly different than the others, proving it is possible to see the world in unique ways. Their focus on research and unlocking new universal secrets leads to each Warlock requiring a magic item to pour their Spark into. Seeing the connection in all things gives them expansive knowledge, and with knowledge comes true power.

Masks of Jana

Hidden in the shadows are the Masks of Jana, lords of secrets. They teach that a god’s role is to live beside humanity, silently and without bringing attention to one’s self. To that end, the Masks have learned special techniques to affect memories and are masters of illusions. This Theology strikes fear into other gods that would otherwise reveal themselves to the world.

Becoming a God There was a time when a new god had to be chosen by the all-powerful Source, called into service. The process wasn’t an easy one, involving several rituals, a renouncement of their human lives and an intertwining of a human’s soul, with the pure divine power being gifted to the mortal. To become a god was to enter a new level of existence of immortality and limitless power. The gods relished in this power and encouraged the spread of their Dominions across the world. It wasn’t long, however, before the Source was just a memory to most gods. The leader of one’s pantheon would be the one to choose the next gods, leaving them at the mercy of the leader’s whims, which were fleeting at times and calculating at others. If they were not careful to stay in their patron’s good graces, one’s hopes of becoming the god of war would instead end with them becoming the god of slugs or sent to rule as the god of muck at the bottom of the ocean. Modern gods don’t receive their power in the same way, yet another reflection of times changed. Even individual gods will receive their power in varying means.

Order of Meskhenet

This Theology worked hard to institutionalize what it means to be a god, creating a hierarchy of their members organized by one’s connection to the past. A Blue Blood, as they are often called, should be able to trace their Spark back to the original god that held their Dominion and uses this as a symbol of status. They do not wish to emulate the past, but can use its influence (and better the future) for its members.

Phoenix Society

Some gods took living with humanity to its extremes, forming the Phoenix Society. This Theology teaches that true power comes from one’s often-ignored human side and connections to other people – so much so that members can experience horrible depression if isolated. Phoenixes are known for choosing humans with destinies and leading them along a path to greatness.

Puck-Eaters

There are many ways for a Theology to

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Chapter One the energy could not be truly destroyed. As this is a despicable act, most gods went on to create traditions of passing their Dominions through their lineage, training their offspring and their offspring’s offspring to handle the hardships godhood would bring. This has led to several myths of the children of the gods and demigods. The Order of Meskhenet still carries this tradition, being able to trace their Dominion back to the original gods. A ritual of this magnitude is rarely a simple affair or done on a whim. Years of preparation can go into this epic event, and gods (with their limited immortality) have plenty of time to choose a suitable candidate. What a god looks for when considering passing down their power is up to the individual and likely has much to do with their Theology, how they view their power. An Ascendant, for instance, may span the globe in search of a paragon of humanity before settling on their choice, while a Saint may require the prospective god be of a certain level of faith. No god is ever given power without a trial of some sort, however - a common thread between gods. A mortal who is unsure of themselves, or unused to dealing with responsibility on a basic level, is of no use to the gods and rarely receive attention. Some cruel gods,

The Feeling

- In the words of Hiroko Nakamura You might think receiving a Spark is easy. Oh, you just wake up one day and you’re a god, right? Wrong. The experience is excruciating, as the divine power travels through and remolds every cell in your body to be more than human, stronger and faster and a suitable vessel for its greatness. You should be prepared for the agony that comes with becoming a god, during the transformation and afterward, when you must separate yourself from what makes you weak. I bleed pure power now. The Spark is the only true goal and those with such a power should be given respect above others.

Ritual

It was discovered long ago that, no matter how one tried, a Spark couldn’t truly be destroyed – even if one god absorbed another’s Spark into his or her own. This merges the two Sparks into the god’s soul to give them simultaneous Dominions, but

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The Coming Storm

Random

of course, give overly challenging or impossible trials that no mortal should be able to successfully accomplish. As was the case with the twelve trials of Hercules, there are some initiates that beat the odds at every turn.

During the Coming Storm, some gods just receive a Spark out of the blue, which has led to a large number of new gods springing up out of nowhere. It’s as simple as being in the right place at the right time when a Spark is flying. The Theologies suspect the Source’s power erupting from the Earth’s core is imbuing random people with divine gifts, many of them not worthy of such power. They are quick to scoop up new gods and attempt to train them, eliminating them if they aren’t worth the effort. Another way to randomly receive a Spark is for it to be transferred after the death of a god in the nearby vicinity. Perhaps by accident or in a battle with another god that isn’t interested in devouring the soul. A god could die quite easily. Their leftover Spark needs to go somewhere else and instantly seeks out another human to house itself within. So, a regular Joe walking down the street could instantly inherit another god’s Spark and Dominion at the drop of a hat. Receiving a Spark in this fashion can be very disconcerting to the new god. Instead of some others who work for decades to be worthy of their divine responsibility, these gods

Spontaneous

Though the gods could not create more of their own at will, the old gods weren’t to be the last. Small fragments of the Source’s power continued to leak through its cage through most of history, usually during times of great achievement and invention for humanity – giving way to new Dominions. The most famous example of this were the first gods of language, blacksmithing, fine art, agriculture, plastic, telecommunications and countless other advancements for the species. Spontaneous godhood doesn’t come to the unworthy. For the human to receive this special Spark, they must be the embodiment of the idea they are receiving. As the first representative of their Dominion, there will be many other gods who seek to steal their power. They must be wary of showing off their abilities, but also vigilant in spreading their influence.

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Chapter One have strange philosophies and heightened power thrust upon them with no recourse but to go with the flow. Finding a way to fit into the world is better than resisting.

Also, the Dominion attached to a Spark never changes. One god receiving the Spark of another god also receives their specific Dominion. More commonly than not, unless they were explicitly chosen for a ritual to hand off a Dominion or a spontaneous development, modern gods seldom receive just the right Dominion for their personality or occupation. They even often get Dominions that are adversely contradictory to their lifestyle. Such is the challenge of fitting one’s divine and mortal lives together – the pieces don’t always fit.

Dominions It should be noted that while a god’s Spark is a show of how powerful they are, no god would exist without a Dominion. It takes a million different pieces to eventually add up to the puzzle of life and each god if gifted with power over one of these fragments. Old gods controlled multiple facets of the universe, some with four or five different Dominions. The god with the most Dominions was usually lord of the land, unless others attacked them and absorbed the arrogant god’s soul. To describe a god’s Dominion is pretty simple. A god of war has the dominion of war, giving them ultimate control of all the elements of war itself. It wasn’t until the modern day that gods were too weak to rule an entire Dominion as a single god. Instead, multiple gods who have the same Dominion may come together and discover they each have control of a different aspect of this power. As one God of Earth may be able to shape the stone itself and one the ability to turn someone to stone, yet another may have the ability to bring statues to life. Each of these gods is unique in their display of their Dominions, making modern gods more interesting and varied, while simultaneously more vulnerable to the forces behind the Coming Storm. A god is still a person, as well, and each takes his or her past upbringing into account when manipulating their Dominion. Two gods of love from different backgrounds may interpret and use their power in contradictory ways. One that grew up in a broken home full of abuse and dysfunction may see love as the same, creating couplings that are bound for terrible ends. Another god of love who might have grown up with loving parents and surrounded with positive relationships and influences may be more focused on helping others create prosperous couplings.

Territory The gods once ruled as a single entity, each of them traveling all over the world whenever a worshipper needed their help or an enemy reared its head. They shared the world as a cooperative playground. It wasn’t until their inevitable fall from grace that the gods took root in single areas, influencing only nations. Today’s gods have fallen even further from this notion to several pantheons at a time operating within the same state or city. When a god has begun their training and has established themselves within their Theology, they start to attain some level of influence in their area and acquire divine territory. Everywhere a god walks, there are several

Sharing Territory

- In the words of Penelope Rivera Mixing other Dominions from pantheon members is no joke. I ran my town like a well-oiled, squeaky-clean machine. I’m talking lots of fun nightspots, dancing and drinks all around. Then Victor comes into town and joined our little club. Now the number of deaths from drinking has increased and is really killing my buzz. Such is the way with pantheons though. You have to take the good with the bad.

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The Coming Storm invisible boundaries that separate their territory from another gods’. Especially with the sheer number of new gods created during the Coming Storm, the static boundaries held by the old gods have been broken up into several smaller domains, each with an owner hoping to expand. This process, however, doesn’t actually require the god to desire the spread of their influence. The longer a god stays in an area, the more their Spark begins to infuse it. Every step they take seeps into the ground, every building they touch becomes enchanted with their divine power and every person they interact with is touched slightly by their godhood. This translates quite literally into a god’s Dominion becoming more prominent in an area with enough activity and effort. The territory of a god of drugs will be full of druggies and dealers on every corner, while the territory of a god of war may be bombarded with rival gangs hoping to take each other out. Likewise, the neighborhood of a god of celebration would be filled with block parties and festivals. If no god is active in the area, then claiming additional territory is easy. These situations seldom stay so simple as soon as other gods are involved, however. This can lead to two different scenarios: war or peace. The former is the most common, as gods love to fight and claim dominance, especially at the expense of another god. Battle lines are drawn and they duke it out. The winner can spread their influence into the losers, while the loser usually ends up dead and often times devoured. The latter can be struck at any time, two gods either wishing to keep their territories separate and promising not to cross into one another’s domain. Others choose to actually meld their territories together, choosing to make an alliance of gods who rule an area together… a pantheon.

emotions (Phoenixes to a larger extent). As a god grows in power, as well, their spiritual territory expands until it comes in contact with the domain of another god. If the individual gods come to an understanding, perhaps over a cup of coffee, a pantheon can be created on the spot. The size of such a group can range anywhere from two powerful gods with strong attachments to a few hundred gods who are loosely affiliated. This decision isn’t taken lightly, as it is entirely irreversible. Once two gods have chosen to mingle their Sparks and weave their Dominions together, there is no turning back. The only way to leave such an agreement is with one’s death. There are several effects that come from joining with a pantheon. First is the mingling of territory, where two territories no longer contest for the area, but instead mix and overlap within the environment. Interesting cities can be born from the juxtaposition of seemingly contradictory Dominions. The second benefit to a pantheon is a sharing of enemies. No longer does a god have to defend their territory as a single soldier - they can bring their brothers and sisters as an army to the battle and ensure they don’t fail. Some gods are more reliable than others against minor threats, while others ignore them entirely if the enemy doesn’t pertain to them directly. As soon as the territory and the pantheon’s hold on their domain are put in dire danger, every member is expected to respond. Refusing won’t lose you membership in the pantheon, as nothing truly can, but it is not unheard of for a pantheon to kill a god that doesn’t live up to expectations. Beyond simple defense of territory comes the constant camaraderie of a pantheon. The group becomes somewhat of an extended family, sharing their experiences (good and bad) and taking it upon themselves to interject into each other’s lives. It is inevitable for a pantheon to become a soap opera of sorts. One day two gods become bitter rivals. The next day, a passionate love affair blossoms, followed by a play of betrayals springing from seemingly nowhere. Even with the hurricane of different combinations, the cast of actors never truly changes. It is important for each god to ultimately

Pantheons No god is an island. Some of them may attempt to isolate themselves, but gods are social creatures by nature, driven by their

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Chapter One protect his or her pantheon from itself. Some gods fall off the deep end, possibly attracting the wrong type of attention (such as from other gods or the media) or developing mental deformities. Their brothers and sisters are expected to help them maintain their chosen path and pull them back from the brink if they veer too far. A rogue god roving the city streets, destroying everything in his or her path and causing problems for their pantheon, isn’t good for anyone.

They’ll Find You

- In the words of Sawyer Devereux From my experience, searching high and low for worshippers is a waste of time. It’s kind of like what they say about love: “you’ll find it when you’re not looking”. Nowadays, I can’t walk down the street without hearing the prayers for help from the lost and abandoned. It grates on my nerves at times and makes me feel like I have a purpose at others. It comes with the job, I guess.

Theologies

Pantheons are known for being one of the few institutions where gods of differing Theological backgrounds can come together. Outside of a pantheon, the Theologies are often at each other’s throats to prove they are the “true” way to exist as gods. Many have found, however, that mixing their abilities and beliefs within the pantheon can be the key to survival (especially in the Coming Storm). Learning from each other is important, but this regularly devolves into countless arguments that can affect relationships in the end. Of course, some Theologies comingle better than others. It is common for some territories to be ruled primarily by gods who follow a certain Theology (often seen with the Order of Meskhenet), which leads to pantheons filled with gods with a single purpose and set of beliefs. This often leads to a closer-knit pantheon, as there isn’t any proselytizing between gods or constant arguments over the best strategy for a certain situation. This may make the group inflexible and overly prejudiced toward other pantheons that do not following their Theology, however. This type of pantheon can color their territory just as much as their individual Dominions can.

gods are no different. There are some pantheons that organize themselves as full democracies, deciding to follow no real leader, but most historical pantheons have opted (or have had thrust upon them) the idea of a single patriarch or matriarch. Known as either the All-Father or AllMother, this god is usually the most powerful within the pantheon, able to best the others if ever the need arose. If the lesser gods joined together, their elder would no doubt fall, but most gods enjoy the security of knowing that someone else will be blamed for major decisions. Gods that rage against glass ceilings are quick to shatter that idea and fight to ascend to the top of the pantheon hierarchy. The god chosen for this position has many additional responsibilities. First, they have the authority to decide who is allowed within the pantheon itself, usually with a trial of some sort to determine the worthy. This is no different than when choosing whom to give one’s Spark to, because joining a pantheon is just as permanent a commitment. The god is also in charge of approving wars or alliances with other pantheons and with generally keeping things peaceful between the gods in the pantheon itself. Some are able to make this happen through coercion and charisma, while others rule with fear and the promise of undoing anyone who disobeys.

All-Fathers/All-Mothers

As with all groups and organizations, there is usually some kind of hierarchy to decide who’s on top and who is the scapegoat. Human nature is to put people and things into categories based on their value, and the

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Worshippers

leaning on individual worshippers and creating connections unlike those that can be held with a mass of adoring zealots. Time turned this practice into what was expected of an individual god, especially those who wished to keep their mortal lives separate and stay mostly undetected by god-killers. There are still some gods who keep hundreds of worshippers on tap, but basic organization and regularly proving one’s power are often both problems.

No god’s divine supremacy would be complete without humans to worship them. The very idea of what a god represents is wrapped in the idea of demanding praise and sacrifices from the mortals who bow at their feet. This is how it was for ages, while the Source was still around. The veneration of worshippers was akin to a god’s report card and they were gifted with power from the Source accordingly. The more worshippers one had, the more divine strength they gleaned. This created a race to the top for the old gods, each one trying to win over as many mortals as possible with blessings and by granting wishes. Of course, with the Source gone, the god’s were left without a real need for worshippers. They became a welcome accessory for a god who wanted more sway over events on Earth, but were no longer a necessity. The scoring system was gone, with no real replacement, but the gods quickly discovered spiritual power was still collected with each prayer and sacrifice made from mortals. There was still power, though slightly less, to be gained. The idea of commanding armies or entire civilizations still appealed to many of the more powerful gods, but others found they could garner close to the same level of spiritual power from a handful of worshippers. As the gods’ control over their own destinies diminished, even the greater gods began

Getting Worshippers

In this increasingly cynical world, convincing someone of one’s godhood without a huge display of power can be difficult. Unless it is staring them in the face, most mortals will rationalize even overt manifestations away as coincidence or their minds playing tricks on them. Even if the god is able to convince the human of their divine nature, getting the mortal to recognize and take the god as theirs is a game of give and take. Showing the mortal how their worship of the god can make a difference in their lives (for the better of worse) can make the idea of polytheism very attractive. They may worship the god of fear in the pantheon so they aren’t destroyed and then turn around to worship the god of wealth in hopes of getting that raise. If tapped correctly, a single pantheon could all have access to a new worshipper. Some gods even make this mortal their best

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Chapter One friend, bringing them into the world of the divine as yet another gift. Not all gods have to work hard for their worshippers, however. Gods who regularly pass their Dominion and names along, most notably the Order of Meskhenet, are known to also inherit their predecessor’s worshippers. While some followers may trail off as the god changes faces, most worshippers are quite loyal and will accept a new god in the place of an old one as long as their prayers continue to be answered.

Outsiders There were times in history where the creature in the forest that held villages in terror was really just a god hidden behind a mask. Other times, however, it was very much a monster that lurked in places that humans did not dare venture. Mortals called them monsters. Gods called them the Outsiders. It is believed the Source created these beings from its prison to spite the gods for their betrayal, but this isn’t always the case. It used to be specific creatures were created from the pure hatred spewing forth from the Source, barreling toward the nearest god as soon as it was created in order to rip them to shreds. The first giants, Minotaur and fenris wolves in particular, were hell bent on ripping the gods limb from limb. Others simply hid, luring the gods to them in hopes of killing them by surprise. The Outsiders too possessed a Spark, which gave them resistance to the gods’ Dominions, and none of them were particularly weak. At the fall of the God Wars, the Outsiders found their purpose gone, as the gods withdrew from the world in a major way. Some stuck around to terrorize humans for a bit longer, but the majority simply left as well. They snuck into the same dimensions created

by the gods, some even allying themselves with certain pantheons. Others stayed on Earth, but secluded their everyday lives away from the prying eye of humanity for eons. It was during this time that the Outsiders became species instead of individual creatures. Instead of god having to fight “the” Minotaur, it became only one of many Minotaur that may be awaiting reinforcements any moment. They all have their own life spans, personalities and even families to protect, just like the gods… but they will forever be Outsiders. The Coming Storm has not only brought those hiding Outsiders from their burrows, but has created more of them and even a few that have never before been seen. There are

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The Coming Storm some gods who don’t believe gods can continue to stay hidden, calling for gods to make themselves known to the world once again. Of course, this sentiment is in the minority.

The Name of God

- In the words of Victor Resnick While I’m skinning and devouring my prey, I’ve heard a few of them mention how they will strike us down with the Name of God. Apparently, there’s this word that you can speak to undo existence, the Source’s true name or perhaps some magic word to unlock it prison. In any case, I’m doing my part to lessen the threat to our godhood and loving every bite.

The Passable

The number of monstrous Outsiders is staggering, but not all come off this way. There are some Outsiders that can pass for human under certain circumstances, like Elves or even Satyr. A clever fashion sense or some makeup and an Outsider can attempt to live in the world of humans without problems. Some become so obsessed with this idea that they use magical illusions to obscure their true forms. Those without such magic have been known to sand down their horns regularly or even brutally remove whatever feature that makes them stand out in a crowd. These are the types of Outsiders the gods have the most interaction with, occasionally befriending them. Even if just as a drinking buddy, a god can get valuable information from the Outsiders, especially about the Coming Storm. Ravenous Outsiders, at times, can be made into an ally with enough patience and effort.

Divine Realms The tales of Asgard where the Norse gods flourished, Mount Olympus where the Greek gods watched over humanity or whatever world the Incan gods found deep within Pacari are all true. The gods are no strangers to the theory of alternate worlds, as many of them created their own during the God Wars. Each god had their own place to lay their heads without fear of attack or even places of solitude to pursue their goals uninterrupted. Others, even, were forced to horrible fates or torment in these other worlds. Many of these magical realms closed their doors for good during the God Wars. The occasional god poked their head out to keep an eye on the remaining gods on Earth, but only the chosen were allowed to enter these realms. What is considered chosen depends on the realm in question, as each usually had a theme involved with its creation. Lands of the dead, for instance, can allow most spirits through its doors (sometimes kicking and screaming), but would be wholly averse to letting the living pass without a lot of coaxing. Dimensional worlds are much more subdued in these modern times, hidden well by the gods of old but still quite reachable with enough effort. Some realms require special Relics, human sacrifices for hearts blood, a certain Dominion and other things that can

Pucks

The worst Outsiders just cannot be reasoned with or talked out of acting on their primal urges… the Pucks. Some would say these small gremlins are made up of only their primal urges to begin with, taking special joy in causing destruction and general chaos in the world. Pucks are completely invisible to all but the most observant gods, leaving them free to manipulate and toy with humanity to their heart’s content. If someone trips, a god should look to see if a Puck caused it, and they certainly shouldn’t have private conversation before knocking on wood so the Pucks aren’t listening in. Even other Outsiders hate these creatures, believing the Pucks to be but a byproduct of what the Source originally intended with its creations. Still, they are an ever-constant annoyance and danger that no god can truly ignore.

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Chapter One

Lands of the Dead

take a god their entire lifetime to acquire. Others can be accessed simply by accident, people turning the wrong corner and finding themselves in another world entirely. This happens primarily in territories ruled by powerful gods of specific Dominions that may be attuned to the same properties of a certain world. Portals to these worlds can be found everywhere, each taking root where the gods last were during the God Wars. Some can be accessed easily with a plane ticket to the right country, while others might require climbing tall mountains or orchestrating a building demolition to get to the doorway beneath. There are volumes upon volumes that tell how to get to these realms and untold secrets and power waiting on the other side. Unfortunately, many of these tomes have been lost to the ravages of time or certain gods who do not wish to be interrupted in their private dimensions. After all, in one’s own realm, time is relative and power unlimited. No god wants that taken from them.

The most notable of realms are the Lands of the Dead, where the dead travel when they die. Unlike what many holy texts may say, there is not only a single afterlife. Hundreds if not thousands of gods of death once walked the Earth and each created a place to enjoy their spoils when the God Wars ended. For this reason, some ghosts travel across the globe in order to be allowed access to their final resting place suited best for their soul. The Lands of the Dead are still around for another reason, as well. A god can use these realms as a way to circumvent death itself. When a human dies, their spirit is taken from this world and delivered to their rightful resting place. If a god can locate the right materials and the correct portals, they can travel to the afterlife to retrieve a ghost and give it life again. Sadly, no modern god can say they’ve accomplished this task, most simply giving up on the idea or never returning from his or her epic quest. Not all these lands are the same, however. Purgatory is a realm of absolutely nothing,

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The Coming Storm while Valhalla is a world of constant, neverending war. In Hades, the spirits of the dead are made to work as slaves to the lords, while Hell is similar to experiencing the agony of being burned in the center of a star for all of eternity. Obviously, some realms are easier to access and others should be left alone entirely.

It’s Not Easy

- In the words of Robert Howell Of course it’s not. If keeping yourself from losing it every minute of every day were easy… well… being a god would make me much happier. I’ve lost too much in the service of an invisible force that wants nothing more than to swallow me whole. Trying to deny it doesn’t work, but giving in means I’m no longer me, you know? You have to fight to stay you for your own sake, and for the sake of your family and the world the way I see it. Then again, the thought of turning myself over to the hunger is so tempting. Forget I said that.

Paradise Realms

There are doorways that lead to dimensions of pure happiness (or someone’s idea of happiness anyway). Paradise realms are leftover from worlds the old gods used to visit in order to unwind from battle or where heroes of the God Wars were given their just rewards for their duty. There is the rare human ghost that ends their journey here, but these realms are almost exclusively reserved for the gods themselves… except they are mostly considered myths today. Well-known from stories from those near death are the Paradise realms that surround everyone with swirling lights and a feeling of eternal bliss. El Dorado, the city of gold, is diligently sought by mortals and gods alike, in search of riches beyond their wildest dreams. Shangri La is thought to be a perfect utopia. Other realms exist that are filled with lustful virgins or even watching the deaths of one’s enemies repeated for all time. Paradise is not the same for everyone.

ing ancient Relics can certainly peak other gods’ curiosity, catapulting them on the same path. No matter what is wonderful about being a god, one must always be careful not to leave too much of themselves behind in the process. A god doesn’t suddenly appear from nothing. It is the culmination of a divine Spark as it merges with the human soul. The human’s body changes, feeling healthier, stronger and faster than ever before. So too must their mind change, however, or the god is destined to be caught in the whirlwind that is a divine life. The human spirit must not become swallowed up in a quest for power or the god becomes nothing but a representation of their Dominion. An inhuman god of death simply brings death wherever they go, caring little for the lives they take. A disconnected god of joy may wander the earth in a chaotic attempt to spread happiness, all the while draining the humans of the desire to do anything else at their parties. Not every god experiences this slow insanity in the same manner. Their inhumanity becomes a reflection of their lives, twisting their minds in ways that directly pertain to the god in question. One could become a jealous god, destroying anyone who has what they wish they possessed, while another may become apathetic to the world entirely. There

Staying Human Learning about other worlds that can be traveled to, amazing otherworldly creatures that can be met and the prospect of establishing territory or gathering people of worship and adoration may all seem like worthwhile goals. In fact, these concepts dig at the very center of every god, urging them forward in their quest for accumulating vast power. For some, the idea of helping people is enough to spur them onto this path, while others need only clash powers with another god one time to get instantly hooked on the experience. Speaking with magical animals and unearth-

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Chapter One

those few gods lucky enough to have Dominions of wealth or gambling, direct monetary benefits are hard to come by. Staying human in the eyes of others is key to the god continuing to feel human. To have a friend look at you with horror or disbelief is not a feeling wished upon one’s worst enemy. And so, today’s gods are faced with the task of remaining a being of balance. They can see their family and friends on one side of them, and epic quests and mythic foes on the other, but cannot completely belong to either life. Their time must be split between the two as equally as possible, or their lives will turn to utter ruin. They are essentially part-time gods.

is nothing scarier than a god who gives up their humanity for power, but even the Ascendants know this process requires a certain measure of strategy as to not go completely insane.

Held at Bay

Gods figured out a long time ago how to stave off the effects of this unique insanity… clinging to their mortal life. Consideration of the things most important to the god and defending those things with their lives has proven to be the only way. To care so deeply for something that it would kill the god to see it destroyed is the lesson. They must attempt to stay human for as long as possible, continuing their everyday lives in the hopes of keeping their inevitable decline at bay. For good or for bad, humans are defined by their occupation in several cultures. Theologies urge their members to keep their mortal jobs. Not only do they get social interaction and camaraderie from working beside humans, but a paycheck as well. Except for

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Chapter Two: Theologies Some gods strike out alone after receiving their power, but few can survive in this manner for long. A single god, unless immensely powerful, is a tender, unprotected morsel for other gods to easily take out. One’s pantheon is crucial, sure, but the strongest component of a character’s divine makeup is based on how they interpret their power and how they are trained to use it. Theologies are secret societies composed of gods of a like mind and goals that represent this idea. When a god receives their divine Spark, their power can be instantly sensed by other gods nearby, and Theologies are always looking for new people to share their thoughts with. Gods are social creatures and naturally gravitate toward each other, for fateful alliances or developing rivalries. When a god fully subscribes to a Theology, understanding their new teachings and incorporating it into a part of their core beliefs, they learn fantastic new abilities kept secret from outsiders. However, the god also receives negative side effects from their new identity. The existence of Theologies has remained in place since humans looked to the heavens for answers. The gods all had different ways to deliver their message to their followers and interpret their power, changing over time and eventually leading to the 8 most common

Theologies currently in power. One’s Theology colors every decision a character makes, from how they treat worshippers to how ravenously they desire to extend their territories.

Theology Format

Other Names: Other things members of the Theology might be called (to their face or otherwise) Stereotypes: Thoughts about the group (some are true) History: How the Theology was founded Lifestyle: What the life of a member is like Pantheon Roles: What roles do these gods fall easily into Modifiers: Bonuses received to Skills (Standard or Manifestation) Special Gift: Unique gift gained from the Theology Fateful Drawback: Weakness that comes with membership

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Chapter Two

Ascendants Other Names: Exaltants, True Gods, Inhumans Stereotypes: Holier-than-thou, Snobbish, Deluded

History

on a personal level is a skill often learned. As times become more scientific, members have begun holding onto the notion that they are the next step in evolution for humanity.

As one of the first Theologies to exist, there is no record of when the Ascendants were truly founded. Its members stand on a single belief that holds their entire foundation together: as gods, they have ascended beyond being human. With this superiority complex comes the realization that humanity needs shepherds in order to survive. Ascendants enjoy the feeling of lordship, collecting followers as souvenirs, and the thrill of battling to attain power, especially if that power already belongs to another. It becomes a mission to perfect themselves, often at the expense of others. Some even suspect the Ascendants were responsible for trapping the Source so long ago. Throughout time, Ascendants have been responsible for many terrible atrocities. Several of the world’s worst dictators and cult leaders have, in secret, been Ascendants simply looking to lord over humanity. Their members are taught very early how to inspire loyalty from humanity, whether through absolute love or absolute fear. In times when they did not hold humanity in their palm, the Ascendants have been known to hold Olympic events involving the different Theologies or destroy entire cities between seasons. The destruction of Rome is only one example of what lengths they will go to in order to attain the power they seek. In short, they became judge, jury and executioner, only showing true mercy when they receive something in return. It’s easy to understand how ravaging warlords and dark knights could speak of lording over humanity so easily, but it is quite different in modern times. Power means different things to different people. The Ascendants look for paragons of humanity, perhaps someone with the ability to bend others to one’s will with a few words or a prize fighter who is a premiere warrior. Ascendants are famous for seeking initiates with certain political power to provide sway over cities and states, and there have been a few past US presidents who are alumni to this prestigious Theology. Spurring others to action

Lifestyle

Ascendant doctrine states that once one receives a divine Spark, they are no longer human. Members of different backgrounds can have very distinctive reactions. The first is a questioning of what humanity truly is and how it applies to them in their new lives. New initiates often look to their sponsors as their new family, forming even stronger connections with them than they had with their mortal family. They are taught their disconnection from Bonds over time is a natural occurrence - even encouraging some to cut them early. The second reaction to the realization of being greater than human is that normal, everyday conventions become quite bland and mundane. Ascendants try to see themselves only as divine beings, often taking it one step further and no longer obeying the laws of man. Some go on to lead protests against a corrupt establishment, while others become cult leaders, banding together families of impressionable people and gaining riches in the process. One might become a terrorist (eco or otherwise) in order to gain power and make a change in the world, while another may enjoy the simple pleasure of power over a single person, becoming a sadistic serial murderer. In the end, it all comes back to power. Ascendants have it and forsake their humanity in the process of getting it. This search for power also makes them extremely territorial and quick to violence if their power is ever compromised. Of course, newcomers to the Theology may experience some nerves or weak stomachs when trying to perform the horrible acts required of True Gods, but veterans are often unshakable and truly inhuman (in mind and body).

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Theologies Pantheon Roles

The Ascendants will fight anyone who tests their power, including other gods. They have a special hatred of pucks and monsters that cause so much destruction in the middle of their orderly territories and have no problem unleashing divine powers on these creatures. This makes an Ascendant an easy addition to a pantheon that needs some extra muscle. They also make appropriately suitable leaders. It seems their holier-than-thou attitude actually translates into being better than others at times. Ascendants know how to take charge in a situation, but the other pantheon members should be prepared to hear of how they are underutilizing their gifts and selling their divinity short with old-fashioned ideas of morality and humanity. They obviously make poor followers.

Other Theologies

In the words of Hiroko Nakamura Cult of the Saints: I have no words for gods so blinded to their station. Drifting Kingdoms: Giving up power is irrational and illogical. If you’re in such a hurry to become weak, I’m more than happy to help you tear down your empire. Masks of Jana: They want to hide away, but that is not the place of a true god. We must make the humans fear us, not forget us.

Character Creation

Order of Meskhenet: They pay lip service to their roots, but have forgotten what a god is supposed to be. Let them play their games with humanity and we’ll keep reaching for real power.

Modifiers: Shaping +2, Ruin +1 Special Gift – Inhuman Visage: To reflect the inward disconnection from their human side, Ascendants are taught how to make their divine side shine through their temporary mortal shell more easily. This can have varying degrees of effects, depending upon the personality and Dominion of the god in question. Animal features, extra arms or heads and other physical traits are the most common, but others with more ethereal Dominions may exude an aura of terror or something similar. The Ascendant automatically receives the Fearful Aura Entitlement (which begins at 20 + Spark if they have already chosen it), plus one more Entitlement of choice. If necessary, the god also gains the ability to turn this form on or off at will, unlike other gods whose Entitlements cost Spark Points to change their form. Fateful Drawback - Disconnection: As the Ascendants believe their human lives are so much less important than their new divine stature, they look at their relationships with more disdain. As a result, they begin with only 4 Bond points during character creation. They also start with 2 points of Failings for weakening the few relationships they do have. The player should discuss with the GM (and other players) what missteps they have already made on their path toward the inhuman.

Phoenix Society: You can only get others to do anything by making them love or fear you. Phoenixes have chosen love, making them our opposites. Rolling around with the humans makes you no better. Puck-Eaters: The only Theology to compete with us, but theirs is borrowed power. Without a meal beforehand, they are nothing compared to the Ascendants. Warlock’s Fate: Warlocks are keen on discovering our bonds to humanity and exploiting them. Cut your ties quickly to avoid their eye. The Coming Storm: Is there a better test of how far we have come? By overcoming the storm, we are sure to be elevated.

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Chapter Two Hiroko Nakemura - Goddess of Blood Background

Hiroko was born in Japan and her family moved to America when she was six years old. Her family was very strict, demanding only the best from both Hiroko and her older brother Daniel. Their father, Hideo, forced Daniel to go to college to become a doctor and he did. Hideo then demanded that Hiroko go to college and select a similar career path. Hiroko, however, loved hip-hop and Japanese visual rock, even taking on a look following the Gothic Lolita fashion trend. When she refused to follow what her father commanded, she was thrust out into the streets without a dime. Distraught and depressed over this, Hiroko considered herself weak and attempted suicide, slitting her wrists in an alley. As she bled out in the street, a quite random divine Spark instantly and mysteriously revived her body. She became the goddess of blood, her body coursing with power. Hiroko’s resolve was renewed and she vowed never to be weak again. She turned her back on the memory of her father, but was taken in by her brother for a short time while she continued to raise her reputation as a club DJ. She is now quite popular in some circles. She was found by the Ascendants and she took quickly to their teachings. Hiroko has finally found something to become her life’s focus. Within her pantheon, Hiroko can fill a few different roles. She is known for releasing blood whips from the only wounds on her body that won’t heal - her wrist slits - and these weapons make her formidable in combat. Her cold exterior makes her perfect for harsh negotiations and she is known for going with Victor when “enforcement” is necessary. She crosses paths with Colt frequently and Daniel works closely with Amala at the same hospital.

Personality

Her expression is without emotion and her words without inflection. Even when behind the turntables, she is so focused that enjoyment or fun never enters the equation… only being the best. Only with her brother does she ever truly smile, as he is the last person she will ever love. Reading her true intentions are very difficult, for even the best therapist. She isn’t rude to anyone, though – just apathetic.

Bonds and Failings

Daniel Nakamura – 2 – Devotion: She will do anything for her brother. Club Goers – 2 – Perfection: She wants to be the biggest DJ in the city, battling other DJs every week to cut down the competition. Hideo – 2 – Apathy: The loss of her father makes it hard for Hiroko to care for anyone else. Her pantheon members are lucky they are necessary.

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PART-TIME GODS Character Information

Spark

Hiroko Nakamura Name:___________________________________ Player:____________________________________ Celebrity Ascendants Occupation:___________________________ Theology:____________________________________ 25/F Black / Green 5’ 5” / 125 lbs Hair/Eyes:___________________ Age/Sex:_______________ Height/Weight:_________________ Beautiful and dangerous, Hiroko is usually dressed in gothic Description:_________________________________________________________________________ lolita clothing. ____________________________________________________________________________________ Known for her blank stare, Hiroko is seemingly without emotions at Personality:__________________________________________________________________________ all. She protects her friends, but shows little in the way of friendship. ____________________________________________________________________________________ 3 Become a worldwide DJ. Wealth:____________ Goals:___________________________________________________________

Bonds Club Goers - 2 - Perfection ______________________________ Daniel Nakamura - 2 - Devotion ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ Failings Hideo Nakamura - 2 - Apathy ______________________________ ______________________________ ______________________________ ______________________________ Dominions Blood ______________________________ ______________________________ ______________________________ ______________________________ Entitlements Fear 17 (P) ______________________________ Regeneration (P) - Heals faster ______________________________ Picture of Health (P) - Add spark against ______________________________ Disease, Death and Poison ______________________________ COMBAT and MISC. +9 Initiative ______ Base Damage ______ 0 +8 Strength _________ Movement ______ 10 125/250 ARmor ______ 0 Lifting/Carrying _______

Name

Check

Damage

Dodge +8 0 _____________________________ Light Attack +7 0 _____________________________ Full Attack +4 1 _____________________________ Strong Attack +1 2 _____________________________ Summon Whips +8 0 _____________________________ Whip Attacks +9 2 _____________________________

____________________________ _____________________________ _____________________________

Health

Total/Left

6 ____/_____

Stamina

ATTRIBUTES ____ 5 5 ____

Power (POW) Agility (AGY)

Vigor (VIG) Intellect (IQ)

3 ____ 4 ____

Insight (INS) Charm (CHM)

____ 5 3 ____

SKILLS Acrobatics Arts Athletics Beast Handling Crafts Deception Discipline Empathy Fists Fortitude Intimidation Knowledge

lvl ____ 3 2 ____ ____ ____ 2 ____ ____ 2 ____ ____ 2 ____ 3 ____ 2 ____ ____

+/____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____

Legerdemain Linguistics Marksmanship Medicine Melee Perception Performance Persuasion Stealth Survival Technology Travel

lvl ____ 3 ____ ____ ____ 4 ____ ____ 3 ____ ____ 2 ____ ____ 2 ____ ____

+/____ ____ ____ ____ ____ ____ ____ ____ ____ ____ +3 ____ ____

Specialties: _______________________________________________ _________________________________________________________

MANIFESTATIONS lvl ____ ____ ____ ____

Aegis Beckon Journey Minion

GIFTS

+/____ ____ ____ ____

Puppetry Oracle Ruin Shaping

lvl ____ 3 ____ 2 ____ 1 ____

+/____ ____ +1 ____ +2 ____

DRAWBACKS

Inhuman Visage Disconnection ________________________________________________ Fame (2) Strange Hunger - Blood (3) ________________________________________________ Strong Spark (4) ________________________________________________ ________________________________________________ Unreadable (2) Enduring (2) ________________________________________________ ________________________________________________

Notes -3 to sense Hiroko’s Emotions ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ XP (Total)

XP (Spent)

©2011 Third Eye Games. Part-Time Gods and the Dynamic Gaming System-Lite (DGS-Lite) are the trademark of Third Eye Games. Permission granted to photocopy for personal use only.

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Chapter Two

Cult of the Saints Other Names: Saints, Schitzos, Messengers Stereotypes: Zealous, Joyous, Spiritual

History

Lifestyle

The Cult of the Saints began during the rise of the Roman Catholic Church. The church saw the holiest of people as true embodiments of what it is to emulate heaven on Earth and officially recognized them as Saints. In some cases, they were just normal people used as an example of how followers of the faith should strive to be. Others, however, were in fact divine themselves… even if they never truly realized this fact. Even though Saints are imbued with the same divine Spark as any other god, they believe themselves to be simple messengers of God (which is exactly what the idea of saints was to represent). The Saints went on to tap into the voice of God (or some other higher being). This special power has made many of them some believe they have gone crazy, while others trust they have been touched by God, making them a truly polarizing presence in any city. This led to many Saints being burned at the stake as heretics during the Inquisition, while others became household names long after their days of power were over. They turned the tide in many of the crusades and supported the Church through all its wars and trials. Even today, the Cult of Saints knows the love of heaven and won’t give it up for anything. They recruit those people with the most faith, each one strengthening their ranks and allowing them to spread the word of God that much farther. Their primary mission is to ensure all Saints, including those who might follow other misguided Theologies, take the right path and do not get too full of themselves. They become a constant reminder that giving oneself to a higher power and understanding leads to true enlightenment and that a human can only emulate a god, but may never truly become one.

For most gods, the revelation they are suddenly divine and in charge of a fraction of the universe can be hard to cope with. This is seldom so for a Saint, however. Their members, knowing they are simply vessels God is using to influence the world, usually feel secure in the understanding that heaven is looking out for them. The Cult of the Saints encourages many of the same doctrines that have made ancient saints so infamous, including fasting, giving up material possessions and making regular sacrifices to prove one’s faith. The down side to opening one’s self to the voice of God is many other voices creep into the brain as well. Listening to the wrong voice can lead to many wrongs in the name of the Church – the crusades being a great example of these huge gestures. Funny thing is… some Saints don’t care. Most know of the adage “God works in mysterious ways,” and some of the Saints do not question the voices they hear. The voices can drive a Schitzo to depraved, murderous acts and altruistic, humble work as well. Some Saints appear as born again Christians to their friends and family. This could bring them closer or create untold separation and destroy their personal Bonds, forcing them to seek new Bonds in other places. Usually, this brings them to the Church, where they look for others who follow the same faith. There have also been a number of sects popping up that do not follow the Christian faith. These Saints simply believe their power has come from another being outside of themselves. Some believe themselves lost avatars of ancient Hindu gods, while others may simply believe they are champion warriors of the Norse pantheon.

Pantheon Roles

Saints can prove to be the spiritual center of any pantheon. While others may only exist

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Theologies for the kill, to accumulate vast amounts of power or to escape their regular lives, members of the Cult of the Saints wish to enrich humanity’s existence and help lay a righteous and humble path for their allies. As leaders, they can lead their pantheon to great wars or to a humble existence. As followers, they can be great strategists and advisors. It all depends on what the voices tell them.

Other Theologies In the words of Amala Ali

Ascendants: A mortal that wishes to become a god must be ready to answer for their impudence when those already in power smack them down.

Character Creation

Drifting Kingdoms: There is probably a reason why they cannot retain any power they amass. If they looked outside themselves, they may find a high power is responsible.

Modifiers: Oracle +2, Beckon +1 Special Gift – Divine Words: Saints believe God has blessed them with a piece of His divine power. This can stem from their upbringing, but is usually due to voices that request service and provide guidance. These requests can be as simple as helping a specific person cross the street, to defeating a beast that threatens all of heaven’s children. The voice comes and goes as it pleases, but once per session, the Saint can ask it for guidance, to point them in the right direction on a decision. With this ability, the player asks a question the GM must answer. The answers gleaned may be in the form of an ancient proverb to be deciphered or even a simple yes or no, depending on how much the voice is willing to divulge at the moment. From the outside, the Saint appears to be in a trance with their eyes rolling back into their skull as they wait for their answer. The Saint can also use this ability in combat to add a +10 bonus to any single attack - one guided by divine intervention, but then suffer a -4 penalty to their next Reaction as they recover. Fateful Drawback - Voices: Members of the Cult of the Saints are trained by the Theology to respond instinctually and immediately to whatever the voices tell them. To reflect this, the GM may ask the character to perform a task once per Session the character must comply with. They can attempt to resist with a Moderate (20) INS + Discipline + Spark check, but this is very much frowned upon. If they have used their Divine Words Gift that session, the Difficulty to resist is Tough (30) instead. Successfully resisting the Voices means the character must make a Tough (30) check the next time they attempt to use Divine Words.

Masks of Jana: They are good because they hide the horrible nature of our kind away from humanity. They are bad because they do not allow the good through either. Order of Meskhenet: This organization stands for everything that is wrong with other Theologies, reveling in a false godhood. The Order cannot be saved. Phoenix Society: At least other Theologies teach prudence. Phoenixes leap head first into humanity and corrupt everything they encounter. Puck-Eaters: To kill for power is not a new concept, but spiritual balance can never be attained by stealing life from another. This is why Puck-Eaters bring chaos wherever they go. Warlock’s Fate: No one can say they know all there is to know in the world. This knowledge is not for us to possess. Anyone with that mindset is a fool. The Coming Storm: It is our divine duty to take on the forces of evil and drive them back to where they dwell. We take our orders from a higher source.

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Chapter Two

Amala Ali - Goddess of Fire Background

Amala, often called Amy, is second generation American, her family moving from India to make a better life for their children. She was a studious child and that extended into her adult life as well, leading Amala toward her love of medicine. During medical school, she met the love of her life, Sharaz Ali. Since Sharaz was also of Indian descent, their marriage was approved by both families and Amala’s previous arranged marriage was cancelled. Her family, after all, was very traditional, including their devotion to the Hindu religion. Amala and Sharaz went on to have two of their own children, both of which have also gone on to college, but her true passion has always been her loyalty to the field of medicine. An emergency situation brought a dying man choking on his own blood in front of Amala. In the rush of adrenaline and chaos, no one noticed that he had four arms. She tried her best to save him, but failed despite her best efforts. As the mysterious man took his last breath, his power was transferred in an explosion of power that actually killed two of the assisting nurses in the emergency room. When Amala rose up, she saw that she now had four arms and the ability to control fire. She turned to her Hindu faith and the stories of the gods’ avatars who were given power to fulfill great quests. Sharaz and the rest of the Hindu community have fallen into the same belief that she is one of these avatars, granting Amala several followers. Joining the Cult of the Saints, she has learned how to access the messages from the true gods above. Her position within the pantheon is one of an advisor. She is not quick to take charge, instead lending a wise word to the other gods in her pantheon in hopes that they will make the right decisions on their own. Amala has become a den mother of sorts, which comes naturally since her children have left home. There have been many times where her mastery of fire has been needed to beat back other gods and Outsiders, but she never leaps into a battle without understanding all sides. She runs into Hiroko on occasion, as she works with the goddess of blood’s brother at the hospital, and she quickly became Benjamin’s primary physician. She has a particular dislike of Victor and his methods.

Personality

Amala is a woman with a pleasant personality and flawless bedside manner. When she is working, she can get into a focused state where she can ignore things around her, but she returns to her kind self once snapped back into the moment. Some would think that she cares too much, even caring about her enemies.

Bonds

Medical Community – 3 – Honor Code: Her Hippocratic oath is very important and she never turns her back on it. She looks to her medical career as the greatest thing in her life at times. Sharaz Ali – 2 – Devotion: Amala’s husband is loyal to her as her husband and as a believer of her position as an avatar. Her loyalty to him is equal. Sacred Heart – 1 – Joy: If the opportunity to use her medical knowledge to make someone in the hospital happy, she will.

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PART-TIME GODS Character Information

Spark

Amala Ali Name:___________________________________ Player:____________________________________ Medical Cult of the Saints Occupation:___________________________ Theology:____________________________________ 41/F Black / Hazel 5’ 5” / 150 lbs Hair/Eyes:___________________ Age/Sex:_______________ Height/Weight:_________________ A kind Indian woman who wear comfortable clothes and her doctor’s Description:_________________________________________________________________________ lab coat most of the time (in order to hide her extra arms). ____________________________________________________________________________________ Amala is a wise advisor and will never turn away someone in need. Personality:__________________________________________________________________________ ____________________________________________________________________________________ 3 Find her true avatar quest. Wealth:____________ Goals:___________________________________________________________

Bonds Medical Community - 3 - Honor Code ______________________________ Sharaz Ali - 2 - Devotion ______________________________ Secred Heart - 1 - Joy ______________________________ ______________________________ ______________________________ ______________________________ Failings ______________________________ ______________________________ ______________________________ ______________________________ Dominions Fire ______________________________ ______________________________ ______________________________ ______________________________ Entitlements Extra Arms (P) - +2 Fist and Free Action ______________________________ Healing Hands (A) - INS + Medicine + ______________________________ Spark vs. 20 (Boost 3), heals 2 Health ______________________________ ______________________________ COMBAT and MISC. +9 Initiative ______ Base Damage ______ 0 +7 Strength _________ Movement ______ 7 75/150 ARmor ______ Lifting/Carrying _______ 0 Name

Check

Damage

Dodge +5 0 _____________________________ Light Attack +5 0 _____________________________ Full Attack +2 1 _____________________________ Strong Attack -1 2 _____________________________ Fire Blast +7 1 (B4) _____________________________ Summon Flames +7 0 _____________________________ _____________________________ _____________________________ _____________________________

Health

Total/Left

3 ____/_____

Stamina

ATTRIBUTES 3 ____ 4 ____

Power (POW) Agility (AGY)

Vigor (VIG) Intellect (IQ)

3 ____ 6 ____

Insight (INS) Charm (CHM)

____ 5 4 ____

SKILLS Acrobatics Arts Athletics Beast Handling Crafts Deception Discipline Empathy Fists Fortitude Intimidation Knowledge

lvl ____ 1 2 ____ ____ ____ 2 ____ ____ 3 ____ 3 ____ ____ ____ ____ 3 ____

Aegis Beckon Journey Minion

lvl ____ 2 ____ ____ ____

+/____ ____ ____ ____ ____ ____ +2 ____ ____ ____ +2 ____ ____ ____

Legerdemain Linguistics Marksmanship Medicine Melee Perception Performance Persuasion Stealth Survival Technology Travel

lvl ____ 3 ____ ____ 5 ____ ____ 5 ____ ____ 3 ____ ____ ____ 1 ____ ____

+/____ ____ ____ +3 ____ ____ ____ ____ ____ ____ ____ ____ ____

lvl ____ 1 ____ 3 ____ ____

+/____ +2 ____ ____ ____

Specialties: _______________________________________________ Medicine (Diagnosis), Perception (Sight) _________________________________________________________

MANIFESTATIONS

GIFTS

+/____ +1 ____ ____ ____

Puppetry Oracle Ruin Shaping

DRAWBACKS

Divine Words Voices ________________________________________________ Stable Psyche (2) Life Saver (3) ________________________________________________ Connections Hindus (2) ________________________________________________ ________________________________________________ Worshippers (3) Punctual (1) ________________________________________________ ________________________________________________

Notes +4 against Insanity ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ XP (Total)

XP (Spent)

©2011 Third Eye Games. Part-Time Gods and the Dynamic Gaming System-Lite (DGS-Lite) are the trademark of Third Eye Games. Permission granted to photocopy for personal use only.

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Chapter Two

Drifting Kingdoms History

Other Names: Wanderers, Missionaries, Flip-Floppers Stereotypes: Nomadic, Wayward, Infuriating

Lifestyle

The belief of the Drifting Kingdoms is, at its very core, a set of oxymoronic principles constantly at war with itself. This Theology was once a group of powerful gods who held domain over entire nations at a time. Not only did they have the people under their sway, leading to almost unlimited supplies of Spark at their disposal, but the very land was soaked with their divine essence, making them almost unstoppable within their own domain. Over time, they began seeing a flaw to their power. Stagnation and complacency are the crutches humanity uses to make it through each day. So, they decided to change themselves. Their members became nomadic, bringing their kingdoms with them, and took the name Drifting Kingdoms to reflect this. They no longer sustained kingdoms for hundreds of years either. Instead, they began traveling to new locations to build smaller but much more powerful territories again and again. Some Drifters throughout history have used this compulsion to conquer entire nations, just to see them crumble. The Theology claims Alexander the Great and Genghis Khan as two of their greatest members. Their forced travel brought them all over the world, cementing them as one of the numerous Theologies in existence. Today, the tradition continues of building a powerbase in a city, only to leave months later when their compulsions become too much. The Drifting Kingdoms way of life comes naturally to occupations that lend themselves to a lot of travel, but the majority of gods within the Theology are faced with the challenge of keeping their Bonds in place through long distance relationships much of the time. Others are constantly shifting what is important to them, which many have a problem doing. On the flip side, this Theology, more than any other, is known for having worshippers across long stretches of territory, some with international influence.

A Drifter, first and foremost, is concerned with building power and influence. Not only does their Spark begin to permeate the area more quickly than other gods’, but their personality usually influences the area as well. If the god is a drug addict, there will no doubt be many supply areas for them to get their stashes, while one ruled by an alcoholic will never have a shortage of bars. They begin to live for the idea of spreading their influence and playing out all their sick fantasies. Their urge to control is not direct like the Ascendants who want to lord over individuals. Drifters, instead, become lovers to their territory, which leads to many becoming forces in their community. Working in homeless shelters, hospitals or community centers can put them in the center of their power, experiencing it firsthand. When the time comes, to cut ties to their Bonds, and it always does, it can be a horrible time for a Drifter. First, not all relationships (friend or romantic) are willing to travel with the god, either leaving a hole in their Bonds or straining it through limited, long-distance communication. Second, the Drifters develop a penchant for jobs instead of careers, unless said career supports lots of travel, which involves possible branch transfers, new bosses and getting used to dealing with new coworkers. The teachings of the Drifting Kingdoms is to move around as much as possible, leading most to constantly change jobs every few months, since they don’t get any real warning from the urges that mystically drive them to wander. Such is the blessing and curse of the Drifting Kingdoms, to build a kingdom to such proportion only to have it torn down in a day.

Pantheon Roles

Having a member of the Drifting Kingdoms in the pantheon can turn the tide of any battle. While they are not always powerhouses

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Theologies in combat, outright destroying their opponents, their ability to create a stronghold of power to boost their Dominions (and those of their pantheon-mates) often proves invaluable to the group. As a leader, they are brilliant tacticians, as they often know every inch of their territory like the backs of their hands. As a follower, they can provide priceless backup against the forces of chaos that will send those pucks running home to hell.

Other Theologies

In the words of Robert Howell Ascendants: They are only obsessed with power, over their bodies, their fate and their worshippers. They’ve yet to learn that power must be balanced with pain.

Character Creation

Cult of the Saints: My faith is important to me, and I even once believed the same as the Saints, but I have seen too much that blind faith cannot compete with.

Modifiers: Journey +2, Shaping +1 Special Gift – Instant Domain: Drifters know how to plant their roots in an area, both figuratively and magically. On top of naturally influencing their area like any god, Drifters have the option to actually force their Spark into the surrounding area up to a 1-mile radius to start. If left unchecked, their power will even override others’ territories, spreading at the rate of 1 mile per day (up to a number of miles equal to 2x Spark Level). Only one Instant Domain can be active at a time. This Instant Domain gives them enhanced abilities, even if used within another god’s territory. First, they no longer suffer any territorial penalty as long as they stay within their sphere of influence. The area becomes effectively theirs and they receive a +2 bonus to all Manifestation checks while within, while trespassers suffer the normal -2 penalty. The Drifter can gift allies within their domain with bonuses by spending their own Spark Points (pg. 102) for their comrades. When used in the same area as another Drifter’s Instant Domain, it creates invisible boundaries visible only to the users. Fateful Drawback – Wanderlust: They are called Drifters for a reason. They are urged by an unknown power to be in a constant state of change and movement. If they choose to plant roots, Drifters must make a Moderate (20) INS + Discipline check every month to resist traveling in some way. This could be anything from taking a vacation to going to visit a friend in another city, but needs to last at least a day. Rolling a Critical Failure forces them to pack up everything and move to a new neighborhood or state entirely. Not only does this affect their mundane job, but it also leaves their old territory to slowly fade away.

Masks of Jana: I know how hard it is to fight back chaos and hide what lurks beneath, so the Masks have my respect. Order of Meskhenet: Just like all things, the Order will fall and it will be grand. Phoenix Society: They must be hiding something under the guise of constant happiness. The streets I walk look dismal and depressing, but they’ll tell you that they are paved in gold. Puck-Eaters: As gross as they are, they are often the strongest gods around. Gaining power at the expense of another is too vile for me. Warlock’s Fate: They claim to know the secrets of the universe. Not one can tell me why I am cursed, so I’ve no use for them. The Coming Storm: The storm is growing, but we’re everywhere. We can beat it back.

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Chapter Two

Robert Howell - God of Hunger Background

Robert had a lot more opportunities that other kids raised in the ghetto. He stayed away from drugs and gangs and instead focused on sports, becoming a quarterback in school and getting a scholarship to college. Though he never got to go to college due to an injury as a high school senior, he still sought an honest and simple style. Robert got a good fixing cars and eventually met the love of his life, Angela, going on to have their son, Derrick. He had everything he could ever want. Life for Robert was perfect. During a late night shift, there was a knock at the door. He let the man in, covered in blood that wasn’t his, and Robert left the room to get him a blanket. When he returned, the man had smashed a coffee mug and stabbed it into his neck. “I just can’t eat any more!” he screamed as he died, transferring his Spark to Robert. In a frenzy, he grew to twice his size and began eating everything in sight, from chairs to the counter to the computer. He woke up the next day with an intense hunger. Rushing home, he was confronted by his wife who suspected he might have been out cheating. Robert’s hunger took over once again. When he woke up the second time, he found his wife and son dead by his own hand, chunks bitten out of them. Robert left his home that day and never returned. There might be someone after him or not, but he’d never know. Now, he floats around, performing random jobs in random towns, but always makes sure to give back to shelter and the church in an effort to show penance. The Drifting Kingdoms seemed perfect for him. Within his pantheon, Robert serves primarily as muscle. He is a tad unpredictable and possibly on the run from the law, so he is seldom invited to any public social gatherings. Robert spends a lot of time with Sawyer, giving back to the homeless, and has gone out with Penelope on many a night of drinking. He is constantly eating, ensuring that his hunger does not overtake him again.

Personality

Robert wears a sullen expression most of the time. He rarely talks and attempts to stay unseen, as strange as that seems with his large size. Happiness is an emotion that he doesn’t feel he deserves, but it happens on occasion. Robert refers to his alter ego as Bane, when he loses himself and wakes up to see his destruction.

Bonds and Failings

Homeless Community – 2 – Charity: Robert identifies with the homeless and he shared the streets with them at one point in his life. Giving back at the local soup kitchen is a big portion of his life. The Church – 2 – Faith: Only through faith and a belief in his religion that the universe has a place for him can he even continue on. Maybe one day he’ll find out what this is happening to him. Angela & Derrick – 2 – Guilt: The reminder of his hand in the death of Angela and Derrick is constant. It has brought him to inaction more than once.

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PART-TIME GODS Character Information

Spark

Robert Howell Name:___________________________________ Player:____________________________________ Blue Collar Drifting Kingdoms Occupation:___________________________ Theology:____________________________________ 34/M Black / Brown 6’ 1” / 260 lbs Hair/Eyes:___________________ Age/Sex:_______________ Height/Weight:_________________ A larger black man with long dreadlocks. He seldom smiles. When he Description:_________________________________________________________________________ gets hungry, he turns into a giant with an unhinged jaw. ____________________________________________________________________________________ There’s always something sad in his eyes, but he tries to be nice to everyPersonality:__________________________________________________________________________ one. He tries not to draw too much attention to himself. ____________________________________________________________________________________ 1 Survive day by day. Wealth:____________ Goals:___________________________________________________________

Bonds Homeless Community - 2 - Charity ______________________________ The Church - 2 - Faith ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ Failings ______________________________ Angela & Derrick - 2 - Guilt ______________________________ ______________________________ ______________________________ Dominions Hunger ______________________________ ______________________________ ______________________________ ______________________________ Entitlements Colossal Size (A) - See Notes ______________________________ ______________________________ ______________________________ ______________________________ COMBAT and MISC. +7 Initiative ______ Base Damage ______ 0 +12 (16) Movement ______ Strength _________ 9

150/300 ARmor ______ 0 Lifting/Carrying _______

Name

Check

Damage

Dodge +5 0 _____________________________ Light Attack +10 0 _____________________________ Full Attack +7 1 _____________________________ Strong Attack +4 2 _____________________________ Full - Bat +7 2 _____________________________ Swift +7 0 _____________________________

_____________________________ _____________________________ _____________________________

Health

Total/Left

3 ____/_____

Stamina

ATTRIBUTES 6 ____ 3 ____

Power (POW) Agility (AGY)

Vigor (VIG) Intellect (IQ)

____ 6 3 ____

Insight (INS) Charm (CHM)

4 ____ 3 ____

SKILLS Acrobatics Arts Athletics Beast Handling Crafts Deception Discipline Empathy Fists Fortitude Intimidation Knowledge

lvl 2 ____ ____ 3 ____ ____ 4 ____ ____ ____ ____ ____ 3 ____ 4 4 ____ ____

+/____ ____ ____ ____ +2 ____ ____ ____ ____ ____ +1 ____ ____ ____

Legerdemain Linguistics Marksmanship Medicine Melee Perception Performance Persuasion Stealth Survival Technology Travel

lvl ____ ____ 1 ____ ____ 2 ____ ____ ____ ____ ____ ____ 3 ____ 3 ____

+/____ ____ ____ ____ ____ +1 ____ ____ ____ ____ ____ ____ ____

Specialties: _______________________________________________ _________________________________________________________

MANIFESTATIONS lvl 3 ____ ____ 1 ____ ____

Aegis Beckon Journey Minion

GIFTS

+/____ ____ +2 ____ ____

Puppetry Oracle Ruin Shaping

lvl ____ ____ ____ 2 ____

+/____ ____ ____ +1 ____

DRAWBACKS

Instant Domain Wanderlust ________________________________________________ Dumpster Stomach (3) Spark Addict (3) ________________________________________________ Tough (3) ________________________________________________ ________________________________________________ Directional Sense (1) Enduring (2) ________________________________________________ ________________________________________________

Notes Colossal Size - 1 SP gives: +4 Health, +2 Stamina, +1 Damage ________________________________________________ Lifting 270/540, +4 Strength Checks ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ XP (Total)

XP (Spent)

©2011 Third Eye Games. Part-Time Gods and the Dynamic Gaming System-Lite (DGS-Lite) are the trademark of Third Eye Games. Permission granted to photocopy for personal use only.

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Chapter Two

Masks of Jana Other Names: Masks, Veils, The Obscure Stereotypes: Mysterious, Secretive, Cowards

History

Lifestyle

The Masks of Jana took their name from a pseudonym for Diana, goddess of the hunt. It is said the Masks were a group chosen from her greatest students. They were not thought to be remarkable for their ability to kill their prey, but how easily they stalked and hid during their hunt. The Masks actually detested battling against other gods in any contest of power, showing off their gifts to anyone or attempting to steal territory for fun. As the other students of the hunt became jealous and the Masks grew ostracized, the Theology was born and their ability to hide extended into a way of existence. Each Mask took to hiding away everything about their true emotions, their divine powers and their life in general. The Theology grew in secret as more ostentatious gods became grander and grander with their displays of Dominion. The Masks became known for hiding among the normal people, only to take down those who called attention to themselves. This behavior eventually developed into a mission. As time passed, their well-placed assassinations and the recoiling of the world’s pucks began the age of keeping one’s true divinity a secret. For those who ignored the fear of their reprisal, the Masks were a clean-up crew, making sure the undeserving knew not about the gods. They are prone to initiating people who already have the calling to discover and keep secrets or those who know power comes from only speaking when necessary. This can include high-priced call girls, international spies, quiet librarians and old wise men alike. The Masks of Jana teach humility, never allowing their members to become showy with Manifestations unless it is to conceal another’s. They are also known for using unmatched teamwork to assassinate an overzealous god with too much power and not enough self-control. Of course, no one ever knows it is the Masks of Jana who perform this duty. Their lips are sealed, as always.

The life of a Mask is one of responsibility, first and foremost. The other gods, even if subconsciously, look to the Masks to fix the destruction they create. A battle of gods in downtown Manhattan would cause buildings to crumble and innocent bystanders to see more than they should. The Obscure often stand on the sideline, keeping the battle veiled from the eyes of any on-lookers and mending any destruction afterward. They exist because they know gods cannot truly control themselves, and their job only becomes more demanding as the Coming Storm approaches. Pucks rest at nothing to undo any type of order the Obscure lay down, but the Theology attempts to take as many of the creatures with them as possible if they go down. Tackling their everyday lives is easy, as they learn quickly to compartmentalize their divine role and their mundane existence as necessities. The main problem of a Mask is that they must always wear one. It is obviously a taboo within the Theology to reveal one’s true nature to their mortal families, as secrets are the norm for them. Their friends may suspect they only “act” friendly and their lovers may feel like they are putting on a show for their affection. Some Veils work hard to become great actors in order to convince those closest to them they don’t have deep dark secrets. Others begin to cut themselves off or become very unemotional and detached from the human world. This can lead to a lot of problems in their life.

Pantheon Roles

Masks of Jana demand order from their territories and from all aspects of their lives. This includes their involvement with their pantheon. As leaders, Masks often take a micromanagement position over the others gods. They watch every move made in the name of their pantheon, harshly scolding their followers if they step out of line or make a poor decision.

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Theologies Their orders are to be performed to the letter without resistance or questioning, as they are often secretive about their motives and reasons in the first place. As followers, they are great for obtaining dirt on enemies or in keeping the exploits of more rambunctious members under wraps. However, they are not quick to give their loyalty if they disagree with the decisions being made for them.

Other Theologies

In the words of Sawyer Devereux Ascendants: Ascendants can get out of hand if you let them. Be quick with your whip on these gods and always be ready to throw up a veil.

Character Creation

Cult of the Saints: If our goal was to keep mortals from knowing gods are still around, then the Saints are our best work.

Modifiers: Beckon +2, Aegis +1 Special Gift – Forgotten: Delving into the power of secrets, the Masks of Jana have perfected keeping themselves anonymous when necessary. For the cost of 1 Spark Point, they can effectively walk through any crowd or in front of anyone without being noticed. They are not technically invisible, but an onlooker’s eyes don’t “want” to see them. The god can allow themselves to be seen at any time, of course, negating any benefit to this effect. As an after effect, the Mask can also make someone they have interacted with slowly forget they ever met. Details turn into muddled thoughts that turn into cloudy recollections, until they are completely forgotten a day later. This effect also costs 1 Spark Point. Sometimes, this is all that is needed for the Masks to hold order in their realm. They can extend these effects to hide god battles or the use of Manifestations. These effects work seamlessly on mortals, but attempting these on other gods (or others with a Spark) forces a contested INS + Deception + Spark versus INS + Empathy + Spark check and costs 2 Spark Points (instead of 1). Fateful Drawback – Cut Off: Due to a penchant for keeping everything a secret, Masks often find it hard to form new relationships with others. To reflect this, the BP cost is double for the following Gifts: Connections, Followers, Status and Strong Bonds. Also, their existing bonds are always kept at arm’s length, giving a -1 penalty to any check using a Bond. For instance, defending their Bond 3 family member only yields a +2 bonus (instead of +3 as normal). This Drawback does not affect XP gained from Bonds.

Drifting Kingdoms: The empires they build fall by themselves and rarely need out attention. This type of attitude can lead them to recklessness though, so watch them carefully. Order of Meskhenet: The Order knows the value of discretion and has secrets that we don’t even know about. They keep themselves in check for the most part. Phoenix Society: They usually stay under the radar, coming off as little more than humans themselves. Keep an eye on the number of worshippers they pick up with their sex and drugs though. Puck-Eaters: From what I’ve seen, Puck-Eaters don’t embody survival like they say. They are purely killers and nothing else. Warlock’s Fate: Warlocks exist to make our lives hell. The Masks hide stuff for a reason, but they can’t get that through their skulls. The Coming Storm: Weren’t we vigilant enough? We can try even harder, but hiding is hardly an option for much longer.

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Chapter Two

Sawyer Devereux - Goddess of Orphans Background

Sawyer is still a kid physically, but she’s grown up a lot mentally. Born and raised in New Orleans, she grew up around magic and voodoo her whole life. The worst of this magic is that which killed her mother. Sawyer spent 3 years watching after her in her hospital bed, attempting her best prayers and spells to revive her mother, but her wishes fell short. When her mother passed, Sawyer was left alone. She attempted to seek out her father, but was too scared to meet him when the opportunity presented itself. Instead, she left her old home and began living on the streets at the age of 13, taken in by the homeless community with open arms. Sawyer began taking care of the new faces she met as if they were family. Her kindness shined through, but getting what they needed was always a problem. To fix this, Sawyer started up a band of thieves with other young kids (and those with quick hands) and they make sure they get what they need. Having taken on a role of a patron, the Source’s power found itself to Sawyer and made her the goddess of orphans. Figuring out her power has helped her and her new community weather some strong hardships, from cold weather to getting rid of some who would take advantage of the homeless. Her voodoo doll that her mother gave her on her deathbed became magical, giving her even more ability. Sawyer holds a strange place within her pantheon. With a less offensive Dominion than her counterparts, she finds herself as backup. She is quick on her feet and can talk her way out of most situations, but when combat rears its head, she knows how to find a convenient hiding spot. She brings more to the group than divine power, however. Sawyer is like everyone’s little sister in the pantheon, especially Victor and Robert. Even though everyone loves her, the pantheon knows she’s a Mask and the other gods watch their step around her.

Personality

Sawyer is a fast talking girl, quick with a come back or a word of snark to fill any void in the conversation. There is always the smirk on her face. She loves meeting new people and is able to add fun to many situations with her child-like (because she’s a child) wonder.

Bonds

Homeless Community – 3 – Survival: She watches out for her community, but less as a protector and as one of them. If she can help them survive than her chances increase tremendously. Band of Thieves – 3 – Approval: Sawyer is the leader of her band of thieves, but must constantly prove herself so no one else decides to stage a coup.

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PART-TIME GODS Character Information

Spark

Sawyer Devereux Name:___________________________________ Player:____________________________________ Kid Masks of Jana Occupation:___________________________ Theology:____________________________________ 13/F Black / Brown 4’ 10” / 100 lbs Hair/Eyes:___________________ Age/Sex:_______________ Height/Weight:_________________ A cute girl of mixed heritage, usually wearing clothes to keep her warm. Description:_________________________________________________________________________ She keeps a voodoo doll with her at all times, just in case. ____________________________________________________________________________________ Sawyer is kind and loving, but also sarcastic with quick wit. Personality:__________________________________________________________________________ ____________________________________________________________________________________ 0 Survive to adulthood. Wealth:____________ Goals:___________________________________________________________

Bonds Homeless Community - 3 - Survival ______________________________ Band of Thieves - 3 - Approval ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ Failings ______________________________ ______________________________ ______________________________ ______________________________ Dominions Orphans ______________________________ ______________________________ ______________________________ ______________________________ Entitlements Otherwordly Sight (A) - Can see everything ______________________________ Purity of Spirit (P) - Add Spark to Fear, ______________________________ Insanity and Pain checks ______________________________ ______________________________ COMBAT and MISC. +9 Initiative ______ Base Damage ______ -1 +6 Strength _________ Movement ______ 10 45/90 ARmor ______ 0 Lifting/Carrying _______ Name

Check

Damage

Dodge +12 0 _____________________________ Light Attack +3 0 _____________________________ Full Attack +0 1 _____________________________ Strong Attack -3 2 _____________________________ Throw Rocks +5 1 _____________________________ Rally Homeless +8 0 _____________________________ Protect Orphan +7 0* _____________________________ _____________________________ *provides AR _____________________________

Health

Total/Left

3 ____/_____

Stamina

ATTRIBUTES 3 ____ 5 ____

Power (POW) Agility (AGY)

Vigor (VIG) Intellect (IQ)

3 ____ 4 ____

Insight (INS) Charm (CHM)

5 ____ 5 ____

SKILLS Acrobatics Arts Athletics Beast Handling Crafts Deception Discipline Empathy Fists Fortitude Intimidation Knowledge

lvl 3 ____ ____ 3 ____ ____ ____ 4 ____ ____ 3 ____ ____ ____ ____ ____

Aegis Beckon Journey Minion

lvl 2 ____ 1 ____ ____ ____ 3

+/+2 ____ ____ +1 ____ ____ ____ ____ ____ +1 ____ ____ ____ ____ ____

Legerdemain Linguistics Marksmanship Medicine Melee Perception Performance Persuasion Stealth Survival Technology Travel

lvl 5 ____ ____ ____ ____ ____ ____ 3 ____ 3 ____ 4 ____ 5 ____ 2 ____ ____

+/____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____

lvl ____ ____ ____ ____

+/____ ____ ____ ____

Legerdemain (Pick Locks), Survival (Urban) Specialties: _______________________________________________ _________________________________________________________

MANIFESTATIONS

GIFTS

+/+1 ____ +2 ____ ____ ____

Puppetry Oracle Ruin Shaping

DRAWBACKS

Forgotten Cut Off ________________________________________________ Sanctuary (3) Kid ________________________________________________ Worshippers (3) Runaway (2) ________________________________________________ ________________________________________________ Relic - Voodoo Doll (4) Light Sleeper (2) ________________________________________________ Fearless (3) ________________________________________________

Notes +2 to Dodging ________________________________________________ ________________________________________________ +7 against Fear, -4 to Intimidation against adults ________________________________________________ Voodoo Doll - Sawyer can link a soul to her doll, allowing her to ________________________________________________ use her Manifestations from afar. Also, +1 to Aegis checks. ________________________________________________ XP (Total)

XP (Spent)

©2011 Third Eye Games. Part-Time Gods and the Dynamic Gaming System-Lite (DGS-Lite) are the trademark of Third Eye Games. Permission granted to photocopy for personal use only.

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Chapter Two

Order of Meskhenet Other Names: Blue Bloods, Suits, Inheritors Stereotypes: Loyal, Well-Connected, Built on Nepotism

History

has turned into a collection of privileged, snobbish power mongers. One must now be born into the family, connected (in one way or another) to the order through circumstance, regardless of ability or want. Most come to know of their true purpose after their 18th birthday, only then taking over their family’s power. If one’s father was the god of lightning, then they too must become the god of lightning and continue the name. Some children grow up within the Order of Meskhenet, seeing works of divine power in their everyday lives. These special members are groomed to fight for and build upon the power of the order.

The history of the Order of Meskhenet goes back as far as the gods themselves, which is their purpose. There have always been those who have looked to their origins and tried to ensure traditions are passed on to the generations that follow. This order was named after a particularly capable god by the name of Meskhenet, goddess of childbirth. She taught that true power came only with understanding one’s roots and inheriting their divine gifts through birthright, cementing her lessons by empowering her children with social backing and stability within the mortal realm. This same courtesy was extended to others who joined the order, making each generation that much more powerful than the next. What this built was a society of gods who were all connected through lineage of one sort or another. As gods would perish, often through ritualistic means, another within the order would take their place and pay special homage to their benefactor. Within the halls of the Order of Meskhenet’s massive temples in Africa, are tomes upon tomes that take an account of every past member’s powers, abilities, life and eventual death. They even have information on those outside the order, constantly tracking potential allies (to better protect their allegiances) and inevitable enemies (so they know when to strike). As time passed, the Order of Meskhenet grew into what could be known as the ruling class of society. As they stood as a community of many gods acting as one, the order pooled their vast resources and kept their business “in the family”, allowing their power to flourish. In modern times, their members make up for many of the richest people in the world. Today, there is no way to become a member of the Order of Meskhenet. What was once a haven for gods seeking answers and purpose, each one thanked and welcomed into the order,

Lifestyle

In old times, the Order made up most of the aristocratic families in existence, each passing down their gifts to the next. Unlike other Theologies that one must discover after becoming a god, the Order of Meskhenet tracks their lineage back to the very first god known to the world. They are born into the world of gods, seeing their parents perform miracles and knowing that it will soon be their fate to do the same. To that end, Inheritors often know their true fate in life and are more likely to accept their place within the hierarchy. When they are ready to give up their power to a protégé, the god enacts an intense and personal blood shedding ritual and sacrifices their life to deliver untold power to the next deserving member of the order. Most power is transferred by bloodline, but there are those who happen upon membership in the Order by accidentally obtaining a transferred Spark of a member. These initiates are approached and tested to see if they possess the status and ability necessary to survive. If they do not, the Order has no qualms about removing them and absorbing their soul in order to get the Dominion back. It is then given to a more deserving member.

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Theologies The Order has existed for millennia and has accumulated vast power, plenty of influence and hundreds of worshippers. The Order of Meskhenet uses these gifts to ensure their continuation, giving their members an obvious advantage over others who just “luck” into the spark.

Other Theologies

In the words of Colt Bastian Ascendants: Why would you look to the past and hope to become it? It is the past… done and gone for a good reason. We draw on the past for strength, but seek more than just reckless power.

Pantheon Roles

A Blue Blood can fit into any pantheon quite easily. They love gathering knowledge on their enemies and allies and can deliver this intelligence to their pantheon to aid in keeping their territory. It isn’t rare for a member of the Order of Meskhenet to singlehanded fund their pantheon’s endeavors or use social connections to fight the agents of chaos in their own special way. Those who are raised within the world of gods often become leaders, if only because they “believe” it more and take the others along for the ride. They come off as entitled and bossy, but it is always in the vein of the pantheon’s preservation. They have no problem following another god either, as they are used to taking orders. Though they may second guess orders if it conflicts with their Theology directly.

Cult of the Saints: We are born into this life with a certain fate. To ignore this truth in exchange for madness seems like a poor choice. Drifting Kingdoms: To build and build only to let all your effort go to waste seems… well… stupid. If they actually left well enough alone, they’d be a contender for our power. Masks of Jana: An example of what you can achieve when you cleave to your roots. They keep our kind and the world safe no matter how secretive they are.

Character Creation

Phoenix Society: Too human in their mindset to make any real difference.

Modifiers: Minion +2, Puppetry +1 Special Gift – Social Status: Suits are born into a world of people who serve and worship them, where power is their birthright and handed to them on a silver platter. To reflect this, characters within the Order of Meskhenet receive an extra 6 BP to be spent (in any way) on the following Gifts: New Dominion, Relics, Wealth or Worshippers. Fateful Drawback – Family Loyalty: The loyalty an Inheritor has to the Order that has given them so much is very strong, to say the least. This becomes an obligation of sorts to the character, as they begin to serve the goals of the Order before their own personal happiness. The character automatically begins with a “Mentor Bond 3 – Approval”, a mortal representative to the Order. The mentor’s job is to watch the god’s progress and they will occasionally ask the character to perform tasks, whether they want to or not. Disregarding these requests lowers their Bond level and forces 2 points of Failings per drop.

Puck-Eaters: Even if they are the most horrid of our kind, they still have their place. As long as they understand that place and stick to it, then the Order has no problem with them Warlock’s Fate: The Order has watched the Warlocks for millennia and they have done the same to us. Our stalemate continues for now, but who knows what the future brings. The Coming Storm: Storms come and go, but the strongest foundations stay strong in the face of destruction. The Order will stand long after the minions of the Source are defeated.

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Chapter Two

Colt Bastian - God of Music

Background

Colt Bastian was born Julian Martin to a wealthy family, his father a successful governor and his mother the CEO of a global corporation. They didn’t achieve this level of accomplishment without help, however, as they were members of an underground society that worshipped the angels’ incarnations on Earth. When the young Julian was brought into this world, however, the wisemen told him to be the next angel. He was taken in by his Uncle Jim, a man that worked for the society, and began his training in music. By the age of 10 he could play a dozen different instruments and could figure out any other that was placed in his hand. His voice was honed as well, making him the perfect musician and he composed many songs and symphonies before he turned 15. His younger brother, Justin, was always jealous of his success and constantly attempted to steal his thunder. Justin was a star athlete but lacked any musical ability, which meant he always fell flat. Then came the day when Uncle Jim revealed Julian’s true fate - to take on the mantle of Israfel, the angel of music. Being brought to the deathbed of a withered man, the two of them touched hands and divine power was passed to Julian with a surge of energy. From his back sprouted a pair of huge, feathered wings and his head was filled with every piece of music the past Israfel had ever created. Uncle Jim told him that he must spread his gift among the masses and revealed that the society was actually the Order of Meskhenet. At first, this involved shows for the wealthy businessmen, but Colt soon grew frustrated by how much he was being controlled. He left the Order shortly after to forge his own path. Being a fan of electronic rock music, Julian changed his name to Colt Bastian and created his band, Choir of Angels. His first album “Hymns from the Drugstore” went platinum and was heralded as one of the best albums of the 20th century. Choir of Angel’s second album “Afterbirth of Afterlife” was more of an eclectic mix of music, from blues to classical, which broadened the band’s appeal to the masses. Follow-up albums “Trail of Fears” and “Organ Grinder” continued to show his musical genius, winning him several awards, but driving further Colt into his shell with all the fame. He’s currently working on his fifth studio album, “The Coming Storm”, meant to be musical accompaniment for the future. Colt wears many hats within his pantheon. He is a performer by nature; giving him the ability to sing, play instruments and act. His fame can be a welcome distraction if the group needs one, and his money has funded many a mission the pantheon has undertaken. Colt is also a skilled marksman with a sizeable gun collection.

Personality

Colt isn’t the happiest of people at times. He is often overwhelmed by his success, finding it necessary to disguise himself to operate normally. In a crowd, he can become very quiet and sullen with a slight masochistic streak. When in a one-on-one or small group scenario, however, he is often the life of the party.

Bonds

Uncle Jim (Mentor) – 3 – Approval: Colt walked away from the Order, but still must follow their tenets or face harsh consequences. He owes his life to them and they come to collect on occasion. Justin – 2 – Rival: His younger brother who is always attempting one-upmanship. Justin has recently been gifted with the Dominion of “the race”, but still lived in Colt’s shadow. He tries hard to put Colt in a bad light to disparage him in the eyes of the Order. The Order – 1 – Rebellion: Colt is not one to be controlled and he takes pleasure in going against what the order tells him to do.

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PART-TIME GODS Character Information

Spark

Colt Bastian Name:___________________________________ Player:____________________________________ Musician Order of Meskhenet Occupation:___________________________ Theology:____________________________________ 28/M Platinum / Green 5’ 6” / 135 lbs Hair/Eyes:___________________ Age/Sex:_______________ Height/Weight:_________________ A handsome man with rock star appeal, but who is often very quiet. Description:_________________________________________________________________________ He wear jeans and t-shirts, unless he’s on stage where is where body suits. ____________________________________________________________________________________ Colt is not scared of success, but doesn’t like the spotlight unless he’s on Personality:__________________________________________________________________________ stage. He stays quiet in crowds but opens up in small groups. ____________________________________________________________________________________ 4 Stay alive long enough to finish his fifth album. Wealth:____________ Goals:___________________________________________________________

Bonds Uncle Jim - 3 - Approval ______________________________ Justin - 2 - Rival ______________________________ The Order - 1 - Rebellion ______________________________ ______________________________ ______________________________ ______________________________ Failings ______________________________ ______________________________ ______________________________ ______________________________ Dominions Music ______________________________ ______________________________ ______________________________ ______________________________ Entitlements Wings (P) - Flight and Movement 14 ______________________________ Skill Excellency - Performance (P) ______________________________ +5 to Performance checks (calculated) ______________________________ ______________________________ COMBAT and MISC. +9 Initiative ______ Base Damage ______ 0 +5 Strength _________ Movement ______ 6 (12) 50/100 ARmor ______ Lifting/Carrying _______ 0 Name

Check

Damage

Dodge +7 0 _____________________________ Light Attack +2 0 _____________________________ Full Attack -1 1 _____________________________ Strong Attack -4 2 _____________________________ Light Pistol +9 3 _____________________________ Animate Band +7 0 _____________________________ Choir Attack +8 0* _____________________________ _____________________________ *Causes penalties _____________________________

Health

Total/Left

3 ____/_____

Stamina

ATTRIBUTES ____ 2 4 ____

Power (POW) Agility (AGY)

Vigor (VIG) Intellect (IQ)

____ 3 5 ____

Insight (INS) Charm (CHM)

____ 5 6 ____

SKILLS Acrobatics Arts Athletics Beast Handling Crafts Deception Discipline Empathy Fists Fortitude Intimidation Knowledge

lvl ____ 3 5 ____ ____ ____ ____ ____ 4 ____ 4 ____ ____ ____ ____ ____

Aegis Beckon Journey Minion

lvl ____ 3 ____ ____ 1 ____

+/____ +2 ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____

Legerdemain Linguistics Marksmanship Medicine Melee Perception Performance Persuasion Stealth Survival Technology Travel

lvl ____ 3 ____ 4 ____ ____ ____ ____ 5 ____ 2 ____ 2 ____ ____ 4 ____ ____

+/____ ____ ____ ____ ____ ____ +8 ____ +1 ____ ____ ____ ____ ____

lvl ____ 2 ____ ____ ____

+/____ +1 ____ ____ ____

Specialties: _______________________________________________ Arts (Song Writing), Performance (Singing) _________________________________________________________

MANIFESTATIONS

GIFTS

+/____ ____ ____ +2 ____

Puppetry Oracle Ruin Shaping

DRAWBACKS

Social Status Family Loyalty ________________________________________________ Fame (4) Poor Senses - Hearing (2) ________________________________________________ Wealth (+3) Enemy (1) ________________________________________________ ________________________________________________ Worshippers (2) Permit (1) ________________________________________________ ________________________________________________

Notes ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ XP (Total)

XP (Spent)

©2011 Third Eye Games. Part-Time Gods and the Dynamic Gaming System-Lite (DGS-Lite) are the trademark of Third Eye Games. Permission granted to photocopy for personal use only.

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Chapter Two

Phoenix Society Other Names: Phoenixes, Flames, Human-Lovers Stereotypes: Proud, Honorable, Preachy

History

strive to push the limits of humanity though, each day another person to be led.

The Phoenix Society was founded after the great god wars, when the lines between god and human began blurring. Its members stand on a single, undying and irrefutable fact of the universe… gods exist for the sake of humanity. With this in mind, its members have focused on defending humanity from hundreds of species of pucks and monsters for all of history. Sure, the other Theologies may look to save a human here and there, usually by a side effect of their true intent, but a Phoenix’s very existence is to preserve what humanity has built. The gods fought hard to make this very thing possible and only wished to give the fruits of their labor to their fellow man. The trail the Phoenix Society has left behind extends to every corner of the Earth, with several chapters started in areas all around the world that needed help or protection. Some went to China to be known as the 8 Immortals, teaching them how to till the land and creating traditions that still exist today. Some went to Rome to fight for what they believed to be a true civilization worth protecting. Everywhere humans flourished to a great degree, so too did the Phoenix Society ensure they had representation. So often have their paths crossed on opposite sides of the battlefield, Phoenix against Phoenix, the fate of humanity decided by the swing of a blade and strike of a god’s wrath. It is not about good or evil. They are concerned only for the continuation of humanity. Modern Phoenixes are often less militant than what was required for their original mission, instead focusing on becoming muses to individual humans they feel will cause change in the world. Their members often turn to psychedelic drugs to open their minds and those of their human charges, finding it pretty easy to befriend new members in the process. Modern times make a well-placed stroke of the hand or gathering of like minds mightier than brandishing a weapon. Their members still

Lifestyle

The derogatory name for Phoenixes is Human-Lover, and there’s good reason for it. They congregate in places with heavy human traffic and watch the events of society as they happen, soaking in every bit. Common gathering places include plenty of nightclubs and bars to be hopped, citywide festivals and stadiums for rock concerts or sporting events. They surround themselves and bathe in humanity in every way they can. Many of these events can fit into a god’s everyday lives, making them appear as playboys or socialites, but they are taught to always be mindful and on the lookout for the next “it” person. The Phoenix Society has molded special individuals who have changed the course of history for centuries in one way or another, and they feel that the next revolution is soon to come. The Phoenix Society accepts almost any god into their ranks, as long as they share like-minded ideologies. They require no blood sacrifices or binding pacts in order to become a member. One should have the freedom to choose their path, even if it is not their own. The Theology has little in the way of organized structure to their membership. Some operate as individual free agents or in duos, using their small numbers to hide their presence in case other gods don’t desire the rise of humans. Others gather into communities of ten or more, often becoming an army unto themselves and performing huge acts for the betterment of humanity. Some groups even have a newsletter. Of course, a discussion about the Phoenix Society cannot occur without bringing up their alleged rampant drug use. While there are some members that go off the deep end and indulge too much, most Phoenixes view drugs as just another tool to get close to others. This is usually combined with a dash of group sex and

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Theologies philosophical discussion sprinkled in to make themselves more aware of the world and the universe. They have gained horrible reputations as sexual deviants, instead of being seen as the true leaders they are. The Phoenix Society knows their purpose regardless and don’t really care what others think about them anyway.

Other Theologies

In the words of Penelope Rivera Ascendants: To think that a god could achieve so much relying only on themselves. It’s amazing, for sure, but their loneliness is unmatched.

Pantheon Roles

Members of the Phoenix Society love being part of a pantheon. It is true they love humanity to no end, but the companionship from other gods can provide even more pleasure. Phoenixes also make great leaders by nature, as they always have a new agenda for their pantheon to attempt, be it gathering humans for some grand experiment or taking out another pantheon that may have a poor influence on the area. As a follower in a pantheon, Phoenixes can be trusted to always have a wise word to convey as an advisor, especially with ideas of how to treat the mortals in their territory. Their influence can often lighten the mood of the even the gloomiest pantheon.

Cult of the Saints: Probably the only Theology that stays as connected to humanity as we do, but it comes at the cost of a true identity. Drifting Kingdoms: I jump around a lot, but never as much as these guys. It seems like a waste for everything they build to be destroyed in the blink of an eye. Masks of Jana: I know for a fact that it’s better for humans to stay in the dark about some things. Good job, Masks.

Character Creation

Order of Meskhenet: They may seem stuffy, but they throw one hell of a party. Too bad only other gods are invited.

Modifiers: Aegis +2, Oracle +1 Special Gift – Linked to Humanity: Phoenixes learn to connect with humanity on another level, giving them a special link few other Theologies can match. This makes them more receptive to ideas and easier to befriend. To reflect this, members of the Phoenix Society receive an extra 6 BP to be spent (in any way) on the following Gifts: Connections, Followers, Strong Bonds or Worshippers Fateful Drawback – Addicted to Humans: Phoenixes live for humanity, quite literally viewing isolation as a major weakness. They need and crave their presence, their words and their affectionate touch. Each day without personal interaction with humanity (usually involving conversation and intimate encounters), they suffer a -1 penalty to ALL checks, until they are trapped in a depressing funk of inactivity. Upon their next intimate and exciting encounter they will regain their lost penalties. Many Phoenixes become known for casual, but intense encounters, so that any single person doesn’t become stagnant and useless to them.

Puck-Eaters: Disgusting gods to the Nth degree. If they never existed, I don’t think anyone would notice. Warlock’s Fate: I get the creeps whenever I’m around a Warlock. Like they are able to tell everything I’ve done the night before - even the stuff I don’t remember. The Coming Storm: The gods must handle this before it affects all of humanity. We owe it to those who serve us and whom we serve in return.

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Chapter Two

Penelope Rivera - Goddess of Liquor Background

Born to a single mother, Penelope and her sister, Pilar, grew up reasonably happy. Penelope always looked up to her mother, Maria, seeing her as the perfect woman, being able to raise two girls on her own and continue her goals for education. There was always the secret of their father’s identity, however. Maria was never forthcoming with this information, crying in secret about private phone calls she would receive on holidays and birthdays. Her childhood was spent wondering why there was such a big secret. Her questions were answered when she turned 18 years old, the day her father reentered her life. She was walking home from a rough day at college, when she bumped into a man. One look into his eyes, eyes the same as hers, she knew it was her father. “You are my daughter and I have many enemies, but my time is up and I don’t want my power going to just anyone,” he explained. He handed her a flask with the emblem of grapes before disappearing in a flash and filling Penelope with his divine Spark. Penelope ran home, invigorated with the divine energy coursing through her veins, only to find her mother lying dead on the ground. She used all the CPR training she could muster, but it was no use. These events occurring on the same day could not have been a coincidence, putting Penelope on edge. She had to keep Pilar safe from all of this. Fast-forwarding a year, Penelope had buried her mother, dropped out of college and become a bartender. She spent a couple of months as a model, but her new Dominion over liquor made working in bars and clubs the perfect career. She has blocked most of the pain of her mother’s death out of her life, replacing with a life of spreading joy. Being a bartender gives her the ability to help people who are down on their luck and her cheerful attitude can make even the saddest person smile. Penelope proves to be a great companion to her pantheon. She and Hiroko have been friends since their paths have crossed within the clubs they visit and her Dominion keeps the wine flowing. She was integral to taking out the kraken; while on a cruise boat being attacked by this heinous beast, she emptied her flask into the ocean and got the monster drunk so everyone got away safely.

Personality

Penelope, or Penn as she commonly goes by, is an easy-going, fun loving woman in her early 20s. She carries a glint of flirtation in her eye, has tons of sex appeal and is very easy to speak to. Even the most private person spills their deepest secrets in a conversation with Penelope. Her smile is infectious and she likes to keep the laughs going wherever she travels. Her job is to keep morale going strong.

Bonds

Pilar 3 – Protection: Her sister remains an important person in her life. They go shopping together and always get together to mourn the death of their mom on the anniversary. She must keep her sister protected from the threats of their father’s enemies. Club Goers 4 – Joy: Penelope has developed a reputation for bar and club hopping, looking to make anyone she comes into contact with very happy. She can ask for almost anything from her club friends and they’ll do it, knowing that she’ll make them happy in return.

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PART-TIME GODS Character Information

Spark

Penelope Rivera Name:___________________________________ Player:____________________________________ Minimum Wage Phoenix Society Occupation:___________________________ Theology:____________________________________ 23/F Brown / Hazel 5’ 4” / 105 lbs Hair/Eyes:___________________ Age/Sex:_______________ Height/Weight:_________________ An attractive goddess with a hint of flirtation at all times. She has a Description:_________________________________________________________________________ fiery attitude and knows how to stand up for herself, but is a lover not a fighter. ____________________________________________________________________________________ Seemingly carefree for herself, but she cares about the wellfare of others Personality:__________________________________________________________________________ quite a bit. ____________________________________________________________________________________ 0 Keep everyone safe while having a good time. Wealth:____________ Goals:___________________________________________________________

Bonds Pilar - 3 - Protection ______________________________ Club Goers - 4 - Joy ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ Failings ______________________________ ______________________________ ______________________________ ______________________________ Dominions

Liquor ______________________________

______________________________ ______________________________ ______________________________ Entitlements Soothing Aura (P) - +2 Discipline, -4 Init, ______________________________ -2 combat checks within 30 ft. ______________________________ Lucky (A) - 1 Spark Point to roll twice ______________________________ and take better of two. ______________________________ COMBAT and MISC. +9 Initiative ______ Base Damage ______ 0 +7 Strength _________ Movement ______ 9 75/150 ARmor ______ Lifting/Carrying _______ 0 Name

Check

Damage

Dodge +10 0 _____________________________ Light Attack +3 0 _____________________________ Full Attack +0 1 _____________________________ Strong Attack -3 2 _____________________________ Water to Wine +6 0 _____________________________ Make Drunk +9 0* _____________________________

_____________________________ _____________________________ *Causes penalties _____________________________

Health

Total/Left

3 ____/_____

Stamina

ATTRIBUTES ____ 3 6 ____

Power (POW) Agility (AGY)

Vigor (VIG) Intellect (IQ)

____ 4 3 ____

Insight (INS) Charm (CHM)

____ 3 6 ____

SKILLS Acrobatics Arts Athletics Beast Handling Crafts Deception Discipline Empathy Fists Fortitude Intimidation Knowledge

lvl ____ 4 ____ ____ 2 ____ ____ ____ ____ 4 ____ ____ 4 ____ ____ ____

+/____ ____ ____ ____ ____ ____ ____ +1 ____ ____ ____ ____ ____

Legerdemain Linguistics Marksmanship Medicine Melee Perception Performance Persuasion Stealth Survival Technology Travel

lvl ____ 3 ____ ____ 2 ____ ____ ____ 4 ____ 5 ____ 2 ____ ____ ____ ____

+/____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____

Specialties: _______________________________________________ _________________________________________________________

MANIFESTATIONS lvl ____ 1 ____ ____ ____

Aegis Beckon Journey Minion

GIFTS

+/____ +2 ____ ____ ____

Puppetry Oracle Ruin Shaping

lvl ____ 2 ____ ____ 3 ____

+/____ +1 ____ ____ ____

DRAWBACKS

Linked to Humanity Addicted to Humans ________________________________________________ Gentle Soul (3) Attractive (3) Lecherous (2) ________________________________________________ Cat-Like Balance (2) Enemy (2) ________________________________________________ ________________________________________________ Relic-Flask (4) Connections - Bars (4) ________________________________________________ Strong Bond (2) ________________________________________________

Notes Flask - Just one drop makes anyone drunk (-8 to checks). ________________________________________________ +4 to Balance, +2 for Empathy and Persuasion to get secrets ________________________________________________ +6 to checks when looking good matters ________________________________________________ ________________________________________________ ________________________________________________ XP (Total)

XP (Spent)

©2011 Third Eye Games. Part-Time Gods and the Dynamic Gaming System-Lite (DGS-Lite) are the trademark of Third Eye Games. Permission granted to photocopy for personal use only.

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Chapter Two

Puck-Eaters History

Other Names: Maniacs, Eaters, Puckers Stereotypes: Cannibalistic, Crazy, Warlike

consumes the very essence of chaos into their body. Their lifestyle lends itself to high-energy activities, members often getting off on sky diving, bungee jumping, street fighting and other activities get their adrenaline pumping. Even if they have a lackluster job, they’ll do their jobs enthusiastically, waiting for the clock to hit closing time. Their aggression can turn on their friends, family, pantheon members and even other gods… often at the drop of a hat. One of the things Puck-Eaters enjoy doing is hunting down pucks and monsters. This isn’t for any type of survival, but instead as a game they play with each other. The sport of it all becomes a friendly (and sometimes not so friendly) rivalry between Theology members to obtain the best trophy from their kills. This type of activity can bring them all around the world in search of more rare (often peaceful) beings, only for their throats to be ripped out and displayed with pride on the god’s walls. The Theology itself is loosely associated into lodges that meet sporadically to show off their wares and talk about how they can still retain their humanity in the midst of all the chaos. Killing monsters, eating them and taking pieces of them as trophies can certainly make someone question their lives.

Few enjoy coming face to face with god from one of the least-revered of all the Theologies, but the Puck-Eaters don’t do try to win any popularity contests. Survival by any means necessary is the main lesson taught by elders of the group, and their methods bring disgust when mentioned. The Theology is founded on the idea of fighting fire with fire, the gods taking the power of the monsters they battle and using it against their enemies. Soon, new initiates learn this strength can only be gained through devouring their opponent’s in battle. This Theology began trends throughout South America and in many Native American tribes leading to cannibalistic worshippers who wished nothing more than to emulate their gods. When no pucks were around, Puck-Eater gods could frequently be found feasting on piles of hearts left for them at the base of sacrificial temples. The violence led to more violence, making this Theology the most aggressive of its kind. They conquered the monsters within their realms, made humans their willing slaves. Then they brought that fight to other gods, building quite the bad reputation. The modern practices of the Puck-Eaters are a little less overt. Their members train heavily in their ability to use their Dominion to cause plenty of destruction, while ensuring the best parts of their opponents stay unharmed to be eaten later. Initiates who are afraid to get their hands dirty won’t make it in this special group. Other Theologies find their horrible practices to have no place in today’s world. Puck-Eaters, to the contrary, believe their ways (as violent as they are) will bring them through the Coming Storm. They’ll be the last standing, because they’ll pierce the hearts of any other gods who stand in their way… with their teeth.

Pantheon Roles

Puck-Eaters can fill many roles, with completely random results. As a follower, they are often content to serve as the pantheon’s muscle (because none of the other members could possibly beat them, right?). Their fellow gods will no doubt leave them to their own devices until they are absolutely needed, only then bringing them into the picture. This is just as fine for the Puck-Eaters, as they have their own agendas. As leaders, this Theology has conquered towns, cities and even nations. There is little that can stop their ferocity once they get started, especially when they have a force to back them up. Their leadership decisions often

Lifestyle

Puck-Eaters are prone to lives of violence and disorder. Such is the life of someone who

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Theologies confuse their followers, however, similar to the chaotic trends of the rest of their lives.

Other Theologies

Character Creation

In the words of Victor Resnick

Modifiers: Ruin +2, Minion +1 Special Gift – Cannibal Behavior: As cannibal gods, the Puck-Eaters can ingest parts of their victims for power. On the battlefield, this can be done on the spot in order to be used on their next opponent, but some careful Puck-Eaters are known to store parts for months for just the right occasion. These effects last for a day and then fade away. This can have a variety of different effects depending on the meal: l Mortals: Eating a piece of a mortal fills their stomachs and can provide some different abilities. Eating a sensory organ can provide a +2 bonus to Perception checks with that sense (an eye boosts sight, an ear enhances hearing, etc). Eating the tongue gifts the ability to speak a language their victim knew. They can gain a bonus to other skills as well if they eat the correct organ and their victim had at least 5 levels in the skill in question. For instance, eating the hands of a pianist may give the Puck-Eater a +2 bonus to Performance checks. l Outsiders: Instead of simply eating organs, they can actually steal the special, magical abilities of their non-human prey by ingesting some flesh of the appropriate type. Eating part of a wing could make them grow wings themselves, with the same going for claws, tails, eyes, etc. These creatures possess other awesome abilities as well, and the Puck-Eaters can’t wait to sink their teeth into them (see Antagonists, pg. 162-183). Fateful Drawback – Chaotic Tendencies: Puck-Eaters are prone to chaotic behavior, each day different from the one before. They must perform some form of chaotic act in order to keep their wild souls at bay for another day (GM’s discretion as to what is chaotic enough), anything from smashing a store window, starting a bar fight, turning on a comrade to see what would happen or crashing their car for the fun of it. If they do not let off steam, they suffer a -1 penalty to ALL checks until they do. Their reputation often precedes itself.

Ascendants: These guys have the right idea of attaining power, but are too orderly for my tastes. I prefer a lot more chaos. Cult of the Saints: Just who are you talking to? That should scare you more than the prospect of being a real god. Drifting Kingdoms: Good to have behind you in a fight, but a tough opponent if they’re on the other side. Bring the meat you’ve been saving if you’re fighting one of these gods. Masks of Jana: I’ve leaned on them to clean up my messes on more than one occasion. Good people, but a little judgy. Too much secrecy can be a bad thing too. Order of Meskhenet: A horde of gods all hanging around just to tell you want to do? No thank you. Bringing this establishment down would be a treat. Phoenix Society: Phoenixes are like kids that grow up on farms. They get to name all the animals before eventually having to kill and eat them. We just skip the middleman. Warlock’s Fate: Seeing the secrets of the universe isn’t that hot. I bet none of them can tell you what the tongue of a unicorn tastes like. The Coming Storm: Bring it on! I have a hankering for a war!

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Chapter Two

Victor Resnick - God of the Dead Background

Victor grew up on the streets, constantly picked on due to his short size. He knew he’d always be shorter than other kids, so Victor fell in league with the local criminal underground in his city for his protection. He started his career as a runner, delivering packages whenever asked and took up a strict workout regimen when not on the job. He dropped out of school at 14 years old and ran away from a broken home to work permanently for the godfather, Willam Leoni. This ruthless killer and maniacal crime lord was more of a kind foster parent to Victor, teaching him everything the young man would need to know to one day take on the mantle of godfather. This plan veered off track when Victor was incarcerated for murder. He spent 10 years in prison, spending most of his time becoming even stronger than before and learning how to survive. He had no contact with the family during this time, as any communication may link his crime back to its source. Victor always knew this was a probability and accepted his fate with grace. The day before he was to leave prison (let out on supposed good behavior) he secretly murdered one of the guards that always gave him a hard time. Unbeknownst to him, the guard was god of the dead simply taken out with a surprise shiv to his liver. The power was transferred to the nearest person, the god’s killer, Victor. Victor finally had a taste of true power and returned home to the open arms of his family. He has taken up his old position as enforcer for Leoni, breaking legs and taking bullets where needed. Being the god of the dead has helped his efforts, giving him supernatural strength to crush anyone that would go against the family and the ability to speak with informants even if they are already dead. He was quickly found by the Puck-Eaters and his ruthless nature helps him along with his new diet. Within his pantheon, Victor is the obvious muscle. He’s used to taking orders, making him a great soldier, but his chaotic nature also makes his actions unpredictable. Victor is a fan of Choir of Angels, served time alongside Benjamin’s brother at one point and has strangely become Sawyer’s protector in many situations. His gruff nature may turn some off, but he his place within the pantheon would be hard to replace with another.

Personality

Victor isn’t great at first impressions. He is great at inciting fear in others and wrecking everything around him, and one can tell thing simply by looking at his usually very sinister looking appearance. His attitude is a little off, as well, because Victor is self-conscious about his height (or lack there of). Anyone that mentions how short he is quick to feel his knuckles on their cheek.

Bonds

The Family – Approval – 3: The crime family has supported Victor since he was a kid and he hopes to climb in its ranks. He is constantly vying for the attention of the higher-ups so he can assume more power. His respect for those above him is the only reason he hasn’t killed his way to the top. Willam Leoni – Devotion – 3: This is the man that Victor looks up to and would die for if he asked. The godfather also appears to know more about the divine than he is letting on.

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PART-TIME GODS Character Information

Spark

Victor Resnick Name:___________________________________ Player:____________________________________ Criminal - Small Time Puck-Eaters Occupation:___________________________ Theology:____________________________________ 32/M Blonde / Blue 5’ 3” / 175 lbs Hair/Eyes:___________________ Age/Sex:_______________ Height/Weight:_________________ A short, very intimidating man with connections to the mob. He’s Description:_________________________________________________________________________ already been to prison once for murder. ____________________________________________________________________________________ Victor is loud and brash and crass, but also very loyal to those he trusts. Personality:__________________________________________________________________________ ____________________________________________________________________________________ 1 Become the godfather one day. Wealth:____________ Goals:___________________________________________________________

Bonds The Family - 3 - Approval ______________________________ Willam Leoni - 3 - Devotion ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ Failings ______________________________ ______________________________ ______________________________ ______________________________ Dominions the Dead ______________________________ ______________________________ ______________________________ ______________________________ Entitlements Superior Strength (P) - Boosted damage ______________________________ and lifting (calculated) ______________________________ ______________________________ ______________________________ COMBAT and MISC. +5 Initiative ______ Base Damage ______ 0 +13 Strength _________ Movement ______ 6 (12) 0 Lifting/Carrying 875/1750 _______ ARmor ______ Name

Check

Damage

Dodge +5 0 _____________________________ Light Attack +10 2 _____________________________ Full Attack +7 3 _____________________________ Strong Attack +4 4 _____________________________ Full Attack (Crowbar) +8 5 _____________________________ Parry (Crowbar) +6 0 _____________________________ Summon Ghost +5 0 _____________________________

_____________________________ _____________________________

Health

Total/Left

3 ____/_____

Stamina

ATTRIBUTES ____ 7 3 ____

Power (POW) Agility (AGY)

Vigor (VIG) Intellect (IQ)

6 ____ 2 ____

Insight (INS) Charm (CHM)

2 ____ 5 ____

SKILLS Acrobatics Arts Athletics Beast Handling Crafts Deception Discipline Empathy Fists Fortitude Intimidation Knowledge

lvl ____ 2 ____ 3 ____ 2 ____ ____ 3 ____ ____ ____ 3 ____ 4 ____ 3 ____ ____

+/____ ____ ____ ____ ____ ____ ____ ____ ____ ____ +1 ____ ____

Legerdemain Linguistics Marksmanship Medicine Melee Perception Performance Persuasion Stealth Survival Technology Travel

lvl 2 ____ ____ 2 ____ ____ ____ 2 ____ ____ ____ ____ ____ ____ 1 ____

+/____ +2 ____ ____ ____ ____ +1 ____ ____ ____ ____ ____ ____ +1 ____

Specialties: _______________________________________________ _________________________________________________________

MANIFESTATIONS lvl ____ ____ ____ 2 ____

Aegis Beckon Journey Minion

GIFTS

+/____ ____ ____ +1 ____

Puppetry Oracle Ruin Shaping

lvl ____ 3 ____ 1 ____ ____

+/____ ____ +2 ____ ____

DRAWBACKS

Cannibal Behavior Chaotic Tendencies ________________________________________________ Fearless (2) Prison Record (2) ________________________________________________ Bodyguard (2) Blood Thirsty (3) ________________________________________________ ________________________________________________ Enduring (4) Status - the Family (2) ________________________________________________ Tough (1) ________________________________________________

Notes +6 against Fear ________________________________________________ +4 to checks when dealing with members of the Family. ________________________________________________ When a fight starts, he doesn’t quit attacking until his opponent ________________________________________________ stops moving. ________________________________________________ ________________________________________________ XP (Total)

XP (Spent)

©2011 Third Eye Games. Part-Time Gods and the Dynamic Gaming System-Lite (DGS-Lite) are the trademark of Third Eye Games. Permission granted to photocopy for personal use only.

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Chapter Two

Warlock’s Fate Other Names: Warlocks, Wizards, Magicians Stereotypes: Analytical, Obsessed, Knowledgeable

History

gists and mathematicians become the gods of the new world. With such a large collection of the world’s finest minds, the Warlock’s Fate is sure to pass their tradition in the Coming Storm.

Ever since divine magic has existed on Earth, there have always been those who seek the answers behind the mystery of life itself. This is where the Warlocks come into play, uncovering every rock and analyzing every creature (mortal or otherwise). They see it as their fate to discover new magic and relics, bringing enlightenment to the world. Their training leads each Warlock to delve into the fabric of reality and seek out how it is all connected. Divinity allows them to view world changes over decades and they believe that only with this craving to know everything can the gods hope to continue to survive in this world. Warlocks have taken on many different forms throughout history. They were wizards that hid themselves away, watching the people from their ivory towers and playing out their machinations in secret. They were mad scientists, hoping to uncover the secrets of life itself and finding any excuse to test the limits of the universe. Many of the world’s greatest advances have been because of the Warlocks, from analyzing the sophisticated workings of the body to creating new medical procedures to learning to command the sky to give a normal person flight with the aid of a plane. This Theology knows all too well the potential humanity holds in its hands and hopes to help their old species reach that potential, even if kicking and screaming. The Warlock’s Fate is no different today than it was millennia ago. Being the ones to uncover new technology and other discoveries, has led the Warlocks to be some of the first gods to pick up new and never-before-seen Dominions. They claimed the first god of reading, first god of cars and first god of the Internet, and the Theology shows no signs of slowing down. They prefer to recruit those already on the cutting edge of their fields, so occupations like scientists, designers, engineers, archeolo-

Lifestyle

To be a Warlock is to look at life in a completely new way. Instead of simply watching a bird fly by, a Warlock is trained to look at the flap of its wing, listen to the chirp of its song and observe the twitch of its eye. Only then can they truly understand what a bird is. With such a focus on research, there are two common approaches to the Theology. One is to view the lives of others from afar, often leading to using one’s Dominion to shape events and see how their subjects react. The other route is to directly insert themselves into another’s life who they find interesting enough to observe, only to instigate changes first hand. Stories tell of Warlocks who kill their subjects to see the effect on others and analyze the impact they once made on the world. With each connection they see created and broken, the Warlocks learn to view their own lives in the same manner. They have a tendency to instantly cut unnecessary Bonds from their lives, only keeping the bare minimum for their best performance. In the mean time, they seek out new pieces of the universe they can scoop up as new Dominions. Their search for knowledge replaces their need for companionship and drives them further toward inhumanity. Initiates are instructed in the ways of manipulating their Manifestations, just as any other god, but only to a limited degree. Warlocks believe their main goal is new world discoveries, leaving them little time to train past the basics. Each is gifted with a focus item, however, to boost their abilities to be equal with other gods and give them a fighting edge.

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Theologies Pantheon Roles

Having a Warlock in the pantheon can be very helpful when cooler heads should prevail. They look at every situation from all directions, attempting to find the correct way to handle the issue. Flying off half-cocked is the last thing they’d be caught doing, making them invaluable as a leader (making wise decisions for their pantheon) or a follower (offering priceless advise to its members). They can also see the connections others may have missed, making them great for diplomacy and reconnaissance missions.

Other Theologies

In the words of Benjamin Lowe Ascendants: Ascendants are known for their power, but it’s their ultimate goal and not a means to an end. Without their quest for more, they are nothing. Cult of the Saints: Even we cannot tell who it is they are truly talking to in their minds, but humanity’s taint saturates these gods and keeps them subordinate.

Character Creation

Modifiers: Puppetry +2, Journey +1 Special Gift – See Connections: Their insight into the powers that connect all gods allows the Warlocks to view the very fabric of creation. For 1 Spark Point, the Warlock may attune their eyes to see the general connections between all people and things. For more accurate information, they must also make a Moderate (20) IQ + Perception check. This difficulty may be raised to Tough (30) if the target’s hiding their connections with magic. Looking at a couple, the god may sense an emotional connection, or that they are related in some way. They could tell whether a driver is connected to the car they drive or if it may be stolen. With this ability, the Warlock can also see the traces of any Manifestations used in the area for up to an hour, giving them a +2 bonus to Survival (Tracking) checks on other gods. If in the presence of another god, they can even spend 1 additional Spark Point to see the god’s connection to specific Bonds. Fateful Drawback – Focus Item: Warlocks become overly reliant on tools to use their Manifestation. Their main tool is a Focus Item (like a locket, wand or cloak) they must have in their possession to fully actualize their power. It is an item that must be actively used, as well, so sub-dermal implants or ingested items have no use to them. Without their Focus Item, they suffer a -4 penalty to all Manifestation checks and only have access to 2 Spark Points per Spark Level until it is returned to them. If the item is destroyed, they must devote 1 week in a blood ritual to create another.

Drifting Kingdoms: Their connections are strikingly powerful at best and brittle and fragile at worst. If only they could see that. Masks of Jana: We are in constant struggle with this Theology. Every secret we uncover they want to hide again and vice versa. It is a fun game we are playing. Order of Meskhenet: The Order’s power lies in its connection to the past and their ability to convince others that it isn’t ultimately useless. We see through this. Phoenix Society: Humans are drugs to these gods, so much that it’s quite startling. Their connections are strong and severing them brings a Phoenixes wrath. Puck-Eaters: They are infused with the spirit of a hunter, always looking for newer and more dangerous prey. Watching them is fun, but do not get in their way. The Coming Storm: This was a long time coming and I cannot say with certainly that the gods don’t deserve such an occurrence. That doesn’t mean we’ll idly stand by.

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Chapter Two

Benjamin Lowe - God of Storms Background

Benjamin had a childhood like any other; he made and lost friends and lovers and had parents that pushed him to reach for the stars. He always had a certain charm about him and he could talk others into doing almost anything he wanted. Benjamin naturally took up a position in politics, moving into working as a community organizer and eventually running for senator. The race was hard, however, due to his younger brother Christopher who was in and out of jail over the course of their whole lives. Benjamin worked hard to distance himself from the smear campaigns that revolved around Christopher, while helping his brother in secret. There’s little that he won’t do or give to his brother and this doesn’t make Benjamin’s wife, Linda, very happy. Something else that doesn’t make Linda happy is Benjamin’s current affair with, Maria, a younger more beautiful owner of a flower shop. While she doesn’t know about it, per se, she is terribly paranoid. He very much loves his wife and very much loves his mistress, so his feelings are torn. When flying home from congress, his plane was caught in terrible turbulence. Peering out of the window, Benjamin saw an epic battle between a woman riding on a cloud and a giant fighting with lightning spears. In one blow, however, the woman was knocked into the plane, causing it to crash. When Benjamin awoke, he was in the middle of a crash where he was the only survivor. His hands crackled with energy and it was obvious that this power was the reason he was still alive. This catapulted his political career giving him a bigger voice and a strong platform of survival. Benjamin hopes to run for president during the next election. He climbed to the top of the pantheon quite easily. The other gods in the city deferred to his leadership experience, none of them really wanting the spot of All-Father. Benjamin enjoys being able to control the things in his life and this extends to his territory, so he was happy to take charge. Amala and Benjamin are quite close, as she was the doctor that he saw upon his immediate return to the city, and the senator has known Colt Bastian through his parents since he was very young.

Personality

Benjamin is a politician in every sense of the word. His words are calculated, with inflection on just the right phrases, and he purposefully uses no profanity. Everything he says carries more weight than others and he is quite the moral man since he doesn’t take advantage of his power. He is a cheerful person, but those close to him can tell that Benjamin has a lot of turmoil in his life.

Bonds

Christopher – 2 – Charity: His brother is one of the most important people in Benjamin’s life. He gives and gives. Too bad, his brother takes and takes too often. Political Career – 2 – Perfection: Benjamin wants to keep his political career in pristine condition and won’t let anyone stand in his way to the presidency. Linda – 1 – Devotion: He and his wife are estranged. They love each other and they have been together for 10 years, but their loves has begun to wane. Maria – 1- Devotion: His relationship with Maria is blooming, but is still fresh.

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PART-TIME GODS Character Information

Spark

Benjamin Lowe Name:___________________________________ Player:____________________________________ Politician Warlock’s Fate Occupation:___________________________ Theology:____________________________________ 42/M Black / Brown 5’ 8” / 215 lbs Hair/Eyes:___________________ Age/Sex:_______________ Height/Weight:_________________ A wide smile and a cheery attitude makes him the perfect politician. Description:_________________________________________________________________________ He is a fan of wearing suits at all times and is never without his ankh pendant. ____________________________________________________________________________________ He is nice to everyone and very calculated with the words he speaks. Personality:__________________________________________________________________________ He comes off like he may be hiding something. ____________________________________________________________________________________ 3 Run for president. Wealth:____________ Goals:___________________________________________________________

Bonds Christopher - 2 - Charity ______________________________ Political Career - 2 - Perfection ______________________________ Linda - 1 - Devotion ______________________________ Maria - 1 - Devotion ______________________________ ______________________________ ______________________________ Failings ______________________________ ______________________________ ______________________________ ______________________________ Dominions Storms ______________________________ ______________________________ ______________________________ ______________________________ Entitlements Energy Deflection (P) - 1/2 dmg from energy ______________________________ Telepathy (P) - Mental Communication ______________________________ ______________________________ ______________________________ COMBAT and MISC. +10 Base Damage ______ Initiative ______ 0 +6 Strength _________ Movement ______ 7 75/150 ARmor ______ 0 Lifting/Carrying _______ Name

Check

Damage

Dodge +6 0 _____________________________ Light Attack +5 0 _____________________________ Full Attack +2 1 _____________________________ Strong Attack -1 2 _____________________________ Lightning Blast +4 1 (B4) _____________________________ Cloud Flyer +7 0 _____________________________ _____________________________ _____________________________ _____________________________

Health

Total/Left

3 ____/_____

Stamina

ATTRIBUTES 3 ____ 4 ____

Power (POW) Agility (AGY)

Vigor (VIG) Intellect (IQ)

____ 3 6 ____

Insight (INS) Charm (CHM)

5 ____ 5 ____

SKILLS Acrobatics Arts Athletics Beast Handling Crafts Deception Discipline Empathy Fists Fortitude Intimidation Knowledge

lvl 2 ____ ____ ____ ____ ____ 4 ____ 3 ____ 3 ____ 2 ____ ____ ____ 4 ____

+/____ ____ ____ ____ ____ +1 ____ +1 ____ ____ ____ ____ ____ ____

Legerdemain Linguistics Marksmanship Medicine Melee Perception Performance Persuasion Stealth Survival Technology Travel

lvl ____ 4 ____ 1 ____ ____ ____ 4 ____ ____ 3 ____ ____ ____ 2 ____ ____

+/____ ____ ____ ____ ____ ____ ____ +2 ____ ____ ____ ____ ____

Specialties: _______________________________________________ _________________________________________________________

MANIFESTATIONS lvl ____ ____ 2 ____ ____

Aegis Beckon Journey Minion

GIFTS

+/____ ____ +1 ____ ____

Puppetry Oracle Ruin Shaping

lvl ____ 1 ____ 3 ____ ____

+/____ +2 ____ ____ ____

DRAWBACKS

See Connections Focus Item (Ankh pendant) ________________________________________________ Inspirational (2) Deep Sleeper (3) ________________________________________________ Connections - Media (2) Enemy (1) ________________________________________________ ________________________________________________ Status - Politics (2) Defensive (3) ________________________________________________ ________________________________________________

Notes +3 to Leadership/Oratory checks ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ XP (Total)

XP (Spent)

©2011 Third Eye Games. Part-Time Gods and the Dynamic Gaming System-Lite (DGS-Lite) are the trademark of Third Eye Games. Permission granted to photocopy for personal use only.

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Chapter Three: building blocks l Family History: Think about the character’s upbringing. The relationship between the character’s mother and father shapes how they feel about relationships and the roles of men and women. Sadly, they most often end up making the same mistakes their parents made. One might grow up in a loving home, a single child wanting for nothing. Another may have grown up with several siblings and have only one parent. The character may have been abused or possibly surrounded with crime or drug-use throughout their lives. All of these experiences shape them from an early age. l Personal History: Once the character became an adult, what experiences did they have? One character may immediately hit the books, attending college to either graduate or eventually burn out. Another may choose to settle down quickly, getting married and having lots of children while they’re still young. Some may live the life of playboy millionaires and their life and experiences will obviously be much different from the young father forced to work at the town factory because there just aren’t any other jobs. The loss of loved ones or friends and other catastrophes can also make a character who they are today. l Gender/Sexuality: The character’s personal gender identity can weigh heavily on

Conceptual Thoughts When brainstorming, it’s important to remember a character is more than a collection of numbers and powers on the character sheet. Each has their own fears, personality and goals and should be treated like an individual no matter what occupation they have or which Theology they follow. To start, it can be helpful for the player to come up with a general concept they can use as a framework during character generation. Concepts are best when they can be summarized in two or three words and often include the Occupation of the character. So, “Surfing Slacker” or “Struggling Writer” works, as does “Black Widow Celebrity” or “Military Communications Expert”. After crafting your basic Concept, there are a few other things to consider when figuring out who the character is at their core. The player should think about the following pieces of the character’s psyche. Keep in mind this is not a question list that must be answered. More so, it is a collection of ideas for the player to ask themselves to help with crafting their character from the ground up.

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Building Blocks their concept. One may be your stereotypical tough guy, temperamental and ready to throw down at a moment’s notice. Another may be a thin, effeminate man, possibly gay but not necessarily. Both of these characters will view sexuality and relationships in much different ways. These same examples apply to women as well, lending to many combinations of what a character can be. l Ethnicity/Race: Racism still exists in many parts of the world. It can even occur within people of a single race, where a person may be too light-skinned or dark-skinned to be fully accepted. How one fits within the mix of ignorance and prejudice determines much about their character. Some prefer to live a colorblind life, judging people only by their merit, while others have to face bigotry everyday. Do they fight against it in hopes of unifying all races or do they believe in the idea of segregation? There are many gray areas in this difficult issue. l Demeanor/Appearance: Think about all of the above topics and how each one determines individual pieces of the puzzle that ultimately make up your character. All of these things shape how one is viewed by the world and they view it in return. Are they egotistical or polite to everyone, innocent or hardened? The way they dress and present themselves is a reflection of their demeanor and how they

wish to be viewed. Players should keep all of these factors in mind when thinking of their character.

Occupations After getting a character’s concept together, the next step is to figure out their mortal Occupation. Of course, it represents more than just a job. It provides a picture of what the character has achieved in life before attaining godhood, and it helps to give players a starting point for building their character. From the Occupation descriptions, one should get an idea of how much free time one has to pursue being a god versus the attention the job requires. While there is no specific free time rule in place, it proves an interesting way to draw story elements from the occupation and whether important events may happen on the job or off. The character’s Occupation also determines starting Bonus Points (BP) (pg. 89) and Wealth (pg. 94) and gives a few perks (Modifiers) of the job which are only applied once. Any bonuses or penalties do not affect the Skill Level, but instead modify the roll. Some Occupations give a Skill of Choice, but be sure it reflects the concept and the job itself, not selected arbitrarily. Any Gifts or Drawbacks listed are already calculated into the starting BP. Changing Occupations is handled strictly through roleplay, and the character does not get the bonus again. The following examples have the this format:

Character Creation Steps Mortal

Step 1: Mortal Concept, Occupation and Bonds Step 2: Attributes (25) Step 3: Skills (25 + IQ)

Name: The general name of that occupation. In parenthesis, how many starting BP the job provides. Description: A run-down on the job, what it entails, challenges and how much free time one might have. Starting Wealth: The character’s starting Wealth (pg. 94). This can be raised by spending BP, unless otherwise stated. Modifiers: Some jobs come with built-in bonuses. Remember the more bonuses you receive for free, the fewer BP one begins with.

Divine

Step 4: Theology, Dominion (1), Entitlements (2) Step 5: Manifestations (3, 2, 1)

Other

Step 6: Spend Bonus Points (BP) Step 7: Record Health, Stamina and Spark.

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Chapter Three

Occupation List

Artist (7 BP)

Description: These characters are creative types who attempt to express themselves artistically and get a wage in return. They are often seen as geniuses if loved and fools if not, but they have a compulsion to create anyway. This gives them almost complete free time to do whatever they want, as they seldom punch a clock or answer to anyone. For them, however, the two worlds must mesh together or they will likely suffer. They are often unbalanced people who must work hard to sustain their equilibrium. Modifiers: Arts +2, Crafts +2, Empathy +1 Starting Wealth: 1

Academic (7 BP)

Description: These characters have chosen to pursue academia as their primary profession, including careers like librarians, university professors and great philosophers. They have devoted their time to promoting thought and helping others become smarter. The trials of academia can take up a lot of time, making it hard to balance their job with their godly duties, but they’re usually smart enough to figure it out. Modifiers: Knowledge +2, Linguistics +2 Starting Wealth: 2

Athlete (5 BP)

Description: Athletes use their bodies to make money though intense physical exertion. An Athlete can just as easily be a minor name in a football league as an Olympic competitor. They often have trainers to answer to or curfews, and those with fame have to keep an eye out not to piss off their fans with bad exposure. For a good 6 months out of the year, they can devote every minute to their duties as a god, but it can be tricky during the season. Modifiers: Athletics +2, Acrobatics +2, Stamina +1 Starting Wealth: 2

Blue Collar (7 BP)

Description: These characters have professions that require manual labor rather than an amazing mind. This occupation includes construction workers, mail carriers or assembly line workers. Some people are even born into working at the local factory or live in towns where “everyone works at the sugar mill”. Work schedules are basic 9 to 5 in most cases, giving them a lot of opportunities to try different things.

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Building Blocks This group includes car jackers, common thugs, pick pockets and all the other petty or misdemeanor transgressors who exist. They rarely have official jobs, but usually owe loyalty to one social group or another that can ask them to fulfill certain favors. In exchange, they have relative freedom to pretty much do whatever they want… as long as they don’t get caught. Modifiers: Legerdemain +2, Intimidation +1, Melee +1, Travel +1 Starting Wealth: 1

Modifiers: Crafts +2, Perception +1, Skill of Choice +1, Health +1 Starting Wealth: 1

Business Owner (8 BP)

Description: These characters struck out on their own and started a business. This could be anything from a bookstore to a screenprinting shop, but it all amounts to the same thing. Schedules are completely flexible, but the character IS there job. If they don’t show up for work, there is no money until they grow their business well enough to support a few employees. Modifiers: Skill of Choice +3 Starting Wealth: 2

Criminal – Big Time (5 BP)

Description: Big time criminals are few and far between, usually giving them a certain infamous reputation. This group can include mercenaries, cat burglars or even crime kingpins. They’ve learned some sort of skill that makes them a valuable commodity, and they gain the ability to pick and choose when they work. The truly talented only need to do the job for a short time and then they can retire, but true criminals never gve up what they love. Modifiers: Skill of Choice +3, Stealth +2, Intimidation +1 Starting Wealth: 2

Celebrity (5 BP)

Description: These characters are famous for something in their life. This can include survivors of a disaster, people caught in political scandals, porn stars, skilled actors or even reality stars. Hell, some are only famous for being famous. A celebrity’s free time for their godly duties depends on how much they devote to actually being famous, which could mean no time at all or every waking moment. Although, they have to be careful not to tarnish their reputations in the process. Modifiers: Skill of Choice +3, Fame (2) Starting Wealth: 3

Detective (7 BP)

Description: Ever wanted to investigate crimes without the pesky badge or police training? This job’s for those characters who have decided to lend their snooping abilities to others… for a fee. Most of their time is spent watching cheating spouses or attempting to find missing persons, but they seldom have enough money to do more than stay in business unless they land a rich client. They have the luxury of working when they choose (or when rent demands), leaving plenty of free time. Modifiers: Perception +2, Athletics +1, Fist +1, Marksmanship +1 Starting Wealth: 1

Computer Tech (7 BP)

Description: These characters have become experts in computers and technology in general. Many go on to become data analysts, computer support experts, web site designers or even mischievous hackers. It can be a great way to make some money while doing very little to actually get it. This gives computer techs a lot of free time in between jobs, but they must be careful to protect their equipment and keep their deadlines. Modifiers: Technology +2, Legerdemain +2, Crafts +1 Starting Wealth: 1

Driver (7 BP)

Description: These characters can range from jet pilots or limousine drivers to NASCAR stars, experienced boaters, bike messengers or taxi drivers. In any case, they make the majority of their money behind the wheel of a vehicle. If they own their car, they can set their own hours… but this is seldom the case.

Criminal – Small Time (7 BP)

Description: Small time criminals are responsible for about 90% of crime in the world.

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Chapter Three Homeless (12 BP)

Most of their time is spent on the road driving a patron’s car, but they love it. The rest of their time can be spent on “other” things. Modifiers: Travel +2, Stamina +1 Starting Wealth: 2

Description: These characters have fallen on hard times, have nowhere to go or otherwise have circumstances that have landed them on the streets. In the face of adversity, though, they have become a part of a greater community that exists in the alleys. This occupation often brings drug abuse, the leering eye of the law and people who attempt to take advantage of the character. They have enough free time to perform godly duties without much worry. Modifiers: Survival +2, Legerdemain +2, Indebted Drawback (pg. 98) Starting Wealth: 0

Emergency Services (5 BP)

Description: These characters have a job centered on emergencies, like heroic firefighters or first-responding paramedics. Much of their day is spent in downtime, preparing for impending disaster where they are called to save lives. They learn how to concentrate in the face of chaos and hone their bodies to leap to action. Most have a schedule ith 1 day on the job then 2 days off, with occasional overtime. So, some days they have free time and other days obviously not. Modifiers: Discipline +2, Medicine +1, Stamina +1 Starting Wealth: 2

Homemaker (8 BP)

Description: These characters have made a life of providing for their family and creating a great home atmosphere. They are usually supported by their spouse (or ex-spouse in the case of alimony) and make enough to live comfortably without needing to have a “real job.” Duties include taking care of kids, cooking, cleaning and many other errands that must be done to keep a home in order. Homemakers usually have extra time to devote to dealing with pucks before dinnertime. Modifiers: Crafts +2, Empathy +2 Starting Wealth: 1

Explorer (7 BP)

Description: These characters fancy themselves explorers, taking on the job of discovering new things in the world. Trackers, rangers and even sea divers can fall under this occupation, needing only the drive to uncover exciting revelations. Seldom do they even separate the idea of their normal job and their godly duties, as there is plenty of adventurous crossover potential. Modifiers: Survival +2, Beast Handling +2, Travel +2 Starting Wealth: 0

Kid (13 BP)

Description: Kid characters are 13 years old or younger. They’re smaller than other characters, aren’t always taken seriously and are constantly watched by someone (whether it be their parents, the state or other legal guardian). Unless it’s summer, they have school to attend and are heavily concerned with embarrassment issues and how others view them. Darn hormones. Also, as a child, few expect them to wield the powers of a god. Modifiers: Acrobatics +2, Athletics +1, Empathy +1, Kid Drawback (pg. 96) Starting Wealth: 0

Fighter (5 BP)

Description: These characters use their fists for a living. This occupation includes boxers, martial artists, bouncers and bodyguards - people who exchange injury to their body for money. Fighters are required to keep in shape, which means working out every day and keeping themselves sharp. They must be in top physical condition to fulfill their duties (whether as a prize fight or bodyguard). Tracking down monsters is quite the work out, but not many calories are burned in mystic research. Modifiers: Fists +2, Fortitude +1, Intimidation +1, Health +1, Stamina +1 Starting Wealth: 1

Law Enforcement (5 BP)

Description: These characters have joined the prestigious order of law enforcement, taking an oath to serve and protect. The majority of their numbers uphold this credo, despite several stories of corrupt cops, but

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Building Blocks there are a few bad apples out there. Their job is difficult and scheduled, so there is a clear separation between job time and the little bit of free time they have. Many find their Spark on the job, often sent into dangerous situations where magical forces could be in play. Modifiers: Perception +2, Intimidation +2, Marksmanship +1, Fists +1 Starting Wealth: 2

Minimum Wage (10 BP)

Description: These characters have mundane minimum wage jobs, but a few of them find a true home within this structure. This occupation includes working in fast food, in grocery stores or even in grueling day labor. Some become temps and work a combination of crap jobs. Characters are rarely too busy to deal with other duties, but don’t have much money to their name either. Modifiers: Skill of Choice +1, Stamina +1 Starting Wealth: 0

Lawyer (5 BP)

Description: These characters have taken up the mantle of the law, fighting for their clients in court. They are known for their ability to talk their way out of almost any situation with their debating skills. Some can even become household names if their clients are well known enough. A poor lawyer has plenty of time to pursue their divine duties, while the richer ones find it hard to pull themselves away from their office most of the time. Modifiers: Persuasion +2, Deception +2, Empathy +1 Starting Wealth: 3

Musician (7 BP)

Description: These characters have devoted their life to music, eating, sleeping and breathing the rhythm. They wake up every day wanting to create and going to sleep with music on their mind. Some have no other skills. Depending on how popular their music is, free time may be consumed by the occasional gig and practice time with the band. Really, though, being a musician gives a lot of time to provide balance to the universe or just bum around. Modifiers: Performance +2, Arts +2, Persuasion +1 Starting Wealth: 1

Media (6 BP)

Description: These characters seek a great story to tell - above all other things. Those who go for a Media occupation include reporters, news writers and even professional photographers. They feel it’s their job to reveal the truth, which can get them into some pretty hot water. At times, they can turn their godly duties into a way to get easy leads, wrapping both jobs into one. Modifiers: Perception +2, Arts +1, Empathy +1, Stealth +1 Starting Wealth: 2

Performer (5 BP)

Description: These characters live their life for the theater, including any type of performance art like acting on Broadway or dancing with a world-renowned ballet troupe. They spend hours a day to improve their craft and perfect themselves, leaving much less time to deal with outside jobs. The call of the divine can be another stage for them to conquer. Modifiers: Performance +2, Acrobatics +2, Stamina +1 Starting Wealth: 2

Medical (5 BP)

Description: These characters work in the medical field in some way, often as doctors or nurses, in a variety of different fields. They go to school for years in order to attain their titles and responsibilities, but no one can forget they often hold life and death squarely in their hands. They take oaths to help people and work grueling schedules that can often interfere with their divine mandates. Modifiers: Medicine +3, Discipline +2 Starting Wealth: 3

Politician (5 BP)

Description: These characters work as part of the political machine that runs the nation. They can be anything from mayors to governors to senators to community advocates. This puts them squarely in the center of political happenings and gives them a chance to in-

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Chapter Three evangelist. Most have taken a vow of poverty and have a higher calling in their life. To that effect, they may be less willing to initially accept their new position as a god, but they are often more zealous than the average god when they do. Their job is to lead and counsel, so they have plenty of free time to pursue these things. Modifiers: Knowledge +2, Discipline +2, Empathy +2 Starting Wealth: 0

voke real change to their territories. Numerous meetings and public appearances may lessen their free time. They must also be careful not to smear their public image if they plan to run for president one day. Modifiers: Persuasion +2, Deception +1, Discipline +1 Starting Wealth: 3

Privileged (5 BP)

Description: These characters were born with a silver spoon and a golden bowl. They grew up rich, usually spoiled to death by their parents, but also left to nannies to actually be raised. More money brings more problems, such as not knowing who one’s true friends are or the lack of motivation to do anything with their lives. This leaves them with unlimited time and resources with which to pursue other interests. Modifiers: Skill of Choice +3 Starting Wealth: 5

Retired (10 BP)

Description: These characters have worked their lives at a profession and have now settled down to retired life. Of course, this retirement comes with tons of free time to spend with friends and family or take up new “hobbies,” but they are often limited to a fixed income. Also, they are older than other characters, bringing wisdom with them into every situation, which is very helpful when dealing with younger gods and their petty games. Modifiers: Skill of Choice +3, Knowledge +2, Elderly Drawback Starting Wealth: 2

Religious (7 BP)

Description: These characters come from a religious background, like a priest, nun or

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Building Blocks The military isn’t known for letting their soldiers run around unchecked, so the character may have precious little time to perform other tasks in the name of their divinity Modifiers: Marksmanship +2, Discipline +1, Fortitude +1, Health +1, Stamina +1 Starting Wealth: 2

Rural (5 BP)

Description: These characters have grown up in rural areas, usually a farm or a ranch, and have lived that way for quite some time. They are happy to work long, hard hours in the fields, sowing seeds, taking care of livestock and feeling a sense of accomplishment at the end of the day. They can find it hard to leave their farm duties unless they have trusted farm hands, but they can make it into the city every so often. Modifiers: Fortitude +2, Beast Handling +2, Crafts +2, Travel +1 Starting Wealth: 1

Student (8 BP)

Description: These characters have decided to pursue higher education and are attending a college or technical school. They are no longer kids, but still have a busy schedule of classes, tests and labs to complete in order to stay in school. They often have a clear vision of what they want to do with their lives, but others can easily drift off and take a lot of electives before making a final decision. Either way, their Dominions have to contend with study time. Modifiers: Knowledge +2, Technology +1, Linguistics +1, Skill of Choice +1 Starting Wealth: 0

Scientist (5 BP)

Description: These characters have analytical minds that have led them down the path of science. This includes engineers, chemists and those in pursuit of other hard sciences. Their days are filled with long hours of research and experimentation, but as long as they can prove their progress to their investors, they have enough free time to pursue other areas of interest… like being a god. Modifiers: Knowledge +3, Technology +2 Starting Wealth: 3

Therapist (6 BP)

Description: These characters have learned the intricacies of the human mind and know how to guide others through their problems. Therapists are known for being able to spot a lie in a heartbeat. Sometimes, their analytical mind can keep some of them from forming lasting relationships, while others use their mastery of human life to enjoy their own. Many have their own practice, letting them determine their own hours. Modifiers: Empathy +3, Knowledge +2 Starting Wealth: 2

Sex Worker (10 BP)

Description: These characters work in the bowels of the sex industry. Some are above board, with their jobs revolving around acting in low budget adult films or working in gentlemen clubs. Others are prostitutes, walking the streets to find their next John. The character is often tested to see just how far they are willing to go for money. Some have a flexible schedule, while others are slaves to someone who “watches” out for them (be it a pimp or a club manager), so free time varies. Modifiers: Persuasion +2, Acrobatics +2, Stealth +2, Indebted Drawback (pg. 98) Starting Wealth: 0

White Collar (6 BP)

Description: These characters are workers in call centers or offices. They can be secretaries, phone support, staffing agents or managers with people working beneath them. White Collar workers learn the tools of their trade, usually computers, and then fade into the background. They have clearly defined work schedules, but do have the luxury of sick and vacation time if they need to take a few days off. Modifiers: Technology +2, Stealth +2, Perception +1 Starting Wealth: 2

Soldier (5 BP)

Description: These characters have enlisted in one of the branches of the military. They learn a strong sense of duty, discipline and the ability to follow (and give) orders. Soldiers keep themselves in prime physical shape, ready at all times to be deployed into action.

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Chapter Three

Bonds

they attach a Passion (pg. 71) to explain how it influences their life. There are three types (Individual, Group and Place) of Bonds that can provide an idea as to what is important to the character, what makes them human. In the end, Bonds give a clear view of the character’s personality in the process. Players will notice the lack of Objects as Bonds. No human truly bonds with a particular item. It is always another root Bond attached to it. For example, the pocketknife that one’s parent gave them isn’t the Bond – their parent would be. Keep this in mind when choosing your Bonds.

Bonds are what makes a character human, composed of the people and places in their life they hold most dear. A person is driven to get out of bed in the morning by their Bonds, and they are entirely loyal to their Bonds. No matter how mundane their ordinary lives are, waking up to a lousy job with a horrible boss, eating fast food and going home alone in most cases, the character always looks forward to time with their Bond. These aspects reflect the lessons they’ve learned throughout their lives and can shed light on the true nature of their humanity. There are both positive and negative aspects to ones Bonds. First, Bonds serve as a character’s connection to the mortal world, cementing one’s humanity in the things they truly care about. The idea of what “humanity” is varies between cultures, but anything that keeps the character in the world and not lost in the adventure of divinity works well. Without strong Bonds, the character lacks goals or focus outside of hatred and fear, which can grant power at a supreme cost. On the negative side of the coin, a Bond can be used against the character in the worst of ways. Their neighborhood could be trashed by violent gangs, their social group’s members picked off one-by-one by an unknown assailant or even their family being hurt (either intentionally or accidently). In any case, Bonds are the most important things to a person, and destroying these bonds cripples them. An enemy who knows where you live can bring more distress than a punch to the nose. If they know where your mom lives, it’s even worse.

Individuals

Individual Bonds are the most common because humans naturally seek one-on-one, personal connections. This type of Bond includes any person who is important to the character, like a family member for inspiration, a spouse to love, a child the character wants to see grow up or a sibling who needs constant attention. Familial bonds are the easiest to introduce, but often require the most attention from the god. Friends and coworkers are also good choices, as long as they are valued in the character’s life. The rating of an individual Bond often reflects how strong their connection is, Bond 1 being a relationship that may already be fading and Bond 5 as one of the most important people in the character’s life. Bonuses: The character receives bonuses to checks while directly remembering lessons taught to them by Individuals or in rolls to perform tasks for/against their Bond.

Groups

Instead of individuals, some characters develop strong Bonds to a certain social group. This is derived from every human’s need for camaraderie and understanding from a circle of friends and professional colleagues. One character may be in a street gang, while another may be part of the local explorer’s club. Group Bonds can also include those from their chosen career’s community, such as being a named partner in a law firm they’ve toiled at for years or even a member of a religious cult that operates outside normal society. The group, not

Choosing Bonds

During character creation, the player receives 6 points to spread among their Bonds, rating on a scale from 1 to 5. Additional Bond points can be gained through the Strong Bonds Gift (pg. 94). The Bond rating reflects how important it is to the character and should be chosen carefully. The player should think about (and share with the other players) the story of their character and how their Bonds connect to their character. After selecting their Bonds,

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Building Blocks

Passion List

Bond Strategies

Approval

There are different strategies one might take when deciding on their Bonds. Fewer Bonds may make it easier to sustain, requiring less effort on the part of the character. However, it also makes it easier to take out a Bond and drive the god to the brink. The other route is taking several lower-ranked Bonds. This gets the character more Passions, but could spread them too thin and get them many more Failings as a result.

The character seeks approval from their Bond. No matter how powerful they become, their mom can always make them feel guilty, mentors continue to be respected (even if their abilities are surpassed) and the opinions of one’s friends will always matter on some level. The god could alternatively look to a fraternity or their career for validation of their self-worth. The character sees their humanity through the eyes of their Bond.

Charity

The character feels most comfortable when giving, usually to their Bond. They may give their time to build homes for the homeless, working to keep one’s community in good condition or always being the one people (family or friends) go to for help. They are wonderful as confidants and pride themselves on how their Bonds look to them for help in their lives.

necessarily its individual members, is important to the character. Bond 1 means the character is loosely associated or may even be the goat of the group, while Bond 5 means they are likely the leader of the group. Bonuses: The character receives bonuses when representing/serving the group directly or when asking one’s group for information/favors (similar to the Connections Gift, pg. 93).

Code of Honor

The character has been taught a certain set of rules they hold dear. Most life decisions are based on these core tenets, with common examples including whether or not to fight, if stealing is a moral crime or thoughts on showing respect to a lady. Their Code of Honor can be linked to a certain person or group that taught the god to always hold to their principles. The character measures their humanity by how well they follow this code.

Places

Some characters see their humanity connected to a particular place, usually one filled with memories. A Place Bond comes from a human’s desire for familiarity, always more comfortable with the things they know. This type of Bond can be as specific as the house the character grew up in or as widespread as their hometown or an entire city, but it’s linked to some sort of lesson they’ve learned or memory they have. It should be a place that, even if they don’t actively live there, the character should want to keep safe. Bond 1 reflects a single building or small area, while Bond 5 would reflect a whole city. Bonuses: The character receives bonuses to checks that help them survive in the area, perform tasks within it, protect it or find others within it.

Devotion

The character’s Bond is the subject of their love and devotion. Devotion usually applies to individual Bonds, directly entangled in a relationship. For some characters, this represents a deep sense of loyalty to a club or group of best friends. Others may have a strong sense of pride in one’s community or possibly the graveyard where a loved one is buried. The character views themselves through the affection they give and receive from their Bond.

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Chapter Three Faith

ism or extremism, as the character can fight their own challenges they feel as right. Passive aggressive or non-violent rebellion is quite a powerful tool. These characters view themselves by how hard they rebel and get others to join their cause.

The character has learned to grasp onto their religion for comfort. They look to a higher power if ever stressed or in moments of danger. The Faith Passion is often instilled in the character at a young age by one of their parents, members of their religious community or a certain social group. The character views themselves in relation to how they stand with their higher power (whatever it may be).

Rival

The character has a person or group they are in direct competition with. This could be their sibling who was always better than them at sports or a coworker who seems to get the best responsibilities (or their own parking spot!). Some even pick celebrities or other public figures, aspiring to eventually rise above them. A rivalry pushes the character to better themselves, and they view their humanity based on how far they are behind.

Joy

The character surrounds their life with happiness and celebration, and they try to pass this on to anyone they come into contact with. This Bond can be linked to a specific person or group they wish to make happy or to a place they associate with having fun and partying. The character views themselves by who they can make smile.

Survivor

The character has been through a lot in their lives, but has learned to persevere. Only through the help of a wise mentor or other individual, a group that helped them through it or by knowing the ins and outs of their neighborhood could they have made it through their hardships. The character views their humanity by the various trials they have fought and won.

Perfection

The character seeks a life of perfection of one kind or another. This becomes a personal goal to attain physical perfection and purify their mind through lessons learned from a mentor, or even to gather just the right circle of friends. Others may be using their family garage to fully restore a car to mint condition. The character views themselves through their need to become better.

Example: Brian decides how to spend his points for his character, Lucas the Librarian. He tells the story about how Lucas has recently proposed to his girlfriend, Jenny, and chooses to make her an Individual Bond worth 3 points. He writes “Jenny 3 – Devotion” on his sheet. He then decides his lifelong scholastic career has placed Lucas in good standing in the academic community and he continues to seek a higher place within it. He writes “Academic Community 2 – Approval” on his sheet. Brian then thinks about where Lucas might spend his time, and he chooses the college library where he works, seeing as this is the best job he’s had in his life. He writes “Judson College Library 1 – Protection” on his sheet.

Protection

The character is a defender at heart. They have someone or some place to protect and without it, they feel less than whole. The Bond could include their child, sibling or another person they feel they must protect (even if against their will), protecting the honor of their name within a social group or even defending a particularly important landmark. They view their worth by how they can keep the things they care about safe.

Rebellion

A healthy amount of rebellion is good for the soul and these characters get off on it. This Bond can be connected to the person they rebel along side or even the group or place they rebel against. This doesn’t have to be terror-

Benefits

There are certain advantages to having Bonds, as they can provide hours of roleplaying enjoyment and a torrent of ideas for one’s

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Building Blocks equal to the rating they gave their Bond to any check in an effort to fulfill the Passion assigned. The player should state to the group how the current situation is connected to one of their Bonds and what kind of bonus they are asking for. If the connection isn’t an obvious “yes”, the GM and other players should discuss and take a vote as to whether it should apply. Bond bonuses work for extended and contested checks as well. Depending on the type of Bond possessed, these bonuses will apply to different types of situations and can stack if their situations merge for the scene. Some bonuses last for a single check, while others extend to the Scene (again depending on the scenario and use). Example: Lucas the Librarian finds himself being chased by an unknown creature and needs to find shelter. Judson College Library is nearby, so he makes his way there and seals himself inside. He finds Jenny is inside at the computer desk, after having fallen asleep while working. They hear a crash at the door. Lucas begins pushing objects in front of the doors and would receive a +4 bonus to his Strength checks to do so (+1 for defending the library and +3 for his actions directly being to protect his love). If they changed location or if Jenny runs to safety, Lucas may lose either of the bonuses, but he can keep it as long as he is feels the danger of losing his Bonds.

Seeking Power

Another reason Bonds are broken among gods is for the character to attain more divine power. No god may have a Spark higher than 10 minus their Total Bonds. For instance, a starting character with Spark 1 could have as many as 9 points of Bonds. Because characters begin with 6 Bond points, they could actually go up to Spark 4 without losing any Bonds. This reflects a separation the god is creating between their human and divine lives, giving up their connections to the Earth in hopes of ascending beyond it. The irony is some gods seek to attain power to protect the very Bonds they are destroying. Few realize this before it’s too late. Bond points lost to a rise in Spark level can never be regained unless the god gives up (or loses) a piece of their divine power. It is not uncommon for a god, recently recovering from death (pg. 108), to seek comfort in the arms of a past lover, thus rebuilding that bond to fill in the void of their lost Spark level.

Losing Bonds

Holding on to Bonds requires the hard work and attention that comes along with any relationship. A god who forgets about their family, circle of friends and where they come from becomes nothing but an embodiment of their Dominion and lose all of their humanity in the process. They begin looking at others as tools to attain power or, worse, as pests to be exterminated when they have nothing to ground them in reality. Old myths of gods who are embodiments of the worst sides of humanity, who play games with humans like they are toys or send them on odysseys just to see if they survive are great examples. The process of degradation is seldom very quick. If a character misses a birthday or other anniversary, their Individual Bond may feel mistreated or forgotten. If they miss important meetings or fail to represent themselves well,

concept. The GM is encouraged to insert a character’s Bond into the story at any point in the game, as this helps connect the character to the events of the Scene and spur them to action taking place. Bonds also give bonuses during play. Any time the character acts within the precepts of their Bond, affecting the game in a cool or interesting way, they can receive an additional Experience Point (XP) at the end of a game session (pg. 5). This could require a simple implementation of the Bond, such as trusting faith in the face of adversity or a very literal use of the connected Passion. The GM is the final arbiter on whether a player receives this bonus or not, but shouldn’t be afraid to ask the other players how they feel about it. In addition, characters can receive a bonus

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Chapter Three instantly, like if an Individual Bond were killed or refuses further contact, a Group Bond were to be disbanded for some reason or a rundown neighborhood is abandoned or the victim of a natural disaster, but more than likely it is a gradual effect.

they may lose status in their Group Bond. If they move away, they can no longer watch over their Place Bond location. When this happens, the Bond weakens and eventually breaks. Bonds should be regularly introduced into play as side characters and locations, always in jeopardy of being lost forever. If something happens to damage the Bond, its rating will be lowered. Stronger Bonds (those with a higher rating) allow for more mistakes the character can make. A Bond with a lot invested in the relationship can tolerate more frequent missteps. Each time a Bond is abused or mistreated, the rating (and subsequent bonus it grants) is reduced by either 1 or 2 points. What is considered a minor or major mistake should be discussed with the GM so everyone is in agreement. If ignored for long enough, a Bond will always eventually fall to a 0 rating, thus breaking entirely. Points lost from a Bond are then transferred to the god’s Failing, which can have interesting and ultimately very negative effects on a character.

Failings List Apathy

The character loses their ability to care after losing something so precious, often simply too scared of losing again. The Apathy Failing makes it difficult for the character to empathize with others or feel anything for another person, thus removing more of their humanity. They begin seeing themselves for how little they feel.

Cowardice

The character is filled with a certain deeprooted fear of something connected to their loss. They’ll find any chance to avoid it, and if faced with it, the effect leaves them a huddled mass on the floor. This leads them to make choices based upon that fear as it takes over their lives. They begin to see themselves for how safe they can feel.

Minor Mistake = Lose 1 point Major Mistake = Lose 2 points Death/Destruction = Reduced to Zero Instantly Once a Bond rating has been reduced to 0, it is considered Broken. This can happen

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Building Blocks Death

obtaining. They begin to view themselves only by the large collections they possess.

The character becomes obsessed with death in all its forms. They’ll hang out after hours in morgues, attend funerals for people they’ve never met or spend nights in cemeteries. If they can speak with ghosts, they’ll often do so regularly, just to be closer to death. If not surrounded by death, they may create their own in the form of murder and may even welcome their own death. They begin to see themselves for their own fleeting mortality.

Guilt

After a horrible loss, the character may develop a deep sense of guilt and blame themselves for the atrocity. This Failing can often lead a character to outright inaction, as they don’t want to cause the same event they have in the past. Others may slip entirely into a depression. They begin to see themselves for their previous mistakes.

Escape

The character is now running from something. They are running from people they know and things that remind them of their great loss of humanity. They become akin to nomads, never truly knowing the feeling of “home” ever again. Often times, the Escape Failing takes them away from their godly duties as well. They begin to see themselves for the regret that follows them wherever they go.

Power

Envy

Self-Destruction

The character replaces their Bond with an undying need to attain power in the form of people they can control, groups at their command and territory under their ownership. If only they had more power, they would never have experienced the loss, right? They begin to view themselves only for the amount of power they hold.

The character begins to covet the things someone else has in their possession. They develop a strong urge to steal (forcibly, if needed) items, power or money from others, usually as an affront to whatever loss they have experienced. This especially applies to the usurping of territory. They begin to see themselves through the things they can seize from another.

The character becomes masochistic, just waiting for the next bout of pain to come their way. They’ll take on more dangerous tasks and pick fights with opponents that are obviously out of their league, just hoping they’ll get hurt along the way. Some even consider themselves a martyr. They begin to view themselves for the pain they can take.

Hatred

Vengeance

The character develops an intense hatred. Often times it is for a certain person, group or place, but other times it applies to everyone and everything. The Hatred Failing makes the character more likely to lash out and makes them highly emotional. They begin to see themselves for how much they hate the world.

The character has been wronged, causing them to lose something in their life. Instead of rebuilding, the character focuses on getting vengeance. This could be hunting down the killer of their loved one, declaring war on a rival group or having a turf war. The character begins to see themselves through who they can make pay.

Hoarder

Example: The creature crashes through the door and leaps to attack Lucas and Jenny. In the process, Jenny is injured and knocked out. After defeating the beast, Lucas rushes Jenny to a hospital to make sure she receives medical attention. When she comes to, she asks what it was that led them here… Lucas lies and Jenny can tell he is hiding something. She is

In order to cope with some catastrophic change, the character latches on to a particular object they must collect. This harkens back to collecting victims’ ears or even losing one’s self to stamp collecting. In either case, they can be easily led down the wrong path in pursuit of items they are completely obsessed with

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Chapter Three hurt (physically and emotionally) and asks for space. This would immediately reduce the Bond to “Jenny 2” (instead of 3). If Lucas stops pursuing her altogether, the rating will eventually drop to 0, but for the meantime he still enjoys a +2 bonus to checks to try and get it back. However, he now takes a 1-point Failing. Brain chooses Guilt 1, as Lucas feels bad for Jenny’s injuries. If Jenny actually died in the conflict, her rating of 3 would immediately drop to 0 and Lucas would most likely pick up Guilt 3, blaming himself for her death.

Overuse

Bonds are very important to a story. However, just like anything else, it can get old and done to death if overused. Not every adventure can be set within the character’s territory and even the closest bond shouldn’t become a regular member of the pantheon. It is not their place. Likewise, a player cannot invoke bonuses or gain XP from overuse of the same Bond over and over. This is just as bad as neglecting the Bond. Eventually, it just becomes a crutch for them to abuse and the Bond should lose levels.

Penalties

When a character loses a Bond level, they will pick up a negative Passion, called a Failing. The point(s) lost are then transferred to an appropriate Failing, depending on the situation. They may lose their courage, stop caring for others, become obsessed with objects instead of people or even go on a self-destructive binge. These Failings begin to shape and alter the god’s personality, emotional makeup and their overall outlook on life. When this occurs, the connected Passion has less of a positive effect on their lives, lowering the bonus they would normally receive. The character’s new Failing (also rated 1 to 5) begins to dictate how they respond to situations. In most cases, the player is expected to simply take their new Failing into consideration when making decisions. However, the GM can also force an INS + Empathy check to see if the character can resist the urge to follow their Failing. The Difficulty of that check is dependant upon its rating, per below: Level 0

Difficulty (10)

Level 1

Difficulty (20)

Level 2

Difficulty (25)

Level 3

Difficulty (30)

Level 4

Difficulty (35)

Level 5

Difficulty (40)

events into a story than a positive one. Example: Lucas goes back to work, but obsesses over Jenny and the break in their relationship. He looks out the window to see a chaos puck stealing an object from a student’s room. Brian, Lucas’s player, very curious about what the item could be, wants to go check it out. However, the GM calls for a Failings check from Brian, “What if you go find out and more people get hurt?” Brian rolls an 18 and, thus, Lucas watches as the puck runs away. He decides to wait until he can assemble his pantheon to pursue the creature.

Rebuilding Bonds

Rebuilding Bonds or making new ones is handled through creative roleplaying. Reconnecting with and apologizing to Individual Bonds, proving one’s worth to a Group Bond and helping to clean up a Place Bond are a few different ways. The character needs to be sincere about wanting to repair their weakened Bond, and the process should be played out with the help of the GM. Given enough effort, they could bring their Bond rating back to its original level, though nothing is ever the same after breaking once or twice. Mechanically, a Bond that has dropped in its rating can be raised through fulfilling certain tasks set forth by the GM. Wronging a loved one may require a huge gesture to gain back their affection, losing face within a

One positive effect from Failings is the player can actually receive an XP bonus by implementing their Failing during a session in the same way they would use their Passions. Negative decisions and actions the characters make can often add even more interesting

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Building Blocks

Attributes

fraternity may require some ridiculous stunt to be welcomed back in and a rundown building may need to be remodeled or cleared of bad influences to resemble the place with which the character is Bonded. The loss of the Bond continues to nag at the character, however, and they retain their Failing, but the Difficulty of checks to resist drops to Simple (10). If they develop more Failings, they may be different or just pile on top of what already exists.

Attributes are used to reflect the natural talents of a character. They gives an idea of how strong they are (Power), how quick on their feet they are (Agility), how tough they are (Vigor), how intelligent they are (Intellect), how much willpower they have (Insight) and how much social grace they have (Charm). These traits are the building blocks of all characters. Some characters may focus on one Attribute over another, while others try to stay even in all areas, but it’s up to the player exactly how to build their characters. Attributes range from Level 1 to Level 10. The maximum Level for any Attribute is 10, representing the pinnacle of natural ability one can actually possess, usually reserved for those with divine power coursing through their veins. POW 10 reflects one of the strongest people in the world, while IQ 10 means the character is in line for their Pulitzer any moment. The everyday, average person has Level 3 in all attributes. Those unfamiliar with assigning numerical values to talents need only look back to grade school. Judging another’s physical attractiveness is often done on a scale from 1 to 10 and many book/movie reviews use similar ratings. Now apply this idea to the character’s Attributes, of course using 3 as the average. During character creation, players receive twenty-five (25) points to spend on Attributes on a one-for-one basis from Level 1 to 8. Levels 9 and 10 cost two points per level, as perfection has its price. Each Attribute must start with at least 1 Level and cannot exceed 10 without the proper Entitlement.

Shifting Bonds

The world is in a constant state of shift, as is every human on the planet. As a person grows, their goals, motivations and priorities will also often change. This means their Bonds will often change as well. To a child, their mother or father might be the most important person in the world, but this connection lessens as they meet new friends and forge new relationships. They may move out of their childhood home, cutting ties to it and making a new home in their own apartment. Shifting is, again, done through roleplay and is specific to the Bond in question. A slow progression of change is simply the movement points from one Bond to another and does not constitute a loss of a Bond or the gaining of a Failing. For example, a young woman shifting points from her father to a cult she now follows doesn’t mean she loves her father any less, but he is not as strong an influence in her life. Other times, only a Bond’s Passion changes. That same girl could just as easily keep her father as a Bond, but adjust her original Devotion Passion to Rebellion, using the cult as the way she chooses to rebel against her overbearing father. This is another good way to represent changes in life, as the character naturally shifts focus. Example: Lucas spends quite a bit of time in Guilt. While wallowing, he meets Sabrina in the park (she’s an ice cream vender) and strikes up a small affair. His Guilt 1 could become Guilt 0, as the point is transferred to a new Bond. He writes “Sabrina 1 – Devotion” on his sheet and reduces his Guilt Failing to 0. Even though he has replaced Jenny in his life, the nagging guilt is never truly gone.

Power (POW)

The POW Attribute represents the character’s physical strength, their ability to deal damage with their hands or handheld weapons and the amount of weight they can reasonably carry and lift. A high POW is important for characters who make their living with their hands, anything from factory workers to prize fighters.

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Chapter Three Feats of Strength

+ Acrobatics check and can come in handy for any character.

Characters can carry up to 25 lbs. per POW level and can dead lift double that amount. If they attempt to carry around more than this amount, they suffer a -2 penalty to all checks for the duration. Attempting to lift more than the Lifting weight incurs the same penalty, but they also cannot perform any other actions unless they drop their load. Strength checks (POW + VIG) can be used to lift more than their usual amounts or perform other feats. A Moderate (20) check may be required to exceed their lifting limit, but Difficulty may vary for other feats (breaking a chair/door, etc).

Vigor (VIG)

The VIG Attribute represents a character’s ability to take a hit, fight the effects of fatigue and resist horrible physical effects to their body. A high VIG is important to jobs that require a lot of stamina, from construction workers to soldiers to professional athletes.

Holding Breath

Characters can hold their breath for up to 20 seconds per VIG level without cost. They can extend this time by another 20 seconds for 1 stamina point (up to double their time).

Agility (AGY)

The AGY Attribute represents a character’s gracefulness, accuracy of ranged weapons and how quick they are on their feet. A high AGY is important to characters who require manual dexterity and reflexes for their job, from street juggler to performers in an acrobat troupe to world-renowned cat burglars.

Physical Resistance

With a VIG + Fortitude check, characters resist the negative and positive effects of poison/drugs, disease, unconsciousness or the effects of shock to the body. See “Staying Alive” on pg. 155-159.

Balance

Intellect (IQ)

There are many instances where a character may need to keep from tripping, slipping or falling. Balance checks are made with an AGY

The IQ Attribute represents the character’s quickness of thought and their overall in-

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Building Blocks Haggling

telligence. A high IQ is important for scholarly characters, like teachers or scientists, or for white-collar workers who deal with numbers day in and day out.

There are times when a character’s charm can help them in negotiating product pricing. They can make a CHM + Persuasion or CHM + Intimidation check to “convince” the salesperson to lower prices so they can get items they would never be able to afford themselves. They cannot haggle for items with a Cost higher than more than half the character’s CHM rounded down.

Memorization

A character’s IQ is important to the amount of information they can memorize and recollect on the fly. An IQ + Discipline check can be used to see how much information they can cram into their brains. If they didn’t attempt to purposefully remember said information previously, they suffer a -4 penalty to recollect. Simple (10): name, address or phone number Moderate (20): Complicated scientific formula Tough (30): Shakespeare monologue Legendary (40): Memorize an encyclopedia volume

Other Social Checks

A character’s CHM is a reflection of their ability to convey their ideas to others. GMs may find some players are great at talking circles around NPCs, in spite of their character having a low CHM level, while other players aren’t very good at fast-talking, even though their character may have a high CHM level. For this type of social situation, it is good for the GM to include a CHM check (with the appropriate Skill) to see if the character can truly relay what it is the player is trying to do. From a character point of view, there may be times when they “think” they are being suave and are really just making fools of themselves. Difficulty should be based on how the target feels about the character. Trying to persuade someone who already likes the character may require a Simple (10) check, while trying the same on someone who hates the character may require a Tough (30) check.

Insight (INS)

The INS Attribute represents a character’s awareness to the world around them, their natural intuition and their resistance to mental trauma. A high INS is important to characters who require skill in observation, like police officers or private detectives, or occupations that need someone with a strong mind, like a therapist or a social worker.

Mental Resistance

Skills

A strong INS protects the character from mental degradation. With an INS + Discipline check, they can shrug off the effects of Pain or laugh in the face of Fear. An INS + Empathy check is used to resist developing Insanities.

Every person, no matter their background or upbringing, develops life skills they use to survive in the modern world. Whether it’s the ability to cook, speak another language, throw a punch or navigate in the wild. Skills represent all the things characters have learned versus their Attributes, which are what they can do naturally. During character creation, players begin with 25 (twenty-five) Skill points, plus a number of bonus points gained from their IQ Level to spend on Standard Skills. So, a character with IQ 4 has 29 points to spend. Occupations also give certain bonuses to these Skills, reflecting additional training they’ve received

Charm (CHM)

The CHM Attribute represents a character’s social grace and ability to project their presence to the world. A high CHM is important for characters who need to wheel and deal or generally influence others, like smiling politicians, famous musicians or even sinister mob bosses.

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Chapter Three Difficulties

from their jobs. Also note that IQ raised with BP do not contribute to this starting pool of Skill points.

Skill Levels Level 0

Clueless

Level 1-2

Hobbyist

Level 3-4

Enthusiast

Level 5-6

Expert

Level 7-8

Veteran

Simple (10):

Basic application of the skill.

Moderate (20):

Advanced applications of the skill.

Tough (30):

Complex applications that require more work than usual.

Legendary (40):

Almost impossible feats.

While rolling dice is an easy way to resolve simple situations, this should never take the place of descriptive storytelling. Most tasks won’t require a check. A character that is of legal driving age can reasonably get behind the wheel, turn a key and press the gas without actually making any Travel checks. They would definitely need to make an INS + Travel check to spot another car that may be tailing them. No character needs to make a check to make themselves bacon and eggs in the morning, but they may require an IQ + Crafts (Cooking) check to create a dish that would impress a food critic. Also, a girlfriend would not need to make a Fists check to slap her boyfriend in the back of the head after making a crude remark. Likewise, Acrobatic dodging is rarely a factor in a domestic squabble. The GM also has the option to simply decree a character can easily perform a task based on their Attribute or Skill values. Perhaps POW 5 is all that’s needed to pick up a truck tire and fling it at their target, so a character with that level is allowed to skip their check. If they had a lower value, the GM can certainly also just say no. Rolling a die is not always necessary.

Level 9-10 Master

Like Attributes, each Skill is rated on a scale from 1 to 10. There is no limit to the level the character can begin play with, but GMs should ensure the ratings match the concept of the character. Also, Level 1 to Level 8 costs one Skill point per level, while Level 9 and 10 cost two Skill points per level.

Using Skills

Most tasks can be performed with the effortless roll of one twenty-sided die (1d20). Then, the player adds the appropriate modifiers to their check to determine their total value – usually Attribute + Skill + 1d20. This is then rolled against a Difficulty set forth by the GM, based on the situation and what the character is attempting to do. The character succeeds if the player matches or exceeds this Difficulty. For every 5 they roll over their Difficulty, they also Boost (pg. 82) – which gives them an extra lucky occurrence. For instance, if the character is attempting to propose a suitable lie to tell the bodyguard of a vicious kingpin, the character would roll 1d20 + CHM + Deception (rolling 1d20 and then adding their CHM value and Deception value to their check). Skills can be used with whichever Attribute best suits the task at hand. So, performing an Internet search would be an IQ + Technology check, but their typing speed could be increased with an AGY + Technology check. After their roll, the total value (1d20 + bonus) is compared to the Difficulty of the check, as determined by the GM.

Contested Checks

When using a skill against another character or NPC, the target receives a chance to resist its effects, called a Contested Check. The first player makes their 1d20 + Attribute + Skill check, and the contesting player makes a resistant 1d20 + Attribute + Skill check as well. The character with the highest check after calculating the appropriate bonuses wins the contest. Ties always go to the defender. A Contested check should be used when whether or not the target resists is important

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Building Blocks to the story. For other instances, the GM may just apply a standard Difficulty to the player’s check for simplicity. Each skill lists examples of possible tasks and their Difficulties. GMs may find that reducing even a Contested check to a single check helps to make game sessions flow faster and easier.

(i.e., the character takes a moment to compose themselves, they obtain more sophisticated tools, etc.), they can start fresh and eliminate any penalties to their next check. The GM is the final arbiter of whether the character can try their Skill check again.

Untrained Skill Checks

Extended Checks

If a character attempts a task for which they don’t have the appropriate Skill, this qualifies as an Untrained check. Without any levels in the Skill needed for the task to signify the character has been trained, they have much less of a chance of success. They do not suffer a penalty to their check, but they also do not get a bonus that training would provide. GMs may rule out certain Skill attempts if the character doesn’t have the appropriate level or specific Skill Specialty. For instance, the character may need Intimidation 4 to even begin to put fear into a particular enemy or may require a Specialty of Legerdemain (Safecracking) to attempt to crack the latest state of the art security system.

Most skill checks assume the character is taking the correct amount of time to perform their task. So, a Tough (30) check to hack into a supercomputer may take an hour, but usually only one check is needed. If the GM wants to illustrate the complexity of a roll or determine that specific task will take place over a span of time, the check can be split into a series Extended Checks. Each check represents a certain amount of time spent on the task and the Game Master decides how many successes are needed. For instance, a character who wants to restore an old car with good, old-fashion elbow grease is going to take a while to get it done. The GM may rule the player needs ten (10) successes to have a working, beautiful car in the end. If the character has lots of free time to devote to the restoration, they may be able to make 1 check per day. If not, it may be stretched to 1 check per week. A failed check means they didn’t progress much during that period of time and the completion is delayed.

Trying Again

Sometimes, things just don’t go the character’s way. If a character fails at a Skill check, the GM may allow them to try again. For simple actions, this may only cost them the time needed to give it another go, but more complex attempts may actually suffer a cumulative -2 penalty with each back-toback reattempt. If circumstances of the check change

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Chapter Three Standard Skills Skill Name

Sometimes a Skill check can garner more than just a normal success, if the player’s check is good enough. This is where Boosts come into play. For every 5 the player rolls over the Difficulty, they gain an additional bonus to the result. When used with Contested checks, the character receives a Boost for every 5 they roll over their opponent’s check. For example, if the character rolls a 25 on a Moderate (20) Difficulty check, they have Boosted 1 time. Boost is different for certain skills or powers and can even be lowered with the use of Entitlements or Gifts. The following are some of the standard effects one can glean from Boost, but players and GMs are encouraged to make up others on the fly as they see fit. l Bonus Info: The character receives an extra item of interest other than what they were looking for. If hacking for personal info using the Technology skill, the character may also find their target’s business info as well. If searching a room, they may likely find an additional clue to whatever mystery they are attempting to solve per Boost. l Bonus Damage: In combat, each boost adds +1 damage to the character’s attacks. This reflects their lucky ability to strike a vital point or get in a lucky punch. l Additional Targets: When using a skill on a single target, their influence may spread to more targets with each Boost. For instance, a character who stares down their opponent with Intimidation, may scare off the rest of their target’s crew if he Boosts. l Time Crunch: Boosting can cut a bit of time off of the task at hand. For instance, if fixing the car engine would normally take an hour, they may be able to cut off 10 minutes per Boost. l Style: The character can pull of their task (such as Athletics jumps or Performances) in a particularly flashy or stylistic manner, impressing more and more people for every Boost they get.

Example Skill Usage

Acrobatics

Balance, Dodging, Tumbling, Swinging

Arts

Painting, Sculpture, Writing, Photography

Athletics

Climbing, Throwing, Jumping, Running

Beast Handling

Canines, Felines, Horses, Training

Crafts

Cooking, Mechanics, JuryRigging, Weaponsmithing

Deception

Hiding Emotions, Misdirection, Exaggeration, Disguise

Discipline

Concentration, Meditation, vs. Fear, vs.

Empathy

Sensing Anger, Sensing Sadness, Spotting Lies, Resist Insanity

Fists

Sucker Punch, Blocking, Grappling

Fortitude

Resist poison, Resist unconsciousness, Resist inebriation

Intimidation

Veiled threats, Stare-downs, Interrogation

Knowledge

Research, History, Law, Street Smarts

Legerdemain

Pick-pocketing, Pick Locks, Palming

Linguistics

Language Families, Body Language, Code Cracking

Marksmanship

Pistols, Archery, Rifles, Shotguns

Medicine

Diagnosis, Surgery, Neurology or other field

Melee

Boosts

Swords, Staves, Chains, Knives

Perception

Sight, Hearing or other sense, Searching

Performance

Singing, Acting, Dancing, Musical Instrument

Persuasion

Haggling, Seduction, Leadership, Negotiation

Stealth

Hiding, Shadowing, Sneaking, Concealment

Survival

Navigation, Foraging, Tracking, Shelter

Technology

Computers, Security systems, Hacking

Travel

Cars, Planes, Skateboards, Trucks

Critical Successes and Failures

Anytime a player rolls a 1d20 and it lands on 20, this is called a Natural 20 or a Critical

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Building Blocks Teamwork

Success. This grants the character an automatic success at whatever Skill check they were attempting. This obviously succeeds against a Simple (10) or Moderate (20) Difficulty, but the roll of a Natural 20 means they succeed even if the character’s total value for the check does not meet or beat the Difficulty. The character also receives the effects of one automatic Boost (see below). Likewise, if a player rolls 1d20 and gets a 1, it is called a Natural 1 or a Critical Failure. Even if the character has the bonuses to normally succeed at such a task, they automatically fail at their attempt if they roll a Critical Failure.

Some jobs require a team to complete. If two or more characters wish to work together on the same Skill challenge, this is where Teamwork checks come into play. The character with the highest Level in the chosen Skill makes the check and other characters who have at least Level 5 of the same Skill can add a +2 bonus to their roll. This bonus raises to +4 if the helper has Level 10, but they are likely to be the one making the Skill check if they are a master in that field.

Tools

A character can often gain access to certain tools that can make tasks easier to complete. Grip gloves may give a bonus to Athletics (Climbing) checks, while an artist with the right materials and workspace may receive a bonus to their Arts checks. Tools generally provide anywhere from a +1 to +5 bonus to a particular Skill check, depending on how much the tool impacts the Skill and circumstances. GMs may also grant bonuses from environments as Tools. Perhaps a singer gains a bonus to their Performance (Singing) checks due to the acoustics in the theater or the drunkenness of the crowd.

Skill Specialties

As characters advance along their career paths and gain Levels in their skills, they begin to choose certain specialties. When a Skill reaches Level 5 and Level 10, the character receives a +2 bonus to use that skill for a specialized purpose. A thief with Legerdemain may have a Specialty in Pick-Pocketing, while an analyst with Technology may have a Specialty in Mainframes. Example Specialties are provided with each Skill description, but players and GMs are encouraged to create new Specialties to match particular character concepts. Both Specialty bonuses can even be added to the same focus, giving an additional +4 bonus in total.

Standard Skills Acrobatics

Harmony Bonuses

The character with the Acrobatics skill has been trained in various gymnastic uses of their body. These characters are better at tumbling, swinging, flexibility and often performances involving dexterity. An AGY + Acrobatics check is the most common application, especially in combat, as this skill acts as the character’s Dodge. Possible Specialties: Dodging, Landings, Balance Simple (10): Basic tumbling, rolling or cartwheels Moderate (20): Walk a tightrope, Perform advanced gymnastics displays Tough (30): Trapeze act, Extreme contortions through prison bars

Through experimentation, characters are likely to find multiple skills overlap or crossover, working in harmony with each other. If more than one Skill is applicable to the task at hand, the player receives a bonus to their check. The character always rolls the Skill with the highest bonus, but gains a +2 bonus for each additional skill the characters possesses at Level 5 or higher. This increases to a +4 bonus at Level 10. For instance, Knowledge of a certain celebrity’s documented vices may garner a bonus to Persuasion checks, while an acute level of Perception may help with the evaluation of a car’s ability to take a tight turn on the character’s next Travel check. The GM is the final arbiter of which scenarios call for a Harmony Bonus.

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Chapter Three Arts

Athletics

The Arts skill represents an understanding of expressing oneself through an artistic medium, including anything from speech writing to calligraphy to poems. An AGY + Arts check may be used for the implementation of artistic tools. An INS + Arts check can ensure the proper sounds and melodies to convey a certain emotion. Art itself is subjective and Difficulties often range based on the character’s audience. Possible Specialties: Drawing, Painting, Photography, Sculpting, Song Writing, Speech Writing Simple (10): Draw with reasonable proportions Moderate (20): Compose an impressive song or speech Tough (30): Create a piece of art that could sell for a considerable amount of money

Characters with the Athletics skill have worked hard to strengthen their body through intense exercise or vigorous physical activity. In addition to swimming, climbing, running and jumping, the character also uses their athletic ability to throw weapons. A POW + Athletics check is the most common, except for thrown weapons which uses AGY + Athletics. Possible Specialties: Climbing, Throwing Knives, Scuba, Hurdles Simple (10): Climbing a fence, jump a small hurdle Moderate (20): Reach the top of a climbing wall, Hit a dartboard bull’s eye Tough (30): A night leaping rooftops

Beast Handling

Knowledge and experience with animals translates into the Beast Handling Skill, from breeding to training to everyday care. This training provides understanding into an animal’s motivations and how to calm or aggravate them. CHM + Beast Handling is the most common check for interacting with an animal. An INS + Beast Handling may be used to read an animal’s next move, and IQ + Beast Handling is used for basic care or creating perfect breeding environments. Possible Specialties: Training, Breeding, Particular species (Dog, Cat, etc.) Simple (10): Basic pet care, Simple one-step command training (sit, stay, etc.) Moderate (20): Calm a wild animal, Train a complex (two-step) command Tough (30): Breeding qualities into animals, Breaking a wild animal, Train intricate commands with 3+ steps

Crafts

Some characters are just better than others at taking things apart and reassembling them, be it a personal computer, piecing together

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Building Blocks a lawnmower or even working on a jet engine. Those characters, no doubt, have the Crafts skill, training in how things work. The common check is IQ + Crafts for knowing how things work or to create blueprints/instructions, but AGY + Crafts can be used for fine manipulation of the items or INS + Crafts for appraising their value. Possible Specialties: Cooking, Appraisal, Guns, Tailoring, Mechanics, Sabotage, Jury-Rigging Simple (10): Auto tune-up, fix dents in armor, Craft a makeshift knife Moderate (20): Sew a ball gown, Jury-rig a machine to work temporarily Tough (30): Prepare a meal fit for royalty, Rebuild a jet engine

Simple (10): Ignore minor distraction or temptations Moderate (20): Keeping one’s cool in a gunfight Tough (30): Seeing through hallucinations

Empathy

Characters with the Empathy skill have learned to sense the emotions (and body language) of those they encounter. Some go on to be wonderful therapists, as Empathy allows for the complete understanding of a subject’s psyche. Others become fine con artists, able to read a person’s weak spot in order to seduce or trick them easily. Their most common use is INS + Empathy, also used to resist the effects of mental trauma (Insanity). Possible Specialties: Spotting lies, Specific Emotion (Anger, Depression, etc.), Resist Insanity Simple (10): read basic emotion (Happy, sad, angry) Moderate (20): Read complex emotions (anxious, bitter, worry), Read body language Tough (30): See through elaborate lies by reading tells

Deception

Few master the art of Deception, but almost everyone practices their own version. Whether it is the occasional white lie, hiding one’s emotions, creating clever disguises or the complete ability to make the unbelievable believable, the Deception skill is invaluable. CHM + Deception is the most common usage against the target’s INS + Empathy, while creating a disguise requires an IQ + Deception check. A successful check makes the deception hard to deny, but not completely irrefutable. Possible Specialties: Exaggeration, Misdirection, Hide Emotions, Disguise Simple (10): Tell a white lie or lie to someone without information to contest Moderate (20): Lie to someone with contrary proof, Basic Disguise Tough (30): Beat a polygraph, Change someone’s core beliefs, Spot-on disguise

Fists

The Fists skill reflects a character’s training in hand-to-hand combat, including fast-paced boxing, quick knees and elbows or strenuous wrestling. This skill is important for characters who are good at using force to solve disagreements words cannot. POW + Fists is the most common use for attacking another in order to harm or kill them with their bare hands. Possible Specialties: Blocking, Sucker Punch, Grappling Simple (10): Attack a prone target or someone caught unaware Moderate (20): Take on an equal Tough (30): Emerge victorious against a stronger opponent.

Discipline

Mental control (often learned through martial training or military experience) is represented by the Discipline skill, including resistance to mental degradation, ignoring the world through concentration, standing in the face of insurmountable fear, repelling excruciating pain and spiritual meditation. The most common check is INS + Discipline, used to resist coercion or manipulation. Possible Specialties: Concentration, Meditation, Resist Fear, Resist Pain

Fortitude

Characters with the Fortitude skill have worked on conditioning their body against harsh effects. This could mean developing a natural resistance to poison, learning how to work during extreme temperature shifts or being able to drink anyone else under the table.

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Chapter Three Legerdemain

The most common use is VIG + Fortitude, used to resist Poison/Drugs, Disease, Unconsciousness and even Death. Possible Specialties: vs. Poison/Drugs, vs. Inebriation, Staying Awake Simple (10): Resist the urge to smoke Moderate (20): Out-drink an alcoholic Tough (30): Respond coherently to an emergency after a night of drinking

Some characters have quicker hands than others, and others have better hand eye coordination. This is represented by the Legerdemain skill, used for anything involving slight of hand (card tricks, picking pockets, palming, etc.) or things that require minute detail (lock picking, escaping from handcuffs, etc.). AGY + Legerdemain is the most common use, but CHM + Legerdemain may be used to impress with a trick. INS + Perception can be used to contest this skill. Possible Specialties: Misdirection, Safes, Juggling Simple (10): Stealing from a child, Simple coin tricks Moderate (20): Stealing from adults, Picking a padlock Tough (30): Breaking into a bank safe

Intimidation

The Intimidation skill reflects a character’s ability to impose their will upon another, by instilling them with fear. It might just be the urge to disturb or unsettle someone, browbeat them into submission or crack their resolve through good old-fashioned interrogation. The most common use is CHM + Intimidation, but POW can be used for physical threats and IQ for threats on an intellectual level. Target resists with INS + Discipline. Possible Specialties: Stare down, Interrogation, Subtle threats Simple (10): Scare a kid or someone obviously weaker, Give someone the evil eye Moderate (20): Scare an equal, Interrogate a nervous person Tough (30): Shake the resolve of someone who believes they’re better, Interrogate someone with steel nerves

Linguistics

The Linguistics skill represents a character’s ability to communicate with others they meet. Everyone begins with their birth language(s) at character creation, +1 additional language for every two levels. No checks are required for a language they know, but IQ + Linguistics can be used to decipher meaning from other languages in the same family. So, a French person may garner meaning from basic English or Spanish phrases. Example Language Families: l African: Afro-Asiatic (North, East, and Southwest Africa), Nilo-Saharan (Sudan, Ethiopia, Kenya), Niger-Congo (tonal language), Khoisan (clicking languages), Egyptian l Asian: Mandarin, Cantonese, Korean, Japanese, Vietnamese l Germanic: German, Dutch, Swiss, Finnish, Hungarian l Indian: Bengali, Hindi, Nepali, Oriya, Punjabi, Sanskrit, Sindhi, Urdu l Middle-Eastern: Arabic, Persian, Armenian, Hebrew, Greek, Turkish l Romance: English, French, Italian, Spanish, Romanian, Portuguese l Slavic: Russian, Belarusian, Ukrainian, Rusyn l Sign Language: Use of hands to communicate, dialect taken based on above regions. Possible Specialties: Deciphering, Cracking Codes, Reading Lips

Knowledge

Scholarly characters look to Knowledge to represent their smarts. Knowledge itself comes from many different sources, whether it’s learning about sports trivia from one’s parents, learning about the criminal underground while working as a runner or years of schooling that leads to becoming a chemist or archeologist. The most common use is IQ + Knowledge, especially for researching information. Possible Specialties: Agriculture, Street Smarts, History, Religion, Geography Simple (10): Basic library knowledge Moderate (20): Professional or “out of the way” knowledge (advanced science, origins of less popular myths) Tough (30): Scholarly or specialized knowledge (mating habits of an extinct species or very remote locations)

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Building Blocks effectively. This skill can be possessed one character that goes on to be a world class fencing champion or another that just knows their way around a baseball bat and someone’s head. POW + Melee is the most common use, usually in combat to battle while wielding a weapon. Possible Specialties: Clubs, Swords, Knifes, Chains Simple (10): Strike a non-moving target Moderate (20): Hit a target’s weak spot without much effort Tough (30): Hold you own against a weapon master

Simple (10): Translate basic phrases Moderate (20): Read lips, Decipher basic phrases in a different family Tough (30): Crack/decipher language codes

Marksmanship

Those with a keen eye and itchy trigger finger are going to benefit from the Marksmanship skill, used when utilizing a gun or other projectile weapon. This skill is important for the guns of soldiers and police officers, but also for the bow of an archery master. AGY + Marksmanship is the most common use, especially when used in combat with a ranged weapon. Possible Specialties: Handguns, Rifles, Bow, Shotgun Simple (10): Hit an unmoving target with moderate accuracy Moderate (20): Hit a target dead on from far away Tough (30): Fire into a crowd without hitting any bystanders

Perception

Having an acute awareness of one’s surrounding is important in any situation. The Perception skill is training in the character picking up minute details in a room, searching through files or any use of their five senses. INS + Perception is the most common use, including as a resistance skill against Deception or Legerdemain checks. Possible Specialties: Specific sense (Sight, Hearing, etc.), Search, Resist Pick-pocketing Simple (10): Search through prepared files, Hear through a door (even without a cup) Moderate (20): Spot a detail someone is attempting to hide Tough (30): Search a cluttered room, Listen in on a conversation from across the room

Medicine

The field of Medicine takes years to learn and gives the character the know-how to be a healer. This skill represents training in general medicine practices, used to treat injuries, diagnose symptoms, recall the effects/side-effects of medication and prevent sickness/disease. It is also used to create poisons and antidotes (see pg. 159). IQ + Medicine is the most common use, but AGY + Medicine may be used to perform surgery with a steady hand or INS + Medicine for diagnosing. Note: Discipline checks may be necessary during stressful situations. Possible Specialties: Specific field (Pediatrics, Neurology, etc.), Diagnosis, Surgery, Side effects Simple (10): Recall common drug side effects, Basic first-aid Moderate (20): Full medical diagnosis, Creation of poisons/antidotes Tough (30): Surgery, Emergency Medicine

Performance

The ability to put on a good show is an esteemed skill the world round. Characters trained in Performance have learned to entertain others with an alluring song, mastery of an instrument or even accurately reciting a perfectly accented monologue. CHM + Performance is the most common use, but AGY + Performance may be used for dancing or for precise instrument usage. Possible Specialties: Acting, Singing, Dancing, Musical Instrument Simple (10): Satisfy an indifferent audience or one that already enjoys the performer Moderate (20): Satisfy an audience with split opinions about the performer Tough (30): Satisfy a rowdy audience or one that doesn’t like the performer

Melee

The Melee skill represents the character’s ability to pick up a melee weapon and use it

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Chapter Three and criminals. AGY + Stealth is the most common use for moving silently, while IQ + Stealth is used for finding and keeping a hiding place. Stealth is resisted with INS + Perception. Possible Specialties: Shadowing, Hiding in Crowds, Hiding in Shadows Simple (10): Sneaking with cover and distractions Moderate (20): Shadowing a paranoid person Tough (30): Sneaking into a government facility during the day

Persuasion

People learn to get the things they want in different ways. Some choose violence, but others with the Persuasion skill learn the ability to negotiate instead. The greatest leaders, most courageous diplomats and immaculate seducers have learned to master the skill to motivate others with their presence. CHM + Persuasion is the most common use, resisted with an INS + Empathy check. Possible Specialties: Seduction, Oratory, Leadership, Haggling Simple (10): Buy a cheap used car, Seduce a letch Moderate (20): Haggle for 50% off, Get another to give up a secret Tough (30): Seduce an uninterested person, Fast-talk a used car salesman

Survival

The Survival skill reflects a character’s expertise in different environments and terrain. This includes tracking an animal through a jungle, finding shelter in the arctic, hunting lizards in the desert, foraging for non-poisonous foods in a forest and navigation through any of these terrains. It can even be used to cripple another’s use of Survival, such as covering tracks and path misdirection. IQ + Survival is the most common use. Possible Specialties: Tracking, Foraging,

Stealth

Characters with the Stealth skill have practice in moving quickly and quietly, rapidly finding a hiding place, skulking through shadows and summarily blending into their environment. It’s an important ability for wallflowers

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Building Blocks

Gifts/Drawbacks

Navigation, Terrain type (arctic, desert, jungle, urban, etc.) Simple (10): Camp building (starting a fire, building shelter, etc.) Moderate (20): Dowsing, Basic navigation Tough (30): Categorizing plant-life, Navigation through undefined terrain

Gifts and drawbacks are the tools a player uses to mold their character into the personality they really want. Two scientists may look the same based on their occupation. They begin to show differences when you find out one has the looks of a movie star but freezes in a fight, while the other has a perfect memory and is scared of snakes. Players receive a number of Bonus Points (BP) during creation based on their Occupation (as many as 13 or as few as 5). Some characters have more than others, but it all balances out with the natural bonuses they receive from their Occupation. Some Gifts have a ranged value (i.e. 1-5), which means the character can spend a number of BP within the range for the desired effect. Others are listed with a choice of values (i.e. “2 or 4”), which lets the character pick the version of the Gift they prefer. Gifts are those qualities that give the character an advantage over others, like a great sense of smell or a good reputation in the neighborhood. Each Gift is listed with a value that represents its cost in Bonus Points (BP). The only limit to the number of Gifts a character can begin play with is their starting BP. Drawbacks are negative qualities that weigh the character down, like the need for 10 hours sleep a day or being particularly unattractive. Each Drawback gives the player more Bonus Points (equal to its value listed) that can be spent just as starting BP. They can only gain up to 7 BP by taking Drawbacks. Players are welcome to take more than 7 BP worth of Drawbacks, but will gain no additional points to spend. Drawbacks gained through roleplay, such as acid burning their face making them Disfigured or a character who loses their sight and becomes Blind, do not give BP in exchange. For obvious reasons, Gifts and Drawbacks that contradict themselves cannot be taken together. As an example, a character cannot have both Perfect Memory and Absent-Minded, Dual-Wielding and One Arm or Attractive and Unattractive. Bonus Points (BP) can also be spent to raise the character’s Attributes and Skills. Attributes cost 2 BP per level, while Skills cost 1

Technology

Technology surrounds us in every facet of modern life. This skill reflects the character’s understanding of computers (and accompanying slang), software use and programming, utilizing the Internet and hacking security systems. Computer techs, engineers and even architects find this to be one of the most important skills in this day and age. IQ + Technology is the most common use. Possible Specialties: Computers, Security Systems, Hacking Simple (10): Basic research and application use Moderate (20): Develop custom software, Hack a computer with standard security, In-depth Internet research Tough (30): Develop complicated software, Hack a bank or government computer

Travel

The ability to operate vehicles and other modes of transport is represented by the Travel skill. This includes master equestrians, Olympic snowboarders, racecar drivers, jet pilots and even trick motorcyclists. AGY + Travel is the most common exploration, reflecting the characters reflexes while driving/piloting. Also, INS can be used to spot a tail. Possible Specialties: Cars, Horses, Motorcycles, Planes, Skateboard, Ship, Sharp Turn, Spotting a Tail Simple (10): Keep control when obeying the speed limit, Jump a curb on your bike Moderate (20): Keep control when breaking the speed limit, Perform a skateboard trick Tough (30): Roof-jumping your motorcycle over a helicopter

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Chapter Three

Cerebral Gifts

Alternative Medicine (2) Directional Sense (1) Fearless (1-5) Library (1-5) Perfect Memory (3) Punctual (1) Sharp Senses (3) Stable Psyche (1-5) Wise (3)

Physical Gifts

Accurate Eye (3) Attractive (1-5) Body Builder (4) Bodyguard (2) Cat-like Balance (1-5) Double-Jointed (2) Defensive (3) Dumpster Stomach (2) Enduring (2) Extreme (2) Fast Acting (1-5) Giant (5) Ground Fighter (2) Light Sleeper (2) Natural Warrior (3) Pain Resistant (2, 4 or 6)

List of Gifts & Drawbacks Quick Draw (2) Quick Healer (4) Refreshed Spirit (3) Sprinter (2 or 4) Tough (1-5) Vicious Blows (3)

Worshippers (1-5)

Cerebral Drawbacks

Social Gifts

Animal Companion (3) Connections (1-5) False Identity (2+) Fame (2 or 4) Flexible Schedule (2) Followers (1-5) Gentle Soul (3) Inspirational (2) Permit (1) Status (1-5) Strong Bonds (2) Unreadable (2) Wealth (1-5)

Divine Gifts

Entitlements (4) New Dominion (6) Relic (1-5) Sanctuary (3) Strong Spark (4)

BP per level. Keep in mind that Levels 9 and 10 costs double for both Attributes and Skills. Likewise, Attributes and Skills can be sacrificed to gain additional BP at the same conversion rate. Sacrificing counts toward the 7 BP maximum the character can gain.

Absent-Minded (4) Addiction (4) Bloodthirsty (3) Combat Fear (1-5) Compulsion (3) Curious (2) Emotional (3) Illiterate (1) Lifesaver (3) Loyal to a Fault (2) Phobia (3) Weak Willed (1-5)

Physical Drawbacks Blind (6) Deep Sleeper (3) Elderly (4) Graceless (1-5) Kid (4) Not a Fighter (3) One Arm (3) One Eye (4) Paraplegic (3) Poor Senses (2 or 4)

Scrawny (1-5) Sickly (1-5) Unattractive (1-5) Weak Stomach (2)

Social Drawbacks

Bad Boss (2) Big Mouth (2) Enemy (1-5) Indebted (3) Infamous (2 or 4) Lecherous (2) Minority (1) Poor Hygiene (1-5) Prison Record (2) Runaway (2) Shy (3) Speech Impediment (2) Ward (3)

Divine Drawbacks

Ban (2 or 4) Spark Addict (3) Strange Hunger (4) Unlucky (2, 4 or 6) Weakened Spark (3)

cine checks are still necessary, but this opens up so many more possibilities for the character. Directional Sense (1): The character has an innate sense of direction, regardless of the time of day, giving them a +4 bonus to Survival or Travel checks involving Navigation.

Cerebral Gifts

Fearless (1-5): The character is hard to scare, either because they have experienced horrible things in their life or because they don’t know they should be afraid. Each BP spent gives a +2 bonus to Fear checks.

Alternative Medicine (2): The character has knowledge in alternative or “eastern” medicine, in addition to western medicine. They routinely utilize rare herbs and other ingredients (i.e. ground bone, tiger testicles, etc.) to create homemade solutions, instead of needing a lab or access to a pharmacy. The effects are often slower working, but can be quite varied. In game terms, this Gift allows the character to use Medicine checks without the use of pharmaceuticals, hospitals or extensive tests. Medi-

Library (1-5): The character owns or has access to a research library. This Gift usually represents a physical library, but certain online resources, like sites that contain information for those with certain associations or degrees can count as well. Each BP spent gives a +2 bonus to Knowledge (Research) or Computers

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Building Blocks (Research) checks, representing the library’s level of usefulness. Before making a check, the player should give an in-game explanation as to why their library would have information on the particular topic being researched (based on concept). (1) Shelf in their room (1-3 topics) (2) Waist-high, full shelf (4-10 topics) (3) Wall to wall library (11-25 topics) (4) Huge room of Knowledge (26-50) (5) Library building (Almost any topic)

Attractive (1-5): The character is more attractive than other people, even if just by a little, and can open doors others can’t. Each BP spent gives a +2 bonus to CHM checks that can be helped by a toss of the hair and a wink. Body Builder (4): The character has spent time developing their body to have a muscular physique through working-out and excessive exercise. They receive the following bonuses: +1 Health, +10 lbs to carry weight, +3 to Strength checks, +1 Stamina, +1 Damage.

Perfect Memory (3): The character has an almost supernatural ability to recall any piece of information they have heard or read. There are no checks necessary for this Gift, even under stressful situations.

Bodyguard (2): During combat, the character can spend 1 Stamina point to use their Action in order to take a hit for a comrade within a range equal to half their Movement. When used, the character takes only half the intended damage (rounded up). This is a great way to save a friend’s life in a jam.

Punctual (1): The character has an innate sense of time and can tell what time of day it is, without a watch, with a good deal of accuracy. They also receive a +2 bonus to checks where timing is essential.

Cat-like Balance (1-5): The character has a grace that allows them to always stay on their feet. They can easily walk a tightrope or resist someone’s attempt to trip them. Each BP spent, gets them a +2 bonus to Balance checks.

Sharp Senses (3): One of the character’s senses is stronger than others (i.e. sight, hearing, smell/taste or touch). They receive a +4 bonus to any Perception checks when dealing with that sense. Can be taken separately for different senses.

Double-Jointed (2): The character can bend their limbs in all manner of ways, making them much more flexible than a regular person. They receive a +4 bonus to any AGY checks involving Flexibility.

Stable Psyche (1-5): The character has a stronger than average mind, providing a +2 bonus per BP spent to Empathy checks against Insanity and checks against interrogation.

Defensive (3): The character is used to being backed into a corner and is able to fend off foes quite well. When taking a Defensive Round (pg. 154), they receive a +5 bonus (instead of +3) to defensive checks and can defend three times (instead of 2) without a penalty.

Wise (3): The character has a wide-range of knowledge to pull information from, maybe having lived a full life or being a younger genius. They can make a Knowledge check on any topic with a +2 bonus, even if it is one not associated with their concept, because they are just that darn wise.

Dumpster Stomach (2): The character can eat just about anything they want without feeling ill effects. If caught in a lurch, they can eat raw meats, moldy food, bugs, roots or even their shoelaces if necessary. They receive a +5 bonus against Poison/Drugs that are ingested.

Physical Gifts

Enduring (2): The character can last longer during extreme situations then others. They receive +1 Stamina point each time they buy this Gift.

Accurate Eye (3): The character may have been the first string quarterback in high school, an expert darts player or a master sharp shooter. In any case, they receive a +2 bonus to Marksmanship and Athletics (throwing).

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Chapter Three Extreme (2): The character is used to pushing themselves further than others on a more regular basis, perhaps into extreme sports or street-fighting. They can spend 2 Stamina points per turn, instead of 1.

Pain Resistant (2, 4 or 6): The character employs the adage of “mind over matter”, learning to bypass any physically painful event to better continue their task. For 2 BP, they receive a +2 bonus vs. Pain and Pain penalties reduced by 1. For 4 BP, they get a +4 bonus and Pain penalties reduced by 2 and, for 6 BP, they get a +6 bonus and Pain penalties are reduced by 4.

Fast Acting (1-5): The character is quickwitted and can react quicker than others during crucial situations. For each BP spent, they receive a +1 bonus to Initiative.

Quick Draw (2): The character knows how to draw their weapon and immediately strike without error. They only suffer a penalty equal to the Size of the weapon (instead of 2x) when attempting to draw and attack in the same turn.

Giant (5): The character was born bigger and tougher than other people, often standing up to 7 ft tall. They receive +2 Health, +5 Strength checks, +1 Stamina points, +1 to Fortitude, +1 to Intimidation and +1 Base damage. Due to their size, however, they suffer a -2 penalty to AGY checks for manual dexterity (i.e. lock picking, typing, etc.) and a -2 penalty to Stealth checks, finding it much harder to hide. Clothing/ armor also require +1 Wealth for special sizes that fit the character correctly. Ground Fighter (2): The character can fight just as well on the ground as they can standing. This means opponents lose any bonus to High Ground they would normally receive. Light Sleeper (2): The character is adept at staying up late hours, whether through training or just because they’re young and hyped up on energy drinks. They need only 3 or 4 hours of sleep per night and receive a +2 bonus against Unconsciousness. Natural Warrior (3): The character had a lot of fights growing up and is adept at dealing a lot of damage or great at striking vital spots. This Gift lowers their Boost in combat to 4 (instead of 5). It does not affect Manifestation Skills.

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Building Blocks roleplay, but the GM may ask for a CHM + Persuasion + Connections check for particularly complex or strange requests. Examples: Corporate, Judicial, Media, Police, Religious, Criminals, Political

Quick Healer (4): The character heals quicker than other characters. Non-Lethal damage is healed at a rate of 5 per hour of rest or 3 per hour of non-rest. Lethal damage is recovered at a rate of 5 per day of rest or 3 per day of non-rest.

False Identity (2+): The character has spent years developing another identity they can slip in and out of whenever they need. It includes a fake ID and plenty of accompanying documentation to support any transactions they may need to make. With GM approval, the characters can have additional identities at the cost of 1 BP each.

Refreshed Spirit (3): The character has always been able to recover faster from exhausting situations. They recover 3 Stamina points per day, instead of 2 points. Sprinter (2 or 4): The character has worked hard to improve their speed and ability to run for long distances. For 2 BP, they receive +4 Movement. For 4 BP, they receive +8 Movement and +1 Stamina.

Fame (2 or 4): The character is famous for one reason or another. For 2 points, the character is well known within a certain circle, but can still walk down the street without serious issues. For 4 points, their names and faces are spread throughout the nation (or possibly the world – based on concept).

Tough (1-5): The character can take more of a beating than other characters. They receive +1 Health per BP spent. Vicious Blows (3): The character has learned to make their unarmed attacks just as powerful as one with a weapon. By spending 1 Stamina point and taking an additional -2 penalty to their attack, they can turn their NonLethal damage into Lethal damage for 1 Action.

Flexible Schedule (2): Some careers are more demanding than others, but a character with this Gift can arrange things to work more in their favor. This can include having a friend who you can trade shifts with, having a boss who doesn’t mind if you take off for a little bit or a family member who doesn’t mind sharing the birthday gift to a Bond. This can often save a character losing their job or one of their Bonds.

Social Gifts Animal Companion (3): The character has a trusted animal that is their friend and companion. Their pet is trained (choose up to three commands) and the two communicate well. Common choices are dogs, birds and horses (pg. 163-164).

Followers (1-5): The character has someone in their life who works for them or admires them. While they are not as important as Bonds, they fill some irreplaceable role in the character’s life. This Gift, unlike Bonds, can include magical beings or even other gods at times, but are usually mortals who simply follow the character. Followers are assumed to have 3 in all Attributes, but the Follower gains 4 skill points that can be for each BP spent to reflect the skills they use to help the character. Note that highly-skilled Followers are a lot less likely to accept being abused by the character, and poor treatment may lose the Follower entirely.

Connections (1-5): The character has influence in groups outside of their Social Group Bonds, developing a system of favors they can call upon. This Gift reflects both how wide their influence spreads and the extent of the favors they can ask of their connections. However, they should be careful not to overuse or abuse their connections or they will start to weaken. They could have a friend who is a reviewer in the local newspaper (Media 1) or have an entire congregation at their command (Religious 5). Using these favors is done primarily through

Gentle Soul (3): People seem to congregate to the character with this Gift. They are

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Chapter Three seen as great confidants and innocent, even if they are in the wrong. They receive a +2 bonus to Empathy or Persuasion checks to get someone to give up a secret.

(1) Limited: They actually have a bit of money to their name, usually having their own apartment or sharing a home mortgage. They have likely upgraded their transportation to a slightly nicer car or a motorcycle. Disposable income: $500 per month. (2) Comfortable: They are stable, able to pay off their bills and still have some money left over. They likely have a condo or townhouse and a high-quality car. Disposable income: $1,500 per month. (3) Well-Off: Enough money to live, usually attached to a demanding job. They may own a small or medium home with some equity and have a car or SUV. Disposable income: $4,000 per month. (4) Wealthy: Characters without much to worry about, they have quite a bit of money, a large house and a lot of investments in the stock trade. Disposable income: $9,000 per month. (5) Filthy: They are veritable millionaires, possessing a decadent mansion, timeshare with a private jet and pretty much anything else they want. Disposable income: $20,000 per month.

Inspirational (2): The character is a born leader and is capable of inspiring anyone they come into contact with. They receive a +3 bonus to Persuasion checks when used for Leadership or Oratory purposes. Permit (1): The character has a permit to carry a gun outside of their Occupation. Status (1-5): The character has achieved rank or status within a certain social group, such as the military or within their particular Theology. Each BP spent gives a +2 bonus to Persuasion checks for commands, leadership or asking for favors from those within the organization. Note: Higher status brings more responsibility. Strong Bonds (2): The character’s has more Bonds, attached to his humanity by the special things in their life. They gain +1 point to spend on Bonds each time this Gift is purchased. Note that the number of Bonds a character can have is still limited by their Spark and vice versa (pg. 73).

Divine Gifts Entitlements (4): The character receives an additional Entitlement (pg. 110) to enhance their natural power. Can be purchased multiple times.

Unreadable (2): Some characters are not very emotional, and what they feel doesn’t register easily on their face or through body language. Others go to great lengths to learn to mask their motives. Either way, this Gift gives a +3 bonus against any Empathy, Deception or Linguistics checks to read them.

New Dominion (6): Most gods begin their journey with only a single Dominion, but those few lucky ones get another Dominion to work with. This Gift allows the character to begin with an additional Dominion they have control over. No god can start the game with more than 3 Dominions without GM approval.

Wealth (1-5): This Gift represents a character’s access to disposable income and gives an idea of their lifestyle, whether poor and downtrodden or fit for the rich and famous. Characters have a starting Wealth rating based on their Occupation (pg. 63), but can always buy more with BP if they so choose. (0) Poor: They don’t make a lot of money, having little in the way of personal possessions (maybe a bike or junk car and an iPod) and likely share an apartment with someone in the same predicament. Disposable cash: $250 per month.

Relic (1-5): Relics are awesome, divine items usually gifted from one go to another. No two Relics are the same, from Thor’s Hammer to Aphrodite’s Golden Girdle. More information on building personal relics can be found on pg. 116. Sanctuary (3): The character has possession of a special powerful location, usually centralized on a building or even a single room,

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Building Blocks which allows them to recover their Spark Points much quicker. If they sleep at least 5 hours in the Sanctuary, they recover 3 Spark Points per Spark rating (instead of 2) when they awake.

Buying Off Drawbacks

Certain Drawbacks can be “bought off ” by spending BP equal to its rating. For instance, a character who started as Infamous (2), but worked hard during sessions to better their name, could be allowed to spend 10 XP (2 BP) to get rid of this Drawback. This, of course, is dependant upon proper roleplaying and GM approval.

Strong Spark (4): The character has strengthened their Spark rating, which produces more Spark Points and giving them a bonus to their Manifestation and Entitlement checks. Remember Bonds begin to fail after one’s Spark grows stronger. Worshippers (1-5): The character has a group of followers who actively worship them as the god they are. Whether invited or not, their prayers generate additional magic that translates into Spark Points for the character to use. This Gift reflects the magnitude and size of the group and provides 1 additional Spark Point per BP spent on a weekly basis that can be used to refill any they’ve spent after a few minutes of Meditation. (1) 2 to 5 worshippers (2) 10 to 20 worshippers (3) 25 to 50 worshippers (4) 50 to 100 worshippers (5) 150+ worshippers

smoking) dosage, they can go on as if nothing is wrong. If they go a day without their drug, they become jittery and suffer a -3 penalty to all checks. In they go without for a week, they face withdrawal and will do anything to get the drug again, even injure their comrades. They can make a Tough (30) Insanity check to resist urges at intervals determined by the GM. Bloodthirsty (3): The character has a unique thirst for violence. If they inflict even a single point of damage on an opponent, they must make a Moderate (20) Insanity check to not beat them until they fall limp, either through unconsciousness or death. If they succeed, they can stop themselves, but must make another check with every strike that lands.

Cerebral Drawbacks Absent-Minded (4): The character forgets names and numbers easily and often misses important details in informa¬tion or their surroundings. They suffer a -3 penalty to all Discipline checks for Memorization or Concentration, as well as a -2 penalty to Perception checks.

Combat Fear (1-5): The character is struck with a slight dread every time conflict rears its ugly head. For each BP, they receive a -1 penalty to Initiative. Compulsion (3): The character has a compulsion to perform a particular act and cannot feel comfortable in their skin unless they do. This can be anything from kleptomania to pyromania to cleaning all dust from a room before sitting to counting sidewalk cracks while they walk. They can make a Tough (30) Insanity check to avoid the effects for a Scene, but they will always come back.

Addiction (4): The character has a monkey on their back, finding themselves addicted to some type of drug like alcohol, tobacco, marijuana or cocaine. The days of enjoying the drug recreationally are long gone. Now, they need it to function normally. Most drugs have long-term debilitating and harmful effects to the body, and the character loses either 1 Stamina point or 2 Health points (player’s choice) because of this. As long as the character gets their normal daily (or hourly in the case of some drugs, like

Curious (2): The character has an insatiable hunger to know everything going on around them, including what the person over there is whispering or what that button over there

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Chapter Three does. They can attempt an Insanity check to keep their curiosity from becoming a problem, with the Difficulty depending on how strong the motivation is.

up into a fetal position, lash out violently or simply run away – everyone reacts differently. The Difficulty may be raised to Tough (30) if the stimuli are excessive (i.e. a giant snake or swarm of snakes, instead of just one).

Emotional (3): The character is easily incited and often reacts in an exaggerated fashion with huge outbursts to even the smallest stress. They can attempt to resist the urges with a Moderate (20) Insanity check. The GM may raise the Difficulty to Tough (30) depending on the particular stimuli introduced.

Weak Willed (1-5): The character has no backbone when confronted and suffers a -2 penalty against interrogation or mental degradation per BP gained from this Drawback.

Physical Drawbacks

Illiterate (1): The character may have a learning disability or may have been isolated from others during their life. They can speak their starting language and any others gained from the Linguistics Skill, but lack the ability to read any of them.

Blind (6): The character is completely blind, either from birth or through damage to their eyes. They automatically fail any checks involving sight and suffer a -12 penalty to combat checks (pg. 152).

Lifesaver (3): The character cannot stand to see another in pain, even if they caused it. They cannot resist helping someone in need, even if their better judgment tells them otherwise. This penalty also applies in instances where they would have to leave a comrade behind, even if it was for the greater good. They can attempt a Tough (30) Insanity check to resist, but most choose to do the “right thing” in the end.

Deep Sleeper (3): That character may be a spoiled brat just used to sleeping in or might have a sleep disorder. They need at least nine hours of sleep per day to feel rested (instead of 6 hours). Checks against Unconsciousness also suffer a -2 penalty. See Exhaustion on pg. 101. Elderly (4): The character is an older person, no younger than 50 years of age. They are often weaker and slower than other characters, starting with -1 Stamina, -1 Health, -1 Base Damage, -2 penalty to Fortitude, -4 Movement and can only lift 20 lbs. per POW level. They have, however, lived a long life and receive a +2 bonus to Knowledge or Linguistics checks (player chooses one).

Loyal to a Fault (2): The character finds it hard to break their loyalty to even just an acquaintance. They are always urged to follow through if they’ve given their word (which they are likely to do often without really thinking about it), and they never leave a man behind. They must make a Moderate (20) Insanity check if they choose to resist this urge, but this often leads to horrible guilt.

Graceless (1-5): The character has no grace, easily tripping and falling. They suffer a -2 penalty to Acrobatics (Balance) checks per BP gained from this Drawback.

Phobia (3): The character is deathly afraid of some kind of stimuli, such as snakes, heights, darkness or enclosed spaces. Whatever the choice, this Drawback should be one the character must overcome on a fairly common basis. A fear of poisonous ants that only live in Australia wouldn’t be appropriate for a character living in New York, for instance. When faced with their phobia, the character must make a Moderate (20) Fear check or react in complete hysteria. They may curl

Kid (4): The character is a child, no older than 12 years of age. They are short and not as tough as an adult, starting with -1 Stamina, -1 Base damage, -2 Health and can only lift 15 lbs. per POW level. They are used to being told what to do and adults often discount their opinions, giving them a -4 penalty to Intimidation checks towards their elders. However, they receive a +2 bonus to Acrobatics checks for the purposes of Dodging and +2 Movement.

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Building Blocks Not a Fighter (3): The character has either never truly been in a fight or has lost all of them they have experienced. Their Boost for attacks is raised to Boost 6 (instead of 5).

Sickly (1-5): The character is especially susceptible to sickness and disease. They suffer a -2 penalty per BP gained to any Fortitude check to resist Disease or Infection.

One Arm (3): The character has only one arm, whether through an accident or horrible birth defect. With this Drawback, their lifting weight is equal to their carrying weight (instead of double) and they also suffer a -4 penalty to all Strength checks.

Unattractive (1-5): The character is hideously scarred from a fire or other horrible fate/ac¬cident or is just plain ugly from birth. Social checks that involve appearance suffer a -2 penalty per BP gained. Conversations by e-mail, post or phone work fine, but most faceto-face deals have a problem.

One Eye (4): The character is missing one of their eyes, damaging their depth perception and ability to notice things in their environment. They suffer a -4 penalty to Sight-based Perception checks, as well as a -2 penalty to Athletics (Throwing) and Marksmanship skill checks.

Weak Stomach (2): The character isn’t used to encountering the sick and disturbing, such as a murder scene or the intense smell of rotting meat. They receive a -4 penalty to Fortitude checks to resist spilling their lunch.

Social Drawbacks

Paraplegic (3): The character’s legs were either injured in an accident or they were just born without full use of them. This reduces their Movement to only their POW in a wheelchair, which is necessary to get around. They move at half their POW (rounded down) if they need to pull themselves along the ground without a wheelchair.

Bad Boss (2): The character is employed by a terrible boss. They may be loud and screaming or quiet and controlling, but either way the character has a hard time changing schedules to allow for more free time. If they need to get away to fight a monster, they had better be able to justify it as work.

Poor Senses (2 or 4): For 2 BP, the character has one slightly dulled sense (sight, hearing, touch or smell/taste), suffering a -3 penalty to Perception checks with that sense. The penalty can be negated with certain corrective assistance, however, like glasses or a hearing aid. For 4 BP, they suffer a -7 penalty that cannot be corrected. See the Blind Drawback for full sight loss.

Big Mouth (2): The character has difficulty keeping their mouth shut and has a tendency to blurt out everything that comes to mind, whether it is a sarcastic statement or a damaging secret they were supposed to keep. They must make a Moderate (20) IQ + Discipline check to avoid speaking their mind at the wrong time.

Scrawny (1-5): The character is skinnier and has less fortitude than others with similar body types. They suffer -1 Health per BP gained from this Drawback.

Enemy (1-5): The character has acquired an enemy or two throughout their time on Earth. The Drawback level reflects the danger they present to the character. Remember not all enemies attack the character directly. Some might

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Chapter Three attack their job, livelihood, reputation or even their family before ever throwing a punch. They should also be a constant threat or nuisance to the character, even if from afar. (1) Non-physical threat, but can be an annoyance. (2) Enemy of equal skill and threat. (3) Enemy with real danger, possibly with ties to law enforcement or crime organizations. (4) Enemy who can easily present danger to the character and their entire pantheon. (5) Enemy who may head a criminal, political or military group that has their eye on the character.

This can be anything from black people to Latinos to gays/lesbians to hippies. This Drawback only applies if it is a constant thorn to the character. Be sure to confer with your GM as to if this Drawback will apply. For instance, an openly gay character in San Francisco would not benefit from this Drawback. Poor Hygiene (1-5): The character simply doesn’t take care of their hygiene, often smelling horribly and constantly dirty. For Each BP, they suffer a -1 penalty to CHM checks that involve looks, etiquette or general presence (except for Intimidation). Also, any trackers receive a +2 bonus per BP to their Survival checks to track them based on scent or to use their sense of smell to lower Blind-fighting penalties (pg. 152).

Indebted (3): The character has zero money to their name and rarely carries more cash than what’s necessary for gas to get to work. Sometimes they are homeless, while others are just freeloaders who take advantage of their friends and family. They’ve maxed out any credit card they’ve ever owned and even loan sharks won’t work with them. If they happen upon a windfall, there is always someone looking for payment owed. The character’s Wealth score is reduced to 0, no matter how much their Occupation gives them. They cannot raise their Wealth score until they have Bought Off (pg. 95) this Drawback.

Prison Record (2): The character has spent some time in the big house, which brings with it a few tattoos and a prison record hanging over their head. This Drawback means the character is on their second strike and would go to jail permanently if arrested a third time. Runaway (2): The character is a runaway, usually attempting to escape from an abusive domestic situation or some other oppressive environment. This Drawback means that no matter where they go, there is someone looking for them.

Infamous (2 or 4): The character is well known for doing some sort of heinous act, such as being accused for murder or being an infamous crime boss. For 2 BP, they are known through certain social circles, but they can generally walk down the street without being bothered. For 4 BP, almost everyone knows who they are and there’s no getting around it.

Shy (3): The character often shrinks into the background, becoming shy around important people or large crowds. They suffer a -2 penalty to all Persuasion (Leadership or Oratory) checks and Intimidation checks. This Drawback also applies to interactions with someone the character may have feelings for.

Lecherous (2): The character is always on the prowl for sex, no matter how creepy they come off. They suffer a -2 penalty to CHM checks when interacting with someone they find physically attractive, having a hard time paying attention to the conversation as they linger on perverted fantasies. They also suffer a -4 penalty to resist Persuasion (Seduction) attempts from anyone they could remotely consider as a partner.

Speech Impediment (2): The character has a problem with their speech due to a slur, lisp, stutter or indecipherable accent. They suffer a -4 penalty to checks involving the spoken word, such as appealing to a group, learning to speak new languages or giving verbal commands to an animal they didn’t train themselves.

Minority (1): The character is a member of a minority group that is looked down upon.

Ward (3): The character has someone they must actively protect and look after. This

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Building Blocks

Health

person isn’t just someone they “feel” they must watch over, but someone who is always around and needs almost constant attention. This could be a child or mentally disabled adult or another person who needs to be taken care of.

A person can only take so much damage to their body, some more than others. A bodybuilder who has trained for years can take more of a beating than a skinny teen, for instance. A firefighter who has struggled to keep their body in shape is likely to be tougher than a homemaker who worries more about carpooling than keeping in shape. A high Health score is important for staying alive longer in a fight, surviving an accident or trudging through extreme weather/depravation. The character’s Health score is represented by a number of X’s that run along the right side of the Part-Time Gods character sheet. During character creation, they begin with Health equal to their POW + VIG + 6. Additional Health can be gained through Gifts or Entitlements. When they reach Health 0, the character either falls unconscious (from Non-Lethal damage) or dies (from Lethal damage). If the character continues to take damage after reaching Health 0 from Non-Lethal damage, their damage is converted into Lethal and could eventually kill them.

Divine Drawbacks Ban (2 or 4): The character has some sort of supernatural ban on the use of their Manifestations. For instance, a god of Sex’s powers may not work on a target that is truly in love or a god of Time cannot see events that happened to themselves. For 2 BP, it could be something that comes up every so often. For 4 BP, the Ban is a constant thorn in the god’s side. Spark Addict (3): The character has tasted the sweet nectar that is the Spark of another god. If faced with the opportunity of the deed again, they will most likely track down the soul and devour it, regardless of any negative results. They can attempt a Tough (30) Insanity check to resist if they so choose. Strange Hunger (4): Some gods inherit a thirst for virgin’s blood, liquid feces or even bean curd, all based on the character’s concept. Mechanically, Strange Hunger works the same as the Addiction Drawback (pg. 95), but applies to their unique substance.

Healing

Recovering Health is a matter of time and rest. Though there are some Entitlements (pg. 110) that can bestow Health, and Spark can be used to instantly heal, it is usually a waiting game otherwise. Non-Lethal damage is regained at a rate of 3 per hour of rest or 1 per hour of non-rest. Lethal damage is recovered at a rate of 3 per day of rest or 1 per day of nonrest. This rate can be doubled with hospital care and proper diagnosis of any infections or other health issues.

Unlucky (2, 4 or 6): The character has a bad luck streak, and they always seem to fail at the most inappropriate times. For 2 BP, the GM can make the character reroll one Natural 20 per session. For 4 BP, they must reroll twice and for 6 BP, they must reroll three times per session. If they reroll another Natural 20, it counts as a normal success and not a Critical Success.

Recording Health

Weakened Spark (3): The god has a weaker Spark than other gods and only receives 2 Spark Points per Spark rating (instead of 3). This can put the character at a stark disadvantage against other gods.

The X’s along the right side of the character sheet are your hits. When the amount of Health a character possesses has been calculated, the player draws a dark line beneath their final X to signify the maximum amount of damage the character can sustain.

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Chapter Three When a character takes damage from an attack, the X’s make it very easy to record and track ther current status. For NonLethal damage, the player marks in a “\” for that hit. For Lethal damage, the player marks in the whole “X”. Shown is an example of a character that has taken 2 NL and 1 L damage. Notice that Lethal damage should be recorded first, with Non-Lethal below it.

Temporary Health

Some powers provide the character with Temporary Health while it is in effect. This additional Health is added to the character’s existing Health, creating a cushion. Temporary Health is marked off before the character’s actual value and dissipates when an equal amount of damage is taken.

Movement The character’s Movement represents how fast the character can travel on foot. Below are the different ways they can get around: l Normal: Their normal speed when walking or jogging is equal to their POW+AGY in feet per Round. l Running: Walking and running require no checks under normal circumstance. At their top speed, characters can move at a rate of (POW+AGY) x 20 yards per minute at the cost of 1 Stamina point every 2 minutes. The GM may ask for a VIG + Athletics check if running at a steep incline, AGY + Athletics to avoid obstacles while running or a Balance check if the terrain is slippery or jagged. l Jumping: Without a check, characters can jump a number of feet equal to their POW+Athletics+5 horizontally or half this value (rounded down) vertically. They can add 50% to their horizontal with a running start of at least 10 ft. The player can also spend 1 Stamina point to make a Moderate (20) POW + Athletics check as well to add 5 ft, plus 5 ft. per Boost. Landing may require an AGY + Acrobatics check to avoid hurting themselves as they land or to catch themselves if they fail their jump check.

l Climbing: Climbing requires an attention to hand and foot location that can often slow down a character. They must make an AGY + Athletics check and can travel half their Movement (rounded down) while climbing. A failed check means they make no current progress, while a critical failure may mean they fall. They can move at their full Movement if necessary by spending 1 Stamina point. l Swimming: Characters with at least Athletics 1 can know how to swim. In calm waters, there are no checks needed and they can travel at half their Movement (rounded down). In rough and choppy water, they may need to spend 1 Stamina point and make a POW + Athletics check per minute to fight against the currents. A failed check means the character begins to flounder, while a Critical failure means they may start to drown. l Chasing: When one character decides to chase another, it becomes a Contested check – 1d20 + Movement vs. 1d20 + Movement. The difference between their checks reflects the number of feet gained or lost. Each contested check takes 1 Round. Example: Chris (Movement 10) is 5 ft. away from Eloy (Movement 8) and decides to run away during a fight. Chris makes a 1d20 + 10 check, rolling 19, against Eloy’s 1d20 + 8, rolling 24. Because Eloy rolled 5 Higher than Chris, he gains by 5 ft. and catches up to him.

Stamina Every person has a limit to how far they can push their body and how much stress their mind can take. Some falter at the very thought of a mountainous hike, while others refuse college because they can’t take the mental stress of daily exams and late night cram sessions. A high Stamina is the reason why one boxer can outlast another by a long shot or why some scientists can continue their research for days on end without sleep. The character’s number of Stamina points is equal to their (INS + VIG)/2 (Rounded down). This reflects a character’s strong willpower (INS) and ability to push beyond physical barriers (VIG). So, one with INS 6 and VIG 3 would start with 4 Stamina points. No

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Building Blocks feel refreshed after a restful night of slumber. If the character pushes themselves to stay awake, they will not recover Stamina points for that night without a VIG + Fortitude check against Unconsciousness. Difficulty for this check is equal to 10 per night they have stayed up. If they succeed, they recover 1 Stamina point instead of 2 points. Stamina is useful for many different things, but recovers slower than Spark. Most characters eventually feel the weakness of their mortal body.

character may ever have more than 10 Stamina points. These points can be used to put extra effort and power behind their actions and keep one mentally or physically safe in the end. Only 1 Stamina point can be spent at a time, unless otherwise specified. Below are some examples of how Stamina may be spent: l Damage Bonus: They can spend 1 Stamina point during combat to add +1 damage to their attack. Must be spent before their attack check. l Physical Exertion: Running or swimming for long periods may cost 1 Stamina point. l Maneuvers: Certain combat maneuvers may require a Stamina point to pull off. l Simultaneous Actions: The character must spend 1 Stamina point to split their actions during combat (pg. 154). l Resist Negative Effects: They can spend 1 Stamina point to negate negative effects from pain, poison, etc. for an Action. l Skill/Initiative Bonus: They can spend 1 Stamina point to receive a +3 bonus to a Skill or Initiative check. l Soak Damage: They can exchange 1 Stamina point to ignore a portion of Non-Lethal damage taken during combat (pg. 148).

Recording Stamina

On the character sheet, there are 20 bubbles to record Stamina points. After determining how much Stamina the character has, the player shades in the remaining bubbles that are not being used. Then, whenever they spend a Stamina point, they simply put a slash through the bubble. Below is an example of a character with Stamina 7, who has spent 2 points in combat.

Exhaustion

People can only push themselves so far. When a character spends their final Stamina point, they have let go of the last resources of energy. They immediately feel drained and suffer a -3 penalty to all checks until they recover at least 1 point back.

Regaining Stamina

Stamina recovers at a rate of 2 points per day, usually at the start of their day when they

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Chapter Three

Spark

does NOT require an Action to use, but cannot be used to heal another. l Manifestation Bonus: They can spent 1 Spark point to give a +2 bonus to a Manifestation check l Skill Bonus: They can spend 1 Spark point to give a +4 bonus to any Standard Skill that is associated with their Dominion. l Resisting Manifestations: A god must spend 1 Spark Point to resist the effects of another god’s Manifestation. Without it, they are powerless to withstand magical attacks.

Where Stamina is the limit to which a character can push their human body, a character’s Spark rating measures the extent of their divine power. As the Spark grows more powerful, it becomes easier for the god to manipulate their Dominion, activate certain Entitlements and brings them closer to their divine self. At the same time, delving deeper into this new world of competing pantheons and battling monsters pulls them from the Bonds that keep them tied to humanity. Spark is a source of great power, but can make them slaves to their negative emotions and lust for power over time. During character creation, every god receives Spark 1 to reflect their introduction into the new world of chaos, order and deific consequences. It can be raised as high as Spark 10, which is the point where the character stops being human entirely and becomes a magical entity that leaves Earth behind. Keep in mind a constantly rising Spark begins eating away at their Bonds 1 point at a time. For instance, a character with Spark 3 can only have Bonds up to 7 total points. If they raise their Spark 4, the character is limited to 6 total Bond points.

Regaining Spark

Spark points are replenished at a rate of their Spark level x2 points per day, regardless of rest or activity. For instance, a character with Spark 2 recovers 4 Spark Points per day. Some gods have Worshippers (pg. 95) to give access to more points or possess a Sanctuary (pg. 94) that can increase their recovery rate. Spark Points recover quicker than Stamina and can make the character stronger in confrontations, but at the ultimate cost of their humanity.

Recording Spark

On the character sheet, there are 10 bubbles for Spark, with the first one already shaded to reflect the character’s starting level. As the god gains more Spark, the player shades in additional bubbles equal to their current level. Also, the player receives 3 Spark points per level, which are recorded in the “Total/Spent” area under “Total”. As they spend their points, they write down how many in the “Spent” area. Here is an example of a character with Spark 2 that has used 2 points already.

Spark level & Spark Points

The Spark rating measures the power of their divinity. However, Spark Points are what quantifies the extent they can use their Spark to manipulation the world. For each Spark level a character possesses, the character has 3 Spark points at their disposal to spend on many different effects. There is no limit to how many Spark Points a character can spend in a single turn, but using too many may leave them without points when they truly need them.

Total/Left

6 4 ____/_____

l Damage Bonus: They can spend 1 Spark Point to add +3 damage to an attack. Must be spent before the attack check is made. l Entitlements: Spark Points are often needed to use Entitlements (pg. 110). l Instant Healing: The character can spend 1 Spark point to instantly heal (or ignore) 1 Lethal damage or 2 Non-Lethal damage. This

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Building Blocks

Experience Points

1 point – Morale of the Story: If the character has learned something from the session, it is important to award XP for growing. Go around the table and ask each player “So, what did you learn, if anything?” It could be something like “My character learned that setting random fires is a bad idea in most cases” or “My character will never again try to break out of jail using the front door”.

No person is an island and everyone on the Earth learns something new every day. So, too, do characters in Part-Time Gods continue to grow and change over time. The once bookish student may eventually learn to throw the perfect punch (raising their Fists Skill), while the gruff brute of the pantheon may one day pick up some manners (raising their CHM Attribute). Personal growth is represented by Experience Points (XP), points players earn in a variety of ways, such as great roleplaying or wowing the group. These points can then be spent to better their character in one area or another.

After a Story

At the end of a major Story (a storyline that spans several sessions), the characters should have solved a great mystery, defeated an engaging opponent, successfully pulled off their assigned mission or gone through some personal life change. They should receive additional XP for a “job well done” based on how successful they were, how much danger they were in, how efficiently they executed their plans and the overall outcome. GMs are encouraged to give anywhere from 1-5 additional XP. Any more often leads to the characters advancing too quickly.

After a Gaming Session

After a successful gaming session, the GM and players discuss the events of the evening and then the GM distributes points to worthy players. The XP examples below don’t apply to every session, making the average XP gained per session between 1 XP and 5 XP, depending on the length and quality of the session. The GM is also encouraged to create their own homebrewed criteria, as well, that fits the group’s play style. 1 point – Showing up to Play: Every player who shows up to play should receive 1 XP just for joining in the game and contributing to its occurring in the first place. 1 point - Bonds: If the player used their character’s Passion or Failing in an interesting way that affected the session, they should receive this point. See Bonds on pg. 70 for more information. 1 point – Spotlight: If there was one character who took charge of a situation or was an effective leader during that session, they receive this point. It’s a good idea for the group to vote on which player deserves this point. 1 point – Memorable Moment: If a character does something that makes the group say something like “That’s so awesome!”, “Man, dude, what, no, really?” or make the GM speechless from how cool or clever it was, they receive this XP. It shouldn’t be given every session or it begins to lose its flavor.

Spending XP

When a player decides to spend their XP to advance and improve their character’s abilities, they can spend any accumulated XP gained from their previous sessions and stories. Part-Time Gods, as a game, is based heavily on the story being told, meaning any XP spent needs to be justified to the GM and make sense for the character’s concept and ongoing story. For example, raising a character’s Persuasion Skill makes little sense after a storyline where the characters were isolated in the arctic north, but could be spent on raising their IQ if that time was spent studying. 1 Attribute Point

10 XP

1 Skill Point

5 XP

1 Bonus Point

5 XP

1 Manifestation Point

5 XP

New Spark level

20 XP

New Dominion

30 XP

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Chapter Three Raising Attributes & Skills

Attributes determine a character’s intuitive chance of success without training while Skills reflect a character’s training and are more specific. Raising an Attribute is more expensive, but can be raised on a situational basis without training. Skills, on the other hand, require actual training, meaning time (or downtime) spent working at improving the skill. The player can purchase 1 Skill point for 5 XP or 1 Attribute point for 10 XP. Remember that Level 9 and 10 of either Attributes or Skills costs double.

Downtime

Downtime is the span of time between stories where the characters aren’t pursuing an active goal or attempting missions. When one Story ends, the character’s should be given time to relax, a chance to breathe and to check into family and personal matters, or even train for the next story or mission. Players spend the majority of their XP during Downtime, but it is not uncommon to do so in the middle of a story if the situation warrants the expenditure. The player must still justify raising their Skills or Attributes through their character’s ongoing progression.

Manifestations

While Manifestation Skills may work the same as Standard skills mechanically, there are a few considerations. Learning new Manifestations beyond the three they begin with should occur only when it serves the story or if the character goes through training with another god. Advancing Manifestations the character already knows can happen much like standard skills, through usage of XP.

Dominions

Players should be reminded that developing a new Dominion doesn’t just happen out of thin air. New Dominions should be gained only at important places throughout the story or at the completion of one (like a quest to find a new Dominion or the death of close friend the character gains one from). Of course, the GM can allow spontaneous Dominions as well, if it fits the story.

Gaining Bonus Points (BP)

Players may purchase Bonus Points (BP) in order to obtain Gifts, even after character creation. Examples of suitable Gifts after character creation are mostly social, as they are more likely to be gained through good role- playing. For instance, physical Gifts would include Body Builder or Poison Resistance if the character spent time working to change their bodies. In the end, the GM has final say on conditions for purchasing any Gift.

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Character Creation Steps

3. Spend 6 points between different Bonds (pg. 70). Ascendants only being with 4 points of Bonds.

Step 1: Mortal Concept, Occupation and Bonds Step 2: Attributes (25) Step 3: Skills (25 + IQ) Step 4: Theology, Dominion (1), Entitlements (2) Step 5: Manifestations (3, 2, 1) Step 6: Spend Bonus Points (BP) Step 7: Record Health, Movement, Stamina and Spark.

Step Two

1. Distribute 25 points between the character’s Attributes (pg. 77). Levels 1-8 costs 1 point per Level and Level 9 and 10 cost 2 points per level. Every character must begin play with at least 1 point in each Attribute. Level 3 is average for a regular person.

Mortal

Step Three

Step One

1. Distribute 25 + IQ between the character’s Standard Skills (pg. 79). For instance, IQ 4 gives the character 29 starting skill points. Levels 1-8 costs 1 point per Level and Level 9 and 10 cost 2 points per level. Achieving Level 5 and 10 gives the character a Skill Speciality (pg. 83).

1. Choose Concept 2. Choose one of these Occupations: Academic (7 BP)

Lawyer (5 BP)

Artist (7 BP)

Media (6 BP)

Athlete (5 BP)

Medical (5 BP)

Blue Collar (7 BP)

Minimum Wage (10 BP)

Business Owner (8 BP)

Musician (7 BP)

Acrobatics

Legerdemain

Celebrity (5 BP)

Performer (5 BP)

Arts

Linguistics

Computer Tech (7 BP)

Politician (5 BP)

Athletics

Marksmanship

Criminal – Small Time (7 BP)

Privileged (5 BP)

Beast Handling

Medicine

Crafts

Melee

Criminal – Big Time (5 BP)

Religious (7 BP)

Deception

Perception

Detective (7 BP)

Retired (10 BP)

Discipline

Performance

Driver (7 BP)

Rural (5 BP)

Empathy

Persuasion

Emergency Services (5 BP)

Scientist (5 BP)

Fists

Stealth

Fortitude

Survival

Explorer (7 BP)

Sex Worker (10 BP)

Intimidation

Technology

Fighter (5 BP)

Soldier (5 BP)

Knowledge

Travel

Homeless (12 BP)

Student (8 BP)

Homemaker (8 BP)

Therapist (6 BP)

Kid (13 BP)

White Collar (6 BP)

Standard Skills

Law Enforcement (5 BP)

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Divine

3. Stamina: (INS + VIG) / 2, plus any Stamina gained from Gifts or Entitlements.

Step Four

4: Spark and Spark Points: Characters begin with Spark 1, plus any additional Spark gained from the Strong Spark Gift (pg. 95). They possess 3 Spark Points per level.

1. Choose one of the following Theologies: Ascendants (pg. 30) Cult of the Saints (pg. 34) Drifting Kingdoms (pg. 38) Masks of Jana (pg. 42) Order of Meskhenet (pg. 46) Phoenix Society (pg. 50) Puck-Eaters (pg. 54) Warlock’s Fate (pg. 58)

Experience Points 1 Attribute Point

10 XP

1 Skill Point

5 XP

1 Bonus Point

5 XP

2. Choose a Dominion (pg. 119), a noun or verb that the god has control over.

1 Manifestation Point

5 XP

New Spark Level

20 XP

3. Choose two Entitlements (pg. 110), giving the character innate powers.

New Dominion

30 XP

Step Five

1. Choose 3 Manifestation skills (two alaready chosen by one’s Theology) and assign one skill to have 3 Levels, the next to have 2 Levels and the third 1 Level.

Other

Starting as Experienced Characters

This chapter has detailed how to create a “starting” character, a Rookie. However, the GM may choose to start players off with characters at a higher level. Use the chart below to help balance:

Step Six

1. Spend a number of Bonus Points (pg. 89) given by the character’s Chosen Occupation. These points can be used to buy Gifts or raise Attributes and Skills. Additional BP can be gained by taking Drawbacks or sacrificing Attribute or Skills points (to a max of 7 BP).

Step Seven

1. Health: POW + VIG + 6, plus any Health gained from Gifts or Entitlements. 2. Movement: POW + AGY, plus any Movement gained from Gifts or Entitlements.

Experienced

+5 BP

Veteran

+10 BP

Hero

+20 BP

Advanced Character Creation

Experienced players may create their character in a different order than the rules given in this chapter. They may want to choose Gifts first, then jump to Theologies and then Skills before coming up with their Bonds. Likewise, they may pick Drawbacks first and then Skills and then Manifestations. None of these methods are wrong as long as the points are spent correctly.

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Chapter Four: Divine Powers Natural Abilities

sense isn’t perfect and cannot be used to track another or pinpoint anyone’s location. The only exception to this is if the being they sense shares the same Dominion, at which point they can immediately feel exactly where that god is located. They are the character’s direct competition and possibly a dangerous threat to their power and livelihood.

There are things all gods have in common, natural abilities given to each one by their divine Spark (pg. 102). Below are explanations of these things.

Sense Spark

Territory

Gods begin to sense each other and the minions of the Source whenever they are in the vicinity. The problem is, they can seldom tell the difference between the two, as the energies are usually quite similar. They can sense the presence, general direction and power level of any being with a Spark (including gods, pucks and Other-Worlders) within a 1-mile radius. There is no roll required for this; it is an automatic ability gifted upon all gods. If a god enters the vicinity of another with a Spark, they’ll feel the hair on the back of their neck stand up or a slight chill. Sadly, this

As a god settles down in an area, they can begin to build their powerbase and collect territory. A god’s territory isn’t limited to where they live either. Throughout history there are gods who have ruled entire states, nations or large portions of the world, only because there were either a lack of other gods in the area, no one wanted the territory (it was in a poor or useless area) or other gods feared the rulers. Characters begin play with the building they live in as their only territory. It is the location that is most connected to the god. Then, as they travel to and from work and to different

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Chapter Four locations, the god will have spread the essence of their Spark all around town. Within days, they may have a territory of a few square miles, which would grow exponentially… until it collides with or overrides another god’s territory. Multiple gods can certainly share the same territory if they choose to, instantly sensing if the boundaries of their territory have been moved or tampered with, but most gods are petty and unused to sharing. The players in your group are likely gods who have all felt each other within their territory and have decided to rule it together, in relative peace. While territory provides no particular bonus to the god who rules it, it does give a -2 penalty to all Manifestation checks for other gods within their domain. Gods who all share the same territory do not suffer this, but those gods who travel from other lands certainly do. If one’s enemy is powerful enough, this penalty does little to stand in their way from taking over their territory. There are some gods who enjoy spreading their domain, leaving other gods in a constant fight to defend their territory. They stroll into town, their presence being immediately sought out by the ruling god. When they face each other, the winner can lay claim to the territory and call it theirs… until the next usurper makes their way into the same town. It is a never-ending cycle. The most famous account of this phenomenon was the Roman pantheon sweeping in, destroying the Greek gods of the time and then ruling in their place, no mortal the wiser.

Prayers

As a divine being, a god’s name carries weight in the universe. There is a reason why gods try so hard to get others to know their name and to pick up followers and worshippers… because they can hear their prayers. Yes, any prayer made to the god by name from anywhere in the world will be carried on the wind and brought to the god’s ears within seconds. As a shiver runs through their body, they get a sense of the emotional state of the prayer and its intent. Hearing prayers all the time can be a drag and can distract from other activities, but it’s worth it in most cases. Ultimately, the god must decide what to do with a prayer to them. If they are interested in fostering relationships with their followers and ensuring continued prayers (and Spark Points) then they will fulfill it. Ignoring too many prayers leaves the god’s worshippers feeling abandoned and alone. If left for too long, they will eventually leave the god behind in kind.

Immortality and Death

Upon receiving their Spark, all gods become effectively immortal for 100 years. If they remain unharmed, they can live out this period in unaging happiness. In they choose, they can willingly age themselves to an old appearance, but they cannot turn back the aging effects on their body. Adult gods often take the opportunity to continue on the same as they always have. Younger gods, like those who receive their Spark as a child, often continue to age a year at a time until they find an age and body type they enjoy. Even though they are immortal, the god can still experience death by violence or accident. If killed, the god’s body, no matter how destroyed or damaged, will rise three days later from their death in perfect health. The down side, however, is the god also loses 1 permanent level of Spark, as it takes a lot of energy to replenish life itself. If left unharmed for the three days, their spirits reach their bodies again and any damage is instantly healed. If this reduces their Spark to 0, their Dominion abandons them and jumps to a new (and hopefully more worthy) recipient. They

Spheres of Influence

A side effect of godhood is that the influence of their Dominion, fueled by their Spark, begins to seed itself into their territory. It begins slowly with the god’s very presence altering a decision a person makes, until the citizenry have no control over themselves. For instance, the neighborhood that is the home to a god/dess of love, will be filled with happy couples, while a neighborhood ruled by a god/ dess of fear would be full of crime, locked doors and empty streets after the street lights went out. The effects should scale with the god’s Spark level, with Spark 1 leading to subtle changes in the environment and Spark 10 altering the very land and people’s minds entirely.

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Divine Powers get to live the rest of their lives knowing that they lost true power. In the case of long-lived gods, the character’s natural age instantly catches up with them and their body rapidly wrinkles and shrivels. If they have lived past their lifespan, the god instantly dies. During the three days of waiting for their body to rise, the god is stripped of their Dominion and become akin to ghosts. They often have to evade minions from the lands of the dead that wish to transport their souls to the afterlife. If this occurs, their pantheon members may even travel to the lands of the dead to get them back (a sign of true friendship).

ter can attempt to magically absorb their soul into their own. Some gods become headhunters, tracking down other gods with desirable Dominions in order to kill them and steal their power. In order to do this, both gods make contested INS + Spark checks (Note: The dead god only uses their remaining Spark level). If the attacking god wins, the soul is absorbed (some would say devoured). The dead god is now forever dead and has no Spark to bring them back to life. The absorbing god assumes control over the Dominion of the dead god as well, making them much more powerful. If the dead god had the same Dominion as the absorbing god, they instead receive +1 Spark level and a +2 bonus to a Manifestation of their choice (must be one the dead god possessed), reflecting the strengthening of their connection to their existing Dominion. Another benefit to devouring another god’s soul is that the energy of their Spark can be

Being Devoured

Another threat a god must be wary of if they die is other gods. When they are in their ghost form, they are left defenseless with no Dominion and no way to affect the real world. Hiding is recommended, because a rival god (or any god for that matter) who finds the charac-

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Chapter Four used to reenergize one’s own. With this, a god can actually add years to his rule. Normally, a god’s spark lasts about 100 years. However, each Spark they devour extends this by another 25 years. Many older gods have existed only by the skin of their teeth and the naiveté of younger gods. Of course, absorbing someone’s soul comes with a cost. The essence of the dead god’s soul becomes one with the absorbing god’s soul, merging the two and mangling them both together. The absorbing god must roll on the following chart to see what the outcome of their decision is, but it is rarely good. Side effects range anywhere from a slight dizziness for a short period to permanent Attribute loss or even the absorbing god’s own death. Unless otherwise stated, the side effects are permanent. It is not unheard of for multiple gods to share in devouring another god’s soul. When this occurs, all the absorbing gods roll against the dead god. If they win, they get to take a piece for themselves, but everyone still needs to roll on the Devour Side Effect Chart. However, the Dominion will often break apart in its different aspects, each god receiving one. For instance, devouring the soul of a god of storms, may garner one god the Lightning Dominion while another receives the Wind Dominion. Tales of a pantheon that betrays one of their own, just to split the power up among them are surprisingly common.

Devour Side Effect Chart 20

No effect: The god skates by with no effect

18-19 Dizziness: The god is left slightly dizzy, suffering a -2 penalty to all checks for 1 week 16-17 Assumed Drawback: The absorbing god receives a Drawback (of any kind) that the dead god once possessed. GM’s choice. 13-15 Phobia: The absorbing god develops a horrible Phobia (pg. 96) of the GM’s choice (should fit the situation). 10-12 Failing: The absorbing god picks up a Failing worth 1 point that never goes away. 7-9

-3 Skill Loss: A fragment of the absorbing god’s memory degrades, removing some of their training

4-6

Multiple Personalities: The soul merge was not complete and remnants of the dead god’s personality are preserved within the absorbing god’s mind. In times of stress or when coming into contact with a possible trigger, the dead god takes control of the characters for a moment. This is resisted with a Moderate (20) INS + Discipline check, but can raise to a Tough (30) if faced with any of the dead god’s Bonds.

2-3

-1 Attribute Loss: The process weakens the body, mind or spirit of the absorbing god (GM’s choice)

1

Character dies: The two Sparks prove to be incompatible, rendering the absorbing god dead. They receive no benefit to absorbing the soul and is now at other gods’ mercy under they come back three days later.

Entitlements Another part of the divine experience is the Entitlements of power. Along with the massive power provided by their Dominion, each god is also gifted with certain Entitlements, special powers handed down from one god to another. Some Entitlements are directly tied to one’s Dominion, while others are not. Myths of Zeus, God of Lightning, are never without stories of his love of shapeshifting and his ability to woo any love he wanted. Odin’s legends speak of his twin crow familiars and his ability to see through the disguises of his enemies. So too are these Entitlements extensions of the character’s core concept. Some

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Divine Powers

Entitlement List

mirror effects that can be created with certain Manifestations, but Entitlements come much more naturally to the god and do not require connection to a particular Dominion or Theology. Not all Entitlements are regarded as “gifts” to the gods. In particular, massive physical changes to one’s body makes it harder to exist in the normal world without people finding out. Seeing people bend to their will with a word can also be off-putting, especially when it starts to affect those closest to them. During character creation, each player may select 2 Entitlements for their character to start with. Certain powerful Entitlements may cost double, leaving the character with a single power in the end. More can be gained with the purchase of the Entitlements Gift (pg. 94). If players have ideas for additional Entitlements that are in line with the exact concept they want, GMs should take them under consideration and add them to the game if found suitable and balanced.

Aquatic (P)

The god becomes connected to any body of water they enter. With this Entitlement, they can breathe underwater without penalty, receives a +4 bonus to Athletics (Swim) checks and ignores any damage caused by the crushing depths of the ocean. The effect lasts for as long as the god is submerged.

Astral Projection (A)

Counts as 2. The god is able to separate their spirit from their body with a Moderate (20) INS + Discipline + Spark check and spending 1 Spark Point. In this form, they do not affect the physical world, can pass through walls, and can be visible or invisible as the god chooses. The god can use this to send their spirit anywhere within 10 miles of their physical location. Some use this Entitlement to meet with potentially dangerous contacts or to use Manifestations from afar (ethereal effects only, as they still cannot affect the physical world). While this power is in effect, their body is left inert and unprotected.

Active and Passive

Entitlements are separated into those that are Active and those that are Passive. Active Entitlements require the power to be activated before they take effect, usually with the use of Spark Points. Because they have a cost attached to them, many Active Entitlements provide more power than Passive Entitlements. Passive Entitlements are always on and provide a constant bonus, often without the character needing to activate the power. Some allow the god to expand the base Passive ability if they choose to spend Spark Points. In other instances, the character may spend Spark Points to push their power into hibernation for a Scene, but it is always temporary. These powers are so entwined into the character’s very soul that Active Entitlements are sometimes automatically activated at times of stress or high emotion. In a lovers’ argument, a god may find their spouse dying in their arms when their claws extend or patients may spring back from their death bed after half the time normally needed while under a healing god’s watchful eye.

Beast Tongue (P)

Taking after the legend of many beast gods, the character can speak with animals as if they were humans. They can pick one type of animal they can easily speak with, such as felines, monkeys, dogs, etc. If needed, the god can spend 1 Spark Point to speak to any animal type for the Scene. Keep in mind different individual animals, even those within the same species, have their own personalities and information to give. GMs should treat the animals like any other NPCs, feeling free to flesh out important animals, but leave others with general personalities.

Beast Ward (P)

The god emits a natural vibe to any animals in the area that banishes any beast away from them with a thought. Dogs, cats, lizards and other lesser beasts hate being in the god’s presence and have to make a Moderate (20) INS + Discipline check to stick around. If necessary, the god can spend 1 Spark Point to raise the

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Chapter Four Fear Difficulty to a Tough (30) check.

Energy Deflection (P)

The god becomes very resistant to damage and negative effects from electricity, fire and other energy sources (even those created by Manifestations). An invisible field appears around the character that automatically absorbs half the damage received from energy. The god can also spend 1 Spark Point to completely negate damage from a single energy attack.

Colossal Size (A)

Counts as 2. Some gods are said to be gargantuan compared to a normal person. The character with this Entitlement can force their body to grow in size up to 14 ft tall with rippling muscles, easily towering over others. While activated with 1 Spark Point, they receive the following bonuses: Health +4, Stamina +2, Damage +1 and Strength Checks +4. They can also carry +20 lbs per POW. On the other side of the coin, the god then stands out, huge with ripped clothes.

Enhanced Attribute (P)

The god becomes naturally great at one of the six core Attributes after awakening their divine Spark. They can grow in physical strength or toughness or become quicker, more intelligent, more aware or more charismatic. The character receives a +3 bonus to a single Attribute. With the selection of this Entitlement, the character takes on some kind of physical tell to their enhancement. Divine POW may give them rippled muscles, while divine CHM may make them amazingly attractive. This can be taken multiple times and can even bring the character’s Attribute over the normal maximum of Level 10.

Dark Sacrifice (A)

Often a power granted to dark gods, this Entitlement allows the character to drain a victim’s very life force away with a single touch of skin. They spend 1 Spark Point and make a Moderate (20) IQ + Discipline + Spark check (Boost 3), inflicting 2 (L), plus another 2 (L) per Boost. Not only do they cause their target pain, but also the character’s Health is replenished equal to half the damage dealt. On a Critical Success, the base damage is 4 (L) instead.

Divine Protection (A) This Entitlement gifts the god with increased defenses for the Scene, in the form of an invisible force field or even just making the god themselves tougher. In either case, the character with this power is able to take almost any attack that may come their way. When activated, the god gains AR +2/+1 for each Spark point spent (up to AR 8/4).

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Divine Powers Extra Arms (P)

Guardian Sight (P)

The god is gifted with an extra pair of arms at their sides, in the vein of Shiva the Destroyer. This gives them a +2 bonus to Fists and allows them to split their actions once per Round with no penalty. Most gods keep them tucked away in a coat when not in use, but the character can spend 1 Spark Point to suppress them for the Scene if they so choose.

All gods have someone that is important to them, whether it is a Bond or a ward they take care of. With this Entitlement, the character can speak the name of that person and instantly see a vision of the target’s location, what they are currently doing and their emotional state. Guardian Sight can only be attached to one being at a time, but the god can spend 1 Spark Point to switch their target. The god and target must be in each other’s presence and cannot be strangers or only recently met.

Familiar (P)

The god is granted the service of a lower creature, imbued with near-human intelligence and the ability to communicate verbally with the character. Familiars are always mundane animals, such as cats or dogs, not dragons or unicorns or other otherworldly beasts. For 1 Spark Point, the god and familiar can see through each other’s eyes from up to 200 feet away for the Scene. The animals should fall in line with the character’s Dominion and concept. For instance, a God of Death may have a vicious dog as his hellhound, while a God of Wisdom may travel with an owl as white as pure snow, which watches over them at night.

Healing Hands (A)

Legends of gods who can heal others with their divine power are well known. This Entitlement gives the character this awesome power, extended with a single touch. To activate, they spend 1 Spark Point and make a Moderate (20) INS + Medicine + Spark check (Boost 3). If successful, the target regains 2 Health, plus 1 additional Health per Boost. On a Critical Success, base healing is 4 (instead of 2).

Incredible Strength (P)

Many gods have strength beyond a normal human. At this level, their physical appearance does not change, and they come off as surprisingly strong to anyone who witnesses their Incredible Strength. The character’s base carrying weight is +50 lbs. per POW and they receive +1 damage to all their close combat attacks.

Fearful Aura (P)

The god becomes much more intimidating and scarier than a normal person, emanating a terrifying vibe. They gain Fear 15 + Spark rating, and anyone who enters their presence must resist with the standard INS + Discipline vs. Fear. A failed check makes the weak-willed cower or run away entirely. The god can even further enhance their Fearful Aura and add +5 to their Fear effect per Spark Point spent (up to 3). They can also spend 1 Spark Point to suppress this aura for the Scene if they so choose.

Lashing (A)

The god attacks with the power of their mind, creating invisible, spiritual whips, and slash and scar their opponent with a thought. The power lashes at the target with a +3 bonus to Marksmanship (Boost 4) and inflicts 2 (L) for each Spark Point spent on this single attack. This Entitlement can be directed at a target up to 30 ft. away within line of sight.

First Move (P)

The god receives a +4 bonus to all Initiative checks. In addition, spending 1 Spark Point allows the character to automatically act first in combat (no roll necessary). Initiative for all others is calculated normally, but acting after the god is the highest any of them can aspire to. If two gods both activate this Entitlement, they act simultaneously.

Lucky (A)

Some gods use their Spark to protect them from horrible fates or push their luck to even greater heights. This Entitlement lets the character spend 1 Spark Point in order to make ANY check twice and take the better of the two checks. This can even be done after the first check has already been made.

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Chapter Four 2x their Spark rating to their Health and can add their Spark rating to any resistance checks against Death, Disease or Poison.

Masterful Leap (A)

Gods who cannot fly often find other ways to get around. With this Entitlement, the god’s ability to jump long distances is greatly enhanced and made much more precise. By spending 1 Spark Point, the character’s base jumping distance is multiplied by their Spark +1. For instance, a god with Spark 3 can jump x4 normal. They can also make an Athletics (Jumping) check with a +10 bonus without needing to spend a Stamina point and leap an additional 10 ft. per Boost.

Plant Tongue (P)

The god can speak with a particular type of plant-life as if it were human, such as trees, bushes, grass or even roots. Plants have plenty of stories to tell, especially since they seldom get the chance to speak with anyone. Generally, the smaller the plant, the younger they seem in terms of intelligence, while taller trees seem disconnected to everyday life. The god may spend 1 Spark Point to extend their communication to any plant.

Masterful Speed (A)

The god’s physical body is super charged with the ability to travel at much faster speeds than a normal person. The character gains +10 Movement, as well as a +1 bonus to Fists, Melee and Athletics checks. If they so choose, they can also temporarily raise their Movement for the Scene by another +5 per Spark Point spent.

Purity of Spirit (P)

The god’s body is charged with extra energy to push themselves further than others and keep them devoid of any foreign bodies or abnormalities. The character adds their Spark rating to their Stamina and can add their Spark rating to any checks against Fear, Insanity or Pain.

Natural Weapons (A)

Several myths speak of gods with claws that can slice a human in two or horns to smash their opponents through a wall. By spending 1 Spark Point, the god summons forth their own Natural Weapons, be they claws, horns, spikes, secretions of acid or other unique body modifications. This weapon gives the character a +2 bonus to Fists checks and adds their Spark rating to their close combat damage.

Push (A)

This Entitlement can create a surge of power that can push an object or opponent back with a rush of energy. The effect does no damage itself, but the target may take damage from things they hit or from landing wrong. The god spends 1 Spark Point and makes a Moderate (20) AGY + Crafts + Spark check (Boost 3). They can push back up to 50lbs, plus another 50lbs for each Boost. Push lacks the fine manipulation of the Puppetry Manifestation, but it’s great for forceful effects.

Otherworldly Sight (P)

The god’s eyes open to unnatural things in the world. While other gods can sense the presence of the Source in the area, this Entitlement provides two additional abilities. First, they can see and speak to any kind of spirit/ ghost they come in contact with. Second, Otherworldly Sight allows the god to see the true faces of pucks or monsters through any guises they may choose to take. The god may spend 2 Spark Points to suppress this vision for a Scene, but cannot otherwise blind themselves to the hidden horrors of the world.

Regeneration (P)

Counts as 2. The character’s divine Spark constantly regenerates healing power, following in line with many legends of gods who cannot die. This Entitlement allows the god to recover Health at a much faster rate. Non-Lethal damage is healed back every minute (instead of hourly) and Lethal damage is healed every hour (instead of every day). If they lose pieces of their body, they can spend Spark Points to recover them over the course of a week. A lost hand or foot costs 1 Spark Point, while a leg or arm costs 2 Spark Points. This ability does not

Picture of Health (P)

The god’s body is filled with energy, causing them to be abnormally healthy and making them blush with life. The character adds

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Divine Powers work if the god loses their head.

a fight. This gives others a +2 bonus to Discipline (Concentration) checks, as their mind is serene and ready to focus. If combat starts despite the non-aggressive feeling, everyone within 30 ft. of the god suffers a -4 penalty to Initiative and -2 to all combat checks for the first Round. At the start of the second Round, they have shaken the magic off. The god is not affected by this Entitlement, and they can spend 1 Spark Point to exclude 1 additional target, if they so choose (up to 4).

Self-Sacrifice (A)

Many divine beings have a martyr complex that can be used to their advantage. The god with this Entitlement sends their essence anywhere within line of sight to aid a companion. By spending 1 Spark Point, the god ensures their intended target takes no damage. Instead, the god takes one quarter of the damage dealt (rounded down) in their place. This cannot be used to reduce damage done directly to the god’s body, only to help another.

Superior Strength (P)

Counts as 2. The god towers over others with their great physical power, becoming a great figure of strength on Earth. Onlookers to any feat of strength can see the god’s rippling muscles, and it is easy to see the character is not normal. Their base carrying weight gains +100 lbs. per POW and they receive +2 damage to all close combat attacks.

Skill Excellency (P)

Some gods are just better at a certain skill than a normal person, especially those who are patrons to a certain occupation. A god of archery would be better at Marksmanship, a god of the hunt may receive a bonus to Survival in order to stay in the wild longer than others, a god may be more Persuasive than another, or a god of cooks would have a natural ability to make the perfect meal with Crafts. The god receives a +5 bonus to a skill of their choice. This can be taken multiple times to enhance different skills, but not twice for the same skill.

Telepathy (P)

The god has superior mental abilities, allowing them to communicate with others without words, sending telepathic messages directly to their target’s mind. The character can create two-way communication with one target of their choice, but this does not give them the ability to read minds.

Soothing Aura (P)

The god’s aura exudes an air of calmness in the immediate area, making anyone around the character less aggressive and less likely to start

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Chapter Four

Relics

With a Moderate (20) INS + Linguistics + Spark check, they can communicate with a number of targets equal to their IQ + Spark rating within Line of Sight. They can spend 1 Spark Point for communication with a target they cannot see within 1 mile.

Myths concerning gods wouldn’t be complete without their fantastic Relics. These are not just items used by a god. They are special artifacts, infused with the very Spark that grants divine power, often hand-crafted by the god that is destined to use it. Despite the legends of Thor’s Hammer or Indra’s Thunderbolt, most Relics are not weapons. Most are pieces of clothing or ornaments of some kind, such as Aphrodite’s bodice or Inti’s Sun Mask. The special gifts needed to craft these terrible and magnificent items were lost long ago during the God Wars, but the Relics themselves still exist, as many of them are indestructible. Others spring up as spontaneously as today’s gods do. Modern gods often go on long quests and fulfill requests from their Theologies in order to get their hands on these powerful Relics. They are truly worth the time and effort, especially if the god can get the item to attune to their Spark.

Tongues (A)

The god can spend 1 Spark Point to instantly understand and speak a language they don’t otherwise know. They use the individual language without issue and can make Linguistics checks normally to understand other languages within the same family. The god can spend 2 Spark Points to extend this to another.

Unobscured Eyes (A)

Once activated by spending 1 Spark Point, the god’s eyes flash blood red (or color of choice), giving them the ability to ignore penalties from darkness (even magical darkness), smoke, heavy rain and other elements that affect concealment. This Entitlement also adds a +2 bonus to Intimidation checks while in use.

Attunement

Visions (P)

The god is visited in their sleep by prophetic dreams that can divulge snippets of future events, some pleasant and some horrifying. However, they are often encrypted in symbolism and take effort to discern their true meaning, usually with a Moderate (20) IQ + Knowledge check. The god begins to question which of his visions are real and which are just dreams.

Finding a Relic doesn’t guarantee that it is usable by the god. No matter what kind of monsters they crushed to uncover it or what riddles they solved, some weapons chose their wielders and not the other way around. The GM and player should discuss whether the Relic, under the Dominion that the god controls, would sync up. This is why a god of the sea will most often have a trident or other water-attuned Relics. Upon first touching a Relic, the god must make a 1d20 + Spark Level check against the object’s Level. The god may spend Spark Points to gain a +2 bonus per point spent, if they want to help their chances.

Wings (P)

The ability of flight was long regarded as a gift only bestowed on gods. Characters with this Entitlement receive a pair of wings (be they insect, bird or bat) that have an impressive wingspan and aren’t easily hidden. When they take flight, the god can soar at 2x Movement. If they need to hide their wings for a Scene, they can spend 1 Spark Point.

Level 1

Simple (10)

Level 2

Difficulty (15)

Level 3

Moderate (20)

Level 4

Difficulty (25)

Level 5

Tough (30)

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Divine PowErs This means the more powerful the item, the pickier it is about who it will let wield it. They must meet of beat the value, or the item is rendered mundane in their hands. They can attempt a new check with each cycle of the moon. Also, if another god grabs the relic and attunes it to themselves, it is rendered useless to the original god.

tion, Entitlement or Special Ability, the god can spend 1 Spark point to simultaneously resist the effects and reflect the attack back at their opponent. If their resistance check is successful, their attacker must then resist their own attack. Its power takes time to recharge and can only be used once per session. One should time their deflection wisely.

Example Relics

Storm Bowl

This Relic is the spiritual bowl used by Native American gods to call down the rain. A truly powerful tool, gods were known to demand sacrifices to gift its power to their followers. With a single drop of their blood, the bowl produces water that the god then pours into another body of water to summon up monstrous rain clouds. As it starts to rain, many rejoice and others stay indoors to stay dry. The god can spend 1 Spark point to add elements of thunder and lightning, making it much more dangerous to step outside. For 3 Spark points, they can call a hurricane or violent monsoon. The effects seem like freak storms, usually lasting only a single night.

Below are some examples of awesome Relics that players of NPCs may use in your story. Players can pay a number of BP equal to the Relic’s level to begin play with it and is assumed to have it attuned.

Level 1 Relics Book of Your Story

Some gods know they have a destiny, a story that has yet to be told. Upon finding this book and attuning with it, the cover then reads “The Story of ” and then the god’s name. They can open it and read all the events that have occurred in their lives, with excruciating detail, as if it were a work of fiction. The pages appear blank to anyone else who holds the book. As the god continues on, this Relic actively writes their story as they are living it, keeping track of their every movement. By reading it, they can gain insight into the motives of others or be warned of traps, as it is written in the third person, constantly chronicling the character’s journey.

Level 3 Relics Invisibility Cloak

The god wraps themself in this cloak and spends 1 Spark point to become invisible. Of course, they can still be heard, smelled or touched normally, so the occasional Stealth checks may still be needed. The effect can last for a Scene, but ends if they enter combat.

Skeleton Key

Map to Anywhere

An old looking key with an iron skull as its handle, its teeth fit into any keyhole and have the ability to unlock any door, except for new-fangled electronic locks. The key is small enough to fit in one’s palm, but can be quite conspicuous in its design.

This special map looks like a common treasure map of pirate fame. However, instead of only one treasure, it can give directions to any item or place at anytime with reasonable accuracy. Each map is usually of a certain region, country, state, city, etc. The god spends 1 Spark point and speaks the name of the place or specific item they are seeking and the map will lead them there. Sadly, the map cannot locate specific people or other gods.

Level 2 Relics Mirrored Shield

This magical shield has saved many a god throughout myth and legend. If an opponent attempts to attack the god with a Manifesta-

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Chapter Four Winged Shoes

one of many that have been spread throughout the world. The Relic works much like a regular javelin (pg. 145), but deals 5 (L) (instead of 2 (L)) and can be summoned to the god’s hand at a whim.

After one of Hermes’ staples, the god with this relic has a pair of shoes (which can look like anything from sandals to high heels to Converse) that have a pair of wings on them. With them, the god gains the ability to fly with +50% Movement, but the Winged Shoes can prove difficult to control for the unskilled. Simple flight requires no checks, but any kind of tricks, changes in altitude or sharp turns require an IQ + Travel check (-3 to checks in combat) to sufficiently control the shoes. Otherwise, they may find themselves flying head first into a brick wall. Activation requires 1 Spark point and last for the Scene.

Thor’s Hammer

There is no story about Thor that goes by without mentioning his divine hammer, Mjolnir, used to defeat his enemies. In actuality, the god known as Thor had a number of hammers created for him and his descendants. It is heavy (requiring POW 8 to wield), but deals 6 (NL) – Boost 4. Usually, it is carried as a normallooking hammer only to transform into this legendary weapon when needed.

Level 4 Relics

Level 5 Relics

Lightning Javelin

Many gods have been known to wield the lightning itself as their weapon, a mighty bolt of lightning that can strike mortals down from high above in heaven. The Lightning Javelin is

Eternal Coffin

This Relic is one of the rarest in existence, but explains how some gods continue their

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Divine PowErs to one Manifestation Skill (pg. 125). Can be purchased multiple times to apply to different Manifestations. l Skill Bonus (1-5): Some Relics are created to aid gods with certain tasks, providing bonuses to specific Skill checks. Each BP spent gives a +2 bonus to one Standard Skill (pg. 82) while the Relic is being used/worn. Can be purchased multiple times to apply to different skills. l Extra Damage (1-5): Relics that are designed to be weapons can often be devastatingly powerful. Each BP spent gives a +1 Damage Bonus to the Relic. l Boost (2): Some Relics are just easier to use. This enhancement reduces the Boost by 1 when using the item. l Resistance Field (1-5): The user receives a +1 bonus to Manifestation resistance checks for each point spent. This even allows a mortal to resist a god’s power. l Summonable (1): The Relic can be summoned at will to the god’s hands from anywhere within their territory. If used outside their territory, it is limited to a 1-mile radius. l Spark Storage (1-5): The Relic stores a number of additional Spark Points equal to the BP spent. These points replenish on a weekly basis. l Indestructible (1): The object is specially crafted and cannot be broken by normal means. Only use of the Ruin Manifestation can destroy the Relic. l Unique (1-5): GMs can also allow unique Relic abilities, gauging the potency of the effect vs. necessary BP cost. Some effects will mirror things that can be accomplished with certain Manifestations (like the Storm Bowl), while others may have wholly unique gifts to bestow upon the god (like the Eternal Coffin).

reigns for even longer than others. It appears like a mundane coffin, but has a much more mystical purpose. Anything, living or constructed, placed inside the coffin does not age while sealed inside. Some gods sleep inside, lending to the idea of vampires in the world, while others use it to store their most precious items so they are free from the ravages of time. The coffin can only be opened by the god with whom it is attuned.

Mystic Chessboard

Requires Spark 5 to use. This relic is an example of how more powerful gods use humans as toys for their enjoyment. Two opposing gods sit at opposite sides of the game (usually chess, but could also be go or checkers or anything similar). Each god chooses a mortal and attaches their soul to their pieces. Each move the gods make causes one of the two mortals to get a leg up on the other. However, the game also chips away at their lives. As pieces are lost to the rival god, the mortals’ livelihoods, relationships and possessions are victims of circumstance. At the end of the game, one mortal is dead and the other one is left in disarray if their god wasn’t a good enough player. There are truly no winners in this game of chess, especially if one’s Bond is the mortal linked to the game. There have been stories of gods forced to play to save their loved ones against impossible-to-beat masterminds.

Creating Relics

There are thousands of different Relics in existence that do several different things. If one of the listed Relics doesn’t fit the player’s concept for their character, which is bound to occur, there is the option of creating one’s own special Relic. The player should determine what effects they want it to have and then discuss it with their GM to determine the best way to reflect their idea. The GM is the final arbiter of what Relics are allowed in the game. Each Relic can be worth up to 5 BP. Below are some example effects: l Manifestation Bonus (1-5): Some Relics have such a connection to a god’s Spark that it can provide a bonus to their Manifestation checks. Each BP spent gives a +1 bonus

Dominions Gods have the power to manipulate aspects of a certain piece of the universe they have direct control over, called their Dominion. The oldest gods have absolute control of their Dominion, but newer gods must grow into this power.

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Chapter Four In the old days, gods got to choose their Dominion. A great cook would have become the patron god of chefs or an inventive scientist the God of Science. In reality, however, gods today don’t always get the perfect Dominion for their natural talents. Seldom does a plumber luck into the Dominion of water or become the patron of Plumbers. More likely, they would end up with a strange or even contradictory Dominion, such as gold or fear. When this occurs, the god must take time to make their new Dominion a part of their life, or they may need to step back and reevaluate their life and mindset. Millions of Dominions exist, each a different piece of the puzzle that makes up the world and each with its own god to govern and set order to it. Players are only truly limited by their imagination and any restrictions set forth by the GM. Players are encouraged to pick carefully as it will undoubtedly color their entire career, both occupationally and divinely.

carries much more weight. While almost any Dominion can be allowed in the game, GMs are encouraged to create stipulations based on the setting and story they choose to tell. There are obvious Dominions that shouldn’t exist unless it fits into the GM’s world specifically, such as god of the world, goddess of everything or god of gods. Likewise, there are some things that do not require a god to lord over them, meaning there shouldn’t be a god of tacos or goddess of cheese.

Types of Gods

There are many different directions to go in when deciding on a Dominion, and not all players will have a clear idea of what they’d like to choose for their character right up front. Below are a good number of ideas that could get the ideas flowing. Of course, if the player has their own ideas of the Dominion they want, the GM should be open to those as well.

Choosing Dominions

Bestial

During character creation, each player gets to choose one (1) Dominion for his or her character to control. This is done by simply choosing a keyword all of their powers (Manifestations, pg. 125) will work from, usually a noun or verb. Some Dominions are very close to each other without actually being the same thing, for instance “god of the race” and “god of running”. The former could include running, but is really about anything pertaining to racing specifically. The latter could affect races as long as they are on foot, but would specifically pertain to running. Another example could be the becoming a “god of death” versus being the “god of the dead”. The former would give the god control over the concept of death, while the latter points specifically to things that were once alive but are now dead. The focus of each Dominion is different, so the wording of one’s title should be carefully considered before beginning play. The important thing to remember is gods love flashy titles. A lackadaisical “god of dead things” doesn’t sound as good as a triumphant “god of the dead”. Likewise, a “god of guns” sounds silly, but the “patron god of snipers”

Animal gods are relatively common, from Ra the eagle-headed God of the Sun, to Pan, the satyr God of Music and Shepherds. This proves even gods who do not directly have dominion over animals may have animal-like features, modern gods usually inheriting them from their predecessors. However, there are also gods of cattle or cats or dogs. Suggestions: Cats, Dogs, Horses, Elephants, Monkeys, Bulls, Ravens

Conceptual

Some Dominions are composed of ideas and concepts that are understood by humanity, but may all be perceived differently. One person’s sense of justice, for instance, may not be the same as another’s, but there is a general idea of what justice is. Another way to think about is that Conceptual Dominions cannot be interacted with by one’s five senses. Suggestions: Beauty, the Hunt, Vengeance, Justice, Truth, Names, Secrets, Celebration

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Divine Powers Elemental

Gods often have powers that are seen as elemental, from fire and lightning to mountains and hurricanes. The elements surround humanity everywhere in their lives and are always being harnessed in new and interesting ways as the ages roll by. They are all devastating to their enemies, pucks and often the environment itself. Elemental gods may control the same elements, but at varying levels of intensity or form, such as the difference between a god of wind and a god of tornadoes. Suggestions: Fire, Forests, the Sky, the Sun, Shadow, Oceans, Earth, Mountains, Wind, Storms

Seasonal Gods

Many cultures revere and worship gods who usher in certain seasons. This can be a god who is actually the God of Summer, Spring, Autumn or Winter. More often than not, however, it is a collection of gods that make up the single season. For spring, you could have a God of Warmth, God of Fertility and perhaps a God of Agriculture to create a strong sense of renewal and growth. For winter, you may have a God of Cold and God of Death to complete the job.

Emotional

Gods often command humans at their basest level - their emotions. Someone can be made to do a great many things by manipulating their ability to feel. The most infamous gods rule over fear, bending another’s courage to their will, while others are gods of love, helping to craft relationships for others. Suggestions: Fear, Ecstasy, Love, Anger, Courage, Cruelty, Sorrow

Crossovers

There are those Dominions that will bounce from type to type. It may be Conceptual one moment, but then behave like an Elemental the next. It’s important to discuss these limitations with your GM so everyone has a good idea of what you’re looking for in your Dominion. Suggestions: Death, War, Trickery, the Hunt, Dreams

Patrons

Some gods end up as the Patron god of their people or profession. Most notably, they become paragons of a particular type of occupation. It could also be a Dominion over a certain group of people, like those of a certain ethnic origin, or even a god that is sworn to protect those of a certain bloodline. These are becoming much less frequent, as the melting pot of cultures and races begins to stew. Suggestions: Cooks, Scribes, Messengers, Travelers, Artists, Blacksmiths, Dancers, Swordsmanship

Broad vs. Specific

It becomes noticeable quickly that some Dominions may be more multi-purposed or wide-reaching than others. This is a very important distinction to make when considering what a character’s Dominion should be. For instance, what should the god be able to do and how should those powers work? Should a god of water be able to affect my soda, that vial of poison, the human body or blood since they are water based? The answer is simple: the god would have only a small degree of control over all of these things, because they are not connected directly to their Dominion. Attempts to affect one’s Dominion using their chosen keyword are done normally. The god of water could affect the nearby water in the pond with no problem. However, as the god steps further and further away from their dominion, the GM must decide if the effect

Tangible

Many gods have control over a certain “thing” in the world, something they can interact with using their five senses. Others become gods of a certain type of action as well. There are an endless number of things that fall under this category, from the god of wine to the god of cars. Suggestions: Filth, Tracking, Androgyny, Music, Computers, Paper, Fertility, Healing

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Chapter Four

Manifestations

can be performed under their current Dominion. Penalties are applied to the god’s Manifestation checks if the effects are deemed similar but different. To affect a soda, this god would likely not suffer a penalty, as it really is just water with syrup, but to affect poison, which has so many other components to it, they may suffer that penalty.

Today’s gods seldom get to touch the supreme, all-encompassing power of days gone. Instead, they can learn how to manipulate their Dominion in a variety of ways, called Manifestations. This can lead to gods with the same Dominion having completely different sets of abilities, based on training and personal preference of how they use their newfound power. Manifestations are utilized in the same fashion as Standard Skills. However, instead of a pool of points to spend, the character

l Specific (No penalty): Effect is directly connected to their Dominion. l Tangential (-3 penalty): The effect is something “similar” to the Dominion, but not exactly connected. l Broad (-6 penalty): Attempting to affect something that is only “sort of ” connected to their Dominion. l Beyond (Cannot be done): If use of a Dominion goes past the Broad category, it should not be allowed. For instance, a God of War can affect the act or idea of war directly with no penalty. If they decide to affect the weapons used in war, this would count as Tangential, and they would suffer a -3 penalty to that Manifestation check. If they then wanted to sense where a deal was going on for the sale of weapons, the GM may allow this but would give a -6 penalty to the check. A similar example would be if a God of Animals and a God of Dogs stood together on a battlefield. If the god of dogs wanted to summon a dog, then they could do so normally with no penalty. However, if the god of animals wanted to summon a dog, this would be Tangential. The god’s default would be to summon “animals” in the area, so to single out the type would prompt a penalty. Some players may want to take the most expansive, over-reaching Dominion they can think of. However, as you see above, it leads to less actual control.

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Divine Powers can select three different Manifestation skills to place levels into. One Manifestation gets 3 Levels, while the others receive 2 Levels and 1 Level. For instance, the player could decide to give their character Aegis 3, Shaping 2 and Oracle 1. Keep in mind that a character cannot begin play with Levels or bonuses in more than 3 different Manifestations. The character’s Theology (pg. 29-61) also provides bonuses (not levels) to Manifestation Skills that affects this limit by selecting 2 Manifestations for the character based on training. They also cannot begin with any Manifestation skill higher than Level 5 without GM approval. Once Manifestations have been selected, checks to activate these awesome abilities work like any other in Part-Time Gods, except the character also receives a bonus equal to their Spark level. The player rolls 1d20 + Specific Attribute + Manifestation Skill + Spark Level. For instance, to perform the Aegis Manifestation (Invincibility), the check would be 1d20 + VIG + Aegis + Spark Level. Difficulties also work the same, from Simple (10) to Legendary (40). This can create a varying Difficulty based on the effect the character wants to create with their Dominion. Spending Spark Points can provide bonuses to Manifestation checks to better one’s chances of success. Unlike Standard Skills, a Manifestation cannot be used without some type of bonus to their check, either from Levels or a bonus granted from their Theology. Each Manifestation has three associated effects the god can use in conjunction with their Dominion. Each of these effects is unique to its Manifestation, from protecting someone to performing blessings to crafting a minion. A god with any training in a Manifestation has access to ALL three of its effects, but not all effects can be used with every Dominion. A god of death couldn’t summon death to them, nor could a god of truth shape shift into truth. Again, GMs and players should discuss the effects and how they would work within the constructs of their Dominion.

are successful, they get what they want and the universe is more than happy to comply. If the Manifestation check fails, however, the god has released their Spark into the world and could affect the environment in unpredictable ways. A failed check means the nearby environment absorbs the divine power and, with it, takes on some sort of aspect of the god’s Dominion almost instantly. Two people may instantaneously fall head over heels for each other in the vicinity of a god of love that fails their check. A god of time who fails may age the surrounding area by a number of years equal to how much they missed their Difficulty. If the player rolls a Critical Failure, the GM is encouraged to exaggerate these effects. Some effects last longer than others, but this side effect can be devastating if the god has more dangerous Dominions, such as slaughter or even death. A god should be careful where they use their power, just in case.

Modifiers

There are a number of conditions and circumstances the god can use to improve their chances of success when using Manifestations. In other situations, their checks may actually receive penalties, intentional or otherwise. Below are a few examples:

Blood

The god can cut themselves and shed their blood in a ritualistic manner, usually requiring a blade of some kind. They receive a +2 bonus to their check for each point of Lethal damage they cause to themselves. The god cannot attempt to resist this damage without nullifying the bonuses.

Boost

Even Manifestation checks can benefit from Boost. See pg. 82.

Broad

Altered Environments

If the god is attempting to affect something not directly connected to their Dominion, they may suffer a penalty to their check of either -2 or -4. See pg. 121.

Divine power is a strong force that affects everything it touches. When a god uses a manifestation, they are altering the very fabric of reality to bring their desires to life. If they

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Chapter Four Duration

require Touch or self, but they can extend their range by voluntarily taking a -2 penalty to their check. GM has final say on how far an effect can extend overall.

Durations usually last the Scene, but more powerful effects may last only a few minutes. The player can choose to take a -2 penalty to extend the Duration of his effects by a certain period. For instance, if the GM deems the effect will last 10 minutes normally, they can suffer a -2 penalty for every additional 10 minutes they want to extend the duration.

Relic

A Relic is an item or weapon imbued with the same Spark as a god. The character can receive a +1 bonus per level from certain Relics (pg. 116).

Environment

A god who is surrounded by an environment that matches their Dominion can receive a +2 bonus to their checks. Examples include a god of earth deep within a cave, a god of war on a battlefield or a god of the Internet in a computer lab.

Ritual Time

Most Manifestations require 1 Action to use. However, the god can extend their time taken, concentrating more magic to provide a bonus to their check. This requires the god to do nothing besides chant, concentrate and focus their effect (sometimes lasting days or even weeks). Bonuses: 10 minutes (+2), 1 hour (+4), 1 day (+6), 1 week (+8), 1 month (+10).

Harmony Bonus

Like Standard Skills, Manifestations also have certain qualities that cross over between them. Characters can use them together in the same manner, using a Harmony Bonus (pg. 83). So, a god who uses Aegis to craft a suit of stone armor could gain a bonus if the character has their Shaping skill at Level 5+.

Sacrifices

Gods can also use sacrificial offerings (to themselves) that can increase their hold over their Dominion. These items are usually mundane, but have a connection to the concept of their power, such as a pocket watch for a god of time, a bottle of blessed water for a god of water or a virgin’s blood for a god of lust. Some are known to carry several sacrifices with them at any time, each providing anywhere from a +2 to +6 bonus to their Dominion check. The item(s) is wholly consumed upon being sacrificed.

Range

Effect range varies based on the Manifestation the character is attempting. Most effects

Freeform Effects

The three effects listed with each of the Manifestation skills are the most common applications of that kind of power. However, if creative players come up with effects that fall outside of these, GM’s are encouraged to allow on-the-fly Manifestation use. The player simply states what it is they’d like to do, and the two of them can determine what skill (or skills) could make that effect happen. This will help to make using Dominions and Manifestations into an open dialogue between the player and GM, making the game enjoyable for all!

Spark Points

A god can spend additional Spark points in order to receive a +2 bonus to their Manifestation checks per point spent (pg. 102).

Territory

Each god is given governance over a portion of the Earth. While within their own territory, there is no change to their check. However, if within another god’s territory, they suffer a -2 penalty to all Manifestation checks.

Time/Season

Some gods, with certain Dominions, can gain a bonus at a specific time of day or season.

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Divine Powers For instance, a god of night may receive a +2 bonus when using Manifestations at night and a +4 bonus just as the sun sets, but also suffer a -2 penalty during the day and a -4 penalty during sunrise. A seasonal god may get a bonus during their season and a penalty during their opposing season (Spring vs. Autumn or Summer vs. Winter). This modifier general gives a +2 bonus or -2 penalty to their check, but can be raised to +4 of -4 in precise circumstances.

GM Rule or Committee

Dominions can be tricky to rule on for a GM. Any use of a power becomes a discussion between the GM and player as to what the god can affect and how it affects the world. This dialogue should never end, constantly evolving to suit the situation and Players should speak with their GM to determine when their Dominion breaks out of the Specific and into the Tangential and Broad. Likewise, many groups may find it best to rule by committee. If one player decides to attempt use of a Dominion, it’s up to the GM and the other players to discuss it and make the decision together. This method makes all the players feel involved in the game, even if their character isn’t directly involved in the scene.

Resisting Manifestations

Unless they have a special Relic or are under a god’s protection, mortals have no defense against a god’s Manifestations. Any time they are targeted, the effect automatically works as long as the god’s check is successful. If a god or any other being with a Spark is targeted, the defender may spend 1 Spark Point to make an opposing check (same 1d20 + Spark level + Attribute + Manifestation that their attacker is making). For example, if the attacker uses Shaping (Transmutation) on a rival god, the defender makes a contested 1d20 + Spark level + IQ + Shaping check. Higher of the two wins and ties go to the defender. This inability to resist only affects Manifestations used directly on the target. A god who uses Manipulation (Puppetry) to throw a knife doesn’t enjoy a free stab. The target still get’s a chance to duck. Same goes for the use of Blast (Ruin).

Alarm Call

Check: INS + Aegis Statements: “I want to guard…” A god who uses this Manifestation can place a mark on an object, place or person connected to their Dominion. If the protected thing comes under harm or misuse, the god receives an instant psychic alert. If protecting a person, they’ll hear echoes of the victim’s screams. Otherwise, the god may receive visions of the location being trashed or glimpses of a special item’s thief. The Aegis check is made when they are placing their mark only, with no roll is required for receiving the alarm itself. The god can protect a number of target’s equal to their Spark Level, plus 1. Difficulty is based on how familiar they are with the target they wish to watch over. Simple (10): If the god knows the target well or if the target is a Bond. Moderate (20): If the target is an acquaintance or a place/object the god has only recently acquired. Tough (30): If the target is a perfect stranger or a place/object the god has never seen before.

Manifestation Skills Aegis

The Aegis Manifestation allows the god to use their Dominion to directly protect themselves or another from harm. It is a favorite for gods who offer to defend followers or worshippers from those who would otherwise destroy them. Its effects can alert the god to any disturbance within their Dominion, make them invincible against their Dominion or raise defensive bonuses.

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Chapter Four Alarm Call Examples

cess hidden files. A god of diamonds may want to protect a precious gem.

Bestial: The god sends one of their charges to watch over a target, like a guard dog or a raven that lurks from the shadows. Conceptual: A god of the hunt could be alerted if their prey is hurt or a god of death may protect their family’s gravesite. Elemental: A god of forests may sense when it comes under danger, while a god of rivers may use it to preserve their favored body of water. Emotional: A god of love may want to be told if a pair of lovers is attacked or a god of courage may want to know when one of their followers loses their morale. Patron: A god of music may protect a certain talented musician or a god of cooking could know the moment that a simmering dish is at its pique. Tangible: A god of computers could be alerted the moment someone attempts to ac-

Invincibility

Check: VIG + Aegis Statements: “I am invincible against…” or “I make… invincible.” The god or their target, quite simply, becomes instantly immune to an attack or event connected to their Dominion. All damage from an attack during combat is negated by this Manifestation, but it needs to be used against each attack if multiples are made. Likewise, the god immune to an event can ignore any negative effects, but may need to make another check if the intensity increases or they are hit with multiple instances. Moderate (20): Ignore a single attack or event

Invincibility Examples:

Bestial: A god of snakes could be immune to an injection of venom, while a god of bears could ignore the ferocious bite of the beast. Conceptual: A god of beauty may protect themselves against an attack that could mar their looks, while a god of vengeance may become immune to an attack from someone who seeks revenge upon them. Elemental: A god of storms may become immune to strong winds or strikes of lightning, while a god of the ocean can become immune to drowning. Emotional: A god of fear can make themselves immediately immune to any fear effects, while a god of lust

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Divine Powers can make their target immediately ignore the person coming on to them. Patron: A sword may shatter when it hits a god of swordsmen, while a god of messengers can protect their parcel from harm. Tangible: A god of trickery may be immediately immune to an attempt to prank them, while a god of wine can nullify the effect of liquor on their system in an instant.

selves in feces so grapple attempts slip off of them, or a god of strength may give themselves a Health boost.

Beckon

There are plenty of instances where a god may be without their favored weapon or may need to beckon aid from their Dominion. This Manifestation allows the god to summon their Dominion to their hands, turn it away or even create false experiences (illusions). Note that Beckon doesn’t create or destroy their Dominion from nothing, but instead calls it forth from (or banishes it to) another location nearby.

Protection Field

Check: IQ + Aegis Statements: “I want to protect…” The god may apply a blessing of protection on themselves or another, giving a defensive bonus connected to their Dominion. Protection Field has the capability of summoning armor, enhancing reactionary combat skills or willing one’s Dominion to action for the god. Received bonuses to defensive checks, Temporary Health or Armor Rating stack on top of any the character already possesses. Simple (10): +2 bonus to defensive checks, +3 Temp Health or AR +1/+1. Moderate (20): +5 bonus to defensive checks, +6 Temp Health or AR +3/+3. Tough (30): +8 bonus to defensive checks, +10 Temp Health or AR +5/+5.

Summon

Check: CHM + Beckon Statements: “I want to summon…” The god summons their Dominion to themselves to assist them or in order to manipulate with other manifestations. Difficulty is based on a variety of different things, such as number of things summoned, their size, its intensity and how far away it is being summoned from. If the god wants their Dominion to arrive immediately (as in teleported there), this also raises the Difficulty. All of these aspects are relative to what is being summoned and may have completely different effects on their opponents or even the environment. For instance, summoning a single dog, versus a pack of dogs or a dozen dogs makes the difference. Summoning a light sun shower versus summoning a thunderstorm or a hurricane is another example. Simple (10): A small amount or low intensity summoning from nearby. Moderate (20): Summoning of a medium amount or intensity Dominion. Tough (30): Summoning a large number or big object from far away.

Protection Field Examples

Bestial: A god of cats could easily protect a feline from harm with an invisible force field or give themselves cat-like reflexes. Likewise, a god of rhinos could recreate their thick hide for an AR bonus. Conceptual: A god of justice could protect someone wronged unjustly by their attacker, or a god of death may be able to defend against a killing blow. Elemental: A god of earth could create rock armor for an AR bonus, or a god of the sky may solidify the air around them to add a bonus to Parry. Emotional: A god of love could protect someone they care for, or a god of fear could receive a bonus to resist fear. Patron: A god of dancers could boost their rhythm and movements to grant them a bonus to Dodge, or a god or orphans could protect an abandoned child. Tangible: A god of filth could cover them-

Summon Examples

Bestial: A god of canines may summon a dog to assist them, while a god of roaches may summon a swarm to fly at their target. Conceptual: A god of celebration may summon up party decorations to set just the right mood, while a god of truth could summon

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Chapter Four up the correct answer to a mysterious question from their target’s lips. Elemental: A god of earth could summon pliable clay, while a god of storms could summon a powerful hurricane. Emotional: The god brings forth a surge of their particular emotion within their target, like a god of lust who makes their target easy pickings to seduce or a god of sorrow making their target fall into pieces in an instant. Patron: A god of blacksmiths could summon a workshop for them to forge, while a god of scribes would never be without their writing utensils. Tangible: A God of Dreams may summon an item from a dream into the real world, while a god of racing could summon their favored vehicle.

Emotional: A god of war could banish a soldier’s will to participate, while a god of anger can instantly calm even the most berserk of attackers. Patron: A god of mechanics can send his tools back to his shop when he’s done using them, while a god of doctors could force anyone within the medical profession to leave their presence. Tangible: A god of racing could banish their rival’s gas pedal in order to win, while a god of money could make a wealthy man’s wallet disappear.

Illusions

Check: IQ + Beckon Statements: “I create an illusion of…” Another awesome ability for a god’s arsenal, Beckon allows them to call upon visual images, sounds and other ethereal ideas that can affect the senses of another. Many gods use this to hide their actions when being watched by mortals or as a way to create certain moods for the scene (like instilling fear). The Difficulty is determined by how many senses the god wants to affect with the illusion (touch counts as 2). Some illusions are so powerful they can give targets a penalty to checks. Simple (10): Illusion that affects 1 sense, up to -2 penalty or Fear 15 effect Moderate (20): Illusion that affects 2 senses, up to -4 penalty or Fear 20 effect Tough (30): Illusion that affects 3+ senses, up to -6 penalty or Fear 25 effect

Banish

Check: INS + Beckon Statements: “I want to banish away…” Along with the ability to summon their Dominion, the god can also banish it to another location if needed. Difficulty is based on the same qualifiers as the Summon effect: size, quantity, intensity, distance and quickness. Banishing is a powerful tool, especially for those with more dangerous Dominions. It should be stated that someone couldn’t be saved from dying by attempting to banish death, as it is one of the few certainties in the universe. Simple (10): A small amount or low intensity banishing from nearby. Moderate (20): Banishing of a medium amount or intensity Dominion. Tough (30): Banishing a large number or big object from far away.

Illusions Examples

Bestial: A god of spiders could create a feeling of a million spiders crawling on the target, while a god of wolves could fabricate howls to scare someone in the woods. Conceptual: A god of the slaughter could create or dispel the smell of rotting flesh, while a god of celebration could create the sound of a party. Elemental: A god of earth could make it looks like there are etchings on a cliff to relay a message, while a god of the ocean could create the constant sound of rushing water. Emotional: A god of joy could create the sound of laughing children, while a god of anxiousness can get their target’s heart pounding.

Banish Examples

Bestial: A god of sharks can ensure safe passage through hostile waters, while a god of worms could use his Dominion to stop a corpse from being eaten anymore. Conceptual: A god of names could banish knowledge of their identity away, while a god of vengeance can remove one’s need for revenge, if only temporarily. Elemental: A god of fire would instantly extinguish a house fire, while a god of forests can banish trees from their path for easy travel.

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Divine Powers simply phase through a metallic doorway. Emotional: A god of love could make two lovers unable to touch each other or a god of anger could make their target pass through the object of that hate. Patron: A god of sculptors can hide inside a statue, while a god of murderers could phase through almost any obstacle that stood in the way of their kill. Tangible: A god of racing could jump into a vehicle without the need to open their door, while a god of dance can ensure they don’t trip on anything during their performance.

Patron: A god of cooks could mask the taste of even the worst meal, while a god of doctors could create a visual mirage of their diagnosis. Tangible: A god of disease could make illusory rashes appear on their victim, while a god of screams could summon forth the sound of a thousand wails.

Journey

The Journey Manifestation affects a god’s ability to travel with great speeds (sometimes even instantly) within their Dominion. It doesn’t apply to all Dominions, but can be a powerful tool in the right hands. The following are effects that can be accomplished through the use of Journey, moving through objects, moving swiftly and teleportation.

Swift

Check: AGY + Journey Statements: “I want to speed up…” The god uses their Dominion to enhance their Movement to become much quicker and even gain additional Actions during combat. Difficulty is based on how much faster they hope to move. Some Dominions would give only the Movement bonus, while others give the Movement bonus and additional actions. Players should discuss with their GM. Movement bonuses gained from Swift lasts the scene, while extra actions fade after the end of the Round they are used. Gaining more actions for the same combat requires 1 Spark point per additional check. Simple (10): +10 to the god’s Movement. Moderate (20): +20 to the god’s Movement and +1 Action for the Round. Tough (30): +30 to the god’s Movement and +2 Actions for the Round.

Phasing

Check: VIG + Journey Statements: “I want to move through…” or “I want to make… move through” Sometimes, a god finds it useful to phase through their Dominion, either to get from one place to another or to avoid an attack. This effect is powerful, but the majority of its usefulness is for Dominions of the physical domain. More ethereal Dominions will have less general use of this type of Manifestation by their very nature. Simple (10): Phase through a barrier up to 10 ft. thick Moderate (20): Phase through a barrier up to 25 ft. thick Tough (30): Phase through a barrier up to 50 ft. thick

Swift Examples

Bestial: A god of hummingbirds could easily make themselves faster, gaining extra actions, while a god of horses would increase the speed of his mount. Conceptual: A god of vengeance or justice can increase their speeds when chasing down the target of their revenge/justice. Elemental: A god of wind could lift themselves above the ground to fly quickly, while a god of the ocean can increase their swimming speed. Emotional: A god of fear can incite their target’s fear to increase their fleeing speed, while a god of hatred can fuel their Movement

Phasing Examples

Bestial: A god of elephants can let the beast loose without opening its cage, while a god of apes can make a berserk gorilla’s attack phase through them completely. Conceptual: A god of justice can make an attack phase through them if they are not guilty of the crime they are being attacked for or a god of charity could make an object untouchable to those unworthy of such a gift. Elemental: A god of earth may sink into the ground to hide, while a god of metal could

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Chapter Four to attack their target. Patron: A god of messengers speeds up to ensure their parcel arrives on time, while a god of sailors could boost their ship’s travel time. Tangible: A god of tracking could quicken their pursuit of their prey, while a god of poison could speed up the spread of the poison through their target’s body.

Minion

The Minion Manifestation allows the god to create minions for any number of reasons. Some do so to have unpleasant tasks performed for them and others do it to seek companionship. Its affects can call spirits, enchant a person and bend them to their will or instill life itself and create minions from scratch.

Teleportation

Check: IQ + Journey, -1 Stamina Statements: “I teleport to…” or “I teleport through…” Some Dominions give access to the power of instant Teleportation. This is one of the most sought after abilities of any god, but must be rooted in the god’s Dominion specifically. While teleporting within the physical realm is the most obvious, some of the more ethereal Dominions can be very versatile. Simple (10): Teleporting within a 1-mile radius Moderate (20): Teleporting up to 10-mile radius Tough (30): Teleporting to anywhere within their city.

Call Spirit

Check: INS + Minion Statements: “I want to call a spirit of…” There are many spirits that roam the world looking for connections and a god with the Minion Manifestation can call upon them at will. After the spirit arrives, it may assist the god in whatever endeavor they have, but is under no obligation to do so unless they also use Enchant. If they are convinced to assist, however, they can prove themselves as tideturning allies. The spirit can attempt to resist being called if they choose, making an INS + Discipline resistance check. In general, only a single spirit is summoned per use, but more spirits may come with the appropriate Boost. Difficulty of their check is determined by the power of the spirit (pg. 180) Simple (10): Call a lesser spirit Moderate (20): Call an average spirit Tough (30): Call a greater spirit

Teleport Examples

Bestial: A god of horses could instantly teleport to a hurt horse, while a god of ravens can send a bird ahead and then teleport to it. Conceptual: A god of justice can find their culprit in an informant’s mind and instantly teleport there, while a god of celebration can always go to where the party is. Elemental: A god of fire could leap into a fire and reappear through another, while a god of forests could teleport to anywhere within the forest they protect. Emotional: A god of grieving can teleport to a nearby wake, while a god of love can instantly find himself or herself with someone they care deeply about. Patron: A god of athletes can teleport to a gym or field in seconds, while a god of murderers can travel instantly to the scene of the crime. Tangible: A god of dreams could access a dream of their first apartment to show up there, while a god of the Internet could travel to anywhere with a Wi-Fi connection.

Call Spirit Examples

Bestial: The god can summon an animal spirit attached to their Dominion. Conceptual: The god may summon an emotional spirit or ghost associated with their Dominion. Elemental: The god can summon an elemental spirit of the corresponding type. Emotional: The god can summon an emotional spirit attached to their Dominion. Patron: The god may summon a muse or ghost associated with their Dominion. Tangible: The god may summon a muse or ghost associated with their Dominion.

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Divine Powers Enchant

a god of blood could get anyone to give at a blood drive.

Check: CHM + Minion Statements: “I want to enchant them with/for…” This very useful ability allows the god to bend another’s favor to their will. Their target must be able to hear the god and understand the language they speak. Gods with this ability can ask for just about any favor, with the Difficulty being based on the task they are wanting accomplished. Simple (10): Ask for a simple favor. Moderate (20): Ask for complex tasks. Tough (30): Ask for “almost” any other favor, even if it goes against the target’s nature.

Instill Life

Check: IQ + Minion Statements: “I turn…into a minion.” This effect makes the god the giver of life itself, as long as their minion revolves around their Dominion. This is usually utilized by turning a physical object into a servant, imbuing it with the same Spark that created humanity. Without a physical Dominion present, the god can instead conjure up a small glowing wisp with personalities that reflect the Dominion.

Enchant Examples

Bestial: A god of felines could get a cat to leap up and attack, while a god of monkeys could get their companion to fetch the guards keys. Conceptual: A god of secrets could talk someone into giving up a juicy nugget, while a god of evil could ask someone to perform an evil deed (keep in mind evil is different for everyone) Elemental: Because a consciousness is necessary, only Elemental spirits can be affected with Enchant by these gods. They can be made to perform almost any action at the god’s command. Emotional: A god of love can easily make another infatuated with them, while a god of anger could talk someone into being angry pretty easily. Patron: A god of merchants could charm someone into giving a substantial discount, while a god of fencing could command a swordsman to action. Tangible: A god of dance will never get stood up on the dance floor, while

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Chapter Four

Puppetry

However, they lack any kind of tangible ability to affect the world. Difficulty for checks is based on the minion’s size and the level of intelligence the god wants to bestow. Their check also determines a number of BP the player gets to spend to create their minion. The player and GM should determine the physical Attributes of their minion and then the player spends BP on Skills, Gifts and even Entitlements (if appropriate) to enhance it based on concept. Simple (10): Gives life to a small minion with limited intelligence (IQ 1) and BP equal to half their Minion level (rounded down). Moderate (20): Creates small minion with average intelligence (IQ 3) or a big minion with limited intelligence. BP equal to Minion Level. Tough (30): Creates a small minion with heightened intelligence (IQ 6) or a big minion with average intelligence. BP equal to 2x Minion Level.

The Puppetry Manifestation is a favorite among gods, allowing them to move and manipulate their Dominion around with only their mind or the sway of a hand. Note that these affects do not create the Dominion, only move it around.

Manipulation

Check: AGY + Puppetry Statements: “I want fine manipulation of…” This affect is easily the most used of the Puppetry Manifestation, allowing the god to cause items to float or move around with their mind. Difficulty is based on the amount of weight being manipulated, and the standard weight the god can lift is equal to their INS + Puppetry x 50lbs. General manipulation of a single item is simple enough, but fine manipulation (perform Skill checks from afar) suffers a -2 penalty, plus an additional -2 penalty for each other item. For less obvious Dominions, the weight of their target is less of an issue. The god can also use Manipulation to battle their opponent. Attacks are used with the same activation check (Boost 6). Simple (10): Affect base Manipulation weight Moderate (20): Affect 2x Manipulation weight Tough (30): Affect 4x Manipulation weight

Instill Life Examples

Bestial: A god of dogs could give their companion human level intelligence, while a god of ravens could create a temporary familiar (pg. 113) in order to see through their eyes. Conceptual: A god of sportsmanship could give life to a scoreboard that would never cheat, while a god of wisdom could make their library reorganize itself. Elemental: A god of earth may create a small mud man, while a god of the forest could ask a tree if anyone has passed by. Emotional: A god of love could create a floating wisp that talks of nothing except who should end up with who, while a god of excitement may create a wisp tht continually goads them into greater and great actions Patron: A god of tailors could enchant their materials to create a suit for them, while a god of sailors could ask the ship the best route to take. Tangible: A god of the dead may create a zombie from a corpse, while a god of computers could create an AI that can perform most tasks.

Manipulation Examples

Bestial: A god of mice could levitate their small companion into the air duct without issue, while a god of horses could continue riding without needing to stop for the raging river. Conceptual: A god of celebration could ensure that all the fireworks went off at just the right time, while a god of death could hold a ghost at bay. Elemental: A god of metal could make a sewer cover fly up at an opponent, while a god of fire could make a blaze spread much faster. Emotional: A god of anger could shove an angry man into a wall, while a god of fear could weigh down any person who is scared of them. Patron: A god of weapons could wage a war single-handedly, with weapons fighting on

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Divine Powers their own, while a god of cooks levitate kitchen tools in anticipation of being used. Tangible: A god of disease could move an illness from one part of the body to another, while a god of music could stand on the stage alone as instruments play themselves.

someone with two left feet appear to master of movement, while a god of racing would steal control of another if they are behind the wheel.

Transfer

Check: IQ + Puppetry Statements: “I want to transfer…to…” The god can spread or transfer aspects of their Dominion from person to person, but cannot create physical mutation. While this has various roleplaying effects, it also allows the god to give one’s bonuses or penalties to another. Keep in mind this means the god is taking something from their target and removing it to give to another. This can be a positive or negative thing, depending on the Dominion in question. The Difficulty is determined by how much of the Dominion is being transferred. Simple (10): Transfers half (rounded down) Dominion effects to another. Moderate (20): Transfers full effects to another or half to multiple people Tough (30): Transfers full effects to multiple people.

Marionette

Check: POW + Puppetry Statements: “I want to take control of…” or “I want to force him (or her) to…” The god can attempt to steal momentary control of a target connected to their Dominion. Targets are often individuals, animals or minions that lose all control of themselves, completely conscious of the actions they are performing against their will. Marionette gives so much control, the god can use their own Skill checks in place of the target’s, reflected by their Dominion. If the target is not a willing participant, the god suffers a -2 penalty to the Manifestation activation and subsequent Skill checks. Simple (10): Control of a weak-willed (Discipline 0-3) target. Moderate (20): Control of an averagewilled (Discipline 4-7) target. Tough (30): Control of a strong-willed (Discipline 8-10) target.

Transfer Examples

Bestial: A god of fish could transfer the ability to breathe underwater to someone who’s drowning, while a god of birds could transfer the craving for worms onto another. Conceptual: A god of truth could give someone their sense of morals, while a god of the hunt may transfer their target’s anti-tracking tactics to themselves. Elemental: A god of water could remove all the moisture on themselves and splash it on another, while a god of earth could do the same with dirt. Emotional: A god of sorrow could transfer one’s sorrow to another, while a god of fear could remove their apprehension and give it to their enemy. Patron: A god of soldiers could give their battle resolve to someone who needed it, while a god of the poor could give a rich person a dose of the humility of the homeless, hoping to teach them a lesson. Tangible: A god of racing could give up their ability to drive to a new wheelman, while a god of dreams could give their horrific visions to another.

Marionette Examples

Bestial: The god of rhinos could control the rampaging beast through the city, while a god of cats could ensure their target lands safely (like a cat). Conceptual: A god of virtue can make a virtuous target perform even the worst task, while a god of suffering can bend a target’s body in terrible ways. Elemental: A god of metal could paralyze a target wearing a suit of knight’s armor, while a god of water could easily take control of a water elemental. Emotional: A god of lust could force a partner into horrible acts, while a god of anger can direct any angry person to attack someone. Patron: A god of swordsmanship could use their superb skill for even the weakest warrior, while a god of thieves could make their charge swipe a wallet without knowing. Tangible: A god of dance could make

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Chapter Four

Oracle

child nearby. Tangible: A god of music could hear a song from miles away, while a god of childbirth could sense if a pregnancy is healthy.

A god with the Oracle Manifestation gains the ability to sense their Dominion in many different ways: in the area, through time or even within another’s mind. It is one of the most useful and powerful abilities a god can possess if used correctly.

Read Minds

Check: CHM + Oracle Statements: “I want to read their mind for…” The god with the Oracle Manifestation gains the ability to search another’s mind for traces of their Dominion. At times, the god is reading surface thoughts, while at others they can take a long walk within the target’s mind. It is an easy way to root out information or even create a limited version of one-way telepathy. Difficulty is based on how deep the god wants to dig. Simple (10): Read surface thoughts only. Moderate (20): Search for thoughts the target is attempting to hide. Tough (30): Enter the target’s mind to travel through and search for almost any though/memory (even repressed)

Area Sense

Check: INS + Oracle Statements: “I want to detect…within the area.” Gods with Oracle have the ability to sense their Dominion within the immediate area with great detail. If surrounded by several people, the god may need to make a Survival (Tracking) check to track down their exact Dominion, as they receive a vibe of which way to go. Difficulty for checks is based on the distance of the source and how detailed the information the god wants is. Simple questions require a yes or no answer, while more complex questions about one’s Dominion can be garnered as well. Simple (10): Can sense their Dominion within 1-mile and +2 bonus to Survival (Tracking). Moderate (20): Sense within 10 miles and +4 to Tracking or a simple question. Tough (30): Sense within 50 miles and +6 to Tracking or a complex question.

Read Minds Examples

Bestial: A god of dogs can enter the mind of man’s best friend, while a god of cats never has to guess what the animal wants. Conceptual: A god of names could immediately get any name the target knows, while a god of vengeance sees images of their target’s inward venom and even whom they want revenge upon. Elemental: A god of fire could search for thoughts of pyromania, while a god of forests see if their target knows the right paths to not get lost in the trees. Emotional: A god of ecstasy can tell if someone is elated due to drugs or fortuitous events, while a god of sorrow can root out exactly what a grieving widow wants to hear. Patron: A god of artists could see what their target’s next great project will be, while a god of messengers could ensure the person they deliver to is the right one. Tangible: A god of dreams could take a walk through their target’s dreams, while a god of computers could sense someone’s real technological prowess.

Area Sense Examples

Bestial: A god of snakes could sense if there are any poisonous snakes in the area, while a god of birds could detect specific species. Conceptual: A god of knowledge can get a general sense of the information inside a book, while a god of death could sense any ghosts in the area. Elemental: A god of smoke can sense if there are any cigarettes around, while a god of metal could sense for gold deposits. Emotional: A god of vengeance could sense who has vengeful intent in the room, while a god of joy could tell if someone was faking their smiles. Patron: A god of cooks could tell the groups what cuisine is nearby, while a god of orphans could tell if there is an abandoned

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Divine Powers

Ruin

Temporal Viewing

Check: IQ + Oracle Statements: “I want to see past/future visions of…” Instead of sensing their Dominion in their current space, the god can also attempt to perceive it through time. This effect allows them to feel if their Dominion has a strong presence in the area, receiving full visions, feelings or smells of events that have occurred in the past. These visions can last several minutes, as seeing events that have already happened is simple for a god. Sensing the future works the same, but is slightly more difficult. If successful, the god receives brief flashes of what will happen in a certain place. All predictions are subject to change based on how the characters respond to their visions, of course. Simple (10): Sense up to 1 day in the past. Moderate (20): Sense up to 1 week in the past or 1 day into the future. Tough (30): Sense up to 1 month in the past or 1 week in the future.

This Manifestation is useful for causing physical pain to a target with one’s dominion. Ruin is common power of many gods of war, destruction and other horrible acts. Effects with this Manifestation include destroying one’s target from afar, creative curses or enhancing combat ability.

Blast

Check: AGY + Ruin, Dmg 1, Boost 4 Statements: “I blast my target with…” The god charges up the power within themselves and fires that power out, using their Dominion as a projectile. This effect is perfect for when the god is unarmed and at a distance. Some Dominions can be spontaneously created from the god’s fingertips, while others may require a conduit for their attack to go through. Whether the attack does Lethal or Non-Lethal damage is also determined by the Dominion in question. Use of Blast constitutes a single attack. Contested: Target resists with a Dodge, but the god must roll at least a 10 on their check or it is considered a failure.

Temporal Viewing Examples

Bestial: A god of lions could see the events of a recent lion attack as if they were first hand, while a god of birds could see what led to the death of his feathered friend. Conceptual: A god of murder could see visions of a crime scene as the crime occurred, while a god of celebration could relive their greatest parties for days. Elemental: A god of fire could tell what ashes used to be, while the god of the earth could tell if the enemy will find them in a certain hiding place. Emotional: A god of anger could see visions of moments of extreme anger in the area, while a god of pride could see a vision of someone’s ego being broken. Patron: A god of sailors could tell if they are to cross paths with another ship on their travels, while a god of blacksmiths could tell where a blade has been. Tangible: A god of dreams could tell if someone who slept in a bed had nightmares, while a god of music could hear the songs of the past played in a theater.

Blast Examples

Bestial: A god of bears could bring a grizzly to its knees, while a god of animals could hurt all animals in their vicinity. Conceptual: Only physical Dominions. Elemental: A god of storms could fire a torrent of wind, while a god of trees could fire needles from a nearby pine. Emotional: Only physical Dominions. Patron: A god of artists could flick paint at their target that turns into dangerous darts, while a god of thieves could create magical throwing knifes that disappear afterward. Tangible: A god of acid could surround their target in a flesh eating smoke, while a god of music could create a high-pitched sound that could burst eardrums.

Geas

Check: IQ + Ruin Statements: “I curse my target with…” The god can create a Geas or curse on their target, barring them from a certain action (in-

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Chapter Four cause horses pain if they cross a certain boundary. Conceptual: A god of truth may make it hurt to lie, while a god of names may make it hurt to speak the god’s name. Elemental: A god of fire could ban their target from even lighting a match, while a god of water could ban someone from a certain body of water. Emotional: A god of sadness could make it hurt to smile or laugh, while a god of lust could make it hurt to look at another with lustful eyes. Patron: A god of scribes could cause their target harm if they stop writing, while a god of mechanics could make it hurt to tinker with their tools. Tangible: A god of music could make it hurt play a single note, while a god of night could make it hurt if the target is touched by moonlight.

Warrior

Check: POW + Ruin Statements: “I enhance my combat ability with…” Instead of firing off their power in an obvious manner, Ruin can also be used to improve their already existing combat ability. When using Warrior, the player chooses their Fists (enhancing martial ability), Marksmanship (enhancing accuracy and targeting) or Melee (creating a special weapon from one’s Dominion) skill and they receive bonuses to that type of Skill check and extra damage for the Scene. Simple (10): adds +2 to their attacks and +1 (L). Moderate (20): adds +4 to attacks and +2 (L). Tough (30): adds +8 to attacks and +4 (L).

action) for fear of suffering damage. The Geas lasts for the Scene or up to 3 instances of the event (+1 instance per Boost). Simple (10): 2 (L) per instance Moderate (20): 4 (L) per instance Tough (30): 6 (L) per instance.

Geas Examples

Bestial: A god of dogs could make it hurt to abuse a dog, while a god of horses could

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Divine Powers Warrior Examples

Fate Shaping Examples

Bestial: A god of cats could gains a cat’s grace and claws, while a god of snakes may take on a snake’s quick movement and flexibility. Conceptual: A god of motherhood could get a bonus to fight an enemy that threatens their child, while a god of celebration could put the smack down on someone hurting the party. Elemental: A god of the sun could fire the burning power of a star with each bullet of their gun, while a god of earth could harden their fists to crush their opponents. Emotional: A god of anger could become a berserker warrior, while a god of fear could become even more powerful when faced with a cowering foe. Patron: A god of swordsmanship could call upon their great skill to strike vital spots, while a god of carpentry could enhance their combat ability with their favorite hammer. Tangible: A god of blood could create a blood whip and attack with it, while a god of paper may create a paper-thin sword.

Bestial: A god of monkeys could improve their target’s relationship with their animals (bonus to Beast Handling), while a god of cats could gift someone with great jumping ability (bonus to Athletics). Conceptual: A god of war could give someone a boost to their martial skills on a battlefield (bonus to Melee), while a god of vengeance may provide a bonus for tracking down their target (bonus to Survival). Elemental: A god of water could take away someone’s ability to swim (penalty to Athletics), while a god of crops could help a farmer with planting crops (bonus to Knowledge). Emotional: A god of fear could give a bonus to someone to resist fear (bonus to Discipline), while a god of sorrow could make a grieving person unable to recall anything (penalty to Knowledge) Patron: A god of mechanics could make it hard for a rival to fix a certain car (penalty to Crafts), while a god of travelers could ensure their targets make their way to their destination (bonus to Survival skill) Tangible: A god of wine could instill their target with instant inebriation (penalty to AGY), while a god of dance could make anyone trip up during a move (penalty to Performance)

Shaping

With the Shaping Manifestation, the god can mold the object of their Dominion… even themselves. It is one of the most sought after Manifestation skills because of the versatility it lends to its god.

Transmutation

Check: IQ + Shaping Statements: “I want to change them into…” or “I want to shape…” The god using Transmutation gains the ability to affect the shape of others or items according to their Dominion. Some gods use this as a weapon, turning their enemies into objects that cannot defend themselves, while other gods use this to grant wishes for their followers. The effects of the shaping usually last a scene, but the god can spend Spark Points to extend the duration by 1 day per point spent. Like Instill Life, the god receives a number of BP to spend to enact their change, based fully on the concept of what the god is attempting to do, which may be used to buy Skills, Gifts and even Entitlements –OR- take away abilities from the target equal to that many BP. Simple (10): Small change or 25% of body and BP equal to half their Shaping level (rounded down).

Fate Shaping

Check: CHM + Shaping Statements: “I want to affect the target’s fate with...” Fate Shaping gives the god the ability to place a blessing or curse on their target based on some aspect of their Dominion. This effect usually creates large modifiers to a single check or a lower modifier that lasts the Scene, affecting Skill checks or even Attributes (if GM approved). Fate Shaping cannot be used on one’s self. Simple (10): up to +3 or -3 modifier to a single check Moderate (20): up to +3 or -3 modifier for the Scene or up to +6 or -6 modifier to a single check Tough (30): up to +6 or -6 modifier for the Scene or up to +10 or -10 modifier to one check

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Chapter Four ments, just as above. If used to repurchase an existing Entitlement, the god can multiply their ability (x2, x3, etc.) the effects stack. Simple (10): Small change or 25% of body and BP equal to half their Shaping level (rounded down). Moderate (20): Major change or 50% of body and BP equal to their Shaping level. Tough (30): Complete change or 100% of body and BP equal to 2x Shaping level.

Moderate (20): Major change or 50% of body and BP equal to their Shaping level. Tough (30): Complete change or 100% of body and BP equal to 2x Shaping level.

Transmutation Examples

Bestial: A god of horses could give their target a donkey’s head, while a god a frogs could turn their target into a frog. Conceptual: A god of beauty may mold their target into a gorgeous model, while a god of war could instantly mold any item into a weapon usable in combat. Elemental: A god of earth could harden sand or turn the ground to slippery mud, while a god of water could turn water to potent wine. Emotional: A god of hate gains the ability to raise or lower the intensity and even the mark of their target’s hatred, while a god of joy could make anyone ready for a party. Patron: A god of doctor’s could mend their target’s wounds, while a god of the handicapped could make someone else experience how hard life is with a disability. Tangible: A god of silence may meld a target’s mouth shut, while a god of death could make someone look like a corpse.

Vessel Examples

Bestial: A god of cats could change their hands into claws or themselves into a cat, while a god of hawks could grow a pair of wings. Conceptual: A god of androgyny could become a fully asexual being, while a god of the hunt could blend into their environment so they never become the prey. Elemental: A god of storms could turn into a tornado, while a god of stone could transform into a statue to hide in a museum. Emotional: A god of fear may take on a terrifying form to add to their Fear effect, while a god of lust could become voluptuous to attract just about anyone. Patron: A god of merchants can change themselves to look like someone to trust, while a god of athletes could easily boost their physical performance. Tangible: A god of strength could make themselves even stronger, multiplying their lifting capacity, while a god of wine could make themselves practically immune to getting drunk.

Vessel

Check: VIG + Shaping Statements: “I want to shape myself to have…” The god can affect their own shape to match their Dominion to awesome degrees. Mechanically, Vessel works the same as Transmutation (BP and all), but builds upon the gifts and powers a god already possesses. The BP spent can be used on Skills, Gifts or Entitle-

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Chapter Five: Gear & Combat Gear

thing from their Wealth score for the cost of the items, as the DGS-Lite does not calculate each individual dollar. The player can certainly record this on an equipment list as something they are carry¬ing, but only if it’s necessary for their concept. Starting equipment is not always limited by one’s Wealth. With the right concept and GM approval, characters can be allowed to start with items that would normally exceed their budgets. However, anything they want after the game has begun is subject to limitation based on their Wealth.

Many societies are built upon commerce, buying and selling, supply and demand, imports and exports. Everyone requires material possessions (even monks have robes, right?) and being a god doesn’t necessarily pay the bills alone. This chapter provides more information on using Wealth (pg. 94), as well as the equipment it can be used to buy.

Using Wealth

Buying New Stuff

To buy something new, the player needs only to have the appropriate Wealth score and state they would like to purchase the item. Most shop owners simply hand over the item in exchange for the money that they would have at that Wealth score. There are times when a healthy CHM + Persuasion (Haggling) check could be needed if the character does not have the Wealth score needed, but they can only barter/negotiate for items that Cost equal to or lower than half their CHM (rounded down). For instance, a character with CHM 6

The disposable income a character can use to buy other things, beyond paying bills and buying meals, is measured by the Wealth score. The higher the Wealth, the more money they have, ranging from 1 to 5. Instead of keep¬ing track of every single item the character owns or making a grocery list of equip¬ment, however, their Wealth score determines what they can “rea¬sonably” purchase, own or carry. For instance, Wealth 1 could reasonably allow them to own items like a knife, sleeping bag or personal journal. They don’t need to subtract any-

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Chapter Five could attempt to barter for a Cost 3 item pretty easily. Characters may even try to find out the seller’s weak spot to help their chances, like certain threats or a bribe for other services (i.e. protection or sexual favors).

Combined Wealth

Characters have the option of combining their Wealth scores for big purchases. Three friends may decide to open up a carpentry business and need the proper tools that are Cost: 4. If they had Wealth scores that added up to 4, they could purchase the item together. This would, of course, leave them all broke until their next monthly allowance of disposable income.

Credit

Some characters are horrible at spending money and may overextend themselves, while others just like a little flexibility for emergencies. Characters using credit can purchase an item that is up to 2 levels higher than their present Wealth score with GM’s approval, but suffer -1 Wealth for the next three months of game time (or six months if the item cost Wealth 4+). This represents taking out a bank loan, apply¬ing for credit cards or even visiting a dangerous loan shark. If the player decides not to take the Wealth penalty afterward, they could be sued, have their family deemed responsible for their debt (which could lead to lowered Bonds), have their wages garnished (-2 Wealth for a year) over time or may have enforcers sent after them. It’s a gamble to mess with credit of any kind.

cally designed for stealth missions in jungles, forests or other areas. They can be any color, but are usually shades of green for wooded areas, shades of brown for deserts or completely white for snowy terrain. This suit provides a +3 bonus to Stealth checks in the correct environment.

Climbing Gear

Durability: 4 (AR 2/0), Size: 3, Cost: 3 Climbing gear includes lengths of rope, grappling hooks, harnesses, and even climbing grips to make even the steepest mountain easy to climb. This gear provides a +4 bonus to Athletics (Climb) checks.

First-Aid Kit

Durability: 3, Size: 3, Cost: 2-3 Most Medicine checks are made in a lab or office where conditions are suited for stitching wounds or administering medication. A wellprepared medic has a first-aid kit along in case of emergencies (i.e. in their bag or car trunk). Having the right tools in a pinch provides a +2 or +3 bonus to Medicine checks for emergency field medicine.

Breaking Objects

When a character’s target in combat is not made of flesh, this gener¬ally falls under “Breaking Object” rules. It may be a golem construct or even just a door to be busted down. Objects have the following statistics: l Durability (Dur): The object’s “Health”. When the item’s Durability is brought down to zero, it is broken, often utterly destroyed in the process. l Armor Rating (AR): Some objects have an Armor Rat¬ing (AR) that absorbs Non-Lethal or Lethal damage done. Their AR is based on the material used to create the object. See AR on pg. 151. l Size: Items at a Size 1 can be hidden in the hand. Generally, the larger the item, the more Durability it has.

Gear List The following items are mostly tools that affect checks. See Tools (pg. 83) for more information or Relics (pg. 116) for magical items. The costs associated with each item represent the Wealth score needed to obtain it through legal means.

Camouflage Gear

Durability: N/A, Size: 2, Cost: 2 Description: This covers clothing specifi-

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Gear & Combat Gasmask

Silencer

Durability: 3 (AR 2/0), Size: 2, Cost: 1-2 The gasmask filters airflow. If the air is polluted with hazards like teargas, poison gas, or a harm¬ful stench, the wearer is not affected. If poison does hap¬pen to get through, the wearer receives a +5 bonus to resist.

Durability: 4, Size: 1, Cost: 3 A long cylinder, attached to a firearm to muffle (not entirely mute) the sound of firing. It does not otherwise affect the gun’s performance. A character firing a silenced gun while hiding need not make additional Stealth checks to continue hiding.

Lock Picks

Telescopic Sight

Durability: N/A, Size: 1, Cost: 0-4 To use the Legerdemain Skill to pick locks, a character needs at least a simple lock picking kit. Crudely-made picks may give a -2 penalty, while master-class picks give a +3 bonus to their check.

Durability: 2, Size: 1, Cost: 3 When attached to a gun, this item pro¬vides 8x zoom capabilities and reduces penalties to Tar¬geted strikes by 4. When combined with an Aim Action (pg. 150), a telescopic sight can be truly deadly.

Mace/Pepper Spray

Toolkits

Durability: 2, Size: 1, Cost: 2 Mace and pepper spray are tools for selfdefense, but are not classified as weapons. Sprayed in the face, it temporarily and partially blinds the target (-6 penalty to sight-related checks) from disorientation and pain. Most opponents are subdued outright, needing no further fighting.

Durability: 6 (AR 3/3), Size: 3, Cost: 2-5 There are many toolkit types, from automotive toolkits to carpenter toolkits. Having the proper toolkit for the job adds a +3 to +5 bonus to Crafts checks.

Vehicles

Makeup Kit

There are times when circumstances within a scenario can lead to car chase. A character on foot can’t really compete (without divine intervention), but hopping in a car as well can start a whole other range of possibilities. Vehicles, no matter the type, are categorized by both the speed that it can travel (Slow, Average and Fast) and the size of the vehicle at hand (Small, Average and Big).

Durability: 2, Size: 2, Cost: 1-3 This toolkit includes wigs, makeup, contacts, false eyelashes and other items to create a great disguise. Depending on the makeup quality, fully stocked kits provide a +1 to +4 bonus to Deception (Disguise) checks.

Nightvision Goggles

Durability: 4, Size: 2, Cost: 3-5 Nightvision goggles are important for night missions, removing Range penalties from darkness. Some are telescopic as well, providing an additional +2 bonus to Ranged attacks. Due to its narrowed focus, the character is -3 to all close combat checks while wearing these.

Speed

Scuba Gear

Durability: 6 (4/2), Size: 5, Cost: 2-4 Scuba gear includes the oxygen/air tank, flippers, wet suit and breathing apparatus. All together, it allows for a fun undersea adventure. Characters must have Athletics 4+ to take advantage of this equipment.

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l Slow: This includes vehicles like scooters or mopeds, jalopies and slow-moving boats. Getting to one of these vehicles makes travel slightly faster, but nothing worth writing home about. Damage: 2 (L) l Average: Average vehicles are the most common for characters have access to. This can include sedans, vans, speed bikes and standard motorboats. Damage: 5 (L) l Fast: These vehicles are some of the most sought after modes of transports around. This can include sports cars or even high-speed planes. Damage: 8 (L)

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Chapter Five Vehicle Examples

Size

l Small: More miniscule vehicles, like a Mini-Coup, Volkswagen bug or eco-friendly cars. Damage: 2 (L). l Average: The standard compact car, minivan or van, either a two or four-door. Damage: 5 (L) l Big: Includes trucks, semis and otherwise very large vehicles. Damage: 8 (L)

Scooter: Dur: 12, Speed: Slow, Size: Small, Cost: 1 Motorcycle (Speed): Dur: 15, Speed: Fast, Size: Small, Cost: 2 Motorcycle (Muscle): Dur: 18, Speed: Average, Size: Average, Cost: 3 Compact Car: Dur: 30, Speed: Average, Size: Average, Cost: 3 Sports Car: Dur: 25, Speed: Fast, Size: Small, Cost: 5

Chases

Two vehicles within the same Speed category are evenly matched, where the racing characters simply make contested AGY + Travel checks to see if they are able to catch up or lose their tail (see Chases, pg. 100). Faster cars, however, receives a +5 bonus for each category that the vehicles are separated. The size of the vehicle also matters and there is a -5 penalty for each Size category the vehicle is larger than it’s opponent. For instance, if a Fast, Average and Slow, Small car are racing, the character driving the Fast car receives a +10 bonus from speed, but also a -5 penalty due to the size, for a total of +5. In general, the GM should run chases fast and loose to give the appropriate balance of drama and suspense.

SUV: Dur: 40, Speed: Average, Size: Big, Cost: 4 Minivan: Dur: 32, Speed: Average, Size: Average, Cost: 3 Van: Dur: 36, Speed: Average, Size: Big, Cost: 3-4 Truck: Dur: 40, Speed: Average, Size: Big, Cost: 3-4 Mack Truck: Dur: 55, Speed: Slow, Size: Big, Cost: 4

Melee Weapons Ax: A fire fighter’s ax and others around that size. It is usually wielded two-handed, but can be used with one hand at a -3 penalty to Strike and Parry if needed.

Collisions

Getting hit by a car can be devastating to anyone or anything. When deciding how much damage a vehicle can do when it hits, one must take the speed at which it is traveling and the size of the vehicle and add the damage from both together. Boost applies to the driver’s AGY + Travel check as well, able to deal even more damage. For example, a Small (2 damage) that is going Fast (5 damage) would deal 7 (L) to start, plus any damage from Boost. When hitting a pedestrian, they do receive a chance to Dodge (pg. 149) out of the way. If they fail, they take the brunt of the damage. Also, if the size between the two vehicles is the same, they deal damage equally. If one is smaller than the other, it takes an additional 50% damage from being crushed by the largersized vehicle.

Baseball Bat: A wooden club baseball bat made for swinging and hitting small objects. It’s even better against bigger ones. Brass Knuckles: A wrapping of brass over the fight¬er’s fingers, making punches powerful. It does not require any level in Melee to use. Chain: To be a weapon, a chain/rope needs to be at least ten feet long and two to three inches in width. The key is constantly swinging the chain between attacks to main¬tain momentum and control. Chainsaw: A tool intended for cutting trees. Its size and design make it unwieldy, meaning characters always get a -3 penalty to use it in battle. It inflicts damage normally, but once it strikes a target both fighters are forced into a series of contested checks. The attack makes POW + Melee against the victims POW + Fists. If the attacker

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Gear & Combat wins, the chainsaw stays in place and does damage again. If the victim wins, they throw the chainsaw wielder off and have the opportunity to run or continue fighting (though bleeding is an eventuality). If the chainsaw wielder wins two or more times, it may cut through the victim entirely or remove a limb. Chainsaws are nasty.

Sword (Rapier): A thin, lightweight sword, often used in fencing-style combat. Its real damage comes from stabbing, not slashing, and takes years to master. Sword (Standard): The sword (or katana) used around the world. Blades are roughly longer than two feet, but each different culture designs them differently. Some have curves, while others have hooks or extra ridges.

Knife: Knives are one of the deadliest weapons, favored by silent killers due to their size and quickness. Some knives are built for combat, but others are not (like kitchen knives).

Sword (Broad): Wielded by only the strongest warriors, these swords have blades and hilts twice as long as other swords. They must be wielded with two hands and bring a lot of pain.

Mace: A mace is archaic, yes, but is similar to a metal baseball bat as well. The mace end may be a stone to crush opponents, or even a spiked ball. Nunchaku: Weapons made from two wooden (or metal) handles attached by a chain in the middle. Wielded with a barrage of fast movement, they are hard to control, but truly deadly in the right hands. Shield: A round defensive accessory, worn by a fighter to block weapons. When wielded singularly, a shield can provide a +3 Parry bonus and allow for ample head bashing. If used with a weapon in the other hand, it only gives a +1 bonus. Sledgehammer: A large, two-handed hammer, called a war hammer in archaic times. It is heavy, making it difficult to wield and slow to strike. Spear: Very similar to a staff, a spear is a long weapon with a bladed edge at the end. It is very deadly when used properly Staff: Some customs also call this a quarterstaff or a bo stick. It’s a length of wood that gives the fighter range against their opponent.

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Chapter Five Whip: Four to eight feet long, whips gives optimal range in combat. They also cause debilitating pain with each strike, invoking a cumulative -2 penalty from Pain to the target’s next attack.

Revolver (Light): Handgun that holds up to 6 bullets in a revolving cylinder. The light revolver is light, cheap and a common gun. Example: Colt M1889.

Ranged Weapons

Revolver (Heavy): Like light revolver, only it uses higher caliber bullets, giving it more stopping power. Do you feel lucky, punk? Example: Smith & Wesson 500. Rifle: The best gun for firing at a target at a distance and the type of gun that can kill in a single shot. There is little this gun cannot hit with a telescopic sight. Characters must consider a few other things. Firing with a rifle is slow, requiring 1 full turn (including Action and Movement) to reload. Also, the user suffers a -10 penalty to any Marksmanship checks if fired in close combat. Example: M1903 Springfield.

Assault Rifle: Standard firearm for most modern day armies, largely replacing the traditional rifle. It is wielded using two hands and is capable of auto-fire. Example: AK-47. Boomerang: Created as weapons before they were toys. With timing and quickness, a boomerang can easily win a decisive battle, and it comes back if it misses. Bow: Several bows exist, from those made from sticks and twine to composite bows made for optimal range. The strength to pull the string and the quickness of loading are important.

Shotgun: Especially designed to deal a lot of damage to a wide area. It fires buckshot that sprays and hits the intended target, as well as others within five feet. If the end is sawed off, it spreads even wider. Example: Remington 1100.

Crossbow: A bow turned into a gun, able to shoot arrow-like projectiles called bolts. The crossbow can be very accurate, but it’s slow to reload.

Sling Shot: The evolution of the sling and the bow, used to fire small stones or marble-type ammo.

Javelin: This pointed throwing spear was first used by jungle dwellers to strike prey from yards away. A good throwing arm is optimal.

SMG (Small): Small, hand-sized gun, capable of firing many bullets in seconds. It has much less kickback than larger versions. Example: Uzi.

Machine Gun: Can be wielded with two hands or mounted. It fires dozens of bullets per second and is as deadly as they come. Designed to be used by a single solider, but may require carriers or assistants, depending on how much other equipment they have. Example: MP40, M1919.

SMG (Large): Like small SMG, but fires higher caliber bullets. Usually held with two hands, but can be wielded with one at a -4 penalty. Example: CAR-15.

Pistol (Light): Handgun that uses a clip for easy reloading. The light pistol is a small and covert weapon. Example: Glock 17. Pistol (Heavy): Like a light pistol, but is larger and capable of more damage. Example: Colt M1911A1.

Gods and Guns

Some would say that guns and their efficiency at killing targets is the ultimate proof of humanity’s evolution. While the god of firearms, snipers, propulsion, gunpowder or metal (to name a few) may be safe from them, the rest of the population of gods are still quite susceptible to death by gunshot. Keep this in mind before challenging a strapped opponent.

Ammo

For simplicity, if the character has a Wealth score to purchase the weapon, they are also able to afford the required ammo without issue. Availability is a different issue.

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Gear & Combat

Weapon Chart

Melee Name

Damage

Strike

Parry

Throw

Cost

Size

4 (L)

+1

+1

+0

2

3

Baseball Bat

2 (NL)

+2

+1

+0

0

2

Brass Knuckles

1 (NL)

+2

+1

+0

1

1

Chain

2 (NL)

+1

+1

+1

0

2

10 ft. Reach

Chainsaw

8 (L)

-3

+0

+0

2

3

See Chainsaw notes (pg. 142)

Knife

1 (L)

+2

+0

+1

1

1

Mace

2 (NL)

+1

+2

+0

2

2

Nunchaku

1 (NL)

+2

+1

+0

2

2

Shield

0 (NL)

+0

+3

+1

1

2

Sledgehammer

5 (NL)

-1

+0

+0

2

3

Spear

3 (L)

+1

+0

+2

1

3

10 ft. Reach

Staff

2 (NL)

+1

+2

+0

1

2

6 ft. Reach

Sword (Rapier)

1 (L)

+2

+1

+0

2

2

Sword (Standard)

2 (L)

+1

+2

+0

2

2

Sword (Broad)

4 (L)

+1

+1

+0

3

3

0 (NL)

+2

+0

+0

1

2

Damage

Marks/ Throw

Range

Payload

Cost

Size

Assault Rifle

4 (L)

+2

100/200/300

35

3

3

Boomarang

1 (NL)

+1

20/40/60

N/A

1

2

Bow

2 (L)

+2

25/50/100

N/A

2

2

Crossbow

5 (L)

+3

50/100/200

10

2

2

Javelin

2 (L)

+2

30/55/80

N/A

1

3

Machine Gun

6 (L)

+2

50/100/150

100

3

3

Pistol (Light)

3 (L)

+2

20/40/60

12

3

1

Pistol (Heavy)

5 (L)

+1

25/50/75

8

3

1

Revolver (Light)

4 (L)

+2

20/40/60

6

2

1

Revolver (Heavy)

6 (L)

+1

30/60/90

5

2

1

Rifle

10 (L)

+3

200/400/600

8

2

3

See Rifle notes (pg. 144)

Shotgun

8 (L)

+1

10/20/30

6

2

2

5 ft. spray

1 (NL)

+3

20/30/40

N/A

1

1

SMG (small)

4 (L)

+1

15/30/50

40

3

2

Auto-fire capable

SMG (Large)

6 (L)

+2

20/40/80

60

3

3

Auto-fire capable

Ax

Whip

Special

See Shield notes (pg. 143)

+5 Durability if Master-crafted See Whips notes (pg. 144)

Ranged Name

Sling Shot

Special Auto-fire capable

Takes 1 entire action to reload Auto-fire capable

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Chapter Five

Combat Despite what pacifists and parents might say, not all problems can be solved by simply walking away or fought with words instead of fists. No, sometimes spats turn into arguments that turn into full-on fighting before anyone knows what happened. As soon as you take a god’s new responsibilities into account, defending their territory from other gods and smiting the forces of chaos that surround them wherever they go, this takes it up about ten notches. Following are the rules for how to stage a fight in Part-Time Gods, but there are a few things that should be mentioned first. The GM’s job is to create the scene for the players. This means describing the locale, taking environment into account and giving the players a good idea of all the things in the scenario so they can act accordingly. The players then must take their character concept, Bonds, skills, weapons and powers into account to plan out their actions and roleplay a battle as realistically as possible. They are encouraged to ask as many questions as necessary. GMs should give as much information up front as possible, so the players have all the tools they need to craft the scene together.

Initiative During a fight, time can appear to move slowly, almost coming to a stop as each Action is weighed for strategy and effect. Using the DGS-Lite, combat is separated into Rounds. Each Round lasts approximately 5 seconds and each participating character gets 1 Action they can take within this time. Whenever combat rears its ugly head, the first step is to figure out how quickly characters can react in the Round. To determine this, all participants in the fight roll their Initiative (1d20 + AGY + IQ + Modifiers) and take their turns according to how they rolled, from highest to lowest. Rolling high gives a fighter the advantage of acting first and maybe taking out their opponent before they have a chance to act, or the chance to run away before they are seriously hurt.

If two fighters roll the same Initiative, their turns occur simultaneously. The two fighters compare their AGY levels, and the characters with the lower AGY has to announce their action first, giving their opponent the opportunity to react accordingly. If they have the same AGY, they compare IQ and then Initiative scores. If they are equal in every way, they just roll again to see who rolls highest. If a character has multiple Actions per Round (splitting their actions or use of Manifestations), their Initiative is staggered. Their first Action takes place on their normal Initiative value and then each subsequent Action occurs at -5 Initiative. Even if a fight has already broken out, a character can still enter the fray and join into the battle. When this happens, they roll their Initiative normallly and compare it to how the others rolled, taking their place in order as they normally would. Example: Johnny, Kim and Paul all roll Initiative checks. Jonny rolls 18, Kim rolls 23 and Paul rolls 16. For this Round, Kim will act first, then Johnny and then Paul. If Kim also has 2 Actions for the Round, her second Action takes place at Initiative 18 as well. When they are done, they reroll initiative for the next Round.

Surprise Attacks

Some fights are one-on-one, fought fairly in an honorable duel. Others happen with a bit more subterfuge involved, whether it is a well-placed ambush or a sucker punch to the jaw. To avoid being caught by surprise, the victim makes an INS + Perception check versus the attacker’s AGY + Stealth check. A success means they avoid the surprise attack and can respond to combat per normal. A failed check means they cannot react to the first attack during combat. The attacker must only make a Simple (10) on their attack to hit and deals +1 damage if they succeed. Remember ties always go to the defender.

Actions vs. Reactions When Initiative has been determined, it is time for the characters to leap to action. The

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Gear & Combat Action Maneuvers

Quick and Dirty Combat Step 1

Roll Initiative to see who goes first

Step 2

Attacker chooses Maneuver

Step 3

Defender chooses Maneuver

Light Strike

(POW + Fists or POW + Melee, Damage +1)

The character delivers a quick attack like a jab, short kick, a slap or a quick stab of a blade. It hits more often, but may not do much damage.

Step 4 Both attacker and defender roll their 1d20 + Attribute + Skill + Modifier. Highest roll wins. Ties go to the defender. Step 5

Full Strike

(POW + Fists -3 or POW + Melee -3, Damage +2)

Apply damage: Base Damage + Maneuver Damage + Boost

The character closes their fist tighter or widens their kicking stance in order to strike with more force. This includes straight punches, kicks, head-butts or a full swing of a bat.

player has plenty of options available to them, each one working in the same basic manner as any other contested Skill check. On their turn, the player rolls their 1d20 + Attribute + Skill + Modifiers against their target’s 1d20 + Attribute + Skill + Modifiers. Whoever rolls highest wins the contested check. Ties go to the defender. Some characters (and antagonists) are gifted with the ability to act more than once per Round, making them devastating in combat. The character can also move at half their Movement once per turn without penalty. Reactions work in a similar manner as Actions, and can save a character’s life. Characters can only make one Reaction check per Round without a penalty. For every attack on them after the first, they suffer a cumulative -1 penalty. For instance, if attacked by three different opponents, the character can make defensive checks at -0 modifier, then -1 penalty and then -2 penalty. This can make it very difficult for a single character to take on a group.

Strong Strike

(POW + Fists -6 or POW + Melee -6, Damage +3)

The character stores up extra energy in order to launch a devastating attack on their opponent. It will hit less often, but is likely to deal more damage when it does. This includes double-knuckle poundings, leap or spinning kicks, uppercuts or swinging one’s weapon from overhead.

Gunshots

(AGY + Marksmanship, Damage on pg. 145)

The character points the gun and pulls the trigger, firing off a bullet (or multiple bullets) toward their opponent. Damage depends on the type of gun, and penalties due to Range (pg. 155) are applicable. Opponent resists with Dodge.

Knockback

(POW + Fists -3, Damage +1)

The character attempts to strike with such force as to push their opponent backward as well. If successful, they take damage per normal and are shoved back a number of feet equal to the character’s POW.

Maneuver List There are a variety of maneuvers a character can perform and the Favorite Maneuvers section of the character sheet gives the player the ability to write down their favorites for easy reference. Listed below are some example maneuvers characters can use, separated into Actions, Reactions, Grappling and Set-Up categories.

Notch and Fire a Bow

(AGY + Marksmanship, Damage on pg. 145)

The character is assumed to be able to notch and fire an arrow (or a rock in the case of a sling) once per round, but notching the arrow uses up the character’s Movement. Damage is

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Chapter Five based on the type of arrow being used (Standard 2 (L) or Targeted 4 (L) - Cost 3).

alty, but would deal damage appropriately. See Range for other possible modifiers. Remember that some weapons give a bonus to Throw.

Pain Strike

(AGY + Fists -3, Damage -1)

Touch

The character makes a quick strike at the target in a sensitive place, whether it is a kick to the crotch, the flick of a cigarette, hitting the back of the leg or the tender part of the shoulder. If the strike lands, the opponent gets a Pain check with a Difficulty equal to 10 + the difference in their checks or suffers a -2 cumulative penalty (up to -6) to all checks due to pain for the next 3 rounds.

(AGY + Fists +3)

The character attempts to simply touch their opponent, usually to initiate a touchbased power. If they must touch skin to skin, they may need to use Targeted Strikes in order to go around armor or clothing. This Ac Action does not inflict damage.

Use Manifestation Skill

(See pg. 125-138 for checks)

The character uses one of their divine powers. In most cases, this requires only 1 Action, but Manifestations that need more time to build may take multiple Rounds to complete.

Sweep

(AGY + Fists -2, Damage -1)

The character attempts to sweep their opponent off their feet, dealing damage and causing them to fall to the ground. The target receives an AGY + Acrobatics check to keep their balance and only takes damage if successful. Otherwise, they drop and must make a Stand Action to continue in the fight.

Use Standard Skill

(See pg. 82 for checks)

The character uses a Standard Skill in combat. Use of a non-combat skill takes extra effort in the face of quick attacks and needing to avoid getting hit. The GM can circumgive a penalty based on circum stances.

Tackle

(POW + Fists, Damage +1)

The character attempts to tackle an opponent to the ground. Opponent resists with a Dodge (cannot be Parried). Both characters end up on the ground and the character can grapple the target’s legs or torso without the need for a check.

Reaction Maneuvers Absorb Attack

(IQ + Fortitude, -1 Stamina point)

Instead of getting out of the way, the character chooses to take the hit and hopes to absorb the damage. If their check succeeds, they can ignore an amount of NonLethal damage equal to their VIG Level. Does not work against Lethal damage.

Throw Weapon

(POW + Athletics, Damage on pg. 145)

The character hurls a weapon at an opponent. Those designed for ranged combat, such as a discus, javelin or even a football can be used quite easily. However, throwing a weapon not designed for ranged combat (i.e. a sword) suffers a penalty of 2x the weapon size. So, throwing a sword (size 2) would suffer a -4 pen-

Catch

(AGY + Athletics)

The character attempts to catch something that is thrown, be it a weapon to use or catch-

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Gear & Combat ing a baseball. Without the use of a protective glove of some kind, they are at a -4 penalty to catch something actively thrown at them in order to cause harm.

Break Grapple (POW + Fists)

The character uses their turn in an attempt to break a Grapple that has been used on them. If successful, they are free, even if being held by multiple opponents. Opponent resists with POW + Fists.

Dodge

(AGY + Acrobatics, -2 vs. Ranged)

The character leaps, drops, ducks, sidesteps or otherwise gets out of the way of an attack coming at them. Dodging Fists or Melee attacks are easy enough, but avoiding attacks from ranged weapons suffers a -2 penalty.

Back Breaker

(POW + Fists -5, Damage +3)

The character lifts their opponent and slams their back down onto their knee, cracking it and causes debilitating pain. The target takes damage as normal and suffers a -2 Pain penalty to all checks for the next 3 Rounds They are also now on the ground and must make a Stand Action in order to fight again. Opponent resists with POW + Fists.

Entangle

(AGY + Fists -3)

The character attempts to catch their attacker’s fist, arm or leg. This can be done against a weapon, if they either have their own weapon or some other tool (like a jacket or rope). The character receives a +3 bonus to their next Fists or Melee attack, Disarm attempt, Knockback or Grapple attempt.

Meat Shield

(POW + Fists -3)

The character uses their target as a shield against another incoming attack. If successful, their surrogate takes the damage instead. If failed, the character takes damage per normal. Opponent resists with POW + Fists.

Parry

(AGY + Fists or Weapons)

The character knocks away or blocks an incoming attack with their free limbs (hands, feet, knees, etc.) or with a weapon. Fist against fist or weapon against weapon are easy. Parrying a weapon that deals Lethal damage while unarmed, however, suffers -6 penalty. If the fighter fails, they take full damage. If parrying an unarmed attack with a bladed weapon, the attacker takes half damage (rounded up) if the defender is successful.

Pin

(POW + Fists -6)

After grappling their target, the character is able to get them on their back and pin them down to the ground. Neither the character nor victim can perform any other Action while in the Pin. Opponent resists with POW + Fists. If they fail, they can try again on their next turn.

Grappling Maneuvers

Stranglehold (POW + Fists -5)

Grapple

The character grips their target’s neck and chokes them. Opponent resists with POW + Fists. The victim takes 2 (L) each Round they remain strangled, but can attempt to Break Grapple once it’s their turn. They also suffer a -4 penalty (instead of -2) to all checks while choking slowly to death. Characters with POW 8+ can perform a Stranglehold with one hand, allowing them to react to outside attacks normally. If they fail, they can try again on their next turn.

(POW + Fists -3)

The character attempts to grab a part of the target, either their arm, leg, hand or entering into full on wrestling positioning. Opponent resists with a Dodge or Parry. While engaged in a grapple, the fighter and their target suffer a -2 penalty to all combat checks with that limb. Multiple fighters can Grapple the same target to increase this negative up to -10. Now, up close, the character can attempt awesome grappling maneuvers.

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Chapter Five Set-Up Maneuvers

Movement

The character moves to a different position. They can make a half Movement (rounded up) Action and still attack without penalty in the same Round. Full Movement becomes a Rush Action.

Aiming

The character uses their turn to aim for their next attack (whether it is close combat or ranged). When their next Action comes around, they receive a bonus of half their Perception (rounded down) to their attack.

Rush

The character runs toward their opponent with a full Movement action, creating extra momentum for their attack. Rushing provides a bonus of +2 to either Fists or Melee and +1 damage to their next attack. There must be enough room between the combatants to gather momentum.

Disarm

(AGY + Fists or Melee -3)

The character attempts to take a weapon away from an opponent. If they are successful, they can either assume the weapon is theirs or knock it away a number of feet equal to their IQ. Opponent defends with Parry. If the target is Parrying with a Lethal weapon, the fighter may take damage if they fail.

Stand

The character stands up after being on the ground. A character can attempt an Action at the same time as Standing, but suffers a -3 penalty to that check.

Draw Weapon

The character draws their readily available weapon. If they attempt to attack right after, they take a penalty of 2x the weapon’s size. For instance, drawing a sword (Size 2) would give a -4 penalty to the action. They can attack their next turn without any penalty.

Dealing Damage Once two characters have locked in on each other and one has attacked the other, its time to see what kind of damage can been dealt. See pg. 99 for other information on Health: l Non-Lethal (NL): Non-Lethal damage is dealt by blunt attacks, like punches, kicks, head butts, and weapons like baseball bats, maces and a sledgehammer. Recorded as a “/” on the Health track. l Lethal (L): Lethal damage is dealt by sharp weapons, like swords, knives or spikes, and can also comes from poisons, acids or other “sensitive” weapons. Recorded as an “X” on the Health track. The attacker chooses their Maneuver and rolls 1d20 + Attribute + Skill + Modifiers in order to hit their opponent, who make their check to resist. If the attack is successful, calculating damage is easy to do:

Feint

(CHM + Deception)

The character attempts to fake out their opponent, moving in one direction while their next attack is actually coming from another direction. The target resists with INS + Empathy. If the character is successful, they receive a +2 bonus to their next attack and deal +1 damage based on their opponent being caught unaware. No effect if they fail.

Non-Resisted Attacks

There are instances where one character either cannot move or chooses not to in the face of an oncoming attack. Even though the target isn’t making a defensive check, the attack must at least succeed at a Simple (10) attack check. Otherwise, they still miss.

Base Dmg + Maneuver Dmg + Weapon Dmg Boost (pg. 82) also applies in combat, providing a +1 damage bonus to the Action for

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combatant’s ability to fight. This can include anything from their opponent sporting armor to performing multiple attacks to an advantageous terrain. Below are some of those modifiers:

every 5 the attacker rolls higher than their opponent’s Reaction check. Example: Ben the lumberjack raises his fist and goes to punch Lucas the Librarian. Ben is pretty strong (Base damage 2) and launches a Full Strike at Lucas, who attempts to Dodge the attack. Ben rolls POW + Fists and gets a 26 total and Lucas rolls AGY + Acrobatics and gets a 12 total. Ben’s attack deals 6 (NL) - (2 from attack, 2 from base damage, 2 from Boost). If Ben had rolled 27, that would put him 15 over Lucas and would have given a +3 damage bonus, instead of +2. Lucas’s turn comes around and he attempts to Light Attack with his sword. He has no base damage and his attack provides no damage bonus, but his sword deals +2 (L). He rolls POW + Melee +2 (gained from Sword stats) and gets a 21 total. Ben rolls AGY + Acrobatics and gets a 15 total. Lucas’s attack deals 3 (L) – (0 from base damage, 0 from Maneuver, +2 from sword, +1 from Boost).

Armor Rating (AR)

Armor is a time-honored way to avoid damage in combat, dating back to tribal days when warriors wore animal hides as protection. This graduated into stone armor, then iron and steel, and then eventually Kevlar and modern combat armor. Each type receives an Armor Rating or AR, representing how much damage the armor can negate. AR is provided in a two-value combination, where the first number represents Non-Lethal damage soaked and the second number is Lethal damage soaked. For instance, armor with a value of AR 3/2 means it automatically reduces Non-Lethal damage taken by 3 or Lethal damage taken by 2. So, a Full Strike that deals 4 (NL) would only deal 1 (NL) after the AR soaks 3 points of damage. There is no roll necessary to use armor, but larger or bulkier armor can give over penalties to other checks.

Modifiers There are plenty of potential complications that can come up in combat and adjust a

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Chapter Five Armor Piercing (AP)

Some weapons are adept at dealing damage to their opponent, regardless of what type of armor they might be wearing. Armor Piercing damage completely ignores a certain amount of AR that the target has. For instance, a gunshot with AP 3 would automatically ignore 3 points of AR.

Armor Name

AR

Hind. Weight Cost

Modern

Assault Round

Sometimes a character can get the urge to fight so much they are fueled by pure adrenaline. The character must declare an Assault Round at the beginning of the Round, even if they do not go first. Then, they receive +1 Action for the Round and a +3 bonus to attacks. However, they also suffer a -3 penalty to all Reactions for the Round (including the one Reaction they would normally have no penalty for).

Thick clothing

1/0

0

2

0

Kevlar

1/3

1

2

1

Flak Jacket

2/3

2

4

2

Riot gear

5/5

3

6

3

Leather

2/2

1

2

1

Chain mail

3/3

2

4

2

Scale mail

3/4

1

4

3

Full plate

4/5

4

6

4

Archaic

Armor Rating (AR): Damage absorbed by the armor. First value is Non-Lethal (NL) absorbed, and the second is Lethal (L) absorbed. Hindrance: Restriction of armor. Value is applied as a -1 penalty to all physical and combat rolls. Weight: Weight of armor. POW must be equal to or higher, or the character suffers an additional -2 penalty to all rolls. Cost: The Wealth required to buy the armor.

Automatic Fire

There are some guns that have automatic fire capabilities. In short, they fire bursts of several bullets instead of a single one. This allows the character to deal more damage to several people, but not all guns are capable of auto-fire. Be sure to check Range, Firing into Close Combat and Cover for other possible penalties to auto-fire. A short burst can fire 3 bullets at a time. This still only targets a single opponent, but deals +2 damage. A medium burst fires up to 15 bullets, dealing +2 damage to up to 3 targets or +4 damage at a single target, but suffers a -3 penalty to Marksmanship. A long burst fires approximately 40 bullets, dealing +4 damage to up to 10 targets or +8 damage to a single opponent, but suffers a -6 penalty to Marksmanship.

or even hallucination effects. This inflicts a -6 penalty to any sight-related check (of which there are quite a few). Complete blindness is the inability to see anything at all, from being in a pitch-black tunnel to being born without sight in the first place to losing one’s eyes entirely. This gives a -12 penalty to any sightrelated checks. There are ways to overcome Blind-Fighting penalties using one’s other senses. These work particularly well for characters with the Sharp Senses Gift or a Specialty in Perception for that particular sense. l Touch: If the character is touching their target (like holding hands or in a Grapple), they suffer no penalty to attack or defend, since they know exactly where their opponent is in relation to themselves. l Hearing: They can attempt to listen for their opponent with an INS + Perception check, such as for their footsteps or breath-

Blind-Fighting

Blind-Fighting applies to times when a character has to fight without the ability to see, whether it is from getting sand in their eyes or battling against an invisible foe. A lot of focus is put on what one can see and this relates to combat even more so. There are two types of blindness, Partial and Complete. Partial blindness is the result of blurred vision, temporary dust in the eye

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Gear & Combat ing. If successful, Blind-Fighting penalties are reduced by half. This counts as a free action for the character, but if they or their opponent moves, they may need to do it again. This requires a Moderate (20) check or a contested check against the target’s AGY + Stealth. l Smell/Taste: Some characters have a particularly great sense of smell and can taste/ smell their opponent on the air, used in the same manner as Hearing. This can’t be done if the environment is windy or overrun with another strong scene (like a landfill or fish market).

additional 25% damage (rounded up).

Critical Failure

If the character rolls a Natural 1 on an Action or Reaction during combat, they are making a hazardous error that can hurt their (and their comrades’) chances of success. This effect creates one of the following penalties (GM’s choice): l Overexert themselves and lose 1 Stamina point. l Lose their balance and suffer a -3 to their next defensive check. l Trip and fall, causing 1 (NL) and forcing a Moderate (20) Balance check to stay standing. l Strategic misstep and character loses their Action for the Round. l Accidently attacks a comrade. The character rerolls their attack and comrade must make a defensive check against it. l Left an opening and takes +2 damage.

Concealment and Cover

Many concealment factors can affect ranged combat, the least of which are things that could conceal their target. This includes events like darkness or heavy rain that make it hard to see your opponent or strong winds that could ruin an arrow’s chance of hitting its target. This type of effect can give between a -2 and -4 penalty to one’s ranged attack. Targets may also actively run for cover, making it even harder to be hit by a projectile. This could include hiding behind a wall, a car or even a group of people. The cover takes the damage for the target, but the GM should keep in mind exactly what they are hiding behind. If hiding behind a simple wooden chair, it may not stop a bullet no matter how much cover it provides. If it were a wall of stone instead, however, they’d be fine. As a general rule, the character suffers a -2 penalty if their target is 25% covered (behind a plant), -4 penalty for 50% (half concealed by a wall), and -6 penalty for 75% (all but their head is hidden).

Critical Success

If the character rolls a Natural 20 when performing an Action or Reaction during combat, they receive a rush of adrenaline or a second wind if you will. This provides one of the following bonuses (GM’s Choice): l Heal back 1 Non-Lethal Health lost in this fight l Regain 1 Stamina point spent in this fight

Cooperative Attacks

Two characters can attempt to attack at the same time, either with a twin punch, double swinging swords or other coordinated attack. This means they have to target the same opponent simultaneously (either from rolling the same initiative or one character holding their action). They select their attack type as normal, but suffer another -3 penalty to their attack. If both fighters connect with their attacks, they each deal an

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Chapter Five ing on a car hood or fighting someone who has fallen to the ground. Those with the High Ground receive a +2 bonus to their attacks with Fists or Melee.

l Attack deals +2 damage l Deal half damage, but as Lethal (instead of Non-Lethal) l Receive a +3 bonus to their next attack. l Attacker loses 2 (NL) damage (can be soaked with AR)

Improvised Weapons

Some characters are adept at picking up anything in their surroundings to fight with. They can fight with their wooden umbrella, a broken beer bottle or a folding chair, but suffer a -2 penalty to these checks, as the item isn’t designed for combat.

Defense Round

Sometimes it’s better just to go on the defensive, particularly if the character isn’t a powerhouse in combat. At the beginning of the Round the player can choose to go Defensive. This means they cannot take any Actions, but can react against 2 attacks for the Round without penalty (instead of 1). They also receive a +3 bonus to their Defensive checks, which are whittled down by -1 per attack on them per normal.

Knockouts

Anytime a character receives 6 damage (whether Lethal or Non-Lethal) or half their total Health at one time, they must make a VIG + Fortitude check to avoid being knocked out. The Difficulty is equal to 10, plus the total damage done. This is different than falling unconscious after being reduced to Health 0 from Non-Lethal damage, which does not receive a check.

Description Bonus

Interesting descriptions that bring the players into the scene are encouraged throughout all of game play. Specifically, it can turn an “I hit him” action into an engaging “I lunge forward and perform a leap kick to knock him against the wall and then I ready for the guy behind me”. The GM can give a bonus from +1 to +5 depending on the quality of description given.

Multiple Actions

A character can normally make one Action and one Reaction per Round without a penalty. However, they have the option to split their actions if they so choose, gaining the ability to perform more actions but at a penalty for 1 Stamina point. At the beginning of the turn, they decide how many Actions they’d like to take and take a -3 cumulative penalty to all Actions for each action in addition to the first. So, a character who decides to take 3 Actions would suffer a -6 penalty to all of them. They may attempt as many actions in a single Round equal to half their IQ (rounded down). Note: Initiative staggers normally for these Actions; they are not all taken at the same time.

Firing into Close Combat

Firing a gun, arrow or another projectile into ongoing combat can be difficult if you are trying to not hit one of the fighters. When this occurs, the character suffers a -2 penalty per person they do NOT want to hit. For instance, if three gang members are attacking the character’s friend Sam, they would suffer a -2 penalty to not hit Sam. If Sam and Jill were getting attacked, they’d suffer a -4 penalty instead. A failed check means the character makes another attack check to see if they hit someone else in the fray. On a roll of a Natural 16-20, they do and it may not turn out in their friends’ favor.

Pulled Strikes

The character attempts a strategic attack that doesn’t use their full combat ability. After landing an attack, they can make a reflexive IQ + Fists check to change their Lethal damage to Non-Lethal (like hitting with the flat of their blade) or halving their Non-Lethal damage (like hitting a non-vital target specifically).

High Ground

When one character stands above their opponent, they are considered to have the High Ground. This can include anything from stand-

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with a baseball bat may change the Non-Lethal damage to Lethal. While hitting someone in the eye may cause damage and also create a temporary blindness effect. Discuss the possibilities with the GM and see what best applies.

Ranged weapons have a certain distance in which they are most effective to use, given as a set of three values: Short Range/Medium Range/Long Range. When used at Short Range, there are no modifiers. At Medium Range, however, the character is at a -2 penalty to hit. At Long Range, they suffer a -4 penalty to hit and inflict -1 damage. For hurling weapons not specifically designed to be thrown (such as a sword), Range is equal to AGY + IQ / x2 / x3. They also suffer a penalty to their attack equal to the weapon’s size x2.

Terrain

A fight can occur just about anywhere and in many different situations. A fight with sea witches is bound to take place on a boat, shifting with the jagged waves. Fighting on rooftops is much different than a battle in a jungle, in more than one way. The surrounding terrain gives certain modifiers to combat, as seen below. Penalties for rain are counted as Concealment (pg. 153) and fighting up and down hills could create High Ground (pg. 154). l Populated: If surrounded by a crowd, a character may get a penalty to attack or to Dodge due to their full range of motion being stunted and possibly being shoved. l Ice: The GM may ask for Balance checks after too much movement on slippery, iced-over terrain. If they fail, they need to make a Stand Action to get back up. l Dense Trees: When fighting in an area with trees very close together, the GM may give a penalty to any ranged attacks. Even close combat attacks may get a penalty too, as weapons get stuck in and bounce off of trees in the middle of an attack. l Overgrowth/Mud/Wetness/Gravel: In an area with lots of roots sticking out the ground or one that impedes movement or makes it slippery, the GM may call for Balance checks to keep from being tripped or slipping.

Reloading

The character reloads their firearm. If the gun uses a clip, they can load and fire without penalty to attacking. However, if the gun is a revolver or one that requires more time to load, it may take their entire Action for the Round.

Retreating

Running away is easy if you haven’t started fighting yet. You simply turn your heel and zip off in the opposite direction. If a character is engaged in combat, however, they risk getting hit in the back. Their opponent receives a free attack on the retreating target, but suffer a -3 penalty to their attack check. Normal rules for Reactions apply to the fleeing character, but they cannot take a Defensive Round as Running in an Action.

Targeted Strikes

When a character wants to hit a certain part of their opponent, such as their arm or eye, this is called a Targeted Strike. The smaller the target, the harder it is to actually hit (incurring a higher penalty).

Staying Alive If a character is hurt enough, they’ll have a myriad of other nasty effects they can suffer from. Some of them make it quite hard to continue fighting, while others are simply an annoyance for tougher characters.

Torso (-2) Arm/Leg (-4) Head or Hand (-6) Eye/Pressure Point (-8)

Bleeding

After taking half of their total Health in Lethal damage, the character is assumed to have taken enough injuries to have a major

The specific effects of what happens with a Targeted Strike are handled based on the circumstances. Hitting someone in the head

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Chapter Five they must make another Death check each time and add the amount of damage taken to the Difficulty. A failed check or being reduced to -10 Health means the character dies. Example: Frank is reduced to 0 Health due to Lethal damage. He makes a Moderate (20) Death check and rolls 22 (success!). However, he was bleeding and takes 1 (L) at the beginning of the next Round. His check is now Difficulty 21 (20 + 1 damage). He rolls 24 (success!). The next Round, he loses another 1 (L) and his Difficulty rises to 22. He rolls a 19 this time and takes his last breath. Poor Frank.

wound, causing bleeding. From that point on (or until they receive medical attention), they will take 1 (L) damage per Round from bleeding (or more if the GM decides the wound is particularly bad). This damage cannot be soaked or absorbed by AR. Other characters can attempt a Moderate (20) IQ + Medicine check to stop the bleeding. Depending on how chaotic com¬bat is, the difficulty of this roll may even be raised to Tough (30) due to distractions that could cause wrong decisions.

Death

A character can only take so much of a beating before their body simply quits. Namely, the character has a very real possibility of dying if they drop to Health 0 from Lethal damage. They can try to stay alive by spending 1 Stamina point and making a Moderate (20) VIG + Fortitude check. If successful, they fall unconscious, incapacitated but not dead. If they continue to take damage (such as bleeding or being beat while knocked out),

Resuscitation

Living in the modern day, there are times when a person has been declared technically dead for a short period, but they can still be brought back with the power of modern medicine. This requires a Medical Professional or someone that may have gone through CPR training. They can attempt to bring the person back to life with a Tough (30) IQ + Medicine as long as they have the right equipment. In

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Gear & Combat some cases, like a gun shot to the head or being burned alive, there is obviously no way to actually bring the target back to life.

Handling Death

It can be a drag for any a character to suddenly die due to a bad die roll. A dead character means a lot of hours of play and the player’s future plans for said character are instantly lost. GMs are encouraged to use death lightly in their games, possibly talking about it with their players to see what level of risk they want to have in the game. If the players are ok with spontaneous death, of course, then give it to them by all means, but most don’t. Keep in mind gods have the ability to come back from the dead multiple times with high Spark (pg. 102). Even if the death of a character comes into play, the player should be allowed to go out in style. They should be given one last awesome action before keeling over or one last statement for the other characters to remember them by. This lends an air of power to their death and it can make a difference to help the others in the group survive.

Depravation

Going without food or water for extended periods is yet another way a human can die. When this dire situation occurs, the character slowly loses both Health and Stamina points over time. They can go up to 3 days just fine, but they lose 1 Stamina and 2 Health for each additional day afterward. If they start eating and drinking again, they regain Stamina at a rate of 1 per day and regain Health as normal. For suffocation (i.e. being held underwater) follow normal Holding Breath rules (pg. 78).

Falling

Falling from great heights can be enough to kill at times, inflicting 2 (NL) for every 10 ft. Falls from less than 10 ft. are negligible. So, a fall from 50 ft. (5 stories) would inflict 10 (NL). When the character lands, if they aren’t just flailing and crying out for dear life, they can attempt a VIG + Acrobatics check to roll when they land. Difficulty for this check is 10, +2 for every 10 ft. they fell. A successful check halves the damage taken (rounded down).

points or even kill the victim.

Fire

The destructive power of fire is well known and without comparison. Homes, personal belongings and, yes, flesh; all melt in the wake of a firestorm. Unsurprisingly, fire always deals Lethal damage, usually based on how large the fire is. Lighter

1 (L)

Torch

2 (L)

Camp Fire

4 (L)

Bonfire

8 (L)

Flamethrower

12 (L)

Electrocution

Much like fire, electricity also inflicts Lethal damage. In addition, however, the pure power coursing through a victim’s veins can force a check against stun, drain Stamina

Wall Socket

1-2 (L)

Simple (10) check against Unconsciousness (Knockout)

Taser

4 (L)

Moderate (20) check against Unconsciousness (Knockout).

Power Line

8-12 (L)

Tough (30) check against Unconsciousness (Knockout) or Death.

Lightning

15 (L)

Moderate (30) check against Death.

Insanity

Some characters suffer from mental illness, be it schizophrenia (hearing voices), intense

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Chapter Five phobias (such as hemophobia or xenophobia), OCD, bipolar disorder (depression and mood swings), or even multiple personality disorder (having suppressed personalities take over their body). Players are encouraged to be creative when approaching this type of character concept, but not to take it too far. Insanities change the entire face of the story if their insanity becomes larger than the character themselves. When the effects of the Insanity come on, the character can attempt to push it off with an INS + Discipline check. Difficulty is based on the strength of outside influence and stress levels of the character. See Phobia and Compulsion Drawbacks (pg. 95-96) for more information.

Pain penalties that affect the character at onehalf, one-quarter and one-eight of their total Health. These totals are rounded down. At one-half they suffer a -2 penalty to all checks, a -4 penalty at one-quarter and -6 penalty at oneeighth. They can temporarily resist the effects of Pain for one turn by spending 1 Stamina point and making an INS + Discipline check. If they succeed, they ignore Pain penalties for 1 Round. Simple (10): Resist at one-half Moderate (20): Resist at one-quarter Tough (30): Resist at one-eighth.

Disease

A staggering number of diseases and sicknesses exist in the world, from smallpox to malaria to HIV to herpes. Each has its own differing, yet very potent (often deadly) effects, and most characters don’t want to catch one. They can resist the effects of disease with a VIG + Fortitude check, with Difficulties based on the strength of the source and the effects of the sickness (GM’s decision). Sexual contact with a partner with AIDS may have a Tough (30) check to avoid catching the disease as well, while a kid who just has the flu would be a Simple (10) Difficulty to avoid the sniffles. Checks are generally made when the character is first exposed to the source, but additional checks at varying intervals are needed if they have constant contact with the source.

Pain Penalties

As the body takes damage, the character will experience intense pain related to their wounds. This results in

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Gear & Combat Poison/Drugs

Scars

Plenty of drugs and poisons exist, from recreational drugs to sodium pentothal to cocaine to snake venom to Drano. Their adverse effects are resisted with a VIG + Fortitude check. However, if the character doesn’t want to resist the effects of the drugs, then they can simply wave their check. There are a variety of effects that poisons and drugs can cause, each one increasing the potency (Difficulty). Poisons can be created by anyone with Medicine 5+. The most basic effect of poison is to cause Lethal internal damage to the victim. Rotted food may require a Simple (10) check to avoid anywhere from 1 (L) to 5 (L) (based on how bad it was). Drinking a cocktail of various plumbing liquids may be a Tough (30) check in order to avoid a second check against instant Death as well. Drugs will usually have other effects, such as addictiveness (which may require INS + Discipline checks to avoid going for their next hit), hallucinations (which can give up to a -4 penalty to all rolls) or euphoria (that zaps the motivation to do anything but feel ecstasy). As a general rule, the way one takes the poison or drug determines their Difficulty. For instance, it could be a Simple (10) for inhalation, a Moderate (20) for ingesting and Tough (30) for taking intravenously, with additions based on possible side-effects like those listed above. However, if the drug or poison has been cut with other substances, it may cause additional internal damage to the victim.

Whether gained from a momentous battle against an unstoppable foe, inherited as part of their divine Spark or as leftovers from intense surgery, scars color a character’s appearance to the rest of the world. It is more of a player’s choice if they would like to keep a scar to remind them of a momentous event, but GM’s can also make certain divine enemies or Relics leave a scar with every attack.

PTG Combat Example Eloy is GMing at a local gaming convention where hundreds of people have gathered to play roleplaying games. He’s gotten all his materials (dice, notes, etc.) ready and brought pregenerated characters to pick from. Eloy has 3 players show up, and they go through the characters that he’s provided to see which one they’d like to play. Rafe Brox ends up picking Colt Bastian (pg. 48), Mark Gedak picks Penelope Rivera (pg. 52) and Nicholas W. Peddicord picks Benjamin Lowe (pg. 60). Everyone has already played Part-Time Gods before, so there little setup involved. Eloy decides to jump right into the action and shows them how cool combat can be. Eloy (GM): The three of you are enjoying an evening out on the town. Penelope has been taking you clubbing, bouncing around from joint to joint. Both Colt and Benjamin are in disguise as not to be discovered, but for obviously different reasons. Nicholas (Benjamin): How could I ever become president if I got caught with these two? Eloy (GM): The current club you’re in is the Castle. It’s a goth club, but Hiroko isn’t at the helm of the music tonight.

Antidotes

Some drug and poison effects can be countered if an antidote is available. Antidotes eliminate the substance from the victim’s body all together and often returns them to their normal state quickly, sometimes in as little as 1 Round. Other circumstances may require up to a week for the antidote to take effect. Antidotes can be created by anyone with Medicine 7+. It also requires an understanding of the drug they are eliminating, collecting the proper medicinal ingredients and often a Moderate (20) IQ + Medicine check.

Rafe (Colt): I don’t want to mess with fan tonight. Mark (Penelope): I lead them in and I point out all the different cliques and which bartender is the one to get the best drinks from and who they can get their drugs from and… Eloy (GM): Suddenly, all the humans freeze in place, like time is standing still. Everyone make an INS + Perception check. Everyone rolls 1d20, adding their INS + Perception to the check.

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Chapter Five Rafe (Colt): I rolled a 14, so I have a 19 with my +5. Nicholas (Benjamin): I rolled a 23 total. I have a +9. Mark (Penelope): Only a 12, but my +3 gives me a 15. Eloy (GM): 15 was the magic number, so everyone looks above and sees shadowy creatures moving through the rafters. Nicholas, since you rolled so well, you can see that they are obviously Pucks. Nicholas (Benjamin): “Pucks! They must be playing around with a time Dominion. Everyone get ready to fight.” Eloy (GM): And a fight you will have. You hear the pucks scurrying around and then one leaps down from the rafters to attack. Everyone roll Initiative.

Round 1 The players roll their Initiative with 1d20 and then adding their Initiative bonus listed on their sheet. Then they give the GM their totals. Nicholas (Benjamin): 24! Mark (Penelope): I got 16. Rafe (Colt): 24 as well. Eloy (GM): The two pucks have +14 to their Initiative and get a 25 and 20. Benjamin and Colt have the same Initiative. They first compare AGY to see who has a higher level. They both have 4. Then they compare IQ. Since Benjamin has IQ 6 and Colt only IQ 4, Benjamin does get to go first. Eloy (GM): The first puck is up first, landing in front of Penelope. It’s a goblin-type, snarling fangs and claws and a bent back like it has polio. It leaps at Penelope and takes a swipe with a Light Attack. Mark (Penelope): I’m going to Dodge the attack and slide backwards on my heel. Light Attacks give no modifier to the attack roll, but also provide no Base damage. Pucks have a +5 to attack and Eloy rolls a 19 + 5 to total 24 for the puck’s attack.

To dodge, Mark rolls 1d20 and adds Penelope’s AGY (6) + Acrobatics (4). With a roll of a 5, the total is only a 15, meaning the puck rolled 9 higher than Penelope, giving him 1 Boost. The Puck deals 1 (L) and Mark marks an X on his sheet. Eloy (GM): That makes it Benjamin’s turn. Nicholas (Benjamin): I’m going to try out this lightning blast on the puck. I wiggle my fingers and charge up the stormy energy in my body and then start a flinging! Eloy (GM): The puck obviously attempts to get out of the way. Benjamin can definitely fire lightning from his hands, but because he isn’t the god of lightning, he’ll take a -3 penalty to his check. So, his roll for Blast will be 1d20 + AGY (4) + Ruin (3) + 1 from Spark – 3. He rolls a 10 for a total of 15. The puck rolls its Dodge and gets 18 total. Eloy (GM): The puck leaps into the air and attaches itself to one of the girders holding up to club, though it looks like the girder could just be decorative. It’s Colt’s turn now. Rafe (Colt): It definitely seems angry, so I’m going to start singing to distract it and keep it focused on me. Attempting a Feint. Eloy (GM): Let’s see if it works. Rafe rolls 1d20 + CHM (6) + Deception (0) for Colt against the puck’s INS + Empathy. Eloy decides that the puck get’s a +4 to this check. Rafe rolls a 19 total and the puck gets a 10 total, meaning the next attack on the puck will receive a +2 bonus and +1 damage. Eloy (GM): The second puck leaps down now and you can all see that it is covered with the faces of clocks from head to toe embedded in its skin definitely the one with the Dominion of time. It growls and immediately turns its attention to the god that can shoot lightning… Benjamin. It waves its hand and attempts some sort of effect. Nicholas (Benjamin): I’ll be resisting the effect. I spend 1 Spark Point. The puck rolls with a Puppetry +6 check against Nicholas’s POW (3) + Puppetry (3) + Spark (1). Nicholas rolls a 23 total, while the puck rolls a Natural 1. Eloy (GM): Not only does the puck fail, it rolled a Natural 1. That means the environment has a horrible reaction. Since the Dominion is time, Pe-

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Gear & Combat nelope, Nicholas and Colt see all the frozen people begin to wither and die, each turning into dust. The three of you are left alone, since you have a Spark, but all the mortals are dead. Penelope, it’s your turn.

Eloy (GM): The puck appears as those it is moving faster through time, each of the clocks on its body spinning really fast. Mark, it’s your go. Mark (Penelope): Penelope’s on a roll, so I’m going to try to make the puck drunk. I stare at it intently and let my Dominion fill its veins.

Rafe (Colt): Holy crap! Mark (Penelope): I throw the liquor bottle in my hand, cause I’m sure I’ve been drinking, at the puck on the girder.

Eloy (GM): It tries to resist and spends a Spark Point.

Eloy (GM): The puck attempts to get out of the way, leaping again into the air.

Mark rolls Penelope’s Fate Shaping, 1d20 + CHM (6) + Shaping (3) + Spark 1 against the pucks 1d20 + 2. The puck rolls 3 for a total of 5, while Mark rolls an 11, for a 21 total.

Mark rolls Penelope’s POW (3) + Athletics (0) + 2 from Colt’s Feint for her Throw Weapon action. She gets a 19, for a total of 24. The puck is Dodging for the second time this Round, so it suffers a -1, so its bonus is only a +5 (instead of +6). The puck gets an 8, for a total of 13.

Eloy (GM): You make the puck momentarily drunk, giving him a -6 penalty to his next check. Nicholas (Benjamin): It’s my turn now!

Mark (Penelope): Huzzah!

Eloy (GM): It certainly is.

Penelope’s attack is successful! To calculate damage, Mark takes Penelope’s base damage (0), +1 from damage from weapon, +1 damage from Colt’s Feint and then another +2 damage from Boosting twice (she rolled 11 higher than the puck). Her total damage is 4 (NL) damage. Eloy marks 4 damage on his notes. Pucks have 8 Health total, so that one is now wounded, taking a -2 to future checks from Pain penalties. Also, because it suffered half its life at one time, it needs to make a check against Knockout, Difficulty 14 (10 + damage done). It rolls an 11, so with +2 it only gets a 13 and fails.

Nicholas (Benjamin): Nicholas’s fingers crackle with energy again and he blasts the drunken time puck with his lightning again. This has to work this time. Eloy (GM): The puck attempts to get out of the way, overconfident though it may be with how drunk it is. Nicholas rolls another Blast check, 1d20 + AGY (4) + Ruin (3) + 1 from Spark – 3 against the pucks Dodge 6, + 2 from Time magic – 6 from drunkenness. The puck rolls a 2, for a 4 total. Nicholas rolls an 18, for a 22 total. His attack is successful. To calculate damage, Nicholas adds the Blast damage 1 with Boost 4 that adds another 4 damage to the attack, for a total of 5 (L). It has to make a knockout check against Difficulty 15. The puck rolls a Natural 1.

Eloy (GM): The puck gets clonked on the head, losing its grip of the girder and falling to the ground with its tongue sticking out. Now only one to deal with. Everyone reroll Initiative.

Round 2 Rafe (Colt): I got 15.

Eloy (GM): The puck is horribly zapped, it’s hair singed and a few of its clocks shattered and broken. It moves one more time in an effort to attack, but the rest of the clocks break and it falls dead. That leaves you all in the middle of a club surrounded by piles of dust and two pucks, one dead and one unconscious.

Mark (Penelope): 22. Nicholas (Benjamin): Ben got 19. Eloy (GM): The puck won with a 26. Nicholas (Benjamin): Damn.

Rafe (Colt): I go and step on the pucks head, squishing it under my boot. “Now that that’s done, we should call Sawyer to help clean this up.”

Eloy makes a +4 check for the puck to use Protection Field. It gets a total of 14, giving it a +2 bonus to its defensive check.

Nicholas (Benjamin): “Then a meeting is in order. We have to track down whoever just got that time Dominion.”

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Chapter Six: Antagonists eatable (an enemies minion, perhaps), the GM can enact Fodder rules and reduce them to the stats of the Average person (pg. 165)

There is a full cast of other characters with which part-time gods interact, called nonplayer characters (or NPCs). This can include anything from the mountain lion stalking the characters along their path, the flirty shop girl, or even rival gods bent on destroying the characters. NPCs are tools controlled by the GM in order to add variety and depth to the game world. This chapter focuses on the threats that a god will often face, both mortal and divine. Descriptions are purposefully left generic, allowing room for the GM to customize these NPCs to suit their story and match the characters. In an effort to speed up gameplay and mitigate number crunching, bonuses listed for NPCs already include any gained from Attributes. Also, combat skills are gathered together into separate Close combat (Fists & Melee), Range combat (Athletics & Marksmanship) and Defensive checks (Acrobatics & Fists).

Antagonist Format

Description: Short description of the antagonist, including appearance, motivations and personalities. Health: Their total Health value. Stamina: Number of Stamina to spend. Spark: Their Spark Level (if any). Antagonists have 2 Spark Points per Spark Level. Skills: List of important Skills known. Combat: Bonuses to Initiative, Movement, AR (if any) Close combat, Range combat, Defensive and Damage. Powers: Powers they possesses. Payoff: The power a Puck-Eater (pg. 54) receives by eating this creature. Other Notes: GM notes, special attacks or equipment.

Fodder

If at any time the GM wishes to give the characters a weaker enemy that is easily deaf-

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Antagonists Fear Effects

Bears (Fear 14)

Some antagonists have a natural Fear rating, listed next to their name in the entry. This is a natural aura of fear that is exuded either magically or through preconceptions of the threat the antagonist represents. When first encountering an antagonist with a Fear rating, the character must make an INS + Discipline check against the value presented. If their check is equal to or higher than the Fear rating, the character succeeds. They may still be very scared in the moment, but remain physically and mentally unaffected. A failed check against Fear leaves the character’s heart racing and their focus suffering. They’ll being reading into every movement and every word spoken as potential for an attack, whether the antagonist is aggressive or not. This affects the character in combat as well, making them suffer a -2 penalty to all Actions for their first Round against the antagonist that has frightened them. The character’s survival instinct kicks in at the second Round and gets rid of any penalties.

Bears are not only very large (up to 10 ft. tall), but also quite swift despite their size, making them truly deadly beasts to encounter anywhere. Throughout much of mythology, they are symbols of strength and wisdom, ferociousness - especially in many of the Native American cultures. They can appear in almost any terrain, even truer when influenced by the divine. Health: 25, Stamina: 3 Skills: Fortitude +12, Intimidation +10, Survival +10 Combat: Initiative +9, Movement 10, AR 1/1, Close combat +8, Range combat +0, Defense +4, Damage +3 (L) Payoff: Natural Weapons - Claws (pg. 114) or additional armor (AR 1/1) Other Notes: Bears have both jaws and claws with which to maul their targets. Pretending to be dead will cause a bear to ignore the target, but this is a preemptive move. If they are already in battle with the beast, there’s no getting out of it.

Boost Variations

Birds of Prey

The GM, if they feel they want to make the NPCs stronger or weaker, can find it easy to do so by raising or lowering the Boost (pg. 82) on their attacks. For a particularly weak opponent, they may only get +1 damage for every 6 or 7 they roll over their opponent. A strong warrior may get a bonus for every 4 or even 3 over their Difficulty.

A favored servant of many gods, birds of prey like ravens, vultures or hawks can be quite dangerous in a battle. Despite their size, a single bird rarely has the strength to put up a fight against a live human. Flocks of these animals, however, can prove to be truly deadly. They are also great for scouting or pecking at targets to distract them.. Health: 4, Stamina: 1 Skills: Stealth +8, Survival +4 Combat: Initiative +8, Movement 25, Close combat +5, Range combat +0, Defense +8, Damage -1 Payoff: Wings (pg. 116) Other Notes: Though birds deal little damage, their attacks are enough of a distraction to cause a Feint (pg. 150) bonus for their owner or even pain penalties if they successful scratch or peck at their opponent’s face.

Animals Below are some of the major animal threats of the world. Animals like housecats, mice, turtles or snakes have very little Health to withstand hard blows, so these small types aren’t listed with full stats. On the other hand, cats have agility to jump and scratch, snakes can deliver enough venom to incapacitate attackers (Poison, pg. 159) and mice can get into the smallest opening. Note that some animals do not have access to all combat maneuvers. For instance, a cat will instinctually Dodge an attack, instead of attempting to Parry.

Canines

These four-legged friends of man come in several different breeds, sizes and personali-

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Chapter Six damage, based on their ability to trample their target. Likewise, a horse’s back kick automatically causes a Knockback effect (pg. 147).

ties. Wolves are wild, often found in cold or mountainous areas, while domesticated dogs are bred to aid humans in their duties or just as companions. Hunger or the protection of their territory can be a strong motivator for these animals, as well as the command of their owner. Health: 6, Stamina: 2 Skills: Athletics +7, Intimidation +7, Stealth +6, Survival +10 Combat: Initiative +12, Movement 16, Close combat +6, Range combat +0, Defense +5, Damage +1 (L) Payoff: +4 bonus to Survival Other Notes: Canines are known for their bite and hold attack style. A successful attack from a dog can automatically change into a Grapple, at the GM’s discretion.

Large Cats (Fear 13)

From the roaring lions of Africa to the ferocious tigers of Asia, large cats are feared worldwide. They can be found in several forests and jungles in the wild, but they can be found in various zoos as well. Armed with claws, fangs and a cunning instinct, these animals stalk their prey relentlessly before they strike, and gods taste just as good as any other human. Health: 18, Stamina: 2 Skills: Athletics +9, Intimidation +10, Stealth +12, Survival +7 Combat: Initiative 12, Movement 22, Close combat +7, Range combat +0, Defense +6, Damage +2 (L) Payoff: Natural Weapons - Claws (pg. 114) or +4 bonus to Athletics Other Notes: Large cats may attack and perform a Tackle with the same action with no penalty.

Horses

These regal animals have been the favored method of travel for centuries. Likewise, there are stock horses for fieldwork, racing horses bred for speed and even saddle horses to be paraded around for their beauty. As most are domesticated animals, they are often found in farms or racing areas, but wild horses still exist in plains areas and are a welcome challenge for master horse breakers. Health: 16, Stamina: 4 Skills: Athletics +11, Stealth +4 Combat: Initiative +11, Movement 35, Close combat +7, Range combat +0, Defense +4, Damage +2 (NL) Payoff: +5 Movement Other Notes: Horses receive double the normal Rush (pg. 150) bonus to attack and

Monkeys

These primates live in jungles and forests in almost every corner of the world. They possess great acrobatic ability to climb trees, swing on vines and retreat when threatened. Some monkeys are larger than others, giving them heightened wrestling ability as well. They are mostly peaceful creatures, so characters need only worry about monkey attacks if the animal is hungry, frightened or is protecting their young. Health: 7, Stamina: 1 Skills: Acrobatics +9, Intimidation +5, Legerdemain +7, Stealth +6 Combat: Initiative +14, Movement 10, Close combat +4, Range combat +6, Defense +6, Damage +0 Payoff: +4 bonus to Acrobatics checks Other Notes: Monkeys are easily scared and more prone to retreat than prolonged battle. If they attempt to run, they do not provoke free attacks (pg. 155).

Pegasus

There is little difference mechanically between a normal horse and a Pegasus, except that the Pegasus has an impressive wingspan and the ability to fly. They also possess Movement 50 when in flight, making them one of the fastest creatures in the game, as well as Health 20 and an additional +2 bonus to their combat checks.

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Antagonists

Mortals

seldom attack alone, using the strength of numbers to their advantage. Health: 8, Stamina: 2 Skills: Beast Handling +5, Discipline +6, Knowledge +6, Stealth +5, Survival +6 Combat: Initiative +8, Movement 8, Close combat +4, Range combat +4, Defense +4, Damage +0 Other Notes: While most Cultists simply believe themselves to be chosen, they may occasionally be seen as worthy to their gods. In this case, they may possess a Level 1 or Level 2 Relic.

Below are descriptions of the more mundane threats to a god in the modern world. While they do not have divine power, few of them are pushovers. Defeating a single mortal should be little problem for a god, but some mortals’ influence can be far reaching. Also, when attacking in numbers, even regular people can be a huge threat. Mobs have a reputation for a reason. Payoffs gained from Mortals can be found on pg. 55.

Gangsters

Average People

Some of the most feared types of people in history, gangsters are businessmen at heart. They move into a town, establish several fronts for their criminal activity and then go on to buy off anyone that could stop them. There are lots of gang wars at any given time, and the gods can get sucked into them at times when gunfire and explosions run rampant through their divine territory. Gangsters are motivated by money and power in mass quantities, which

There are six billion people in the world. Some of them are exceptional in their chosen careers and go on to change the world. The vast majority, however, are just everyday people trying to get by day to day. They are the shopkeepers, bartenders, janitors and a thousand other people, but very few of them are combat trained. Motivations vary depending upon the individual, so summing up this group isn’t easy. Money is always a good start though. Also, if rallied to a banner, a large enough number of normal people can send even an army away in tears. Health: 8, Stamina: 1 Skills: One skill at +8, all others at +3 Combat: Initiative +5, Movement 6, Close combat +3, Range combat +3, Defense +3, Damage +0

Cultists

Worshippers come in all shapes and sizes, but are usually just average people. When one’s beliefs take them over, however, they become zealous Cultists bent on proving themselves to their masters. They are easily manipulated if they truly believe they are in service to their god. Cultists often congregate in hidden places and have secret meetings to plan their next moves, becoming a terrible enemy to an opposing god. They

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Chapter Six they have no qualms about taking from another… divine or not. Health: 9, Stamina: 1 Skills: Deception +9, Empathy +8, Intimidation +8, Linguistics +7 Combat: Initiative +8, Movement 8, Close combat +3, Range combat +7, Defense +4, Damage +0 Other Notes: Their true power lies their social prowess, giving them the Connections Gift within at least two different fields (media and the police being their favorites).

pline +8, Fortitude +8, Intimidation +7, Perception +7, Persuasion +5, Travel +5 Combat: Initiative +11, Movement 9, Close combat +7, Range combat +7, Defense +6, Damage +1 Other Notes: Through rigorous training, police officers receive a +4 bonus when using an Aim action (pg. 150) and can use the Pin Maneuver (pg. 149) at a -3 penalty, instead of -6.

Thugs

Sometimes more intellectual antagonists need muscle to put their plans into action, which is where thugs come into play. Physical force is their bread and butter, taking jobs as bouncers, bodyguards, gang members or a crime boss’s right hand man. They excel in both strength and speed, making them formidable enemies in battle. They often lack the mental fortitude to do anything besides taking orders, but motivations include money, revenge or just the need to break some bones on occasion. Health: 15, Stamina: 2 Skills: Athletics +7, Discipline +7, Fortitude +9, Intimidation +8, Legerdemain +6, Stealth +5, Travel +5 Combat: Initiative +12, Movement 11, Close combat +8, Range combat +6, Defense +4, Damage +1 Other Notes: Thugs are used to taking every advantage they can in combat and enjoy a double bonus from High Ground (pg. 154).

Inmates

These antagonists are severely mentally unstable, rising to the level of psychos. Some are schizophrenic, bi-polar or even a pyromaniac. In no uncertain terms, they are simply unable to function as a normal person. Where crazy begins for these inmates, homicidal tendencies usually follow. They have little in the way of motivation; Inmates do what they want then they feel the urge and it seldom makes any logical sense. The most common motivation is to escape whatever facility holds them. Health: 8, Stamina: 2 Skills: Empathy +5, Stealth +5 Combat: Initiative +6, Movement 9, Close combat +6, Range combat +7, Defense +3, Damage +0 Other Notes: Inmates have a rampant disregard for their own well being, allowing them to ignore any Pain penalties.

Police Officer

Touched

These antagonists exist to serve and protect the populace. They attempt to bring peace from unrest and are not unlike the gods fighting against chaos in their territory. This can make police officers a god’s worst enemy, especially if they get a record. Some are muscular from working out and improving hand-to-hand techniques, while others have a beer belly and focus on firearms and expert driving to compensate for physical shortcomings. Constant rumors of corruption surround the police and some of them are susceptible to bribing. For the most part, however, they stand by their values and fight for justice. Health: 13, Stamina: 3 Skills: Athletics +5, Best Handling +5, Disci-

The Touched are those antagonists that are splits between the worlds of the divine and mundane, but who are not gods. They are slightly better than humans, many having supernatural powers, but their Spark is either still asleep or is simply stagnant.

Champion

Throughout history, the gods have chosen mortals to be their eyes and ears on Earth. These mortals become the paragon of their god’s Dominion, usually as a tool during the God Wars. When mass numbers of follow-

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Antagonists day and suddenly wants to kill divine beings. God-killers are bred from birth to be ready to take on the mantle passed down through families… truly dysfunctional families, of course. Health: 18, Stamina: 2, Spark: 2 Skills: Athletics +9, Acrobatics +9, Fortitude +10, Intimidation +12, Legerdemain +8, Stealth +9, Survival +10 Combat: Initiative +14, Movement 11, Close combat +9, Range combat +9, Defense +7, Damage +2 Powers: God-killers have three main powers that can keep them alive in a fight against the divine. l Spark Sense: They have the same ability as gods to sense other beings with Sparks (pg. 107). l Negation: God-killers can spend their Spark Points to instantly negate Manifestation effects that are directed toward them (no resistance check needed – pg. 125). l Soul Storage: After killing a god, the god-killer can steal the god’s Dominion. They are unable to actually use it, but it is stored in their soul, usually be to delivered to their favored god. They can store up to 3 Dominions at any given time. Payoff: +2 bonus to Manifestation Resistance checks Other Notes: God-killers are trained to use a particular weapon type, with which they receive an additional +2 bonus to combat when using. They are powered by Relics, of course, and the careful identification and elimination of said Relic is key to defeating these nasty enemies.

ers went out of fashion, Champions became the new way to call others under a god’s banner. These beings were given a Spark to fight against the Outsiders and many went on to inspire great legends of heroes and monsters. They were the Norse Berserkers and Valkyries, South American Amazon and other epic warriors. As the gods could no longer make new gods, so too was their ability to create Champions destroyed. Unlike other Touched, Champions are born with their power, passed on by blood. Their Spark stays latent until they reach puberty, where it then pushes them to be more than human. Champions are also stalked and hunted down by the Outsiders and other minions of the Source, making them quick allies if a god is willing to offer some semblance of protection. Health: 16, Stamina: 3, Spark: 1 Skills: One skill at +12, all others at +5 Combat: Initiative +12, Movement 14, Close combat +8, Range combat +8, Defense +8, Damage +1 Powers: Champions have the ability to use their Spark to boost their abilities. For 1 Spark Point, they can gain a +2 bonus to all their checks or 2 Spark Points for a +5 bonus. This effect lasts for the Scene. Payoff: +2 bonus to all checks Other Notes: If the character is bred for godhood and has siblings, their brothers and sisters may end up as Champions. They may also have up to a Level 3 Relic at their disposal, usually one associated with the Dominion to which they are linked.

God-Killers (Fear 15)

Hags (Fear 11)

When the first god was killed by a mortal, their death gave birth to the god-killers. God-killers are often regarded as the dark side of Champions. However, as the Champions were gifted with power, god-killers persistently stalked the gods at every turn, killing them and stealing their Dominions to give to the god they worship. This is the reason why gods still fear these antagonists even today. God-killers were once organized into hunting parties, but modern god-killers are prone to solitary stalking. Gods often hide away to avoid the GodKillers, but it often proves futile. The GodKillers have a taste for divine power, and they stop at nothing to find it. No one wakes up one

Dark entities exist that can grant a human immense magical power. Hags are sorceresses that have made pacts with these Outsiders, but it comes at a price. No matter how young the woman, their body withers, they develop sores and cracked lips, their hair goes grey and teeth begin to rot. One usually becomes a hag in order to ruin someone else’s life, bargaining for the tools with which to do it. Hags are the witches of the fairy tales, capable of creating horrible poisons, haunting nightmares and ruining someone’s luck. They are often seen with a familiar of some sort as well, a black cat or a raven specifically. They are no physical threat

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Chapter Six to most gods, but their nasty magic can prove to be quite devastating. Health: 12, Stamina: 3, Spark: 2 Skills: Arts +6, Discipline +10, Empathy +8, Knowledge +9, Medicine +9, Persuasion +8, Survival +7 Combat: Initiative +10, Movement 10, Close combat +5, Range combat +5, Defense +5, Damage +0 Powers: Hags have a laundry list of powers, accessible with the cost of 1 Spark Point per use. l Dreams: The Hag can look into the mind of her target and root out their dreams. By spending an additional Spark point, the Hag can shape the dream their prey has. l Familiar: Small animals can be turned into a Familiar (pg. 113). The Hag must spend 1 Spark in order to view through their familiar’s eyes. l Glamour: Even though their real form is quite disgusting, they can put on the face of a young, beautiful woman with this power. The effect lasts for 1 day. l Hex: They can use Fate Shaping (pg. 137) with a +5 bonus to affect their opponent’s checks. l Poison: With a touch, the Hag can force a Tough (30) check against Poison. If the target fails, they suffer 6 NL damage and must make a check against Knockout (pg. 154). This poison can be passed onto food for ingestion if they wish, red apples being a favorite. Payoff: Pick one of the Hag’s powers. Other Notes: Hags are weakened by concepts of purity and holiness. They cannot take a step onto consecrated grounds and virgins are immune to their powers. A splash of fresh water even acts as an acid to them, causing 4 (L) when dowsed.

portents in person. It may be someone getting hit by a car before her eyes or having a déjà vu moment throughout their day. In either case, it becomes apparent that they are not as crazy as they might have thought. Gods often seek out seers in hopes of keeping them on retainer. Having someone to read omens and view the future on payroll is quite useful. Seers are not unlike regular people, however, with their own personal motivations. The visions come as they please whether the mortal wants them or not. Health: 8, Stamina: 2, Spark: 1 Skills: One skill at +8, Arts+4, Knowledge +6 Combat: Initiative +12, Movement 8, Close combat +3, Range combat +3, Defense +7, Damage +0 Powers: Seers are wracked with often-painful visions, reaching any number of minutes, months or years into the future or the past. Most visions come to the Seer in a flash, overcoming their body. From the outside it looks as though the Seer has simply fainted. For 1 Spark Point, the Seer can attempt to see a specific

Seers

There are times when a human has a runin with the divine that leaves them changed for life. They absorb a fraction of a Spark into their soul, but not enough to give them any real power. Instead, they start to experience visions beyond even that of a god. Of course, at first, they’ll write their visions off as mere dreams (or nightmares), until they begin to see their

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Antagonists

Outsiders

vision of an event (can only be attempted once per day). Payoff: Visions (pg. 116) Other Notes: The Coming Storm has created many Seers, all of them seeing the same vision for the future - engulfing darkness over the world. None of them can tell exactly when this will happen, but all cower in the fear of its approach.

The Outsiders are those mythical and legendary beings outside of the gods themselves. These antagonists have their own Spark that lends them immense power. Some are bestial, while others possess a human intellect, making each one unique. Outsiders are, by nature, loners or at least wary of approaching others outside their kind, but there are some that work directly with certain gods as well.

Skin Walkers

Deep within Native American shamanism are legends of people with the ability to take on the form of totem animals or animals that closely related to their patron gods. Through blood, sweat and tears, Skin Walkers have achieved a closeness to their gods that few other worshippers ever could. This tradition has passed on to modern Skin Walkers as well, making them truly formidable opponents. With lax hunting laws and the advances of skin preservation, Skin Walkers are known to have dozens of different animal forms at their disposal, flying with the grace of a falcon one day and attacking an enemy with the strength of a bear the next. Health: 13, Stamina: 2, Spark: 1 Skills: Athletics +6, Beast Handling +10, Deception +7, Fortitude +9, Survival +9, Travel +8 Combat: Initiative +10, Movement 12, Close combat +6, Range combat +6, Defense +5, Damage +0 Powers: Skin Walkers, through use of a special ritual that takes about 10 minutes to complete, can transform into any animal that they possess the skin for. They can then stay in this form indefinitely if they so choose, but they lose their ability to speak (and often opposable thumbs) while transformed. Payoff: +4 bonus to Beast Handling Other Notes: In their animal form, the Skin Walker compares their skills/combat bonuses with the animal they are transforming into and takes the better of the two. They also assume the Fear of the animal in question, if any.

Cloaks (Fear 25)

Many legends surround cloaked beings from the lands of the dead (pg. 26), one of the most famous of them being that of the Grim Reaper. While many may think that there is only a single entity with the duty to escort the dead to their final resting place, there are actually many of these beings. Whether called Yama by the Hindu religion or Angels of Death by Christians, Cloaks are agents from the lands of the dead, usually in service to whatever god of death rules the realm. They don’t, however, reside on Earth. Instead, they enter through a portal, retrieve their required soul with singleminded efficiency and return just as quickly. If a god decides to get in their way, they should be prepared to deal with a very powerful enemy. Health: 35, Stamina: 5, Spark: 6 Skills: Crafts +10, Discipline +12, Empathy +15, Knowledge +14, Linguistics +13, Perception +12, Stealth +15, Travel +10 Combat: Initiative +22, Movement 15, Close combat +14, Range combat +11, Defense +16, Damage +4 Powers: Cloaks have access to a range of powers, including the following: l Immortality: Cloaks are agents of death, making them hard to actually kill. If reduced to Health 0 on Earth, they are transported back to their home realm and can return to Earth in a day’s time to finish what they started. The only real way to destroy a Cloak for good is to follow it to its realm and kill it there. l Effortless Movement: Cloaks may walk around as easily as anyone else, but for the cost of 1 Spark Point, they may also teleport anywhere within line of sight with a thought.

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Chapter Six every few decades or centuries, they seem to be quite insane. Their primary motivation for anything they do is to find a way to trick their current “master” to set them free with one of their wishes. Health: 16, Stamina: 3, Spark: 3 Skills: Arts +12, Crafts +10, Deception +13, Discipline +9, Empathy +10, Beckon +12, Shaping +12 Combat: Initiative +13, Movement 18, Close combat +10, Range combat +9, Defense +10, Damage +1 Powers: In addition to having access to the Beckon and Shaping Manifestations with a Dominion set to whatever their “master” wishes, Djinn can also appear as any other person or

This can even be done to teleport out of the way of oncoming attacks – yet another reason why defeating them is quite difficult. l Invisibility: These Outsiders need not even be seen if they do not wish to. Gods can sense them naturally with Spark Sense, but they are only visible to gods with Otherworldly Sight (pg. 114) when using this ability. l Death Touch: By spending 1 Spark Point, they can instantly kill any mortal with a touch. This ability cannot be used on any being with a Spark. Payoff: The ability to open a portal to the land of the dead from which the Cloak usually resides or they may extend their own life by 25 years. Other Notes: Cloaks are easy to trick into contests or games, the favorites being chess. If the person who is to die (or someone close to them) can best the Cloak in this game, they may buy them a few more years of life.

Djinn (Fear 16)

Better known as genies, the Djinn are born in fire and are perhaps one of the most interesting Outsiders. Djinn are powerful beings with a human form capable of shapeshifting and other magnificent feats. During the God Wars, the worst of their kind were captured and mystically sealed away inside of brass lamps. Stories abound of mortals that happen upon these lamps, rub them and receive three wishes from the Djinni inside. They will attempt to make just about anything happen that is asked of them, often in the worst possible ways. With their freedom being held by a leash and this happening only

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Antagonists detail needed and how artistic the item should be. The also have the ability to instantly attune to any Relic with a touch and without a check. Payoff: They become slightly shorter and receive +4 to Crafts and Technology checks. Other Notes: As Relic-crafters, Dwarves are seldom found without at least one or two on them, ranging anywhere on the spectrum of Level 1 to Level 5, depending on the situation.

animal at will. Payoff: +2 bonus to Beckon or Vessel to take a Beast Form. Other Notes: If a Djinni is ever set free, they become much more powerful – Health, Stamina and bonuses to all their checks are doubled. A Djinni can only be killed if they are freed. Otherwise, their form retreats back to their lamp and cannot be released for 1 year’s time. Ancient kings would lob the lamps of more malevolent Djinn in to the sea to never be found again. Djinn also receive a Level 3 Failing of the GM’s choice to reflect their slight insanity.

Elves

Originating from northern Europe, these Outsiders are well known throughout mythology and even modern day fantasy. They stand eye to eye with humans, with slightly pointed ears and silken hair. Elves were once second only to gods, possessing power over nature and fertility itself. They were magnificent warriors with a sword or bow and enjoyed the same immortality afforded the gods of old. Like the gods, their power has waned as the connection to the Source diminished. Today, Elves use their near-human appearance to live simple lives beside mortals and interfere with the affairs of the gods only if they directly affect their livelihood. They are quite long lived, however, with a life span of close to 250 years. Other than that, these Outsiders are just as unpredictable as anyone with individual goals. Many have accumulated great wealth over the years and stay away from people, while others may willingly assist a god that needs help. Health: 14, Stamina: 2, Spark: 3 Skills: Acrobatics +10, Arts +9, Beast Handling +9, Empathy +10, Knowledge +10, Medicine +8, Perception +9, Performance +9, Persuasion +14, Stealth +10, Survival +8, One Manifestation skill at +9, One Manifestation skill at +6 Combat: Initiative 16, Movement 12, Close combat +8, Range combat +10, Defense +8, Damage +1 Powers: Elves are assumed to have a dual Dominion of Nature and Fertility. Payoff: Slightly pointed ears and Attractiveness 3. Other Notes: Elves are naturally beautiful, often drawing attention as they walk into a room. They are also quite graceful and can ignore any attempt to trip them or make them stumble.

Dwarves

Old German myths link the ancient Dwarves to the Norse pantheon who venerated mining, blacksmithing and crafting. They are often short, stout and quite muscular in stature, though they range in attractiveness like any other person. During the god wars, Dwarves were coveted by gods who wanted large stockpiles of divine weapons, as the Dwarves were one of the few Outsiders with the ability to create Relics from scratch. Many of them were stashed away in mountains, hidden away so other gods couldn’t steal them or persuade them to trade sides. Several dwarves have stayed in those same mountains until today, though most have gone out of their way to include themselves in the modern world. Dwarves’ ability to craft just about anything has led to many of the most spectacular technological advances in history and they show no signs of stopping. Gods still seek their wisdom and Relic-making ability, especially with the Coming Storm. They always ask for something in return, however. Health: 22, Stamina: 2, Spark: 2 Skills: Arts +11, Athletics +9, Crafts +14, Beast Handling +8, Fortitude +12, Knowledge +9, Survival +8, Technology +11 Combat: Initiative +9, Movement 9, AR 2/1, Close combat +12, Range combat +6, Defense +9, Damage +2 Powers: While a god may search for lost Relics or hope for one to be gifted upon them spontaneously, Dwarves are the only beings left that can actually make custom Relics (pg. 116). It takes approximately 1 or 2 weeks per Relic Level to produce, depending on the level of

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Chapter Six Flying Foxes (Fear 10)

on her worshipper instead (yet another example of the alien mindset of the old gods). Medusa was slain by Perseus, but only her head was taken and she had many followers by that time. Her body left behind had enough blood for her worshippers to recreate themselves in her image. This tradition continues to this day, as the Gorgons seek out women who have been wronged or hurt by men and offer them power. Their feared ability to turn someone to stone with just a look makes them dangerous enemies, even for the gods. Health: 18, Stamina: 2, Spark: 2 Skills: Athletics +8, Arts +11, Discipline +11, Intimidation +10, Linguistics +8, Medicine +12, Perception +15, Stealth +10 Combat: Initiative +15, Movement 10 (20 snake form), AR 2/0 in snake form, Close combat +11, Range combat +5, Defense +9 (+12 snake form), Damage +1 Powers: The Gorgons abilities, while few, can certainly turn the tide of any battle: l Stone Stare: The gaze of a Gorgon can turn any mortal to stone. This is an automatic effect, but they can spend 1 Spark Point to turn this power off for the Scene. Beings with a Spark receive a Moderate (20) VIG + Fortitude + Spark check. Stone Stare doesn’t work through reflections or on illusions. The effect is permanent, but wears off if the Gorgon either chooses to cancel it or is killed. l Snake Hair: The Gorgons’ hair is made of living snakes, giving them a bonus to their Perception check (see above) and letting them deliver powerful venom as a free action from their bite when up close to their target (in an embrace or while Grappling). Victims must make a Moderate (20) VIG + Fortitude check against Poison, suffering 3 (L) and a -1 penalty to all checks per dose delivered. The Gorgon may spend 1 Spark point to make it a Tough (30) check instead. Payoff: Immunity to poison and the gorgon’s Stone State ability or the lower half of a snake (double Movement and +3 bonus to Dodge) Other Notes: When in human form, Gorgons are known for being very beautiful and more than one god has taken one as a lover. Due to their nature, however, one should be wary of getting on their bad side during any lover’s quarrel.

The legends of the flying fox have been rationalized as the aboriginals’ fear of bats in the night. This creature, however, is far from imaginary. Flying Foxes are the size of a regular fox with large bat wings it uses to soar swiftly through the air. They are nocturnal creatures known for devouring livestock, so they frequent ranches and farms primarily. Villagers embellished many of these attacks, saying that the Flying Foxes ate children and killed field workers in order to rally others to form hunting parties. They stopped losing their cattle, but this led the Flying Foxes close to extinction today. Flying Foxes have an animal intelligence and are unable to speak. This lends to their feral behavior of fighting over food or for the defense of their offspring. Unless controlled by an outside source, they are more likely to fly away than fight anyone. They don’t always get this choice, however, as there are hunters that specifically seek their kind. Health: 15, Stamina: 4, Spark: 1 Skills: Athletics +10, Perception +13, Stealth +12, Survival +9 Combat: Initiative +16, Movement 15 (30 Flying), Close combat +7, Range combat +0, Defense +6 (+10 Flying), Damage +0 (L) Powers: Flying Foxes have a radar sense, yet another ability that linked their legend to bats. They can hear the smallest sound from up to half a mile away. Their young can fly after about 6 months and reach maturity at 1 year. Payoff: Radar hearing or Wings (pg. 116) Other Notes: They are hunted for their wings, which are used in many rituals, as well as for exotic pets to gods that require status. Of course, the Flying Foxes are wild animals that constantly try to escape any kind of captivity.

Gorgons (Fear 0/16)

These Outsiders are dreadful women with the lower body, wide eyes and sharpened fangs of a serpent, as well as hair of venomous snakes. The first Gorgon in history was Medusa, once a priestess of Athena. Her goddess transformed Medusa into this monstrous form after Poseidon raped her in Athena’s temple. Even though Poseidon was in the wrong, the gods were immortal, so she took her anger out

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Antagonists

Hell Hounds (Fear 17)

to them. They are very aggressive and are not above attacking someone, even without provocation. Health: 20, Stamina: 3, Spark: 1 Skills: Athletics +9, Fortitude +13, Intimidation +11, Stealth +4, Survival +12 Combat: Initiative +12, Movement 18, Close combat +10, Range combat +0, Defense +6, Damage +3 (L) Powers: Hell Hounds are immune to any damage from fire and mind-control (if they have an owner already). Payoff: Immunity to fire damage or +2 bonus to Survival and Intimidation Other Notes: They can be knocked unconscious by ingesting 1-pound of horsemeat. It lulls them to a deep sleep where nothing short of piercing their skin with a blade can wake them.

The three-headed dogs that guard the doors to hell are quite real with ripping fangs and often a collar attached to an owner. Hell Hounds are known for being owned by gods of death, their pups given away to members of their pantheon as gifts, not always well received. These creatures are gruff, barely trainable and particularly nasty to anyone that isn’t a god. Even as pups, they are the size of a fully mature dog from a mundane breed, fully capable of ruining a god’s apartment. They are similar to snake, however, in that they grow to meet their environment. So a house hell-hound will stay small, while one in the wild can grow up to 15 ft tall. Strangely, however, they are eerily protective of children. While they are without the right chords to communicate with human language, Hell Hounds fully understand any language spoken

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Chapter Six Hydras (Fear 20, +2 per head)

belches up a patch of thick smoke about 40 ft. in diameter. It is impossible to see more than a few feet in front of one’s face and stings the eyes, giving partial blindness penalties of -6. Payoff: Immunity to poison and automatically regenerating limbs if they are cut off. Other Notes: Hydras are unique creatures that become more powerful as it battles. No one should take on a hydra alone - even Hercules had assistance.

One of only a few dragon beasts still in existence on Earth, they are large reptilian monsters approximately 20 ft. feet tall and are born with a single head. If their head is cut off (intentionally or not), two more will grow back in its place. The legendary nine-headed hydra fought by Hercules is suspected to be the strongest this Outsider becomes, though others believe there are hydras in alternate realms with many more heads than that. A hydra does eat humans for sustenance, but only needs to feed about every 2 to 3 months. Their normally defensive and reclusive nature is easily blown out of proportion the moment someone mentions a hydra, however, as they are believed to be bloodthirsty beasts. Due to their size, their diet is limited to more rural peoples, hikers who took the wrong path or whoever their wayward cultists might bring to cull their fury. Even though they do not possess human intelligence or speech, they are still worshipped worldwide. Health: 20 (+6 per head), Stamina: 5, Spark: 4 Skills: Empathy +14, Fortitude +22, Intimidation +18, Survival +14 Combat (per head after the first): Initiative +10, Movement 16, Close combat +10, Range combat +10, Defense +10, Damage +2 (+1 per head) Powers: Each of the Hydra’s heads after the first provides a +2 bonus to all combat checks. It also receives +1 attack per Round for every two heads after the first. Health and Damage increases as well, as listed above. For example, a three-headed hydra would have Close combat +14 and 2 attacks per Round. Each head can also have one of the following additional powers: l Poison Breath (Boost 5): The hydra releases a torrent of acidic poison at the target, dealing 5 (L) and degrading any AR by -1/-1 per hit. l Fire Breath (Boost 4): It fires a gout of flame that deals 4 (L) and instantly burns anything combustible. l Ice Breath (Boost 5): It breathes a gust of frozen air at the target, dealing 3 (L) and giving a -2 penalty to checks from frostbite each time they are struck with this attack. l Smog Breath (Boost 6): The hydra

Jikininki (Fear 0/15)

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The Source’s power can create truly evil Outsiders, both monstrous and passable. The Jikininki appears human, but few know that this form is stolen from the dead. Japanese mythology speaks of evil spirits of the dead that were denied access to heaven by the gods. Instead of simply fading away, the Jikininki took physical form and found that feeding on the flesh of the recently dead allowed them to keep their shape. The face of the corpse, however, is left unharmed so that the Jikininki can wear it and seamlessly assume its identity. On the surface, it may attempt to simply continue on with the dead person’s life. Beneath the flesh mask, it is a vile creature made up of worms and rotten flesh. They are strong warriors that can give most physical gods a run for their money. When living beside humans, they attempt to take the lives of rich and successful people so they can enjoy the fruits of someone else’s labor for a short time. Health: 21, Stamina: 4, Spark: 3 Skills: Athletics +11, Deception +11, Linguistics +12, Medicine +8, Perception +10, Stealth +12 Combat: Initiative +15, Movement 15, Close combat +9, Range combat +6, Defense +9, Damage +2 Powers: After someone has died, a Jikininki can devour the body and steal the person’s face. This process also shifts the Outsider’s body to match their shape, color and gender accordingly. The body, however, cannot have been dead for more than a week. The Jikininki cannot devour a body that has been embalmed or blessed by a holy man. Due to their vile nature, the Beast Ward Entitlement (pg. 111) is always active in their presence. Payoff: Beast Ward. Other Notes: A mask can last for up to

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Antagonists destruction and were turned on several pantheons during the God Wars as well. Modern Minotaurs stick to collectives in secluded glens or mountain villages, keeping the story of the first Minotaur as a constant reminder of how important family can be. They are fully capable of speech and intelligent thought, allowing them to make deals for land and resources that keep them separated from mortals for long periods. Their clearest motivation is protection of their own. Health: 30, Stamina: 10, Spark: 3 Skills: Athletics +16, Arts +7, Beast Handling +12, Fortitude +14, Intimidation +18, Medicine +8, Survival +12 Combat: Initiative +15, Movement 24, AR 2/1, Close combat +13, Range combat +9, Defense +11, Damage +3 Powers: Besides their superior combat ability, Minotaurs are one of the strongest Outsiders around, able to lift up to 2 tons quite easily. These grand beasts are unstoppable juggernauts, able to crash through anything. They receive double the bonus for Rush attacks and ignore any structure’s AR when destroying inanimate objects. Payoff: Natural Weapons – Horns (pg. 114) or Increased Strength (pg. 113) Other Notes: With the Coming Storm, many of these civilized Minotaurs are turning into feral beasts when struck by new a fresh dose of the Source’s power.

month, but begins to decay slightly over that time. After a week, people they encounter may notice slight cracks in their façade with a Tough (30) INS + Perception check (lowering to Moderate (20) and Simple (20) the following weeks).

Minotaurs (Fear 18)

The first Minotaur was born from the coupling of the wife of King Minos and a sacred bull, by the hand of an angry Poseidon’s magic. It grew up isolated inside a sprawling maze and eventually died a sad death at the hand of Theseus in history, but that is not the end of the story. Poseidon started doing this same thing to several other failed worshippers who did not have the wealth to create ample jails for these beasts. Minotaurs became Outsiders of pure

Manananggal (Fear 0/17)

Horrible stories are passed around the Philippines about the Manananggal, vicious creatures known to devour children. They can appear as a normal human until it needs to feed, at which time it becomes a hideous monstrosity of long stringy hair and leathery skin. Manananggal have impossibly long, hollow and flexible tongues that they use to feed, inserting them into a pregnant woman’s naval and sucking the fetus’s blood out while she sleeps. They travel on foot

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Chapter Six water, the Ningyo are impossibly beautiful men and women who often appear as people in high stations, like business executives or philandering millionaires (which some are after selling their pearl-tears). While in the water, however, they appear as a long fish, similar to barracuda with their human head instead of a fish’s. The Ningyo are known for constructing small collectives at the ocean floor. Their legends usually end with talking their human lovers into joining them underwater, where they drown and devour them. They are sneaky, manipulative and a god should be careful not to fall prey to the same fate. Health: 14, Stamina: 3, Spark: 3 Skills: Arts +7, Crafts +10, Deception +13, Knowledge +12, Performance +12, Persuasion +14 Combat: Initiative +10, Movement 9 (30 Swimming), Close combat +8, Range combat +6, Defense +8, Damage +1 Powers: Not only are the Ningyo able to breathe underwater and temporarily (up to 1 hour) grant this ability to another, they can also spend 1 Spark Point to use Enchant (pg. 131) on a target. They also cry pearls, which they often gift to those that assist them. Payoff: Aquatic (pg. 111) Other Notes: Ningyo stick close to coastal cities so as to always have access to the ocean. At least once a week, they must submerge themselves in the ocean or other body of saltwater, following Depravation rules (pg. 157).

primarily, but can also separate their torso from their lower body to sprout wings for travel by air. Another form they may take is that of just their flying head and their entrails dangling behind them. They exist all around the world today without anyone’s knowledge, often taking on jobs where they frequently interact with prospective parents, like counselors, doctors or teachers. Health: 18, Stamina: 4, Spark: 3 Skills: Deception +9, Empathy +9, Fortitude +12, Stealth +12 Combat: Initiative +13, Movement 11 (25 Flying), Close combat +7, Range combat +9, Defense +7 (+9 Flying), Damage +1 Powers: Manananggal have a host of powers: l Split Self: They split themselves at the waist to allow for flight. Their lower half is left unguarded. Anyone that pours salt over where they would reconnect, makes it impossible for them to reattach. The Manananggal isn’t against hunting down a new pair of lags, however. l Feeding: The tongue of a Manananggal can extend and unlimited length. Legends tell of this creature feeding by running their tongue through a small crack in their target’s house until it reaches their bellies. Feeding instantly heals any damage taken at the cost of an unborn child. l Tongue: If the Manananggal chooses to fight with their tongue as a lashing weapon, they receive a +3 bonus to all combat checks. However, they do have the option of fighting normally while their tongue is feeding. Payoff: The god’s tongue becomes just like the Manananggal’s Other Notes: These Outsiders are vulnerable during the day, as they cannot take on their alternate form during the daylight hours. If they cannot reattach to their legs (or steal someone else’s) before sunrise Manananggal’s wither and die. They must feed on at least one fetus per month, but some are greedier than others.

Phoenix (Fear 16)

A Phoenix is a rare breed of bird with gold and orange plumage, born mostly to the Egyptian region (though it has appeared in the mythology of several cultures). When necessary, the bird can burst into flames, burning with life itself. It is gifted with human intelligence and speech, sought by many a god for the wisdom of its 1000 year lifespan. Phoenixes also never truly die. Even if killed, it springs from the ashes a day later to fly once again. This creature does not live on Earth regularly, instead historically popping up in areas of dire need for restorative abilities. No one has seen a Phoenix for over 100 years, but they are expected to make an appearance once more as the Coming Storm has begun.

Ningyo (Fear 0/13)

Japanese folklore speaks of enchanting people from the sea, wearing long robes that flow like crashing waves and crying tears of pearls. These are the Ningyo. While above

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Antagonists Skills: Athletics +15, Intimidation +15, Knowledge +12, Perception +13, Stealth +13, Survival +13 Combat: Initiative +22, Movement 16, AR 3/2, Close combat +14, Range combat +14, Defense +16, Damage +2 (L) Powers: These sadistic Outsiders have the following abilities: l Beckon (Illusions) +14: As masters of illusion, these Outsiders can create any type of illusion they wish by spending 1 Spark Point. See pg. 128. l Shaping (Vessel) +14: Rakshasa can take on any form they choose, some have even forgotten their true shape. Their transformations are effortless, changing from animal to human to monster with a simple thought and spending 1 Spark Point. Once changed, they can remain in that form indefinitely. See pg. 138. Payoff: Random physical change, such as Extra Arms (pg. 113), Natural Weapon (pg. 114) or Skill Excellence (pg. 115) in Knowledge to reflect an additional head. GM’s chooses the change. Other Notes: As a vicious, violent race, all Rakshasa suffer from the Bloodthirsty Drawback (pg. 95).

Health: 18, Stamina: 8, Spark: 4 Skills: Empathy +16, Knowledge +18, Medicine +18, Performance +14 Combat: Initiative +22, Movement 45 (Flying), Close combat +11, Range combat +0, Defense +9 (+13 Flying), Damage +2 (Fire) Powers: Below are the powers of a Phoenix: l Resurrection: Even the gods cannot resurrect as easily as a Phoenix, the antithesis to the idea of death itself. Anything or anyone that has died less than 3 days beforehand can be brought back to life at the whim of this wise beast. They cannot be forced to perform this act. It costs 2 Spark points to bring a mortal back to life and 4 Spark points for a being with a Spark. l Fire Strike: In combat, the Phoenix can launch itself as a spear of pure flame with the cost of 1 Spark Point. This special attack deals +6 (L) if it lands. They are reluctant to use their power for killing, however. Payoff: Instantly heal all damage taken or Healing Touch (pg. 113) Other Notes: The Fear that a Phoenix exudes is more akin to Awe, luring the onlooker in a feeling of wonder instead of filling them with dread. They also suffer from the Lifesaver Drawback (pg. 96) by nature.

Satyrs (Fear 11)

Rakshasa (Fear 22)

The Satyrs, sometimes called Fauns, are half-human, half-goat Outsiders. They were made famous by stories of the mischievous god of music, Pan, who played his flute throughout Greece. His tunes enraptured even the most stoic of mortals, making them forget about their everyday lives and give in to their baser desires. Not built for direct combat, the Satyrs were one of the first races to hide during the God Wars; only showing their faces again well after the coast was clear. Surviving to the modern day, they have grown accustomed to the relaxed lifestyle humans enjoy. Satyrs still enjoy music, hanging out in bars and clubs a lot of the time, but most exist as regular people like everyone else (albeit slightly hairier). Health: 13, Stamina: 6, Spark: 2 Skills: Athletics +9, Acrobatics +8, Arts +8, Fortitude +7, Performance +12, Persuasion +9, Survival +8, Technology +8 Combat: Initiative +12, Movement 22,

An Outsider of Hindu infamy, the Rakshasa are much more than shapeshifters, but also skilled illusionists and magicians. Rakshasa appear as humanoid cannibals who can shift their size at will, often with multiple heads or arms, beast-like faces and skin as black as soot. Unlike other Outsiders that sought the destruction of the gods, Rakshasa served as the army under the Hindu pantheon during the God Wars. Many retreated to hidden realms with their godly masters eons ago, but a few stayed behind to guard the various portals that could allow enemies to find them. Rakshasa have no problem blending into mortal society, despite their tendency to enjoy drinking a human’s blood; using their skull as a dish. They do, however, lead very violent lives and take on occupations that allow them to spill as much blood as possible. Health: 32, Stamina: 7, Spark: 5

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Chapter Six Tengu (Fear 18)

Close combat +6, Range combat +8, Defense +7, Damage +0 Powers: Any song played by a Satyr, whether sung or played on an instrument, is laced with their Spark. Those that hear their song, give themselves over to pleasure, which has been known to cause riots in some locations and orgies in others. Gods can resist this effect with a Moderate (20) INS + Discipline + Spark check. Success makes them immune for 1 full day. Payoff: +4 bonus to Performance or +6 Movement Other Notes: Legends speak of Satyrs wandering the land with eternal erections, kidnapping human women to have their way with. While the former is untrue, all Satyrs (male and female) suffer from the Lecherous Drawback (pg. 98), making the latter very plausible.

Leaping from Chinese to Japanese to Hindu mythology, the idea of the Tengu warrior has spread throughout the world. Each flap of this humanoid bird’s massive wings causes the crash of thunder and they bring war with them. During the God Wars, they were the premiere combatants that each god sought to have fight for them, but the Tengu stuck mostly to the Asiatic countries during their travels. The last Tengu are thought to have been destroyed right before the God Wars officially ended, but they have shown themselves again with the Coming Storm – and they are not confined to a certain region this time. Tengu will fight anything before them, mortal, god or Outsider and have no qualms about whether they win or lose. They have also found a love of modern weapons, making them that much more dangerous. Health: 30, Stamina: 8, Spark: 3 Skills: Athletics +16, Acrobatics +14, Knowledge +9, Legerdemain +12, Perception +13, Technology +14 Combat: Initiative +18, Movement 20 (45 Flying), Close combat +13, Range combat +14, Defense +14, Damage +3 (L) Powers: Tengu make their presence known wherever they are, causing conflict and anger to influence their area similar to a god’s sphere of influence on their territory. They are harbingers of war, after all. Also, their awesome leaps allow them to make a half Movement anytime they make a successful Dodge. Payoff: Wings (pg. 116) or +2 to combat checks. Other Notes: Tengu do not take human form and make lots of noise, including thunderous booms as they flap their wings. Gods should pay special attention to confront them away from bystanders, as these warriors have no problem taking out innocents to win the battle.

Unicorns (Fear 16)

These Outsiders are symbols of peace and beauty throughout several cultures. Unicorns are highly intel-

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Antagonists ligent and wise beings sought by some for their incredible kindness and healing abilities. Others, however, seek only to kill the Unicorns and take their horn for magical rituals or to turn a quick profit. For this reason, Unicorns seclude themselves in secret forests and glens deep or in other realms that require hard-to-acquire sacrifices to reach. Unicorns often show themselves to those of pure body and spirit, including virgins, monks, small children or the mentally disabled. Health: 22, Stamina: 4, Spark: 5 Skills: Athletics +15, Knowledge +12, Linguistics +14, Medicine +12, Survival +12 Combat: Initiative +12, Movement 40, Close combat +7, Range combat +0, Defense +10, Damage +2 (L) Powers: Unicorns have the ability to heal any wound (up to 4 Health per Spark Point spent), including regenerating lost limbs. They can also Read Minds (pg. 134) to sense a person’s intent and morality. Payoff: Healing touch (pg. 113) or +10 Movement Other Notes: The Fear that a Unicorn exudes is more akin to Awe, luring the onlooker in a feeling of wonder instead of filling them with dread. Unicorns also receive all the bonuses of a mundane horse (pg. 164).

through. Their goal in life is to cause as much havoc and disorder as they can. To this end, they kill anything in their way, incite riots and bring misery wherever they go. Pucks seemingly spring into being from out of nowhere, but most agree that they must come from a dimension made for their kind. Some divine sects have been in search of this realm for centuries, but the Source’s can prove difficult to decipher. They exist slightly out of phase with the mortal world, making them mostly invisible (though some catch a glimpse from the corner of their eye). This seems to be a defense mechanism, as they are much weaker physically than other Outsiders.

Goblins (Fear 11)

These are the general Pucks that a character would encounter. Goblins are known first and foremost for their love of pranks. They live to toy with humans in their everyday life and then laugh when the outcome turns into pure disaster. Of course, their idea of a prank might include seeing what a bullet will do to a child’s heart or how many people die when they cut a crane’s cables on a construction site. Goblins are in it for their own amusement, after all. Powers: Goblins have the ability to instantly construct elaborate contraptions to emulate traps or pranks with a +12 bonus to their Crafts checks. These pranks are also pristinely hidden, giving anyone a -5 penalty to catch it before it goes off. With this ability, they are known for creating grand machines, only to have them explode as the final punch line to their jokes.

Pucks Though many regard these vile creatures just as any other Outsider, Pucks are truly in a class of their own. They are tiny, bipedal beasts, usually standing no taller than 2 ft tall, but are known for crawling on all fours in order to appear as animals most of the time. Pucks are able to vocalize simple phrases, but generally don’t stop to talk to anyone unless they are laughing maniacally or taunting their prey. They are pests and even other Outsiders look down on them or destroy them entirely, but Pucks possess a power that no other Outsider has… the ability to take on Dominions. They can absorb a god’s soul after causing their death and then use it to spread misfortune the world round. Likewise, a god that kills a puck that happens to have a Dominion can claim it as their own. Pucks are agents of chaos through and

Gnawers (Fear 0/15)

These Pucks are particularly cumbersome to society as a whole, keeping to the cities where there is plenty to eat. Yes, Gnawers love to take bites out of everything they encounter, but not eat anything entirely. While this may seem meaningless, they have been responsible for destroying buildings and vehicles by taking choice samples out of their structures. In general, they are cute looking creatures with big eyes that can make any mortal melt from cuteness. As soon as they open their mouths, however, they reveal their gaping maw with sharpened teeth. Powers: The bite of a Gnawer can go

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Chapter Six ghosts that might jump inside of a human’s body spiritually, a Possessor Puck simply jump on their victim’s head and bites down hard to inject their toxin directly into the brain. Their invisibility allows them to control the person for as long as they are entertained. They are also the smallest of the Pucks at about a foot tall. Powers: They can take complete control of their target. Possessors can stay attached for up to a day per Spark Point spent. If the target has a Spark, they may attempt a Moderate (20) INS + Discipline + Spark Level check to resist.

through anything, giving them a +9 bonus to Close combat (instead of +4), ignoring AR and dealing +3 (L).

Hiders (Fear 10)

Pucks are, as a rule, invisible. There is a breed, however, that can only hide inside of things. Hiders are completely visible unless they have phased into some sort of structure, such as a table, a wall, etc. This type of Puck is known for eavesdropping on people’s conversations to hear exactly what they do not want to happen. Then they make it their mission to bring the person’s worst fears to life. Of course, knocking on the surface four times knocks them out of their phase and they must run away to hide someplace else. Powers: Hiders can phase through any material, so there is no type of physical structure that can hold them. They also have a +9 bonus to Defense (instead of +5), as attacks will often pass right through them.

Average Puck Template

Health: 8, Stamina: 2, Spark: 2 Skills: Athletics +12, Acrobatics +10, Fortitude +2, Legerdemain +10, Stealth +10, Survival +4, One Manifestation skill at +6, One Manifestation skill at +4 Combat: Initiative +14, Movement 12, Close combat +5, Range combat +6, Defense +6, Damage +0 Payoff: Instead of gaining any particular ability, the Puck-Eater can double the duration of other effects by ingesting Puck flesh immediately afterward.

Possessors (Fear 10)

Possessors love to have fun with humans, by invading their minds and making them do horrible things that they wouldn’t normally. Unlike

Spirits Spirits have been a constant force in legends and myths from every culture in the world. They are, however, treated differently than other Outsiders. Some are the product of the Source’s meddling, but others are more about the mysticism of the afterlife and the spirit that remains after one’s death. For the most part, spirits are invisible and intangible, unable to affect the physical world without taking on a solid form. Each is based on a certain concept and has unique abilities. Below are the types of spirits that

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Antagonists are a constant crux to the gods. As spirits are incorporeal, they cannot be eaten by a PuckEater and give no Payoff.

spirits spring to life from the Spark given by the Source and are known to guarding certain environments. Powers: For 1 Spark Point, they can manifest as beings of pure elements, but they are more likely to momentarily manipulate their root element for their attacks. Water elementals creating whirlpools or plant elementals wrapping their target in vines are both great examples. Elementals may also make a target immune to damage of their chosen element.

Ghosts

The most common spirits on Earth are the ghosts of the dead. When a human dies, their spirit leaves their body and is called by the land of the dead that they belong to (usually based on the religion they followed in life). Encountering a god is usually during this quest or if they have refused the calling and have decided instead to haunt an area. Some ghosts have long sense made their way to the afterlife, but can be called to give guidance or blessings. Powers: Ghosts most often affect the world through possessing a mortal host, but particularly skilled poltergeists can possess inanimate objects as well. Spending 1 Spark Point allows them to instantly take over their target’s body. If the target has a Spark, they may attempt an INS + Discipline + Spark Level check to resist (Simple for Lesser spirits, Moderate for Average and Tough for Greater). The ghost may also manifest momentarily to throw things or affect the physical world for an instant before they flicker back out into intangibility.

Emotionals

The Source’s power creates all manner of creature. This type of spirit is created from a collective subconscious all feeling the same emotion. A sport stadium may create a spirit of excitement, while a funeral can create a spirit of grieving from nothing. From that moment on, the spirit travels the land and brings their emotional attunement with them. When the huge rush of emotion dwindles, however, they leave a trail of emotionless victims behind them. Powers: Emotional spirits can take the form of a person that befits their emotion (i.e. a saddened widow or a perky partier). For 1 Spark, they feel the area with their emotion. When that feeling fades, they can also spend 1 Spark Point to drain the target of that emotion entirely. This can leave a person unable to feel fear or happiness or even pride. The taste of their emotion is very tantalizing for them.

Animals

These spirits are totem animals, once worshipped by ancient tribes. Sometimes animal spirits are actually ghosts of dead pets, but they are most often guardian spirits. As there is apparently no afterlife designated for animals, these types of spirits abound to those willing to pay attention. Powers: For 1 Spark Point, animal spirits are known for manifesting to fight beside the person they choose to protect (stats equal to mundane animals). They can also spend 1 Spark Point to lend an aspect of their animal to a person, such as heightened smell of a dog or the ability to land safely from a cat.

Muses

Certain spirits are the representation of ideas rather than anything physical or emotional. Muses are known for seeking out mortals that fall in line with their chosen idea (or those that are exactly the opposite) and forcing thoughts into their minds. The most famous muses are those for artists, the spirit feeding them inspiration to create their next work. Other spirits, like those of murder, can have much more drastic effects. They are known to follow their chosen mortal around for years, forcing more and more out of them until they have nothing left to give or are of no further use to the spirit. Powers: Muses can, for 1 Spark Point, make a mortal instantly feel the compulsion

Elementals

Some spirits are connected to particular elements, being completely unable to affect the physical world without the help of said element. Earth elementals may appear as walking mountains, while fire elementals may become a face speaking from the campfire. These

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Chapter Six the Cyclopes of Olympia were the best blacksmiths and architects around. Cyclopes are identified by their single, large eye, but many are amazed that their vision is not affected at all. During the God Wars, the Cyclopes worked with several pantheons, supplying weapons and helping to fortify their castles. In exchange, they received several relics to aid them in their life’s endeavors. They live today in hidden enclaves of about a dozen Cyclopes at any time. Dominion: Crafts

for some sort of activity. How the individual reacts to this urge varies by the target, but they will follow through eventually, especially if the spirit continues to pump more and more Spark points into them. If they do take physical form, they appear as the perfect embodiment of their concept.

Lesser Spirit (Fear 12)

Health: 10, Stamina: 1, Spark: 1 Combat: Initiative +10, Movement 10, Close combat +5, Range combat +5, Defense +4, Damage +1

Fire Giants (Fear 22)

These large Outsiders are bringers of ruin and responsible for killing millions of mortals and gods alike. Fire Giants appear as beings of molten lava, with still-burning flames brimming through cracks in their skin. During the God Wars, they were known to lay claim to large spans of land at a time, challenging any enemy to try to take it. It was about the fight, though; they weren’t actually interested in territory. Fire Giants are quick to temper and are known for battling between each other frequently in order to blow off steam. Today, they live in villages carved underneath Earth’s volcanoes. Dominion: Fire

Average Spirit (Fear 16)

Health: 20, Stamina: 3, Spark: 3 Combat: Initiative +14, Movement 15, Close combat +8, Range combat +8, Defense +7, Damage +2

Greater Spirit (Fear 20)

Health: 30, Stamina: 5, Spark: 5 Combat: Initiative +18, Movement 20, Close combat +12, Range combat +12, Defense +10, Damage +4

Giants

Frost Giants (Fear 18)

Frost Giants are the smallest of the giants, standing only 12 ft. tall, but they are often the vilest of all of giants. Their hideous forms are blue and frozen. Frost Giants use their cunning intellect to concoct sinister machinations that they use to control other giants, gods and whole armies of mortals. Even though they live in the deepest reaches of frozen tundra on Earth, their influence extends much farther. They are also the most open to making deals that could save a drawn out battle for another day. Frost Giants have more worshippers than other Giants. Dominion: Ice

Most mythologies, regardless of culture, speak of beings that are larger and stronger than ordinary humans. The generic term Giant is applied to all of the following types of Outsiders, but each is unique in their approach to their existence. Giants generally range from 15 to 20 feet tall and were once just as powerful as the gods themselves, taking part in and winning many battles during the God Wars. They are lovers of collections, hording away servants, Relics and vast riches in their private lairs. Many stories of adventurers meeting a gruesome fate in a dragon’s cave can actually be attributed to Giants defending their stockpiles. Each race of Giant has control over a certain Dominion that comes naturally to their kind, but they cannot take on new Dominions no matter how many gods they kill.

Mountain Giants (Fear 20)

When someone thinks about the average giant (if there ever was such a thing), it is the Mountain Giants to which they are referring. Legends states that the first Mountain Giant was carved out of stone and sprang to life as the Source’s Spark filled it with life. They stand as the tallest giants, growing up to 30 ft. tall,

Cyclopes (Fear 20)

Thought to be the mutated children of gods,

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Antagonists God Wars, Storm Giants were vigilant in their search for Relics of all sorts. They take the stereotype of a giant’s love for collecting to a gross exaggeration, as they will give anything to gain more and more powerful artifacts. Storm Giants live in cities high up in the clouds and create the worst storms when they are angry. Dominion: Weather

and are extra tough. They took no sides during the God Wars, instead wandering the land and challenging individual gods in order to test their mettle. Mountain Giants continue this tradition today. Dominion: Earth

Oni (Fear 25)

Japanese giants are known as Oni, huge demons with red skin and tusks or horns, adorned in tiger skin robes. During the God Wars, they would switch sides constantly, no one knowing exactly there their loyalty stood. In all honesty, they have very little loyalty at all, even to each other. Where Oni go, chaos follows. Even today, they jump from portals into Earth in random spots all around the world, just to destroy everything in their paths. Oni are seldom intelligent or interested enough to have long term goals. Dominion: Chaos

Average Giant Template

Health: 45, Stamina: 12, Spark: 7 Skills: Fortitude +18, Intimidation +20, Perception +15, Survival +16, Two Manifestation skills at +14, One Manifestation skill at +10 Combat: Initiative +13, Movement 20, AR 4/2, Close combat +18, Ranged combat +16, Defense +18, Damage +6 Powers: Giants benefit from Superior Strength (pg. 115), capable of lifting several tons without breaking a sweat. Payoff: Colossal Size (pg. 112) Other Notes: Due to their size, Giants do not show themselves in the open very often. It will be truly disastrous if they ever stop caring about such things.

Storm Giants (Fear 20)

Some giants came from above, riding on chariots made of lightning and demanding worship. Storm Giants have skin as grey as storm clouds and hair as white as hail. During the

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Chapter Seven: Storytelling

Themes

might have been happier not realizing at all). The store clerk that always seemed so nice may be found to be harboring and feeding a hydra in her basement. Random people on the street may phase through the gods, revealing that they are ghosts. Your best friend may even take off the hat he always wears to display his Satyr horns.

There are many themes that fill the pages of Part-Time Gods, but the core theme of the game is clinging to one’s humanity as a god. It’s about understanding what is truly important. It’s about finding an equilibrium between one’s mortal and divine lives, not letting either take too much energy and time. In the face of all the wonder and magic that fill the world of gods, all the mythical creatures encountered, the powerful relics they may possess and the worlds they could one day travel to, will the character choose their connection to being human (through their Bonds) or pursue divine strength at any cost? It is not an easy decision to make, and most justify power as a means to an end. Another major theme is unlocking secrets. Each step the characters take toward their full godhood, reality twists ever more and more is revealed to them (and some revelations they

Moods Drama

Part-Time Gods easily comes across as a soap opera, and this is intentional. Fostering relationships is very important to Part-Time Gods. Even if a rival god is your enemy, that relationship matters, and it’s often just as vital to the character as any lover or family member. This is the focus of Bonds for the god’s human side, but shouldn’t be ignored when exploring

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Storytelling godly duties and the colorful cast of characters the gods might encounter on their adventures. The ever-changing landscape of drama, conflict and passion is the game’s bedrock.

l Dead Like Me: This little show went well before its time, only having 2 seasons, but was the first spark of where Part-Time Gods came from. The main character, George, dies when a space station toilet seat falls from the sky and crushes her. That’s just the beginning of her worries, however, because she comes to and finds out that she is now a Grim Reaper. Responsibility for taking souls and delivering them to the dead is a lofty duty, but doesn’t come with a dental plan. It is full of comedy, suspense and death, all wrapped up in very enjoyable series that is perfect to watch before a game of Part-Time Gods. l Works of Neil Gaiman: He is one of my favorite authors, because of his brilliant mind and bursting creativity. Everything Neil Gaiman has written has influenced parts Part-Time Gods. He has a wonderful way with melding the real and the unreal, the magical and mundane. American Gods is a very direct representation of how the gods could operate on Earth, full of their own scheming and still toying with humanity. Neverwhere is a book about hidden worlds full of fantastic people that fear very real threats. It tells the tale of a group of travelers on the run from monsters for the very potent ability that the protagonist possesses. Sandman is an ingenious comic about beings that embody certain ideas, the main one being Dream. In a pinch, however, anything Neil Gaiman writes can be used as inspiration for a game of Part-Time Gods. If you haven’t already, pick up one of his books. l Percy Jackson and the Olympians: Both a movie and a series of books, it follows Percy Jackson who is the son of Poseidon in the modern day. It is full of adventure, battle against legendary monsters and a good mixture of modern and mythological concepts. The Olympian gods are depicted in nice detail of how they might operate today as well. l Comics: Many of the ideas about Part-Time gods come from my love of comics, so it is not a coincidence that this game might feel like one. Marvel comics are great for stories about heroes who have mysterious power thrust upon them and how they deal with balancing their lives. Who would Spiderman be without his bonds to Mary Jane and Aunt May, after all? DC comics handle the same issues, the relationship between Superman and Lois

Action

Even though Part-Time Gods is filled to the brim with drama, there is no true story without action. Conflict doesn’t have to be a gunfight or a street brawl. Action is simply the result of Conflict (of any type). If the character is walking down the street, Conflict can be created if they sense someone shadowing them, spurring them to Action. The characters shouldn’t feel bored or bogged down with the amount of Action or Drama. Just like the gods must do with their mundane and divine lives, the GM needs to be careful to balance all the different moods of the game.

Comedy

There are many very serious themes and moods in Part-Time Gods, but nothing can be drama and action all the time. Just as with real life, you can find a hint of humor in almost anything. Players and their characters should be able to show a bit of levity at times, laughing along with the interactions they have with the other characters or perhaps a funny-looking NPC. Too much humor can lead to a game of silly puns and slapstick, though, so GMs are encouraged to use humor sparingly so it doesn’t lose its intended purpose – the lighten the mood every so often.

Inspirations Part-Time Gods was inspired by several different sources, from pop culture to literature to the obvious – books on mythology. Learning all about different legends is the first step to get inspiration for running a game of gods. Then comes the trick of how to twist them into modern versions of myth. Many of the Outsiders in the Antagonists chapter are good examples of this. Below are other influences that you can use for your game:

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Chapter Seven Lane being a core example, as well as Superman’s protection of Metropolis. However, DC heroes are more often about a lineage, useful for stories where a god in Part-Time Gods may have their Dominion passed on to them. Decades of stories, deaths, betrayals and excitement can make for a great precursor for a Part-Time Gods game.

Bonds into the game, as well as any enemies that they might pick up along the way. This type of game is great for showing the stepping stones that the characters use to become gods, including why they might choose a certain Theology and how they learn their Dominion. It’s one to say “he found out he’s the god of time at work because the clocks stopped” and actually playing the character’s reactions to such events. Initiation stories are also great for players that cannot necessarily decide on what Dominion they want for their character. Through the course of play, the GM may simply choose one for them or pick one randomly by flipping through a dictionary or thesaurus. Note: For this type of story, players should make up only the Mortal portion of their characters (pg. 105). The rest of it will occur during the session. When the Spark hits them, they have Spark 1 and instead of getting levels to apply to their Manifestations, the GM may grant levels based on the events that correspond.

Developing Stories There is a lot of information in Part-Time Gods. Even after reading it through the book a few times, GMs may find it difficult to put all the elements together into a cohesive story. This is often due to too many options and directions that the game can go in… sometimes it can just prove to be too much to choose from. The best approach to developing stories, however, is to take the interesting characters that the players have created and shape the story around them. In many ways, how a player builds their character shows exactly what kind of game he or she wants to play. The esteemed responsibility of crafting the perfect story is up to the GM, of course. Emphasizing on the core themes of Part-Time Gods is important in the beginning stages, as well as figuring out the perfect balance that you and your players will enjoy most. This can lead to a number of different approaches and stories, including any of the following:

Story Hooks

l Dealing with Powers: There are many fun stories to be had as gods attempt to perfect their Manifestations and their Entitlements. Using their powers on the wrong person, in the wrong place, or at the wrong time are all fun ways to introduce them to the world of the Divine. Does this attract the attention of other gods or even an Outsider? l Finding a Path: A god without a foundation of belief is like a boat in the middle of the ocean. They can go in almost any direction, but there’s just water wherever they go. Theologies are the land they so crave and the process of figuring out the best one for a character can be lots of fun. Most cities have representatives of the major Theologies and they all vie for the same initiates. How with the characters react when being courted by these organizations? l Intense Trials: No one is allowed to simply join a Theology. Once they’ve decided on which they’d like to pursue and no matter how hard the Theology courted them, no god may join without proving themselves. A god can undergo any number of different trials: from proof that you can hunt and kill another person, to becoming a member of the PuckEater, or even a test to see if you recover a

Initiations

Some of the best stories to be told within Part-Time Gods are those that take place at the very beginning. Character backgrounds can easily be explained in a brief summary or with a simple discussion of what the characters have done up until the start of the game. In some cases, though, playing out a character’s prelude can be a lot of fun. This type of story is good for GMs and players alike, giving everyone a chance to ease into the setting and learn more about their characters by playing them. This type of story usually begins by focusing on how the characters live before they receive divine power, giving them a chance to fully introduce their

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Storytelling particular Relic in order to join the Warlock’s Fate. These trials are calculated to test the character’s ability and see how much they’ll put on the line to advance.

escape can be very powerful, and often more fulfilling than killing a monster or finding a magic item. This is because Personal Struggle stories have a laser focus on the characters, their psyches and their reasons for living, giving players a chance to play out any sort of soap opera they see for their characters. It does place more weight on the GM, however, as it requires more fleshed out NPCs to meet and make deals with. Even if it is not the primary type of story your group tells, Personal Struggle is a core concept for the game. It can be good to visit these ideas in between bigger, more adventure driven stories. Players should never forget about their Bonds or that they are still very human. Reminding them of this by putting one of their Bonds in jeopardy is usually a good way to do this. The threats don’t always need to be divine either, just enough to spring the characters into action.

Personal Struggles

One way to play Part-Time Gods is to have the characters gallivanting around the world chasing the elevation to pure godhood. The other, however, is much more low key. An exploration into the characters and what it takes to remain as human as possible is a strong theme throughout Part-Time Gods, and some gaming groups may find it interesting to explore these elements. This type of story revolves around the character’s everyday lives, the mundane and the crazy, and how they deal with them. It involves a lot of character interaction and tending to Bonds, which can be enjoyable in its own right. The story of a god that uses his power to gain favor in the office or another of a goddess in the sex trade that uses her new Dominion to

Story Hooks l

In Peril: Many stories involve a person important to the character to be put in danger, be it a lover, friend or family member. Individual Bonds can be used for this quite easily, usually involving tales of kidnapping, random attacks, travel to other realms and even death. If the characters make a wrong choice during the course of a story, it should be a very real possibility to lose their Bond entirely. l Proving Worth: Within the context of a Group Bond, characters need to be able to prove their worth to said group. This is a great way to give an idea of a character’s place with the group by requiring certain tasks be done to retain membership. A fraternity may require an epic prank on a rival house, or one’s dojo could ask the character to represent them at an important competition.

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Chapter Seven tacks, the gods may go on quests to attain more power or new and power relics. It is not always simple battle between pantheons, either. This type of story often comes in form of holy wars between particular Theologies, so what Theologies the characters belong to matters a lot. God vs. God stories are fun because it gives the players the ability to play a defensive game, an offensive game or maybe a little bit of both. They usually take place exclusively within the pantheon’s territory as they defend it from attackers or as they plan their assault on another. Note that a cast of interesting enemies is necessary to pull off this kind of story. Nameless, faceless antagonists won’t cut it. The gods going against the players’ characters must be interesting, engaging and have motives that fall somewhere between black and white.

l Cleaning up the Neighborhood: Quite literally, a Place Bond could be in so much trouble that it calls for the character to take action to fix it. Maybe the neighborhood is overrun with terrible gang activity or perhaps they know of a massive natural disaster is approaching and they must help prepare for it. The classic beginning of a character returning home after years away can be a great way to start this type of story.

God vs. God

One of the main conflicts throughout PartTime Gods comes not from outside threats, but from the gods themselves. Characters gather together in a pantheon for a reason, which is usually protection from other gods wanting to take their territory, take their power and take their lives in many cases. This type of story strikes at the very heart of what PartTime Gods is meant to be, pitting god against god in an eternal struggle that reaches back to the God Wars. In preparation for eventual at-

Story Hooks

l Intruders: The characters get an instant feeling that someone has entered their territory. Defending territory is important and the characters need to drop everything (including interacting with their Bonds of Occupations) to track down the intruder. Is it an aggressor attempting to usurp their territory, just a god passing through… or something worse? l Crack in the Armor: Rumors spread quickly in the world of gods. The characters may get word that a nearby territory is poorly defended, perhaps the gods there have dis-

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Storytelling l Fighting the Outsiders: Passable Outsiders can fly under the radar easily, but the Coming Storm brings all manner of monsters out of the woodwork. The characters are thrust into a world of non-humans. How will the gods prevail against huge, destructive forces that have returned from the ages of myth to destroy the Earth? How will the gods continue to hide from humanity under these circumstances? l Portal: The gods sense a ransom portal has opened somewhere within their territory. They must go and meet the threat. Is it peaceful, or is it here to destroy the pantheon?

banded or are recovering from an attack. This could be the characters’ chance to gain more control over the area if they play their cards correctly. l Quest for Power: The characters may find a map that points to a priceless Relic that would make defending their territory much easier. They must leave their territory temporarily unguarded, but the rewards are great if they succeed. Will they?

God vs. The Coming Storm

The setting for Part-Time Gods is on the verge of a sudden shift in power. The Source’s magic is leaking through and creating any manner of different effect, from intensified natural disasters, the creation or summoning of Outsiders and even unearthing the old gods from their slumber. This type of god is a license for the GM to throw whatever they want at the players. It’s also a chance for the players to completely let loose. GMs may want to start characters as slightly more powerful. See more info on pg. 106. Using the Coming Storm brings in the Theologies’ fear of being dismantled, which can lead to desperate actions and foolhardy missions. The resurgence of the Source makes many of their beliefs unnecessary and, in some cases, flat out wrong. The Outsiders also become much more involved in the story as the storm approaches. Some are potential allies, most are enemies, but the characters’ reactions to them will shape future alliances. This type of story also takes pieces from all of the other types as well. Wars between the gods become even more deadly, as they battle each other to grow powerful enough to keep up with the Outsiders. Loss of Bonds becomes an ever-present danger as the rise in divine power becomes a necessity to survive.

Staging Your Story After figuring out what kind of story to run, the GM then takes the time to decide where all of these awesome events will take place and what important personalities in the world will be there to interact with the characters.

Personalities

Casting your story with interesting characters is very important. Non-player Characters (NPCs) need to be exciting and fascinating enough to impart a certain feeling and fill their roles, but it’s critical that they not steal the spotlight from the players. Most NPCs should be handled as the players come across them. If the characters are at a bar and then a player says they want to ask the guard a question, it isn’t important to know the guard’s entire life history. Instead, a simple name and quick personality (i.e. sweet, arrogant, etc.) can be applied on the fly. Crucial characters to the story being told should be fleshed out as much as (or close to) player characters. In order to create the best NPCs possible, we’ve included some things to ponder: l Role: Establish the NPC’s role within the story. What purpose do they serve? Are they there just to give direction, become a contact for the pantheon or are they honored Bonds? The characters should have a reason to be meeting and interacting with fleshed out NPCs.

Story Hooks

l Fostering New Gods: As the Coming Storm approaches, the characters will find dozens of new gods suddenly appearing everywhere. Some players may to foster these new gods and add them to the pantheon for better defenses. Others may want to absorb the new souls to avoid the hassle. How will the group respond to so many new inexperienced gods?

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Chapter Seven l Appearance: What do they look like? You can tell a lot about a person by how they present themselves, including scars and tattoos. The GM should pick out one or two key features to mention. A patch over their right eye or a stripe of white hair are both great examples. l Sentiments: How do they feel about gods, worshippers, the characters’ pantheon, Outsiders or even the various Theologies? Their views are colored by their past and their overall disposition. l Quirks: Everyone has quirks. Whether it’s that they hate to be kept waiting or they like to give everyone nicknames. What is the NPC’s quirk? l Skills/Abilities: Last but not least, what can the NPC do? Are they magically threatening with powerful Dominions at their command or are they a quick draw at their pistol. They could have a silver tongue to convince someone the sky is red or have a powerful monster as a pet. The GM should try to keep the characters on their toes by giving unorthodox or entirely unique abilities to their NPCs. They’ll never guess that the old lady they are buying from is a master pickpocket or that the child they passed has an empathic link to others. Surprise them!

Pantheon Influence

Once you have a basic concept for your city to work with, you must take the pantheon into consideration. Each god that holds that city as their territory spreads the influence of their Dominion throughout its borders. Take, for instance, how the 8 signature characters might affect the city they rule: l Amala Ali, goddess of fire: Lots of arson in the city or a layer of smoke/soot that just won’t go away. l Victor Resnick, god of the dead: Lots of graveyards, lots of deaths l Hiroko Nakemura, goddess of blood: More blood banks or it may even attract Outsiders that drink blood l Benjamin Lower, god of storm: The city is hit by harsher naturally occurring storms than other cities l Colt Bastian, god of music: the city becomes a place for budding musicians l Robert Howell, god of hunger: More people going hungry in the streets or more eating contests per capita l Penelope Rivera, goddess of liquor: You won’t be able to go but a few blocks without hitting a liquor store or club. l Sawyer Devereux, goddess of orphans: more orphanage or abandoned children/animals Now just imagine if you lived in a city that was influenced by all of these things at once. Some gods might rule certain neighborhoods, making some areas lean in one direction or the next, but after awhile everything starts to blend. The graveyards catch on fire, storms start striking the blood banks, musicians start going hungry and orphans start getting a hold of liquor. All of these things will contribute to what the setting eventually becomes.

Landscapes

Which region of the country the story takes place can determine a lot of about the people and events that the characters will encounter. A game set in California is much different than one in Maine, for an example. Picking an existing city in the US is an easy way to approach this, but there are times when making up a brand new city can give a lot more flexibility to a story. If the GM chooses this route, we suggest paying attention to the following questions. l It is rural or urban? l How is the town or city laid out? l Does it have a high population level? Can it safely sustain these numbers? l What is the mood and political climate of the town? l Any attractions or landmarks?

GM Advice The Game Master (GM) is the core of any great gaming experience. He or she creates stories through which the characters adventure and grow. The GM also directs actions and conversations when interacting with Non-Player Characters (NPCs) in order to make the best

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Storytelling collaborative story possible. Here are a few suggestions for running a successful game.

skill that comes with time and practice. Honestly, though, if you need a moment, just call for a 15-minute break while you decide how to proceed. Your players will understand.

1. Have Fun!

As the GM, it is your privilege to craft a story that you and your friends will all enjoy. Any game should be played with the intent of having fun above all else. The moment that creating the story and playing through a setting starts feeling like a chore or your players stop having fun is the moment that your game will falter. If this scenario strikes, it’s good to take a break (perhaps go for a food run or watch an episode of a TV show you all like) and regain your bearings. Everyone will have more fun if the GM is focused and having fun as well. Bottom line: having fun is what it’s all about. Even a totally intricate story, full of twists, turns and mystery needs to take a backseat if the players are not having fun. The players may be in the mood for a fight or for a moment of character interaction or perhaps a bout of investigation. The story could be focusing too much on plot and not enough on the pantheon itself. It’s helpful to be able to change course on the fly, a

2. The Characters Are the Story

No matter how tempting it is to create the cool¬est NPCs with epic abilities or mysterious origins, only the player’s characters matter in the end. They are the central focus of the story. The game must be shaped by the characters’ decisions. If the pantheon travels to fantastic worlds, save innocents or conquer grand enemies, the setting, environment and people around the characters should change to reflect these choices. The characters are provided XP for personal change. So too should their world change accordingly to match their choices. No player wants a game where noth¬ing they do matters. It is perfectly fine to have events happening in the background of a story, “offscreen”, but the events should only come into play as much as they affect the characters.

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Chapter Seven 3. Don’t Control Everything

5. Be Descriptive, Not Definitive

Some GMs become aggressive dictators over games. Others take an adversarial role of GM vs. players. Both of these approaches are actively discouraged when play¬ing Part-Time Gods. Yes, GM generally stands for “Game Master”, a title worthy of someone who creates a world and takes the role of everyone in it. It’s often more accurate, however, to think about your function as the “Game Motivator” or “Game Mentor” instead. It’s your job to direct the action, plots and stories, but it’s the players that have true control over the game’s direction. You as the GM may control the world, but you do not control the char¬acters. Remember tip #2. When reaching a point where players have choices, ALWAYS ask them what their characters do or say in response. Never assume that they take one course or another.

One of the GM’s major roles is to filter descriptive information in the best way to create a mood for each Scene. Describe the feel of the environment and the NPCs characters encounter, but you should be sure to leave out “exacts” and avoid being too “definitive”. For example, compare these two descriptions of the same scene: You walk into the hotel and see your Puck-Eater contact standing next to the vending machine. Or You enter the not-so-grand Grand Palms Hotel, noticing too many cracks in its structure to feel safe inside for too long. The place doesn’t look like it’s been tidied in weeks and even the concierge desk is empty. The lights flicker from poor fluorescents along the walls and the smell of urine permeates the room. There’s a man leaning against the wall next to the soda vending machine. He’s got tattoos all along is arms and is recreating a drum beat with his hands and reverb guitar with his mouth. You take quick notice of his slightly sharpened teeth.

4. Involve Bonds, Involve Everyone

All players deserve to take the spotlight dur¬ing the story at one point of another. At times, one character may have more at stake in the current plot point than another, but the other characters wouldn’t be there if they didn’t also have a reason. This is when a character’s Passions and Failings can come into play. The link to their Bonds is their inner nature and reflects their true motivations. The best way to incorporate characters into a story is to use their Bonds to link them. When you do this, every character cares about the outcome of the current story. For instance, there are a multitude of reasons that a character may be motivated to search for a kidnapped person. One character linked to the area with a Place Bond of Protection may see the victim as important to their neighborhood cause. One with the Power Failing may want to gain a favor from the victim by saving them. Another with an Individual Bond with the Devotion Passion may be in love with the victim or may have been asked by their Bond to seek them out.

Several elements are missing from the first ex¬ample. It doesn’t evoke emotion or imagery and the NPC is defined much too quickly and easily. The second de¬scription uses cues like “sharpened teeth” to make the characters assume it is a member of the Puck-Eaters. The GM then has the option to introduce a PuckEater, an Outsider disguised as a human, or even just a fan vampire movies that happens to be in the hotel. Being descriptive keeps mystery alive and makes things more interesting.

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A Few Fun NPCs Chris Mobberly

Jacob Segal

This skinny, lanky young man is barely 21 years old and a fan of Hawaiian-themed shirts and speaking in impossibly long run-on sentences. Most know him as the god of squirrels or more directly as Squirrel Boy. He has a great group of friends that accept his eccentricities and he does everything he can to protect them from outsider threats. While one might think that being the god of squirrels is useless, they don’t know about his specially bred friends that he can summon instantly to chomp on his enemies. Chris is a great example of how a seemingly weak Dominion can be useful.

He is a shy and quiet man, jaded slightly from seeing the worst sides of humanity. He works in a casino, dealing cards from 4am to noon, but few would look twice at his appearance that most blends into the background: short, blonde, glasses, average height and weight. He sees little value in humanity, becoming the leader of a cult that prays to random gods of evil hoping one will show up. If left to his devices, they are bound to awaken some unspeakable evil, but what if a hero showed Jacob that humans are worth something?

Squirrel Boy

Cultist Zealot

Nathaniel Garth

Julie Hodgson

God of the Blues

Goddess of Charity

The great Nathaniel was only recently 40, but exhibited all the qualities of an expert blues player. Nathaniel was so good, in fact, that his love for the blues spontaneously produced his current Dominion of “the blues”. He travels from town to town with his favorite guitar, Snake Eyes, playing for anyone willing to listen and hypnotizes the people with his electric rhythms. As good as all this sounds, he is also constantly stalked by demons, personal and of the Outsider variety, and may be looking for the player’s characters to assist him.

The territory of this wholesome, beautiful god is full of people who give to their community and has one of the lowest rates of homelessness or deaths from hunger. Taking a closer look, however, perhaps as the characters must meet with her as a contact for their adventure, they’ll see a cruel woman. Julie is quite prosperous herself, as she simply wills people to be charitable toward her and hand over all their goods. This goddess is a great way to show how a seemingly “good” Dominion can still lead to corruption.

Brian Galley

Boabdil Perez

God of Libraries

Black Market Centaur

Brian follows the Phoenix Society, becoming god of libraries, helping to spread knowledge to all the humans and hoping to make them better people. During the course of his research, he found secret excerpts that depicted ways to free the Source from its cage. His mind calculates that if he can use the small slice of power he has already to help humanity… then unleashing the Source, and thus more of magic that makes up the divine Spark, could only help humanity even more. Convincing him otherwise will prove difficult, especially since he has gathered multiple cults in his efforts.

Ever seen a centaur with a machine gun? Few have. Boabdil is a slightly portly man with a bit of military experience, a bit of charm with the ladies and the ability to turn into a halfman, half-horse form. Boabdil wasn’t born an Outsider, but he is certainly considered one now. He has underground contacts to get just about any type of firearm and can be used to procure weapons (even a few Relics) for the characters.

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Chapter Seven

Richard Logue, God of Justice Richard lived and exciting life of love, service in the Navy and the career as a truck driver. He got to travel around the country on his deliveries, always knowing that his lovely wife, Laura, was waiting at home for him. Richard was never one to shy away from fun, spending most of his time roleplaying with friends or reading comics. He even returned to college after many years in order to achieve higher learning for himself and hopefully find his life’s goal. His life took another interesting turn, however, when his truck ran off the road and into a cemetery, crashing into a mausoleum. Richard knew he should have stayed out, but he uncovered a magical sword buried with a body there. With a single touch, the blade was his and imbued him with the Dominion of justice. Taking on the mantra of the Ascendants, Richard’s ultimate goal is now to become a weapon of pure justice. He has given up his pursuit of college and replaced with hunting down injustice and destroying it. This has begun to win him a few powerful enemies in the various cities he visits on his deliveries.

Character Sheet

Theology: Ascendants, Occupation: Driver Dominion(s): Justice Statistics: 43/M, 5’ 10” tall, 200 lbs, Brown hair (with a bit of grey), Brown eyes Health 16, Stamina 9, Spark 2, Wealth 2 Attributes: POW 5, AGY 2, VIG 5, IQ 4, INS 7, CHM 2 Skills: Athletics +2, Deception +2, Discipline +2, Empathy +2, Intimidation +3, Knowledge +3, Marksmanship +2, Melee +2, Perception +4, Stealth +2, Survival +2, Travel +5 Manifestations: Aegis +3, Ruin +2, Shaping +4 Entitlements: Fear (P), Purity of Spirit (P), Unobscured Vision (A), Incredible Strength (P) Gifts: Inhuman Visage, Pain Resistant 2, Strong Spark 4, Sword of Truth 5 (Summonable, +2 Damage, +4 Melee) Drawbacks: Disconnection, Curious 2, Unlucky 2 Combat: Initiative +6, Strength +10, Movement 7, Base Damage 1

Bonds

Laura Logue – 4 – Protection: The love of his life comes first, but justice beckons at every turn and Richard’s enemies grow in number every day.

Failings

Education – 2 – Hoarder: Richard began college, but abruptly quit when he couldn’t truly focus on it. He has instead turned to collected stacks and stacks of comics.

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Seraphina Brennan - Goddess of Light Those who meet her could swear that Sera seems to emanate an intense aura of compassion at all times. Her wild hand gestures accompany her hyperactive speech, giving her an unmistakable allure and subtle dominance over social situations. However, sometimes the woman just doesn’t know when to quit. It is easy to understand why she turned her career focus to becoming a therapist. Sera opened her practice and never looked back, using it as a way to reach out and help so many people that truly need it. She even volunteers her time to shelters to console the abused and homeless. While praying at her local church one night, alone as most non-holiday evenings are at the cathedral, a seemingly rabid man ran to the large crucifix at the podium and embraced it, then disappearing in a flash of light. From that moment on, Sera was able to manipulate the Dominion of light, becoming a Saint as a way to further give back. She plays a support role within her pantheon with the ability to heal and blind Outsiders from a distance.

Character Sheet

Theology: Cult of the Saints, Occupation: Therapist Dominion(s): Light Statistics: 25/F, 5’ 11” tall, Brown eyes, Brown hair Health 12, Stamina 5, Spark 2, Wealth 3 Attributes: POW 2, AGY 4, VIG 4, IQ 6, INS 4, CHM 5 Skills: Arts +3, Deception +4, Discipline +1, Discipline +2, Empathy +3, Fists +1, Intimidation +1, Knowledge +2, Linguistics +5, Medicine +3, Perception +4, Persuasion +5, Technology +1, Travel +1 Manifestations: Beckon +2, Oracle +5, Shaping +2 Entitlements: Healing Hands (A), Otherworldly Sight (P) Gifts: Divine Words, Stable Psyche 2, Gentle Soul 3, Punctual 1, Strong Spark 4, Wealth +1 Drawbacks: Voices, Loyal to a Fault 2, Emotional 3 Combat: Initiative +10, Strength +6, Movement 6, Base Damage 0

Bonds

Bright Days Center for Mental Health - 3 - Devotion: Her own practice, the true love of her life. She cares so much for her employees, her patients and everything else about owning her own business. St. Gregory Homeless Outreach Program - 2 - Charity: Sera often volunteers her time, meeting lots of interesting people through her work at the outreach program. Cathedral of St. Gregory the Great - 1 - Protection: She still protects the cathedral, the place that she received her powers. Threatening the church is threatening the goddess of light.

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Chapter Seven

Lee Langston - God of Games Lee grew up in South Dakota and Las Vegas, but couldn’t wait to get out of there. He served in the US Army for 5 years, using it as a way to travel the world. His love of games began with Family board game night, historical miniature wargames and roleplaying games when he was younger, but grew into an obsession with taking chances. Lee worked hard to get a job as telecom technician a the local university, but had trouble shaking many of the loan sharks that he owed. The worst of them was Fertelli. In a twist of events, Lee was present at the back alley execution of one of Fertelli’s other borrowers. With her death, Lee was struck with the Dominion of games and actually appeared dead for a moment as the power invaded his body. He was left there to die by Fertelli’s men, but quickly left town when he came to. Now he keeps on the move, hopeful that he can just wait out the other people he owes money. Becoming a member of the Drifting Kingdoms seemed an easy choice, giving him the ability to have power while on the run.

Character Sheet

Theology: Drifting Kingdoms, Occupation: Computer Tech Dominion: Games Statistics: 41/M, Sign: Virgo Health 14, Stamina 4, Spark 2, Wealth 0 Attributes: POW 3, AGY 3, VIG 5, IQ 4, INS 4, CHM 6 Skills: Crafts +3, Deception +3, Knowledge +3, Legerdemain +7 (Sleight of Hand), Linguistics +2, Melee +2, Perception +3, Persuasion +3, Technology +4 Manifestations: Journey +3, Oracle +2, Shaping +4 Entitlements: Lucky (A), Tongues (P), Soothing Aura (P) Gifts: Instant Domain, Strong Spark 4, Quick Acting 2, Third Entitlement Drawbacks: Wanderlust, Indebted 3, Enemy 3 Combat: Initiative +9, Strength +8, Movement 6, Base Damage 0

Bonds

Gamblers – 3 – Charity: Lee likes to hit the casinos as he travels, making people who are down on their luck win and selfish pricks lose. It’s a gig. Brent & Carla – 3 – Protection: Even though Lee’s constantly traveling, his brother and sister can call him back home at any time. He’ll protect them with his life.

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Michael Brightbill - God of Technology Michael opened up his own small computer and electronics repair shop in a small suburb years ago. He spent much of his time crafting strange objects made out of discarded motherboards and circuitry. He never charges much, no matter what was wrong with it. Michael made his home in a small apartment over his shop, but lives alone. Brightbill spontaneously became an info gatherer of the gods. No call was made, no conversation had in an empty diner that didn’t fall on the proverbial ears of some form of high tech. He was startled at first, but accepted his new powers happily. Technology speaks and the God of Technology listens, able to speak to and command the very copper and plastic of our modern lives. Michael is not much of a front line fighter, preferring to send minions made of motherboards and CPUs to do his bidding. Michael now has his cadre of small electronic minions to keep him company.

Character Sheet

Theology: Masks of Jana, Occupation: Business Owner Dominion(s): Technology Statistics: 25/M, 5’ 5” tall, 200 lbs, Brown eyes, Brown hair Health 13, Stamina 6, Spark 1, Wealth 2 Attributes: POW 2, AGY 3, VIG 5, IQ 7, INS 5, CHM 3 Skills: Crafts +3, Deception +3, Fists +3, Fortitude +2, Intimidation +3, Knowledge +3, Legerdemain +1, Linguistics +4, Marksmanship +3, Melee +2, Perception +3, Persuasion +3, Stealth +2, Technology +9 (Computers) Manifestations: Aegis +3, Beckon +3, Minion +3 Entitlements: Computer Tongue (P) (Beast Tongue Rules), Lucky (A) Gifts: Forgotten, Strong Bond 2, Permit 1, Enduring 2 Drawbacks: Cut Off, Shy 3, Poor Eyesight 2 Combat: Initiative +10, Strength +7, Movement 5, Base Damage 0

Bonds

Hometown – 3 – Protection: No harm will come to the place where he has rooted himself. Benjamin – 2 – Approval: Not only is Benjamin Michael’s best friend, but he is also the one that Michael looks up to. Even gods need role models. Karimah – 2 – Code of Honor: The clerk that runs Michael’s store. They are always honest with each other and are great friends, wishing to be closer but code of honor prevents it.

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Chapter Seven

Kristine Roper - Goddess of Cats

Kristine has always thought there was a special fate for her in the world. Since the age of 14, she has bounced from jobs working in sub shops to management to data entry. When Kristine decided to settle, she took to learning technology and becoming an IT professional and self-proclaimed geek. Even though her allergies would constantly act up, she took on a pet, a cat named Salem, and has even worked in animal shelters to pass the time. As the Coming Storm approached, Salem began to speak and told Kristine of her true calling… to be the goddess of cats and follow the Order of Meskhenet. Salem trained her to use her divine powers and the Order eventually gifted her with the Head of Bast that gave her supreme control over felines. Kristine has always been the quiet type, watching instead of acting, but she now defends her town from Outsiders that would destroy it.

Character Sheet

Theology: Order of Meskhenet, Occupation: White Collar Dominion(s): Cats Statistics: 29/F, 5’ 3” tall, 180 lbs, Brown hair, Green eyes Health 12, Stamina 4, Spark 1, Wealth 3 Attributes: POW 3, AGY 4, VIG 3, IQ 5, INS 6, CHM 4 Skills: Acrobatics +2, Arts +5 (Writing), Beast Handling +5 (Training), Empathy +4, Knowledge +2, Medicine +3, Perception +5, Persuasion +3, Stealth +4, Technology +5 Manifestations: Minion +3, Puppetry +3, Oracle +3 Entitlements: Beast Tongue – Cats (P), Otherworldly Sight (P) Gifts: Flexible Schedule 2, Defensive 3, Fearless 2, Relic 5 – Head of Bast (can summon a cat’s head to replace hers and gains +4 to Minion checks) Drawbacks: Deep Sleeper 3 (needs lots of sleep), Allergic 1 (Sneezes and wheezes when around animals) Combat: Initiative +9, Strength +6, Movement 7, Base Damage 0

Bonds

Salem - 3 – Approval: Her cat, Salem, has apparently been watching her for a long time. Now, it acts as her intermediary between Kristine and the Order. Animal Shelter – 2 – Charity: Kristine gives much of her time to the local animal shelter, spending time there despite how it affects her health. Family – 1 – Devotion: She has a big family and her place within it is very important to her.

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Kyle Horner - God of Time

Kyle grew up in the modest city of Vancouver, Washington. As a teenager he nurtured a love for writing, eventually discovering a way to make money from it freelancing. Opportunity arose in the form of a full-time writer, albeit thousands of miles from home. Even though it meant leaving his hometown behind, Kyle leapt upon the chance, setting a new course for his life. Roughly a year later, while walking the city at night, he passed by an apparently closed nightclub and was struck with a sudden energy. Kyle felt his body surge with an unnaturally new awareness; he sensed time itself grow beholden to his whimsy. They say that time changes all things, but for now Kyle still pursues his passion for writing, using his new abilities to do what all workaholics crave: add time to each day. He keeps regular contact with his writer’s group and friends that hack the web, obsessing over every minor detail. When danger rears its ugly head, however, he is the first to aid his pantheon with his strangely specific visions.

Character Sheet

Theology: Phoenix Society, Occupation: Artist (Writer) Dominion(s): Time Statistics: 26/M, 6’ 2” tall, 188 lbs, Dark Brown Hair, Brown Eyes Health 12, Stamina 4, Spark 1, Wealth

1

Attributes: POW 3, AGY 3, VIG 3, IQ 6, INS 6, CHM 4 Skills: Acrobatics +3, Art +7 (Writing), Athletics +2, Crafts +3, Empathy +2, Fists +2, Knowledge +2, Marksmanship +2, Perception +5 (Searching), Persuasion +3, Technology +4 Manifestations: Aegis +3, Journey +3, Oracle +3 Entitlements: First Move (P), Visions (P), Lucky (A) Gifts: Follower 2, Worshippers 1, Connections 3, Perfect Memory 3, Sanctuary 3 Drawbacks: Lecherous 3 Combat: Initiative +13, Strength +6, Movement 6, Base Damage 0

Bonds

Writers – 4 – Perfection: He and his writing group are comrades, all helping each other to hone their craft to perfection. Family – 2- Protection: Even though he lives so far from home, Kyle will stop at nothing to protect his family.

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Chapter Seven

Nelson Barajas - God of Bone Nelson is a former of the United States Air Force who took up amateur Mixed Martial Arts fighting after his tour was up. His time overseas taught him several languages that he uses to trash talk his opponents in the ring without them even knowing it. Nelson practices a mix of kyokushin karate, tae kwon do, brazilian jiu jitsu, american boxing and kung fu, and he owes all of the success he’s experienced thus far to his dojo. He lives in a large house, splitting rent with his life-long friends/roommates. After a fight one night (one he didn’t win), Nelson had a car accident with his opponent who has just happened to be the god of bone. The former god didn’t survive, but passed his Spark onto Nelson who got away with just a few scratches. He knew there was a reason he lost. Hungry for more, Nelson sought out another god to take their power, slaying them and eating them body and soul. He acquired a split personality, however, called the Famine, who guarded the Dominion of rage away from Nelson. This young god now has to negotiate for the power he possesses with a dark spirit within him… the currency is always over control of the body.

Character Sheet

Theology: Puck-Eaters, Occupation: Fighter Dominion(s): Bone, Rage Statistics: 27/M, about 190, black hair, brown eyes Health 18, Stamina 5, Spark 1, Wealth 1 Attributes: POW 6, AGY 4, VIG 5, IQ 3, INS 3, CHM 3 Skills: Acrobatics +3, Athletics +3, Fists +7 (Grappling), Fortitude +5, Intimidation +5, Linguistics +4, Marksmanship +3, Melee +3, Technology +3 Manifestations: Journey +3, Minion +3, Ruin +3 Entitlements: Unobscured Eyes (A), Natural Weapons (A) Gifts: Cannibal Behavior, Second Dominion (Rage) 6, Natural Warrior (3), Fearless 2, Extreme 2 Drawbacks: Chaotic Tendencies, Loyal to a Fault 2, Bloodthirsty 3, Ban 4 Combat: Initiative +7, Strength +11, Movement 10, Base Damage 0

Bonds

Dojo – 3 – Honor Code: Nelson has trained under a great sensei and holds great respect for his dojo. It has taught him important lessons about discipline and honor. Roommates – 3 – Joy: He and his childhood friends, Aaron Wiley, Papa “midnight” Nate, and of course Scott Warr, live and spend a lot of free time together.

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Gary Jurman - God of Screen Printing Born in 1904, Gary watched the world change radically before his eyes, growing up in a world torn apart by the roaring 20’s and two World Wars. , where he received his first Dominion. In a frantic escape, Nazi gods splintering the abbey doors, the previous god of doorways summoned a portal between Austria and New York. With other gods rushing through, and he the last to enter, he was shot in the back while leaping across the world. Gary was visiting the Statue of Liberty at the time the portal opened and was the the lucky one to receive the Dominon of doorways. Becoming god of doorways, he was able to travel the Earth and even visit other realms, finding a certain freedom with his immortality and divine power. He eventually met Victor, the god of screen printing, settled down and began learning this very creative art form. As Victor’s last days of godhood approached in the mid-80s, Gary was gifted with another Dominion, this time that of a dear friend. Fast forward another 25 years and Gary has just over a decade left of his life. With the advent of so many modern conveniences, major scientific advances, and the birth of broadcast entertainment, it comes as no surprise that he came to value the “fresh ideas” and radical thinking that accompany a “rebirth” into godhood. He carries that mindset into the 21st century. He spends the majority of his time in his shop, becoming a master of the screen printing trade. The Coming Storm has prompted Gary to take action once more, defending his friends and family from any oncoming threat. He is looking for an apprentice to one day pass his power to.

Character Sheet

Theology: Warlock’s Fate, Occupation: Business Owner, Dominion(s): Screen Printing, Doorways Statistics: 107/M, 5’ 6” tall, 155 lbs, Brown eyes, Brown hair Health 13, Stamina 4, Spark 1, Wealth 1 Attributes: POW 3, AGY 7, VIG 4, IQ 7, INS 7, CHM 3 Skills: Arts +5 (Writing, Graphics), Athletics +1, Crafts +8 (Screen Printing), Deception +1, Discipline +1, Empathy +1, Fists +1, Fortitude 1, Knowledge +5 (Business), Marksmanship +1, Perception +2, Performance +1, Persuasion +2, Survival +1, Technology +1 Manifestations: Journey +4, Puppetry +4, Oracle +1 Entitlements: Masterful Speed (P), Enhanced AGY (P), Enhanced INS (P) Gifts: See Connections, Punctual 1, Second Dominion 6, Enduring 2, Entitlement 4, Drawbacks: Focus Item (Old brass key), Poor Eyesight 2, Phobia Spiders 3, Enemy 2 Combat: Initiative +14, Strength +7, Movement 20, Base Damage 0

Bonds

Creative Types 1 - Joy: Gary keeps in contact with his circle of other artists, inventors and creative types. Employees - 2 Code of Honor: He shows great loyalty to the few employees that work with him and help him grow his business. Family - 3 - Devotion: His wife Jennifer and two daughters, Mya and Lydia, are the most important thing in his life.

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Appendix

Kickstarter Backers Gary Jurman Kyle N Horner Seraphina Brennan Nelson Barajas Kristine Roper Richard Logue Lee Langston Michael Brightbill Chris Mobberley Lance T. Udell Jacob Segal Brian Galley Julie Hodgson Samantha “Wildflower” Bryant Nicholas W. Peddicord Rafe Brox Nathaniel “Dolomite23” Garth Boabdil Perez Mark Gedak Michael Stum (@mstum) Herman Duyker Kyle Broekers Paco Garcia Jaen James Hardie Keel Stephan Szabo Daisy Farnum Lars Schear David Gracia Vázquez Chris Nord Matthew G. Swetnam Kyle Pinches Candice Bailey Sam & Skaja Wills Brian Cooksey Robert Cawley Patrick R Dunn John Morrow Steven C. Israel Jody Kline Douglas Snyder Mario Dongu Benjamin Rodenfels Mark A. Ayen H Lynnea Johnson Dylan Steer Michael Ostrokol Eric Heimburg The Honorable Brandon Gollihue

Jason Pitre J.C. Cohen John Swann Casidhe Nebulosa Matthew Edwards Andrew Ange Greg Weir Jeremy Clifton Terance E Slaughter David R. Murrell David Rybacki Adam Rajski Heath White Lorin Grieve Scott Acker Tyson Vanover Pat Anderson George Martinez Jr. Jim Sweeney Liam Murray Tommy Brownell Michael Bottomley Theodore Jay Miller K. Reed Zesiger Shane Mclean Mathew Krest Kyna Marie Stacy M. Gossett Jakamoto Anne-Louis de Marcigny Christopher Gunning Robert Slaughter Adrian Klein Aleksander Razumny Nordgarden Rødner Christopher Lee Simmons Rich Canino Jonathan Grimm W. “Shaman” Obenshain Ben Meginnis Victor Wyatt Wheloc James Dillane Jake Kuska Thomas Ryan Malachi de Ælfweald Michael Hawkins Benoit Devost Veronica Blessing Michael Blanchard

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Kickstarter Backers (Continued) James Miller (Scrying Eye Games) Susan Bailey Kurt Zdanio Tom Ladegard Peter Collins Mark W Daymude Noah Ban Daniel Cardwell Ryan Thames Aaron Morgan Jonathan Katalenic Neal Dalton Sebastian Wittenstein Steven Markley J. Peters Dan Luxenberg Justin de Rock Jack Gulick Aaron Roudabush Mark Truman (Magpie Games) Brendan Conway Carl Congdon David Jackson Christopheles Hoy Wes Platt Enrica Prazzoli Candy Williams Jeff Healy Adam Krump Cornelius Götz von Olenhusen Xavier Freycon Mike Gerdes Paul “Superman” GLass Sebastian Lundquist Richard Lecours Catprog John Fiala Tony Love Gino Moretto Joe Watkins Jesse James Slater Drew (Andrew) South Nick Bate John Colagioia Alice Baran Jim Ryan Kevin Kentner Christian Campa Owen Thompson

Stephen Guttridge Jonathan “Buddha” Davis A. Daniel Stockser Kevin Lindgren Andy Beger Mark W Roy Christian Michael Jahn Rod Chanas Chris Blosch Kirt “Loki” Dankmyer Nikolay Lugovoy Steven D Warble Jason Marks Reverance Pavane Evil Hat Productions Joseph Tong Michael Hill Mark Townshend Ronald Pyatt Chris Sauro burningcrow Brian St.Claire-King Adrian Smith Anders Smith Anderyn Gabriel Michael Feldhusen Jim Withington Kevin Scott Randall William Dederick Brian Lauer Andrew Girdwood Donald Wheeler Greg Stolze Winston Douglass Jason “Jaysin1414” Childs Dave Ricchiazzi M “The Fierce” Barry Michael W. Mattei DivNull Productions Jeremy Douglass Eric Damon Walters Dziek Dyes-Bolt Mitchell Abdullah Jedidiah O’Berry Sophia Ty

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Appendix

Glossary 1d20: One twenty-sided die.

Difficulty: The target number needed to achieve a task. If player’s check total is equal to or higher than the Difficulty, the task is successful.

Action: In combat, any task the character instigates. This can be anything from throwing a punch to picking a lock.

Dominion: The piece of the universe the god has control over, usually a noun or verb.

Armor Rating (AR): The amount of protection that ar¬mor and some magical effects provide. The first number represents Non-Lethal damage absorbed and the second number represents Lethal damage absorbed. See pg. 151.

Drawback: Negative characteristics that can be applied to a character in exchange for Bonus Points. See pg. 95.

Attributes: Numerical values that represent the base abilities of a character, without training. See pg. 77.

Durability: Health for inanimate objects. See pg. 140.

Bond: Important people, groups and places to a character. See pg. 70.

Entitlement: Natural divine abilities, like strength or telepathy, that are not necessarily linked to the god’s Dominion. see pg. 110.

Bonus Point (BP): Points spent to purchase Gifts or extra Attribute and Skill points. See pg. 89.

Experience Points (XP): Represents growth of charac¬ters and can be spent to raise existing abilities or learn new ones. See pg. 103.

Boost: When a check roll 5 higher than the target Difficulty, resulting in bonuses. See pg. 82.

Failing: Negative aspect of a lost Bond. See pg. 74. Fodder: A weak NPC used to represent the easiest of enemies. See pg. 162.

Character: Fictional role created by players that exist in the setting and world created by the GM.

Game Master (GM): The GM is the member of the role¬playing group that creates and controls the world that the characters interact within. GM Advice, pg. 190.

Check: A check is where the character rolls 1d20 and attempts to meet or beat the Difficulty. Players usually roll Attribute + Skill + 1d20.

Gift: Positive characteristics that can be applied to a charac¬ter for the cost of Bonus Points. See pg. 90.

Concept: A short description for a character, such as “traveling circus performer” or “lady of the night”. See pg. 62.

Harmony: When two skills can be used to accomplish a task together. See pg. 83.

Critical Failure: When the player rolls 1 on 1d20, this means an automatic failure in a big way. See pg. 82. Critical Success: When the player rolls 20 on 1d20, this means an automatic success or other effects. See pg. 82.

Health: Numerical value of the character’s ability to take damage before dying. If Health drops to zero by Non-lethal damage, they are knocked out. If Health drops to zero by Lethal damage, they are close to Death. See pg. 99.

Damage: Points subtracted from Health, bringing the character closer to death or unconsciousness. See pg. 150.

Initiative: Used to gauge when a character acts first within a Round of combat. See pg. 146.

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Glossary (Continued)

Legendary: A target Difficulty 40. Players must roll equal to or higher than 40 with an Attribute + Skill + 1d20 check.

Range: The effective distance for firing a gun, throwing a weapon/object or using Manifestations.

Lethal: Damage from swords, fire, bullets, and other sources that can kill you quickly. See pg. 150.

Reaction: In combat, any task the character takes in response to an Action against them. Round: Initiative is rolled at the start of each Round and new one beings when everyone has taken their Actions. See pg. 146.

Manifestation: Represents a god’s ability to manipulate their Dominion in certain ways. See pg. 122.

Session: When your roleplaying group sits down to play.

Moderate: A target Difficulty 20. Players must roll equal to or higher than 20 with an Attribute + Skill + 1d20 check.

Simple: A target Difficulty 10. Players must roll equal to or higher than 10 with an Attribute + Skill + 1d20 check.

Movement: Gauges the character’s running speed in feet. See pg. 100.

Skills: Numerical values that represent a character’s learned abilities. See pg. 79.

Natural 1: Rolling a 1 on 1d20. See Critical Failure.

Spark: Ranging from 1 to 10, Spark represents a character’s Divine power. See pg. 102.

Natural 20: Rolling a 20 on 1d20. See Critical Success.

Spark Points: Points derived from their Spark that can be used to boost or resist magical effects.

Non-Lethal: Damage from punches, blunt weapons, fall¬ing, or other sources that can knock you out quickly or kill you slowly. See pg. 150.

Stamina: The numerical value of the character’s mental and physical endurance before collapsing. See pg. 100.

Non-player Character (NPC): An NPC is a character controlled by the GM (i.e. any character not controlled by a player).

Story: A story that characters go through with a beginning, middle and end. At the end of each story arch, players should be awarded bonus XP.

Occupation: The character’s background vocation that lends to their starting abilities. See pg. 63.

Teamwork: When two characters work together on one task. See pg. 83.

Outsiders: Creatures and monsters that have the same Spark of divinity as a god. See pg. 169.

Theology: Secret societies of gods, each with their own outlook on godhood. See pg. 29.

Pantheon: The group of characters that claim a city as their territory. See pg. 21.

Tie: Whenever two players (or a player and the GM) roll the same number total on a contested roll. Defenders always win ties.

Passion: Positive aspects of Bonds. See pg. 71. Player: You are the player, the one who assumes the role of the character.

Tough: A target Difficulty 30. Players must roll equal to or higher than 30 with an Attribute + Skill + 1d20 check.

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Appendix A

Index

Action Maneuvers.....................................147-148 Animals......................................................163-164 Armor List.........................................................152 Armor Piercing..................................................152 Armor Rating.....................................................151 Assault Round...................................................152 Attributes.......................................................77-79 Automatic Fire..................................................152

B

Becoming a God...........................................17-20 Bleeding......................................................155-156 Blind-Fighting...................................................152 Bonds..............................................................70-77 Bonus Points (BP)..............................................89 Boost.............................................82, 123, 150, 163 Breaking Objects.............................................140

C

Character Creation Steps...................63, 105-106 Combat Example.......................................159-161 Combat Steps...................................................147 Coming Storm................................................15-16 Concealment/Cover..........................................153 Conceptual Thoughts...................................62-63 Contested Checks.............................................80 Cooperative Attacks.........................................153 Critical Success................................82-83, 153-154 Critical Failure........................................82-83, 153

D

Damage.............................................................150 Death............................................108-110, 156-157 Defense Round.................................................154 Depravation......................................................157 Description Bonus...........................................154 Developing Stories....................................186-189 Difficulty.............................................................80 Disease...............................................................158 Divine Realms................................................25-27 Dominions............................................20, 119-122 Drawbacks..............................................89, 95-99

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E

Electrocution....................................................157 Entitlements...............................................110-116 Experience Points.....................................103-104 Extended Checks...............................................81

F

Failings...........................................................73-76 Falling.................................................................157 Fear....................................................................163 Fire.....................................................................157 Fodder................................................................162

G

Gear List....................................................140-141 Gifts...............................................................89-95 GM Advice................................................190-192 God Wars........................................................12-15 Grapple Maneuvers..........................................149

H

Harmony Bonus..................................................83 Health.................................................................99 High Ground.....................................................154 Holding Breath...................................................78

I

Immortality................................................108-110 Initiative...........................................................146 Insanity........................................................157-158 Inspirations.......................................................185

K

Knockouts.........................................................154

M

Manifestations............................................122-138 - Aegis....................................................125-127 - Beckon...............................................127-129 - Journey...............................................129-130 - Minion................................................130-132 - Puppetry..............................................132-133 - Oracle.................................................134-135 - Ruin.....................................................135-137 - Shaping...............................................137-138

1

Appendix

Index (Continued) Manifestation Modifiers............................123-125 Manifestation Resistance.................................125 Melee Weapons.........................................142-144 Moods.......................................................1184-185 Mortal Threats...........................................165-166 Movement........................................................100 Multiple Actions...............................................154

O

Occupations..................................................63-69 Outsiders....................................13, 24-25, 169-179 - Cloaks......................................................169 - Djinn........................................................170 - Dwarves....................................................171 - Elves..........................................................171 - Flying Foxes..............................................172 - Giants.................................................182-183 - Gorgons....................................................172 - Hell Hounds.............................................173 - Hydras.......................................................174 - Jikininki....................................................174 - Minotaurs.................................................175 - Manananggal.............................................175 - Ningyo......................................................176 - Phoenix....................................................176 - Pucks...........................................25, 179-180 - Rakshasa...................................................177 - Satyrs.........................................................177 - Spirits.................................................180-182 - Tengu........................................................178 - Unicorns...................................................178

P

Pain Penalties....................................................158 Pantheons.......................................................21-22 Passions...........................................................71-72 Poison/Drugs.............................................159, 163 Prayers...............................................................108

R

S

Sense Spark.......................................................107 Set-Up Maneuvers............................................150 Skills...............................................................79-89 Skills List............................................................82 Skill Specialties...................................................83 Source..............................................................11-12 Spark and Spark Points....................................102 Staging Your Story.....................................189-190 Stamina......................................................100-101 Staying Human..............................................27-28 Surprise Attacks...............................................146

T

Targeted Striks..................................................155 Teamwork...........................................................83 Terrain................................................................155 Territory...............................20-21, 29-61, 107-108 Themes..............................................................184 Theologies................................................16-17, 22 - Ascendants..............................16, 30-33, 194 - Cult of the Saints....................16, 34-37, 195 - Drifting Kingdoms.................17, 38-41, 196 - Masks of Jana...........................17, 42-45, 197 - Order of Meckhenet..............17, 46-49, 198 - Phoenix Society.......................17, 50-53, 199 - Puck-Eaters.............................17, 54-57, 200 - Warlock’s Fate..........................17, 58-61, 201 Tools....................................................................83 The Touched.............................................166-169

V

Vehicles.......................................................141-142

W

Wealth.................................................94, 139-140 Weapon Chart..................................................145 Worshippers............................................23-24, 95

Reaction Maneuvers.................................148-149 Range.................................................................155 Ranged Weapons...............................................44 Relics...........................................................116-119 Retreating..........................................................155

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PART-TIME GODS Character Information

Spark

Name:___________________________________ Player:____________________________________ Occupation:___________________________ Theology:____________________________________ Age/Sex:_______________ Height/Weight:_________________ Hair/Eyes:___________________ Description:_________________________________________________________________________ ____________________________________________________________________________________ Personality:__________________________________________________________________________ ____________________________________________________________________________________ Wealth:____________ Goals:___________________________________________________________

Bonds ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ Failings ______________________________ ______________________________ ______________________________ ______________________________ Dominions ______________________________ ______________________________ ______________________________ ______________________________ Entitlements ______________________________ ______________________________ ______________________________ ______________________________ COMBAT and MISC. Initiative ______ Base Damage ______ Strength _________ Movement ______ Lifting/Carrying _______ ARmor ______ Name

Check

Damage

_____________________________ _____________________________ _____________________________ _____________________________ _____________________________ _____________________________ _____________________________ _____________________________ _____________________________

Health

Total/Left ____/_____

Stamina

ATTRIBUTES Power (POW) Agility (AGY)

____ ____

Vigor (VIG) Intellect (IQ)

____ ____

Insight (INS) Charm (CHM)

____ ____

SKILLS Acrobatics Arts Athletics Beast Handling Crafts Deception Discipline Empathy Fists Fortitude Intimidation Knowledge

lvl ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____

+/____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____

Legerdemain Linguistics Marksmanship Medicine Melee Perception Performance Persuasion Stealth Survival Technology Travel

lvl ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____

+/____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____

Specialties: _______________________________________________ _________________________________________________________

MANIFESTATIONS lvl ____ ____ ____ ____

Aegis Beckon Journey Minion

GIFTS

+/____ ____ ____ ____

Puppetry Oracle Ruin Shaping

lvl ____ ____ ____ ____

+/____ ____ ____ ____

DRAWBACKS

________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ Notes ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ XP (Total)

XP (Spent)

©2011 Third Eye Games. Part-Time Gods and the Dynamic Gaming System-Lite (DGS-Lite) are the trademark of Third Eye Games. Permission granted to photocopy for personal use only.

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Aegis

Puppetry

- Alarm Call (INS) - Invincibility (VIG) - Protection Field (IQ)

- Manipulation (AGY) - Marionette (POW) - Transfer (IQ)

Beckon

Oracle

- Summon (CHM) - Banish (INS) - Illusions (IQ)

- Area Sense (INS) - Read Minds (CHM) - Temporal Sense (IQ)

Journey

Ruin

- Phasing (VIG) - Swift (AGY) - Teleportation (IQ)

Minion

- Call Spirit (INS) - Enchant (CHM) - Instill Life (IQ)

Minion

- Blast (AGY) - Geas (IQ) - Warrior (POW)

Shaping

- Fate Shaping (CHM) - Transmutation (IQ) - Vessel (VIG)

Minion

Name:_________________ Type:__________________ Health:____ Stamina:_____

Name:_________________ Type:__________________ Health:____ Stamina:_____

________________ ________________ ________________ ________________ ________________

________________ ________________ ________________ ________________ ________________

Modifiers

Combat

_____ _____ _____ _____ _____

Modifiers

Combat

_____ _____ _____ _____ _____

Initiative:____ Movement:____ Close Combat:_____ Ranged Combat:_____ Defense:_____ Damage:_____

Initiative:____ Movement:____ Close Combat:_____ Ranged Combat:_____ Defense:_____ Damage:_____

Powers/Notes

Powers/Notes

______________________ ______________________ ______________________ ______________________

______________________ ______________________ ______________________ ______________________

Part-Time Gods Manifestations Favorite Effects ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________

2011 Third Eye Games. Part-Time Gods and the Dynamic Gaming System-Lite DGS-Lite) are the trademark of Third Eye Games. Permission granted to photocopy for personal use only.

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Pick Your Clan

Pick from the 10 most influential clan of the Izou Empire, each with their own cultures, goals and powers.

Pick Your Arsenal Personalize your characters with awesome Wushu powers and fantastic martial arts to get just the ninja you want.

Take On an Army

Wage war on the Izou Empire, calling rebels to your banner and changing the world!

The War Has Begun - Will You Survive?

Wu Xing The Ninja Crusade

Available EVERYWHERE!!! l

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Part-Time

G ods You’ve been gifted with the spark of divinity. Will you give into the power and leave your mortal life behind? Or will you lead a double life and protect those closest to you? !   one soul. !    where players take the role of ordinary people imbued with the powers of a god. Balanc! ing one’s mortal and divine lives can be tricky, and divine responsibility doesn’t always pay the rent.  ! system and packed with plenty of character options, players can make any kind of character they can think of and quickly jump into the world. Includes     divine magic and an in depth view of the world from the eyes of the gods.

3EG201 $29.95

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