Part Time Gods
Part Time Gods
Part-TimE
Gods
A Roleplaying game by Eloy Lasanta
DGS
Dynamic Gaming System
Lite
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Introduction
What Is Roleplaying?
Part-Time Gods is a tabletop roleplay- l The willingness to get into character
ing game (RPG) that follows the lives of l A group of 2 or more friends ready to
regular people who are suddenly given enor- have fun
mous power to change the world. Contained
within this book are all the instructions and Game Masters
ideas to craft interesting and exciting stories One person in the gaming group is the
and adventures for their own heroes in this Game Master (GM), the player that tells the
unique setting. Some may have picked up story and instead of taking on a character
Part-Time Gods for the amazing artwork themselves. First off, it’s a big job, but is very
in these pages or a love of mythology and satisfying and rewarding in the end. The GM
its various interpretations and incarnations. has the opportunity to build a framework of
Whatever the reason for your purchase, we amazing plots, exciting mysteries and chal-
thank you for checking out our game and lenging adventures for the players. They are
hope that your thoroughly enjoy yourself. the storyteller, giving vivid descriptions of
For those unfamiliar, a tabletop RPG is the world through which the players take
a real chance for a player to take control of a their characters. The GM also takes on the
character. Have you ever read a book, follow- roles of all the people in the world that the
ing along as the protagonist goes in a direc- player’s characters interact with, from the
tion that you may disagree with? What if doorman to the hotel concierge to the assas-
you could take control of that character and sin waiting in their hotel room to kill them.
make him or her do whatever you wanted? As If disputes arise within the game that
a player, you get to directly interact with the can’t be handled with a simple die roll, the
story and change its course whenever you see GM is the final arbiter of the outcome.
fit. These types of games are played verbally, While this may seem like a lot of control for
similar to old-timey radio shows where the one player, roleplaying is more about collec-
imagination runs wild as you listen (or the tive storytelling by the whole gaming group.
players being the one to tell the story while Many groups take turns with who is the GM,
the others engage). It becomes even more giving everyone the chance to take on this
fun as the player’s characters all interact. prestigious job. GMs should read the en-
Likewise, tabletop RPGs are very similar to a tirety of this book to ensure that they have
video game RPG in the mind, but with a lot enough information to run the game accord-
more flexibility in a non-static world. ingly.
Part-Time Gods is only one setting and
What You Need to Play the Dynamic Gaming System-Lite is only
Here’s what you need to start playing in a one system. Tabletop roleplaying is a glorious
game of Part-Time Gods: pastime, full of imagination and hours upon
l The rules in this book, which guide you hours of fun times. If you like this game,
through creating and playing a character check out other tabletop RPGs and be sure
l copy of the character sheet at the back to support the hobby.
of this book
l A pencil and scratch paper, to take Players
notes or to pass messages back and forth The other players in the game have a
l At least one twenty-sided die (1d20), but huge task of their own, even if they don’t
multiples are better for when one runs out of have the entire world to build from the
luck ground up like the GM – building a complete
l A great imagination
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Introduction
and deep character. Using the rules in this opportunities for epic battles, cool villains
book, players get to piece together the pow- and monsters and piercing drama as the char-
ers and abilities of their character, but should acters hold on to their mortal lives.
also consider their character’s specific dis- Generally, these Sessions are filled with
position, personality and background. Dur- adventures that take the form similar to a TV
ing the game, the player is responsible for series or acts in a movie. A single Adventure
all their character’s actions as they proceed may play out over a series of Sessions or even
through a scene and for all their words when just one. Sessions last as long as the players
conversing with people in this awesome are all having fun. Just like a TV show, the
world. Roleplaying becomes so much fun as game isn’t just for fighting bad guys. There’s
soon as you are playing the role that is great times of rest where the characters interact
for you. and get to know each other and even others
of intense investigation.
Roleplaying games give the players unlim-
How to Use this Book ited options for their character, only limited
This book is split into several chapters,
by their imagination and the constraints of
each adding its own information to the
the scene presented by the GM. In any given
game’s setting and system. This guide may
scene, the your character might want to:
help you navigate the book more simply.
l Listen at a door
Chapter 1 – The Coming Storm: The
l Intimidate a thug
setting chapter, giving a clear idea of the
l Drive a vehicle
world that the characters live in.
l Use a computer
Chapter 2 – Theologies: Rundown of
l Decipher a code
the 8 major Theologies in the book, includ-
l Visit a bar to get drunk
ing sample characters.
l Break into a sprint
Chapter 3 – Building Blocks: Full
l Search for a clue
characters creation chapter, including Bonds,
l Attack an enemy
Attributes, Skills and Gifts/Drawbacks.
l Fast-talk the naïve
Chapter 4 – Divine Powers: The
l Discover a secret tunnel
chapter that explains all of the godly abilities
l Haggle for a cheaper deal
the characters have at their disposal.
l Talk to a friend
Chapter 5 – Gear & Combat: Listings
l Repair an object
of possible equipment in the game, as well
as how to use all the other rules to produce
This is where the dice come into play.
great battles.
Rolling 1d20 against a Difficulty set by the
Chapter 6 – Antagonists: An entire
GM is the difference between accomplishing
chapter devoted to the enemies the GM gets
a task and failing.
to pit against the players.
Chapter 7 – Storytelling: Hints and
tips for the GM to tell the best story possible Your First Game Session
So, you and your friends have read
through the book and now understand the
Playing the Game basic mechanics and themes of the game.
In Part-Time Gods, the Game Master
Your GM has possibly reviewed it an addi-
(GM) and players (you and your friends) get
tional time since they’ll be the one to answer
together for an evening of telling stories and
questions if/when they come up. You’ve all
having fun. A single evening is called a Ses-
agreed on a time and place and who is re-
sion, where the gaming group gets together
sponsible for the chips. Let the games begin!
to play through what are called Adventures.
As the GM, Eloy has taken a place at the
Part-Time Gods is full of action, lots of
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Introduction
end of the table where he can see everyone’s Elgin (Robert): Robert got a 10. Just
faces and can hear them nicely. Chris is play- made it.
ing Hiroko (goddess of blood, pg. 32), Kat is
playing Sawyer (goddess of orphans, pg. 44) Chris (Hiroko): 18 for Hiroko
and Elgin is playing Robert (god of hunger,
pg. 40). Eloy doesn’t have a character of his Kat (Sawyer): 21! Woot!
own, because he’s the GM. Instead, he is the
world and everything in it that Chris, Kat Eloy (GM): Great, everyone made it.
and Elgin will be having fun exploring. While enjoying the great movie, you begin to
When everyone has gotten their small hear screams from the projector room. It’s a
talk and conversations about their week out small theater and no one else is there, so you
of the way, they are ready to play and the are the only ones to notice. The film stopped
GM begins the game. and melts until the projector is only showing
shining a bright white light from the room
Eloy (GM): The world you live in is above.
much like our own, but is filled with gods in
every corner. They fight over worshippers Chris (Hiroko): I immediately extend
and divine territory and do battle against my senses to see if there is bloodshed in that
mythic monsters. Of course, they only do room.
this part-time. The rest of the time, gods are
just regular people. Chris rolls 1d20, adding INS + Oracle. Again,
You are three members of an eight-per- the Difficulty is Simple (10).
son pantheon that rules the majority of the
city. The other five gods are out doing their Chris (Hiroko): Does 14 do it?
own thing, but Hiroko, Robert and Sawyer
have decided to go see a movie on this par- Eloy (GM): Yes. There’s definitely a lot
ticular evening. It’s a screening of the origi- of blood up there.
nal Texas Chainsaw Massacre. Apparently,
Hiroko had never seen it. 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 Eloy (GM): Sawyer runs at what she
before she was obsessed with blood. thinks is an open swinging door, but instead
slams into a door that appears to be barred
Kat (Sawyer): I spend the whole time or locked from the other side somehow.
yelling at the screen for the girl not to go in Make a Balance check to see if you fall down
the slaughterhouse. “It’s called a slaughter- from the force. Simple Difficulty.
house! I mean, come on!”
Kat rolls 1d20, adding Sawyer’s AGY + Acro-
Elgin (Robert): I sits in the center of batics.
the two girls with a huge tub of popcorn. We
don’t need any eruptions of Bane during the Kat (Sawyer): Cool, I got 18. I roll
movie, do we? backward and catch myself on one of the
chairs at the end of the isle.
Eloy (GM): Everyone make a Percep-
tion check, Simple Difficulty. Elgin (Robert): I leap up and turn into
my Colossal Size, growing to my 12 ft. size
Each player rolls 1d20, adding their INS and then I rush the door. “Out of the way,
Attribute + Perception Skill to their roll. They are Sawyer. I don’t want to crush you.”
attempting to get at least a 10 on their check.
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Introduction
Kat (Sawyer): I crawl quickly to the Eloy (GM): You rush in and see a body
side and duck behind a few chair. on the ground. It’s old Paul, who’s run the
theaters since it opened well before Sawyer
Chris (Hiroko): I take this opportunity was even born. You turn him over and see
to summon my blood whips, as there’s surely that his heart is missing. This kind of hor-
trouble coming our way. I remove the ban- rible scene is new for Sawyer, make a check
dages on my wrists that cover up my slits and to not lose your lunch, please.
flick my arms to unleash them.
Kat rolls 1d20, adding their VIG + Fortitude
Chris rolls 1d20, adding his POW + Ruin and and gets a 9. This means she vomits all over the
gets a 14. area and now feel very queasy.
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Part-Time Gods
Published by Third Eye Games, Tampa FL
ISBN: 978-1-937013-14-1
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)
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.
http://www.thirdeyegames.net
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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
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Chapter One:
The Coming Storm
One might look at today’s world, all its natural disasters or fabled monsters to de-
beauty and hope for the future, and stand stroy entire towns or cities at a time. Happy
curious about how anyone could deny the gods, even as their followers basked in their
existence of the gods. Another may watch generosity, were always on the edge of be-
the world, all its corruption and dying sense ing angered at the slightest little thing. Gods
of wonder, and question why anyone would were the truest reflection of the best and
believe gods ever actually exist. Both of these worst aspects of what it was to be human.
viewpoints are equally valid based on who is These myths were once true, but not so
asked, but just because one cannot see the much anymore. While it is rumored the old
gods doesn’t mean they do not still walk the gods still live in hiding, the definition of what
Earth. Understandable, as gods today live a it is to be a god has changed. One no lon-
distinctively atypical life. ger has to be born from divine blood, carry
Old myths of the gods tell the tales of around a magical relic that imbues them with
powerful beings that lived in far away lands power or survive wholly on the blood sacrific-
or completely different worlds. Their entire es of their worshippers. No, modern gods live
reason for being was to watch over humans, beside humanity… because all gods once were
either to lord over them, help them along in humans themselves. They live in the same cit-
their everyday lives or toy with their rela- ies, not long lost dimensions, and they work
tionships for sheer pleasure. When a god the same jobs in order to pay their bills and
made their presence known in the area, live some semblance of a normal life. Divine
every human instinctually knew it and would responsibility doesn’t pay the rent after all.
make quick sacrifices to gain the god’s favor So where did it all change? How did
(or more accurately to avoid their eventual the gods turn from mighty beings capable
wrath). An angered god could call terrifying of destroying worlds, into the bum sitting
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The Coming Storm
next to you on the subway or answering your a few deserving humans, gifting them with
technical support calls? How did they get power beyond humans. These were the first
from commanding hundreds of thousands of gods to walk the Earth, each taking the time
worshippers to supplicating only a handful of to shape their respective cultures and histo-
followers in backrooms? Why did the gods go ries, at the command of the Source. Many of
into hiding? the gods regarded the Source as a parental
figure, a motherly influence, but it is believed
the Source stayed to the shadows, simply
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The Coming Storm
gods were destroyed, leading to an important
discovery - killing another divine being could
The Source garner control of another facet of creation,
- In the words of Benjamin Lowe stealing their soul and making the god even
Looking at every angle of this story, I am more powerful in the process.
troubled by its connections that seem The God Wars became a full-fledged,
to be obscured by too many secrets, too violent struggle between all the gods in the
many holes in the plot. Most gods tell the world. Every god had to take a side in this
story this way, even my teacher who was a battle or it immediately cost them their once-
detective, not someone to have the wool eternal lives. Pantheons became a god’s army,
pulled over his eyes. No one speaks about last line of protection and family, all wrapped
where the old gods discovered they could
in one. Though, because the leaders of pan-
trap the purest power in existence. Hell,
theons could create new gods on a whim,
the Source was existence itself accord-
these battles were waged over and over again.
ing to what I’ve heard. I believe there
Soldiers were simply replaced when neces-
is more to it than what we’ve been told.
Reminds me of global warming. Don’t get
sary, turning feelings sour even between gods
me started on that though. 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 follow-
ers became a common practice, leading to
her. In times past, a god could simply remove
world wars that could weaken a god and make
the blade, growl at the rudeness of such an
him or her much easier to destroy. Though
action and walk away without any lasting ef-
the gods were apathetic to the cries of their
fect. However, this day, Demeter coughed up
followers, seeing them only as pieces to be
blood and fell to the ground with a thud. Coy-
moved in a marvelous game.
ote’s grieving passed quickly, but this develop-
The entire world was in chaos, only made
ment piqued his interest. Coyote was nothing
worse when the Source began to struggle in
if not experimental, quickly returning to his
its cage. It still could not fully free itself, but
homeland to thrust a blade into his longtime
did manage to release pieces of its energy
rival, Raven, and see if it wasn’t just Demeter
into the world. This time, however, it gave
who was weak. This resulted in the second
power to other beings besides humans. Now
ever death of a god and Coyote grinned with
the gods not only had to contend with one
delight.
another and their soon-to-be conquered fol-
Word of these events spread quickly
lowers, but also with new magical creatures.
through the world of gods, especially as
Known as Outsiders by the gods, they were
Coyote continued his killing spree for days.
newly crafted beings from trees, the elements,
It seems sealing away the source was begin-
animals and even the spirits of the dead that
ning to take its toll on the gods’ power, taking
all received the same divine spark of a god.
away their collective immortality and replac-
Many were born into the world with a single
ing it with an ability to kill even a god.
intense purpose: destroy the gods. Pucks were
Thus began the God Wars.
the worst of these creatures, small creatures
What was once a legion of gods who ruled
bent on chaos in all its forms. Others, howev-
the world as a collective, became broken and
er, went the route of self-preservation and hid
fractured on that day. The gods were not shy
away from the wars to ensure their own lives.
about their hatred, jealousy or lust toward
As the Source gave new life to the Outsid-
others of their kind in the past, but they
ers, the pantheon leaders soon realized they
would normally let the impulse pass. Now
were unable to steal any more of its energy.
that their murderous intentions would be per-
New gods could no longer be made on a whim
manent, many of them began putting these
and this revelation shook the pillars of the
feelings into action. Within days, hundreds of
divine world. In response, some gods began
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Chapter One
carving out new worlds to separate them- followers of Supay, a jealous and power-
selves from these horrible conflicts, leading to hungry god of death from South America. He
the creation of dimensions that only certain attempted to fly away and was caught in a net.
pantheon members could enter - some hidden He fought with all the divine might he could
away too well and never heard of again. Oth- muster, but there were too many worshippers
ers stayed behind to continue the fight, but of death to conquer. This led to the very first
were much more cautious in their approach. death of a god at the hands of a mortal.
Every lost solider made one’s pantheon that Not only did this event rock the world
much weaker. and show how far the gods had truly fallen,
but it also invited more of the same behav-
ior from mortals. True followers of faith
The Big Come Down became god-killers, stealing the Relics and
using them to collect their sparks as supplica-
The God Wars waged on for several more tion for their chosen deity. The gods looked
millennia, but no conflict can last forever. around for others of their kind for protection
It became apparent to the gods that sealing from these horrible hunters, finding only the
away the Source was a mistake, that their corpse of a god they killed in battle previ-
hubris was to be their undoing. As the wars ously. So much battle was undertaken for the
continued on all sides, they saw new limita- sheer glory and power of it that no one saw
tions to their diminished form. Their power, they were only destroying what was left of
the divine spark that made them gods, could their now fragile kind. Zeus, the leader of this
leave their body and make them mortal again. way of thinking, was also now dead and gone,
Each god who came to devour another and leaving little reason to continue with warring.
take their spark added to the decline in the Many gods retreated from the world into
number of actual gods in the world. And then pocket dimensions, and several others gave
the final straw, the gods found they could up their spark voluntarily to avoid a violent
actually die from old age, a phenomenon they death. Some bonded with the Outsiders, de-
had only witnessed from afar. ciding to hide together, while others used the
Still the battling persisted until a single magical beings as shields of escape whenever
event stopped the God Wars cold. During a possible.
night of gallivanting and flirting with women, Without the ability to create new gods,
Zeus was caught in an alley by some of the new traditions began among divine beings.
Societies of gods, called Theologies, were de-
veloped as schools of new thought. Few gods
considered themselves masters of the world
The Angels anymore, at least not Earth. They had seen
- In the words of Colt Bastian too much horrible destruction and bitter be-
Ever wonder why angels are the most em-
trayal in their lifetimes. Being a god had taken
ulated and followed of the gods? As with
on a new kind of meaning. A new tradition of
most things, there is a simple answer to
passing their Dominions on to other worthy
this question. During the God Wars, or
humans began. This renewed the gods’ ability
so the Order’s records state, angels were
the gods most concerned with defending
to “create” new gods, in a small way.
humanity. They shielded mortals from
many of the worst storms, stopping them
before they ever touched the Earth, but A New Day
it eventually became too much to keep
at bay. Angels like me have been shining Many of the gods became hermits and
beacons of hope throughout history, and recluses, leaving much of humanity to their
it is my goal to continue this tradition. 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 hand in hand with humanity, instead of lord-
existence and entered the mortal world like ing over them.
newborns. They began living beside humans,
laughing around campfires and forming last-
ing relationships. The human factor was what
was missing from their divine lives, the ability
The Coming Storm
to form lasting bonds. Love, companionship The gods stayed quiet, letting humans
and even losing something important, caring simply live. They stuck to carrying out their
deeply for its loss, became a luxury they could divine duties in secret, living double lives.
no longer ignore. Outing themselves as gods only brought
Unlike the gods, the Outsiders couldn’t personal problems for them, and their fami-
join humanity, as they were often hideous lies and invited the attention of other gods or
beasts no normal human could understand. even god-killers. To quickly quell these prob-
Some gods even became great heroes by lems before they even begin was the most
vanquishing these creatures, but soon there logical approach.
was only the rare satyr or sprite that would This all changed on June 13th, 2011. On
pop up and quickly vanish. Over hundreds of that day, every god in the world felt a momen-
years, magic became a belief of the past and tary quake beneath his or her feet – the world
so did the gods. shuddered. It was so faint the average person
As history continued and led to the rise of had no idea anything had happened, but those
humanity over the dark ages of the past, only who possessed a divine spark knew it for what
a select number of gods were left in any coun- it was… the return of magic and the stirring
try. They still interacted with their Dominion of the Source.
and still influenced the lands that they lived All the individual Theologies held last-
in, but they were shadows of their former minute meetings to discuss what these events
selves. The gods survived to the modern day, meant to the world and to the gods them-
but there is a reason why one might believe selves. New gods began popping up left and
the gods have left Earth for good. Many of right, every day another handful of divine be-
them have, and the ones who remain walk
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Chapter One
them apart from another, and the power of
that belief can be a strong motivator. From
We are the Answer time to time, a new god is created from noth-
- In the words of Amala Ali ing or by receiving the Spark of another god
The Coming Storm is the logical out- who has met their fate, and these fledglings
come of the atrocities the so-called gods require harsh training in order to indoctrinate
committed ages ago. As new gods living them into the ways of the gods. The Theolo-
in these modern times, we must be the gies compete, in a way, to garner the respect
answer to the problem – not the cause. and loyalty of fresh gods to make their orders
Continuing as we have with our constant
more powerful and bring new perspectives
infighting and our kill-first-questions-
into the mix.
never approach will only end in our
While hundreds of different Theologies
eventual destruction. Too bad not all
exist all around the world, there are eight
Theologies agree with this sentiment and
major groups that continue to hold the most
keep our kind barreling toward the void.
I refuse to contribute to this response.
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
ings springing from seemingly nothing. This thinks about these Theologies, however, it
type of occurrence hadn’t happened since the can’t be denied they have survived to become
God Wars, but that was not the worst part. pivotal in the current times… not a small ac-
From all the corners of the world, the Outsid- complishment.
ers returned in full force, in greater numbers
and with their power increased.
The oldest gods, those who had lived for Ascendants
hundreds of years off the blood of other gods, Obsessed with returning to the former
were the easiest for the minions of the Source glory that gods used to enjoy, the Ascendants
to find. Stories of the final death of Coyote strive to become paragons of their kind. They
spread quickly, pouring fuel on the fire of pan- are known for ignoring their human sides
ic for the gods. If even the oldest gods were (as much as possible), instead pursuing true
now gone, what chance did new gods have? divine power beyond what any other god can
Being paranoid by nature, the Theolo- attain. Ascendants take this to the extreme by
gies are sure these are the signs of a Coming collecting as many followers as possible and
Storm. They are now preparing for an im- are not adverse to violent methods to achieve
pending war, the first task being the indoc- their goals.
trination of the thousands of new gods that
have been created. Getting them ready for
the fight will determine the future and many
Cult of the Saints
Possibly the ultimate show of humility for
of the Theologies treat this as a race to gather
the gods, the Cult of the Saints teaches its
the most members, ensuring they survive to
members to surrender to a higher power. En-
shape the future as well.
trenched in the foundation built by the Ro-
man Catholic Church, many of them believe
they are talking to God, though others even
Theologies venture to guess they are speaking directly to
the Source. Saints can come from any reli-
gious background, but all share the idea that
Secret societies of gods have existed they are not true gods.
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
What goes up must come down, and of the more despicable methods. Members
anything built in this world will one day be are taught to subsist on the flesh and organs
destroyed. This idea of balance is popular in of the humans they live beside, drinking the
many eastern philosophies, but the Drifting sweet blood that sustains life. They are the
Kingdoms bring these ideas to life. They are divine monsters, universally despised and
masters of divine territory, building unstop- mistrusted. Who is to stop them from eating
pable kingdoms from nothing only to move other gods?
on to the next location and start again. They
are never without a new experience due to Warlock’s Fate
their constant changing nature. This Theology is strikingly different than
the others, proving it is possible to see the
Masks of Jana world in unique ways. Their focus on research
Hidden in the shadows are the Masks of and unlocking new universal secrets leads to
Jana, lords of secrets. They teach that a god’s each Warlock requiring a magic item to pour
role is to live beside humanity, silently and their Spark into. Seeing the connection in all
without bringing attention to one’s self. To things gives them expansive knowledge, and
that end, the Masks have learned special tech- with knowledge comes true power.
niques 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
Order of Meskhenet be chosen by the all-powerful Source, called
This Theology worked hard to institution- into service. The process wasn’t an easy one,
alize what it means to be a god, creating a hi- involving several rituals, a renouncement of
erarchy of their members organized by one’s their human lives and an intertwining of a hu-
connection to the past. A Blue Blood, as they man’s soul, with the pure divine power being
are often called, should be able to trace their gifted to the mortal. To become a god was to
Spark back to the original god that held their enter a new level of existence of immortality
Dominion and uses this as a symbol of status. and limitless power. The gods relished in this
They do not wish to emulate the past, but can power and encouraged the spread of their
use its influence (and better the future) for its Dominions across the world.
members. It wasn’t long, however, before the Source
was just a memory to most gods. The leader
Phoenix Society of one’s pantheon would be the one to choose
the next gods, leaving them at the mercy of
Some gods took living with humanity to
its extremes, forming the Phoenix Society. the leader’s whims, which were fleeting at
This Theology teaches that true power comes times and calculating at others. If they were
from one’s often-ignored human side and con- not careful to stay in their patron’s good
nections to other people – so much so that graces, one’s hopes of becoming the god of
members can experience horrible depression war would instead end with them becoming
if isolated. Phoenixes are known for choosing the god of slugs or sent to rule as the god of
humans with destinies and leading them along muck at the bottom of the ocean.
a path to greatness. Modern gods don’t receive their power in
the same way, yet another reflection of times
changed. Even individual gods will receive
Puck-Eaters their power in varying means.
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
The Feeling create traditions of passing their Dominions
- In the words of Hiroko Nakamura through their lineage, training their offspring
You might think receiving a Spark is easy. and their offspring’s offspring to handle the
Oh, you just wake up one day and you’re hardships godhood would bring. This has led
a god, right? Wrong. The experience is to several myths of the children of the gods
excruciating, as the divine power travels and demigods. The Order of Meskhenet still
through and remolds every cell in your carries this tradition, being able to trace their
body to be more than human, stronger Dominion back to the original gods.
and faster and a suitable vessel for its A ritual of this magnitude is rarely a
greatness. You should be prepared for the simple affair or done on a whim. Years of
agony that comes with becoming a god, preparation can go into this epic event, and
during the transformation and afterward,
gods (with their limited immortality) have
when you must separate yourself from
plenty of time to choose a suitable candidate.
what makes you weak. I bleed pure power
What a god looks for when considering pass-
now. The Spark is the only true goal and
ing down their power is up to the individual
those with such a power should be given
and likely has much to do with their Theolo-
respect above others.
gy, 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 prospec-
Ritual tive god be of a certain level of faith.
It was discovered long ago that, no mat- No god is ever given power without a trial
ter how one tried, a Spark couldn’t truly of some sort, however - a common thread be-
be destroyed – even if one god absorbed tween gods. A mortal who is unsure of them-
another’s Spark into his or her own. This selves, or unused to dealing with responsibil-
merges the two Sparks into the god’s soul ity on a basic level, is of no use to the gods
to give them simultaneous Dominions, but and rarely receive attention. Some cruel gods,
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The Coming Storm
of course, give overly challenging or impos-
sible trials that no mortal should be able to Random
successfully accomplish. As was the case with During the Coming Storm, some gods just
the twelve trials of Hercules, there are some receive a Spark out of the blue, which has led
initiates that beat the odds at every turn. 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
Spontaneous flying. The Theologies suspect the Source’s
power erupting from the Earth’s core is imbu-
Though the gods could not create more
ing random people with divine gifts, many
of their own at will, the old gods weren’t to be
of them not worthy of such power. They are
the last. Small fragments of the Source’s pow-
quick to scoop up new gods and attempt to
er continued to leak through its cage through
train them, eliminating them if they aren’t
most of history, usually during times of great
worth the effort.
achievement and invention for humanity
Another way to randomly receive a Spark
– giving way to new Dominions. The most
is for it to be transferred after the death of a
famous example of this were the first gods of
god in the nearby vicinity. Perhaps by acci-
language, blacksmithing, fine art, agriculture,
dent or in a battle with another god that isn’t
plastic, telecommunications and countless
interested in devouring the soul. A god could
other advancements for the species.
die quite easily. Their leftover Spark needs
Spontaneous godhood doesn’t come to
to go somewhere else and instantly seeks out
the unworthy. For the human to receive this
another human to house itself within. So, a
special Spark, they must be the embodiment
regular Joe walking down the street could
of the idea they are receiving. As the first
instantly inherit another god’s Spark and Do-
representative of their Dominion, there will
minion at the drop of a hat.
be many other gods who seek to steal their
Receiving a Spark in this fashion can be
power. They must be wary of showing off
very disconcerting to the new god. Instead of
their abilities, but also vigilant in spreading
some others who work for decades to be wor-
their influence.
thy of their divine responsibility, these gods
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Chapter One
have strange philosophies and heightened Also, the Dominion attached to a Spark
power thrust upon them with no recourse but never changes. One god receiving the Spark
to go with the flow. Finding a way to fit into of another god also receives their specific
the world is better than resisting. Dominion. More commonly than not, un-
less they were explicitly chosen for a ritual
to hand off a Dominion or a spontaneous
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The Coming Storm
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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 in-
herit their predecessor’s worshippers.
While some followers may trail off as
the god changes faces, most worship-
pers 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 Out-
siders. 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, barrel-
ing toward the nearest god as soon as by the gods, some even allying themselves
it was created in order to rip them to shreds. with certain pantheons. Others stayed on
The first giants, Minotaur and fenris wolves Earth, but secluded their everyday lives away
in particular, were hell bent on ripping the from the prying eye of humanity for eons. It
gods limb from limb. Others simply hid, lur- was during this time that the Outsiders be-
ing the gods to them in hopes of killing them came species instead of individual creatures.
by surprise. The Outsiders too possessed a Instead of god having to fight “the” Minotaur,
Spark, which gave them resistance to the it became only one of many Minotaur that
gods’ Dominions, and none of them were may be awaiting reinforcements any moment.
particularly weak. They all have their own life spans, personali-
At the fall of the God Wars, the Outsiders ties and even families to protect, just like the
found their purpose gone, as the gods with- gods… but they will forever be Outsiders.
drew from the world in a major way. Some The Coming Storm has not only brought
stuck around to terrorize humans for a bit those hiding Outsiders from their burrows,
longer, but the majority simply left as well. but has created more of them and even a few
They snuck into the same dimensions created that have never before been seen. There are
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The Coming Storm
some gods who don’t believe gods can con-
tinue to stay hidden, calling for gods to make
themselves known to the world once again. The Name of God
Of course, this sentiment is in the minority. - In the words of Victor Resnick
While I’m skinning and devouring my prey,
I’ve heard a few of them mention how
The Passable they will strike us down with the Name of
God. Apparently, there’s this word that you
The number of monstrous Outsiders
can speak to undo existence, the Source’s
is staggering, but not all come off this way.
true name or perhaps some magic word to
There are some Outsiders that can pass for
unlock it prison. In any case, I’m doing my
human under certain circumstances, like
part to lessen the threat to our godhood
Elves or even Satyr. A clever fashion sense or
and loving every bite.
some makeup and an Outsider can attempt
to live in the world of humans without prob-
lems. 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.
Divine Realms
These are the types of Outsiders the gods The tales of Asgard where the Norse
have the most interaction with, occasionally gods flourished, Mount Olympus where the
befriending them. Even if just as a drinking Greek gods watched over humanity or what-
buddy, a god can get valuable information ever world the Incan gods found deep within
from the Outsiders, especially about the Pacari are all true. The gods are no strangers
Coming Storm. Ravenous Outsiders, at times, to the theory of alternate worlds, as many of
can be made into an ally with enough pa- them created their own during the God Wars.
tience and effort. Each god had their own place to lay their
heads without fear of attack or even places of
solitude to pursue their goals uninterrupted.
Pucks Others, even, were forced to horrible fates or
torment in these other worlds.
The worst Outsiders just cannot be rea-
soned with or talked out of acting on their Many of these magical realms closed their
primal urges… the Pucks. Some would say doors for good during the God Wars. The
these small gremlins are made up of only their occasional god poked their head out to keep
primal urges to begin with, taking special joy an eye on the remaining gods on Earth, but
in causing destruction and general chaos in only the chosen were allowed to enter these
the world. Pucks are completely invisible to realms. What is considered chosen depends
all but the most observant gods, leaving them on the realm in question, as each usually had
free to manipulate and toy with humanity to a theme involved with its creation. Lands of
their heart’s content. If someone trips, a god the dead, for instance, can allow most spirits
should look to see if a Puck caused it, and through its doors (sometimes kicking and
they certainly shouldn’t have private conver- screaming), but would be wholly averse to let-
sation before knocking on wood so the Pucks ting the living pass without a lot of coaxing.
aren’t listening in. Even other Outsiders hate Dimensional worlds are much more sub-
these creatures, believing the Pucks to be dued in these modern times, hidden well by
but a byproduct of what the Source originally the gods of old but still quite reachable with
intended with its creations. Still, they are an enough effort. Some realms require special
ever-constant annoyance and danger that no Relics, human sacrifices for hearts blood, a
god can truly ignore. certain Dominion and other things that can
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Chapter One
take a god their entire lifetime to acquire.
Others can be accessed simply by accident, Lands of the Dead
people turning the wrong corner and finding The most notable of realms are the Lands
themselves in another world entirely. This of the Dead, where the dead travel when they
happens primarily in territories ruled by pow- die. Unlike what many holy texts may say,
erful gods of specific Dominions that may be there is not only a single afterlife. Hundreds
attuned to the same properties of a certain if not thousands of gods of death once walked
world. the Earth and each created a place to enjoy
Portals to these worlds can be found their spoils when the God Wars ended. For
everywhere, each taking root where the gods this reason, some ghosts travel across the
last were during the God Wars. Some can be globe in order to be allowed access to their
accessed easily with a plane ticket to the right final resting place suited best for their soul.
country, while others might require climb- The Lands of the Dead are still around for
ing tall mountains or orchestrating a building another reason, as well. A god can use these
demolition to get to the doorway beneath. realms as a way to circumvent death itself.
There are volumes upon volumes that tell When a human dies, their spirit is taken from
how to get to these realms and untold secrets this world and delivered to their rightful rest-
and power waiting on the other side. Unfor- ing place. If a god can locate the right materi-
tunately, many of these tomes have been lost als and the correct portals, they can travel to
to the ravages of time or certain gods who do the afterlife to retrieve a ghost and give it life
not wish to be interrupted in their private di- again. Sadly, no modern god can say they’ve
mensions. After all, in one’s own realm, time accomplished this task, most simply giving up
is relative and power unlimited. No god wants on the idea or never returning from his or her
that taken from them. 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, never-
ending war. In Hades, the spirits of the dead
are made to work as slaves to the lords, while It’s Not Easy
Hell is similar to experiencing the agony of - In the words of Robert Howell
being burned in the center of a star for all of Of course it’s not. If keeping yourself
eternity. Obviously, some realms are easier to from losing it every minute of every day
access and others should be left alone entirely. were easy… well… being a god would
make me much happier. I’ve lost too
much in the service of an invisible force
Paradise Realms that wants nothing more than to swal-
low me whole. Trying to deny it doesn’t
There are doorways that lead to dimen-
work, but giving in means I’m no longer
sions of pure happiness (or someone’s idea me, you know? You have to fight to stay
of happiness anyway). Paradise realms are left- you for your own sake, and for the sake
over from worlds the old gods used to visit in of your family and the world the way I
order to unwind from battle or where heroes see it. Then again, the thought of turning
of the God Wars were given their just rewards myself over to the hunger is so tempting.
for their duty. There is the rare human ghost Forget I said that.
that ends their journey here, but these realms
are almost exclusively reserved for the gods
themselves… except they are mostly consid-
ered myths today. ing ancient Relics can certainly peak other
Well-known from stories from those near gods’ curiosity, catapulting them on the same
death are the Paradise realms that surround path. No matter what is wonderful about be-
everyone with swirling lights and a feeling of ing a god, one must always be careful not to
eternal bliss. El Dorado, the city of gold, is leave too much of themselves behind in the
diligently sought by mortals and gods alike, in process.
search of riches beyond their wildest dreams. A god doesn’t suddenly appear from noth-
Shangri La is thought to be a perfect utopia. ing. It is the culmination of a divine Spark as
Other realms exist that are filled with lustful it merges with the human soul. The human’s
virgins or even watching the deaths of one’s body changes, feeling healthier, stronger and
enemies repeated for all time. Paradise is not faster than ever before. So too must their
the same for everyone. 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 swal-
Staying Human
lowed up in a quest for power or the god be-
comes nothing but a representation of their
Dominion. An inhuman god of death simply
brings death wherever they go, caring little
Learning about other worlds that can be
for the lives they take. A disconnected god of
traveled to, amazing otherworldly creatures
joy may wander the earth in a chaotic attempt
that can be met and the prospect of establish-
to spread happiness, all the while draining the
ing territory or gathering people of worship
humans of the desire to do anything else at
and adoration may all seem like worthwhile
their parties.
goals. In fact, these concepts dig at the very
Not every god experiences this slow
center of every god, urging them forward in
insanity in the same manner. Their inhuman-
their quest for accumulating vast power. For
ity becomes a reflection of their lives, twist-
some, the idea of helping people is enough to
ing their minds in ways that directly pertain
spur them onto this path, while others need
to the god in question. One could become a
only clash powers with another god one time
jealous god, destroying anyone who has what
to get instantly hooked on the experience.
they wish they possessed, while another may
Speaking with magical animals and unearth-
become apathetic to the world entirely. There
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Chapter One
is nothing scarier than a god who gives up those few gods lucky enough to have Domin-
their humanity for power, but even the As- ions of wealth or gambling, direct monetary
cendants know this process requires a certain benefits are hard to come by. Staying human
measure of strategy as to not go completely in the eyes of others is key to the god con-
insane. tinuing to feel human. To have a friend look
at you with horror or disbelief is not a feeling
wished upon one’s worst enemy.
Held at Bay And so, today’s gods are faced with the
task of remaining a being of balance. They
Gods figured out a long time ago how to
stave off the effects of this unique insanity… can see their family and friends on one side of
clinging to their mortal life. Consideration them, and epic quests and mythic foes on the
of the things most important to the god and other, but cannot completely belong to either
defending those things with their lives has life. Their time must be split between the two
proven to be the only way. To care so deeply as equally as possible, or their lives will turn
for something that it would kill the god to see to utter ruin. They are essentially part-time
it destroyed is the lesson. They must attempt gods.
to stay human for as long as possible, continu-
ing their everyday lives in the hopes of keep-
ing their inevitable decline at bay.
For good or for bad, humans are de-
fined by their occupation in several cultures.
Theologies urge their members to keep their
mortal jobs. Not only do they get social inter-
action and camaraderie from working beside
humans, but a paycheck as well. Except for
28
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Chapter Two:
Theologies
Some gods strike out alone after receiving Theologies currently in power. One’s Theology
their power, but few can survive in this man- colors every decision a character makes, from
ner for long. A single god, unless immensely how they treat worshippers to how ravenously
powerful, is a tender, unprotected morsel for they desire to extend their territories.
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. Theology Format
When a god receives their divine Spark, Other Names: Other things members
their power can be instantly sensed by other of the Theology might be called (to
gods nearby, and Theologies are always look- their face or otherwise)
ing for new people to share their thoughts Stereotypes: Thoughts about the
with. Gods are social creatures and naturally group (some are true)
gravitate toward each other, for fateful alli- History: How the Theology was
ances or developing rivalries. When a god fully founded
subscribes to a Theology, understanding their Lifestyle: What the life of a member
new teachings and incorporating it into a part is like
of their core beliefs, they learn fantastic new Pantheon Roles: What roles do these
abilities kept secret from outsiders. However, gods fall easily into
the god also receives negative side effects from Modifiers: Bonuses received to Skills
their new identity. (Standard or Manifestation)
The existence of Theologies has remained Special Gift: Unique gift gained from
in place since humans looked to the heavens the Theology
for answers. The gods all had different ways Fateful Drawback: Weakness that
to deliver their message to their followers comes with membership
and interpret their power, changing over time
and eventually leading to the 8 most common
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Chapter Two
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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 de-
manded 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 fre-
quently 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 any-
one, though – just apathetic.
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PART-TIME GODS
Character Information Spark Health
Hiroko Nakamura
Name:___________________________________ Player:____________________________________
Celebrity
Occupation:___________________________ Ascendants
Theology:____________________________________ Total/Left
25/F
Age/Sex:_______________ Height/Weight:_________________ Black / Green
5’ 5” / 125 lbs Hair/Eyes:___________________ 6
____/_____
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.
____________________________________________________________________________________ Stamina
3
Wealth:____________ Become a worldwide DJ.
Goals:___________________________________________________________
Bonds ATTRIBUTES
Club Goers - 2 - Perfection
______________________________ Power (POW) 5
____ Vigor (VIG) 3
____ Insight (INS) 5
____
Daniel Nakamura - 2 - Devotion
______________________________ Agility (AGY) 5
____ Intellect (IQ) 4
____ Charm (CHM) 3
____
______________________________ SKILLS
______________________________ lvl +/- lvl +/-
______________________________ Acrobatics 3
____ ____ Legerdemain 3
____ ____
______________________________ Arts 2
____ ____ Linguistics ____ ____
Athletics ____ ____ Marksmanship ____ ____
Failings Beast Handling ____ ____ Medicine ____ ____
Hideo Nakamura - 2 - Apathy
______________________________ Crafts 2
____ ____ Melee 4
____ ____
______________________________ Deception ____ ____ Perception ____ ____
Discipline 2
____ ____ Performance 3
____ ____
______________________________ Empathy ____ ____ Persuasion ____ ____
______________________________ Fists 2
____ ____ Stealth 2
____ ____
Fortitude 3
____ ____ Survival ____ ____
Dominions Intimidation 2
____ ____ Technology 2
____ +3
____
Blood
______________________________ Knowledge ____ ____ Travel ____ ____
______________________________ Specialties: _______________________________________________
______________________________ _________________________________________________________
______________________________ MANIFESTATIONS
lvl +/- lvl +/-
Entitlements
Fear 17 (P)
______________________________
Aegis ____ ____ Puppetry ____ ____
Beckon ____ ____ Oracle 3
____ ____
Regeneration (P) - Heals faster
______________________________ Journey ____ ____ Ruin 2
____ +1
____
Picture of Health (P) - Add spark against
______________________________ Minion ____ ____ Shaping 1
____ +2
____
Disease, Death and Poison
______________________________
GIFTS DRAWBACKS
COMBAT and MISC. Inhuman Visage Disconnection
________________________________________________
Fame (2) Strange Hunger - Blood (3)
________________________________________________
+9
Initiative ______ 0
Base Damage ______
Strong Spark (4)
________________________________________________
+8
Strength _________ 10
Movement ______
Unreadable (2)
________________________________________________
125/250 ARmor ______
Lifting/Carrying _______ 0
Enduring (2)
________________________________________________
Name Check Damage ________________________________________________
Dodge +8 0
_____________________________
Light Attack +7 0
_____________________________ Notes
Full Attack +4 1
_____________________________ -3 to sense Hiroko’s Emotions
________________________________________________
Strong Attack +1 2
_____________________________ ________________________________________________
Summon Whips +8 0
_____________________________ ________________________________________________
Whip Attacks +9 2
_____________________________ ________________________________________________
____________________________ ________________________________________________
_____________________________ 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.
33
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Chapter Two
History Lifestyle
The Cult of the Saints began during the For most gods, the revelation they are
rise of the Roman Catholic Church. The suddenly divine and in charge of a fraction of
church saw the holiest of people as true em- the universe can be hard to cope with. This is
bodiments of what it is to emulate heaven on seldom so for a Saint, however. Their members,
Earth and officially recognized them as Saints. knowing they are simply vessels God is using to
In some cases, they were just normal people influence the world, usually feel secure in the
used as an example of how followers of the understanding that heaven is looking out for
faith should strive to be. Others, however, were them. The Cult of the Saints encourages many
in fact divine themselves… even if they never of the same doctrines that have made ancient
truly realized this fact. Even though Saints saints so infamous, including fasting, giving up
are imbued with the same divine Spark as any material possessions and making regular sacri-
other god, they believe themselves to be simple fices to prove one’s faith.
messengers of God (which is exactly what the The down side to opening one’s self to the
idea of saints was to represent). voice of God is many other voices creep into
The Saints went on to tap into the voice the brain as well. Listening to the wrong voice
of God (or some other higher being). This can lead to many wrongs in the name of the
special power has made many of them some Church – the crusades being a great example
believe they have gone crazy, while others trust of these huge gestures. Funny thing is… some
they have been touched by God, making them Saints don’t care. Most know of the adage
a truly polarizing presence in any city. This “God works in mysterious ways,” and some of
led to many Saints being burned at the stake the Saints do not question the voices they hear.
as heretics during the Inquisition, while oth- The voices can drive a Schitzo to depraved,
ers became household names long after their murderous acts and altruistic, humble work as
days of power were over. They turned the tide well.
in many of the crusades and supported the Some Saints appear as born again Chris-
Church through all its wars and trials. tians to their friends and family. This could
Even today, the Cult of Saints knows the bring them closer or create untold separation
love of heaven and won’t give it up for any- and destroy their personal Bonds, forcing them
thing. They recruit those people with the most to seek new Bonds in other places. Usually, this
faith, each one strengthening their ranks and brings them to the Church, where they look
allowing them to spread the word of God that for others who follow the same faith.
much farther. Their primary mission is to en- There have also been a number of sects
sure all Saints, including those who might fol- popping up that do not follow the Christian
low other misguided Theologies, take the right faith. These Saints simply believe their power
path and do not get too full of themselves. has come from another being outside of them-
They become a constant reminder that giving selves. Some believe themselves lost avatars of
oneself to a higher power and understanding ancient Hindu gods, while others may simply
leads to true enlightenment and that a human believe they are champion warriors of the
can only emulate a god, but may never truly Norse pantheon.
become one.
Pantheon Roles
Saints can prove to be the spiritual center
of any pantheon. While others may only exist
34
Clete Collum (order #2798918) 9
Theologies
for the kill, to accumulate vast amounts of
power or to escape their regular lives, mem-
bers of the Cult of the Saints wish to enrich
humanity’s existence and help lay a righteous
Other Theologies
In the words of Amala Ali
and humble path for their allies. As leaders,
they can lead their pantheon to great wars or to
Ascendants: A mortal that wishes to
a humble existence. As followers, they can be
become a god must be ready to answer
great strategists and advisors. It all depends on
for their impudence when those already
what the voices tell them.
in power smack them down.
35
Clete Collum (order #2798918) 9
Chapter Two
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 opportu-
nity to use her medical
knowledge to make
someone in the hospital
happy, she will.
36
Clete Collum (order #2798918) 9
PART-TIME GODS
Character Information Spark Health
Amala Ali
Name:___________________________________ Player:____________________________________
Medical
Occupation:___________________________ Cult of the Saints
Theology:____________________________________ Total/Left
41/F
Age/Sex:_______________ Height/Weight:_________________ Black / Hazel
5’ 5” / 150 lbs Hair/Eyes:___________________ 3
____/_____
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:__________________________________________________________________________
____________________________________________________________________________________ Stamina
3
Wealth:____________ Find her true avatar quest.
Goals:___________________________________________________________
Bonds ATTRIBUTES
Medical Community - 3 - Honor Code
______________________________ Power (POW) 3
____ Vigor (VIG) 3
____ Insight (INS) 5
____
Sharaz Ali - 2 - Devotion
______________________________ Agility (AGY) 4
____ Intellect (IQ) 6
____ Charm (CHM) 4
____
Secred Heart - 1 - Joy
______________________________ SKILLS
______________________________ lvl +/- lvl +/-
______________________________ Acrobatics 1
____ ____ Legerdemain ____ ____
______________________________ Arts 2
____ ____ Linguistics 3
____ ____
Athletics ____ ____ Marksmanship ____ ____
Failings Beast Handling ____ ____ Medicine 5
____ +3
____
______________________________ Crafts 2
____ ____ Melee ____ ____
______________________________ Deception ____ ____ Perception 5
____ ____
Discipline 3
____ +2
____ Performance ____ ____
______________________________ Empathy 3
____ ____ Persuasion 3
____ ____
______________________________ Fists ____ +2
____ Stealth ____ ____
Fortitude ____ ____ Survival ____ ____
Dominions Intimidation ____ ____ Technology 1
____ ____
Fire
______________________________ Knowledge 3
____ ____ Travel ____ ____
______________________________ Medicine (Diagnosis), Perception (Sight)
Specialties: _______________________________________________
______________________________ _________________________________________________________
______________________________ MANIFESTATIONS
lvl +/- lvl +/-
Entitlements
Extra Arms (P) - +2 Fist and Free Action
______________________________
Aegis ____ ____ Puppetry ____ ____
Beckon 2
____ +1
____ Oracle 1
____ +2
____
Healing Hands (A) - INS + Medicine +
______________________________ Journey ____ ____ Ruin 3
____ ____
Spark vs. 20 (Boost 3), heals 2 Health
______________________________ Minion ____ ____ Shaping ____ ____
______________________________
GIFTS DRAWBACKS
COMBAT and MISC. Divine Words Voices
________________________________________________
Stable Psyche (2) Life Saver (3)
________________________________________________
+9
Initiative ______ 0
Base Damage ______
Connections - Hindus (2)
________________________________________________
+7
Strength _________ 7
Movement ______
Worshippers (3)
________________________________________________
75/150 ARmor ______
Lifting/Carrying _______ 0
Punctual (1)
________________________________________________
Name Check Damage ________________________________________________
Dodge +5 0
_____________________________
Light Attack +5 0
_____________________________ Notes
Full Attack +2 1
_____________________________ +4 against Insanity
________________________________________________
Strong Attack -1 2
_____________________________ ________________________________________________
Fire Blast +7 1 (B4)
_____________________________ ________________________________________________
Summon Flames +7 0
_____________________________ ________________________________________________
_____________________________ ________________________________________________
_____________________________ 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.
37
Clete Collum (order #2798918) 9
Chapter Two
Drifting Kingdoms
Other Names: Wanderers, Missionaries, Flip-Floppers
Stereotypes: Nomadic, Wayward, Infuriating
History Lifestyle
The belief of the Drifting Kingdoms is, at A Drifter, first and foremost, is concerned
its very core, a set of oxymoronic principles with building power and influence. Not only
constantly at war with itself. This Theology does their Spark begin to permeate the area
was once a group of powerful gods who held more quickly than other gods’, but their per-
domain over entire nations at a time. Not only sonality usually influences the area as well. If
did they have the people under their sway, the god is a drug addict, there will no doubt be
leading to almost unlimited supplies of Spark many supply areas for them to get their stash-
at their disposal, but the very land was soaked es, while one ruled by an alcoholic will never
with their divine essence, making them almost have a shortage of bars. They begin to live for
unstoppable within their own domain. Over the idea of spreading their influence and play-
time, they began seeing a flaw to their power. ing out all their sick fantasies.
Stagnation and complacency are the crutches Their urge to control is not direct like the
humanity uses to make it through each day. So, Ascendants who want to lord over individuals.
they decided to change themselves. Drifters, instead, become lovers to their terri-
Their members became nomadic, bringing tory, which leads to many becoming forces in
their kingdoms with them, and took the name their community. Working in homeless shel-
Drifting Kingdoms to reflect this. They no lon- ters, hospitals or community centers can put
ger sustained kingdoms for hundreds of years them in the center of their power, experiencing
either. Instead, they began traveling to new it firsthand.
locations to build smaller but much more pow- When the time comes, to cut ties to their
erful territories again and again. Some Drifters Bonds, and it always does, it can be a horrible
throughout history have used this compulsion time for a Drifter. First, not all relationships
to conquer entire nations, just to see them (friend or romantic) are willing to travel with
crumble. The Theology claims Alexander the the god, either leaving a hole in their Bonds
Great and Genghis Khan as two of their great- or straining it through limited, long-distance
est members. Their forced travel brought them communication. Second, the Drifters develop a
all over the world, cementing them as one of penchant for jobs instead of careers, unless said
the numerous Theologies in existence. career supports lots of travel, which involves
Today, the tradition continues of building a possible branch transfers, new bosses and get-
powerbase in a city, only to leave months later ting used to dealing with new coworkers. The
when their compulsions become too much. teachings of the Drifting Kingdoms is to move
The Drifting Kingdoms way of life comes natu- around as much as possible, leading most to
rally to occupations that lend themselves to a constantly change jobs every few months, since
lot of travel, but the majority of gods within they don’t get any real warning from the urges
the Theology are faced with the challenge of that mystically drive them to wander. Such is
keeping their Bonds in place through long the blessing and curse of the Drifting King-
distance relationships much of the time. Oth- doms, to build a kingdom to such proportion
ers are constantly shifting what is important only to have it torn down in a day.
to them, which many have a problem doing.
On the flip side, this Theology, more than any
other, is known for having worshippers across Pantheon Roles
long stretches of territory, some with interna- Having a member of the Drifting King-
tional influence. doms in the pantheon can turn the tide of any
battle. While they are not always powerhouses
38
Clete Collum (order #2798918) 9
Theologies
in combat, outright destroying their oppo-
nents, their ability to create a stronghold of
power to boost their Dominions (and those
of their pantheon-mates) often proves invalu- Other Theologies
able to the group. As a leader, they are brilliant In the words of Robert Howell
tacticians, as they often know every inch of
their territory like the backs of their hands. As Ascendants: They are only obsessed
a follower, they can provide priceless backup with power, over their bodies, their fate
against the forces of chaos that will send those and their worshippers. They’ve yet to
pucks running home to hell. learn that power must be balanced with
pain.
Character Creation Cult of the Saints: My faith is impor-
Modifiers: Journey +2, Shaping +1 tant to me, and I even once believed
Special Gift – Instant Domain: Drift- the same as the Saints, but I have seen
ers know how to plant their roots in an area, too much that blind faith cannot com-
both figuratively and magically. On top of pete with.
naturally influencing their area like any god,
Drifters have the option to actually force their Masks of Jana: I know how hard it is
Spark into the surrounding area up to a 1-mile to fight back chaos and hide what lurks
radius to start. If left unchecked, their power beneath, so the Masks have my respect.
will even override others’ territories, spreading
at the rate of 1 mile per day (up to a number Order of Meskhenet: Just like all
of miles equal to 2x Spark Level). Only one things, the Order will fall and it will be
Instant Domain can be active at a time. grand.
This Instant Domain gives them enhanced
abilities, even if used within another god’s ter- Phoenix Society: They must be
ritory. First, they no longer suffer any territorial hiding something under the guise of
penalty as long as they stay within their sphere constant happiness. The streets I walk
of influence. The area becomes effectively look dismal and depressing, but they’ll
theirs and they receive a +2 bonus to all Mani- tell you that they are paved in gold.
festation checks while within, while trespassers
suffer the normal -2 penalty. The Drifter can Puck-Eaters: As gross as they are,
gift allies within their domain with bonuses by they are often the strongest gods
spending their own Spark Points (pg. 102) for around. Gaining power at the expense
their comrades. When used in the same area of another is too vile for me.
as another Drifter’s Instant Domain, it creates
invisible boundaries visible only to the users. Warlock’s Fate: They claim to know
Fateful Drawback – Wanderlust: They the secrets of the universe. Not one can
are called Drifters for a reason. They are urged tell me why I am cursed, so I’ve no use
by an unknown power to be in a constant for them.
state of change and movement. If they choose
to plant roots, Drifters must make a Moder- The Coming Storm: The storm is
ate (20) INS + Discipline check every month growing, but we’re everywhere. We can
to resist traveling in some way. This could be beat it back.
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.
39
Clete Collum (order #2798918) 9
Chapter Two
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 de-
serves, but it happens on occasion. Robert refers to his alter ego as
Bane, when he loses himself and wakes up to see his destruction.
40
Clete Collum (order #2798918) 9
PART-TIME GODS
Character Information Spark Health
Robert Howell
Name:___________________________________ Player:____________________________________
Blue Collar
Occupation:___________________________ Drifting Kingdoms
Theology:____________________________________ Total/Left
34/M
Age/Sex:_______________ Height/Weight:_________________ Black / Brown
6’ 1” / 260 lbs Hair/Eyes:___________________ 3
____/_____
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 every-
Personality:__________________________________________________________________________
one. He tries not to draw too much attention to himself.
____________________________________________________________________________________ Stamina
1
Wealth:____________ Survive day by day.
Goals:___________________________________________________________
Bonds ATTRIBUTES
Homeless Community - 2 - Charity
______________________________ Power (POW) 6
____ Vigor (VIG) 6
____ Insight (INS) 4
____
The Church - 2 - Faith
______________________________ Agility (AGY) 3
____ Intellect (IQ) 3
____ Charm (CHM) 3
____
______________________________ SKILLS
______________________________ lvl +/- lvl +/-
______________________________ Acrobatics 2
____ ____ Legerdemain ____ ____
______________________________ Arts ____ ____ Linguistics ____ ____
Athletics 3
____ ____ Marksmanship 1
____ ____
Failings Beast Handling ____ ____ Medicine ____ ____
Angela & Derrick - 2 - Guilt
______________________________ Crafts 4
____ +2
____ Melee 2
____ ____
______________________________ Deception ____ ____ Perception ____ +1
____
Discipline ____ ____ Performance ____ ____
______________________________ Empathy ____ ____ Persuasion ____ ____
______________________________ Fists 3
____ +1
____ Stealth ____ ____
Fortitude 4
____ ____ Survival 3
____ ____
Dominions Intimidation 4
____ ____ Technology ____ ____
Hunger
______________________________ Knowledge ____ ____ Travel 3
____ ____
______________________________ Specialties: _______________________________________________
______________________________ _________________________________________________________
______________________________ MANIFESTATIONS
lvl +/- lvl +/-
Entitlements
Colossal Size (A) - See Notes Aegis 3
____ ____ Puppetry ____ ____
______________________________ Beckon ____ ____ Oracle ____ ____
______________________________ Journey 1
____ +2
____ Ruin ____ ____
______________________________ Minion ____ ____ Shaping 2
____ +1
____
______________________________
GIFTS DRAWBACKS
COMBAT and MISC. Instant Domain Wanderlust
________________________________________________
Dumpster Stomach (3) Spark Addict (3)
________________________________________________
+7
Initiative ______ 0
Base Damage ______
Tough (3)
________________________________________________
+12 (16) Movement ______
Strength _________ 9
Directional Sense (1)
________________________________________________
150/300 ARmor ______
Lifting/Carrying _______ 0
Enduring (2)
________________________________________________
Name Check Damage ________________________________________________
Dodge +5 0
_____________________________
Light Attack +10 0
_____________________________ Notes
Full Attack +7 1
_____________________________ Colossal Size - 1 SP gives: +4 Health, +2 Stamina, +1 Damage
________________________________________________
Strong Attack +4 2
_____________________________ Lifting 270/540, +4 Strength Checks
________________________________________________
Full - Bat +7 2
_____________________________ ________________________________________________
Swift +7 0
_____________________________ ________________________________________________
_____________________________ ________________________________________________
_____________________________ 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.
41
Clete Collum (order #2798918) 9
Chapter Two
History Lifestyle
The Masks of Jana took their name from a The life of a Mask is one of responsibil-
pseudonym for Diana, goddess of the hunt. It ity, first and foremost. The other gods, even
is said the Masks were a group chosen from her if subconsciously, look to the Masks to fix the
greatest students. They were not thought to be destruction they create. A battle of gods in
remarkable for their ability to kill their prey, downtown Manhattan would cause buildings to
but how easily they stalked and hid during their crumble and innocent bystanders to see more
hunt. The Masks actually detested battling than they should. The Obscure often stand
against other gods in any contest of power, on the sideline, keeping the battle veiled from
showing off their gifts to anyone or attempting the eyes of any on-lookers and mending any
to steal territory for fun. As the other students destruction afterward. They exist because they
of the hunt became jealous and the Masks grew know gods cannot truly control themselves,
ostracized, the Theology was born and their and their job only becomes more demanding as
ability to hide extended into a way of existence. the Coming Storm approaches. Pucks rest at
Each Mask took to hiding away everything nothing to undo any type of order the Obscure
about their true emotions, their divine powers lay down, but the Theology attempts to take as
and their life in general. many of the creatures with them as possible if
The Theology grew in secret as more they go down.
ostentatious gods became grander and grander Tackling their everyday lives is easy, as they
with their displays of Dominion. The Masks learn quickly to compartmentalize their divine
became known for hiding among the normal role and their mundane existence as necessi-
people, only to take down those who called at- ties. The main problem of a Mask is that they
tention to themselves. This behavior eventually must always wear one. It is obviously a taboo
developed into a mission. As time passed, their within the Theology to reveal one’s true nature
well-placed assassinations and the recoiling to their mortal families, as secrets are the norm
of the world’s pucks began the age of keeping for them. Their friends may suspect they only
one’s true divinity a secret. For those who ig- “act” friendly and their lovers may feel like
nored the fear of their reprisal, the Masks were they are putting on a show for their affection.
a clean-up crew, making sure the undeserving Some Veils work hard to become great actors
knew not about the gods. in order to convince those closest to them they
They are prone to initiating people who don’t have deep dark secrets. Others begin to
already have the calling to discover and keep cut themselves off or become very unemotional
secrets or those who know power comes from and detached from the human world. This can
only speaking when necessary. This can include lead to a lot of problems in their life.
high-priced call girls, international spies, quiet
librarians and old wise men alike. The Masks
of Jana teach humility, never allowing their Pantheon Roles
members to become showy with Manifesta- Masks of Jana demand order from their
tions unless it is to conceal another’s. They are territories and from all aspects of their lives.
also known for using unmatched teamwork to This includes their involvement with their
assassinate an overzealous god with too much pantheon. As leaders, Masks often take a mi-
power and not enough self-control. Of course, cromanagement position over the others gods.
no one ever knows it is the Masks of Jana who They watch every move made in the name of
perform this duty. Their lips are sealed, as their pantheon, harshly scolding their followers
always. if they step out of line or make a poor decision.
42
Clete Collum (order #2798918) 9
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 Other Theologies
for obtaining dirt on enemies or in keeping the In the words of Sawyer Devereux
exploits of more rambunctious members under
wraps. However, they are not quick to give Ascendants: Ascendants can get out
their loyalty if they disagree with the decisions of hand if you let them. Be quick with
being made for them. your whip on these gods and always be
ready to throw up a veil.
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Clete Collum (order #2798918) 9
Chapter Two
Personality
Sawyer is a fast talking girl, quick with a come back
or a word of snark to fill any void in the conversa-
tion. 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 – Sur-
vival: 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.
44
Clete Collum (order #2798918) 9
PART-TIME GODS
Character Information Spark Health
Sawyer Devereux
Name:___________________________________ Player:____________________________________
Kid
Occupation:___________________________ Masks of Jana
Theology:____________________________________ Total/Left
13/F
Age/Sex:_______________ Height/Weight:_________________ Black / Brown
4’ 10” / 100 lbs Hair/Eyes:___________________ 3
____/_____
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:__________________________________________________________________________
____________________________________________________________________________________ Stamina
0
Wealth:____________ Survive to adulthood.
Goals:___________________________________________________________
Bonds ATTRIBUTES
Homeless Community - 3 - Survival
______________________________ Power (POW) 3
____ Vigor (VIG) 3
____ Insight (INS) 5
____
Band of Thieves - 3 - Approval
______________________________ Agility (AGY) 5
____ Intellect (IQ) 4
____ Charm (CHM) 5
____
______________________________ SKILLS
______________________________ lvl +/- lvl +/-
______________________________ Acrobatics 3
____ +2
____ Legerdemain 5
____ ____
______________________________ Arts ____ ____ Linguistics ____ ____
Athletics 3
____ +1
____ Marksmanship ____ ____
Failings Beast Handling ____ ____ Medicine ____ ____
______________________________ Crafts ____ ____ Melee ____ ____
______________________________ Deception 4
____ ____ Perception ____ ____
Discipline ____ ____ Performance 3
____ ____
______________________________ Empathy 3
____ +1
____ Persuasion 3
____ ____
______________________________ Fists ____ ____ Stealth 4
____ ____
Fortitude ____ ____ Survival 5
____ ____
Dominions Intimidation ____ ____ Technology 2
____ ____
Orphans
______________________________ Knowledge ____ ____ Travel ____ ____
______________________________ Legerdemain (Pick Locks), Survival (Urban)
Specialties: _______________________________________________
______________________________ _________________________________________________________
______________________________ MANIFESTATIONS
lvl +/- lvl +/-
Entitlements
Otherwordly Sight (A) - Can see everything Aegis 2
____ +1
____ Puppetry ____ ____
______________________________ Beckon 1
____ +2
____ Oracle ____ ____
Purity of Spirit (P) - Add Spark to Fear,
______________________________ Journey ____ ____ Ruin ____ ____
Insanity and Pain checks
______________________________ Minion 3
____ ____ Shaping ____ ____
______________________________
GIFTS DRAWBACKS
COMBAT and MISC. Forgotten Cut Off
________________________________________________
Sanctuary (3) Kid
________________________________________________
+9
Initiative ______ -1
Base Damage ______
Worshippers (3) Runaway (2)
________________________________________________
+6
Strength _________ 10
Movement ______
Relic - Voodoo Doll (4)
________________________________________________
45/90 ARmor ______
Lifting/Carrying _______ 0
Light Sleeper (2)
________________________________________________
Name Check Damage Fearless (3)
________________________________________________
Dodge +12 0
_____________________________
Light Attack +3 0
_____________________________ Notes
Full Attack +0 1
_____________________________ +2 to Dodging
________________________________________________
Strong Attack -3 2
_____________________________ +7 against Fear, -4 to Intimidation against adults
________________________________________________
Throw Rocks +5 1
_____________________________ ________________________________________________
Rally Homeless +8 0
_____________________________ Voodoo Doll - Sawyer can link a soul to her doll, allowing her to
________________________________________________
Protect Orphan +7 0* use her Manifestations from afar. Also, +1 to Aegis checks.
________________________________________________
_____________________________
_____________________________ XP (Total) XP (Spent)
*provides AR
_____________________________
©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.
45
Clete Collum (order #2798918) 9
Chapter Two
Personality
Colt isn’t the happiest of people at times. He is often over-
whelmed 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.
48
Clete Collum (order #2798918) 9
PART-TIME GODS
Character Information Spark Health
Colt Bastian
Name:___________________________________ Player:____________________________________
Musician
Occupation:___________________________ Order of Meskhenet
Theology:____________________________________ Total/Left
28/M
Age/Sex:_______________ Height/Weight:_________________ Platinum / Green
5’ 6” / 135 lbs Hair/Eyes:___________________ 3
____/_____
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.
____________________________________________________________________________________ Stamina
4
Wealth:____________ Stay alive long enough to finish his fifth album.
Goals:___________________________________________________________
Bonds ATTRIBUTES
Uncle Jim - 3 - Approval
______________________________ Power (POW) 2
____ Vigor (VIG) 3
____ Insight (INS) 5
____
Justin - 2 - Rival
______________________________ Agility (AGY) 4
____ Intellect (IQ) 5
____ Charm (CHM) 6
____
The Order - 1 - Rebellion
______________________________ SKILLS
______________________________ lvl +/- lvl +/-
______________________________ Acrobatics 3
____ ____ Legerdemain 3
____ ____
______________________________ Arts 5
____ +2
____ Linguistics ____ ____
Athletics ____ ____ Marksmanship 4
____ ____
Failings Beast Handling ____ ____ Medicine ____ ____
______________________________ Crafts ____ ____ Melee ____ ____
______________________________ Deception ____ ____ Perception ____ ____
Discipline 4
____ ____ Performance 5
____ +8
____
______________________________ Empathy 4
____ ____ Persuasion 2
____ +1
____
______________________________ Fists ____ ____ Stealth 2
____ ____
Fortitude ____ ____ Survival ____ ____
Dominions Intimidation ____ ____ Technology 4
____ ____
Music
______________________________ Knowledge ____ ____ Travel ____ ____
______________________________ Arts (Song Writing), Performance (Singing)
Specialties: _______________________________________________
______________________________ _________________________________________________________
______________________________ MANIFESTATIONS
lvl +/- lvl +/-
Entitlements
Wings (P) - Flight and Movement 14 Aegis ____ ____ Puppetry 2
____ +1
____
______________________________ Beckon 3
____ ____ Oracle ____ ____
Skill Excellency - Performance (P) -
______________________________ Journey ____ ____ Ruin ____ ____
+5 to Performance checks (calculated)
______________________________ Minion 1
____ +2
____ Shaping ____ ____
______________________________
GIFTS DRAWBACKS
COMBAT and MISC. Social Status Family Loyalty
________________________________________________
Fame (4) Poor Senses - Hearing (2)
________________________________________________
+9
Initiative ______ 0
Base Damage ______
Wealth (+3) Enemy (1)
________________________________________________
+5
Strength _________ 6 (12)
Movement ______
Worshippers (2)
________________________________________________
50/100 ARmor ______
Lifting/Carrying _______ 0
Permit (1)
________________________________________________
Name Check Damage ________________________________________________
Dodge +7 0
_____________________________
Light Attack +2 0
_____________________________ Notes
Full Attack -1 1
_____________________________ ________________________________________________
Strong Attack -4 2
_____________________________ ________________________________________________
Light Pistol +9 3
_____________________________ ________________________________________________
Animate Band +7 0
_____________________________ ________________________________________________
Choir Attack +8 0*
_____________________________ ________________________________________________
_____________________________ XP (Total) XP (Spent)
*Causes penalties
_____________________________
©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.
49
Clete Collum (order #2798918) 9
Chapter Two
Phoenix Society
Other Names: Phoenixes, Flames, Human-Lovers
Stereotypes: Proud, Honorable, Preachy
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.
52
Clete Collum (order #2798918) 9
PART-TIME GODS
Character Information Spark Health
Penelope Rivera
Name:___________________________________ Player:____________________________________
Minimum Wage
Occupation:___________________________ Phoenix Society
Theology:____________________________________ Total/Left
23/F
Age/Sex:_______________ Height/Weight:_________________ Brown / Hazel
5’ 4” / 105 lbs Hair/Eyes:___________________ 3
____/_____
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.
____________________________________________________________________________________ Stamina
0
Wealth:____________ Keep everyone safe while having a good time.
Goals:___________________________________________________________
Bonds ATTRIBUTES
Pilar - 3 - Protection
______________________________ Power (POW) 3
____ Vigor (VIG) 4
____ Insight (INS) 3
____
Club Goers - 4 - Joy
______________________________ Agility (AGY) 6
____ Intellect (IQ) 3
____ Charm (CHM) 6
____
______________________________ SKILLS
______________________________ lvl +/- lvl +/-
______________________________ Acrobatics 4
____ ____ Legerdemain 3
____ ____
______________________________ Arts ____ ____ Linguistics ____ ____
Athletics ____ ____ Marksmanship ____ ____
Failings Beast Handling 2
____ ____ Medicine 2
____ ____
______________________________ Crafts ____ ____ Melee ____ ____
______________________________ Deception ____ ____ Perception ____ ____
Discipline ____ ____ Performance 4
____ ____
______________________________ Empathy 4
____ +1
____ Persuasion 5
____ ____
______________________________ Fists ____ ____ Stealth 2
____ ____
Fortitude 4
____ ____ Survival ____ ____
Dominions Intimidation ____ ____ Technology ____ ____
Liquor
______________________________ Knowledge ____ ____ Travel ____ ____
______________________________ Specialties: _______________________________________________
______________________________ _________________________________________________________
______________________________ MANIFESTATIONS
lvl +/- lvl +/-
Entitlements
Soothing Aura (P) - +2 Discipline, -4 Init, Aegis 1
____ +2
____ Puppetry ____ ____
______________________________ Beckon ____ ____ Oracle 2
____ +1
____
-2 combat checks within 30 ft.
______________________________ Journey ____ ____ Ruin ____ ____
Lucky (A) - 1 Spark Point to roll twice
______________________________ Minion ____ ____ Shaping 3
____ ____
and take better of two.
______________________________
GIFTS DRAWBACKS
COMBAT and MISC. Linked to Humanity Addicted to Humans
________________________________________________
Gentle Soul (3) Attractive (3) Lecherous (2)
________________________________________________
+9
Initiative ______ 0
Base Damage ______
Cat-Like Balance (2) Enemy (2)
________________________________________________
+7
Strength _________ 9
Movement ______
Relic-Flask (4)
________________________________________________
75/150 ARmor ______
Lifting/Carrying _______ 0
Connections - Bars (4)
________________________________________________
Name Check Damage Strong Bond (2)
________________________________________________
Dodge +10 0
_____________________________
Light Attack +3 0
_____________________________ Notes
Full Attack +0 1
_____________________________ Flask - Just one drop makes anyone drunk (-8 to checks).
________________________________________________
Strong Attack -3 2
_____________________________ +4 to Balance, +2 for Empathy and Persuasion to get secrets
________________________________________________
Water to Wine +6 0
_____________________________ +6 to checks when looking good matters
________________________________________________
Make Drunk +9 0*
_____________________________ ________________________________________________
_____________________________ ________________________________________________
_____________________________ XP (Total) XP (Spent)
*Causes penalties
_____________________________
©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.
53
Clete Collum (order #2798918) 9
Chapter Two
Puck-Eaters
Other Names: Maniacs, Eaters, Puckers
Stereotypes: Cannibalistic, Crazy, Warlike
Other Theologies
Character Creation In the words of Victor Resnick
Modifiers: Ruin +2, Minion +1
Special Gift – Cannibal Behavior: As Ascendants: These guys have the
cannibal gods, the Puck-Eaters can ingest parts right idea of attaining power, but are
of their victims for power. On the battlefield, too orderly for my tastes. I prefer a lot
this can be done on the spot in order to be more chaos.
used on their next opponent, but some care-
ful Puck-Eaters are known to store parts for Cult of the Saints: Just who are you
months for just the right occasion. These ef- talking to? That should scare you more
fects last for a day and then fade away. This can than the prospect of being a real god.
have a variety of different effects depending on
the meal: Drifting Kingdoms: Good to have
l Mortals: Eating a piece of a mortal fills behind you in a fight, but a tough op-
their stomachs and can provide some different ponent if they’re on the other side.
abilities. Eating a sensory organ can provide a Bring the meat you’ve been saving if
+2 bonus to Perception checks with that sense you’re fighting one of these gods.
(an eye boosts sight, an ear enhances hearing,
etc). Eating the tongue gifts the ability to speak Masks of Jana: I’ve leaned on them
a language their victim knew. They can gain a to clean up my messes on more than
bonus to other skills as well if they eat the cor- one occasion. Good people, but a little
rect organ and their victim had at least 5 levels judgy. Too much secrecy can be a bad
in the skill in question. For instance, eating the thing too.
hands of a pianist may give the Puck-Eater a +2
bonus to Performance checks. Order of Meskhenet: A horde of
l Outsiders: Instead of simply eating or- gods all hanging around just to tell you
gans, they can actually steal the special, magical want to do? No thank you. Bringing
abilities of their non-human prey by ingesting this establishment down would be a
some flesh of the appropriate type. Eating part treat.
of a wing could make them grow wings them-
selves, with the same going for claws, tails, Phoenix Society: Phoenixes are like
eyes, etc. These creatures possess other awe- kids that grow up on farms. They get
some abilities as well, and the Puck-Eaters can’t to name all the animals before eventu-
wait to sink their teeth into them (see Antago- ally having to kill and eat them. We just
nists, pg. 162-183). skip the middleman.
Fateful Drawback – Chaotic Tenden-
cies: Puck-Eaters are prone to chaotic behav- Warlock’s Fate: Seeing the secrets of
ior, each day different from the one before. the universe isn’t that hot. I bet none
They must perform some form of chaotic act of them can tell you what the tongue of
in order to keep their wild souls at bay for a unicorn tastes like.
another day (GM’s discretion as to what is
chaotic enough), anything from smashing a The Coming Storm: Bring it on! I
store window, starting a bar fight, turning on a have a hankering for a war!
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.
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Chapter Two
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 appear-
ance. His attitude is a little off, as well, because Victor is self-con-
scious 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 support-
ed 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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Clete Collum (order #2798918) 9
PART-TIME GODS
Character Information Spark Health
Victor Resnick
Name:___________________________________ Player:____________________________________
Criminal - Small Time
Occupation:___________________________ Puck-Eaters
Theology:____________________________________ Total/Left
32/M
Age/Sex:_______________ Height/Weight:_________________ Blonde / Blue
5’ 3” / 175 lbs Hair/Eyes:___________________ 3
____/_____
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:__________________________________________________________________________
____________________________________________________________________________________ Stamina
1
Wealth:____________ Become the godfather one day.
Goals:___________________________________________________________
Bonds ATTRIBUTES
The Family - 3 - Approval
______________________________ Power (POW) 7
____ Vigor (VIG) 6
____ Insight (INS) 2
____
Willam Leoni - 3 - Devotion
______________________________ Agility (AGY) 3
____ Intellect (IQ) 2
____ Charm (CHM) 5
____
______________________________ SKILLS
______________________________ lvl +/- lvl +/-
______________________________ Acrobatics 2
____ ____ Legerdemain 2
____ +2
____
______________________________ Arts ____ ____ Linguistics ____ ____
Athletics 3
____ ____ Marksmanship 2
____ ____
Failings Beast Handling 2
____ ____ Medicine ____ ____
______________________________ Crafts ____ ____ Melee 2
____ +1
____
______________________________ Deception 3
____ ____ Perception ____ ____
Discipline ____ ____ Performance ____ ____
______________________________ Empathy ____ ____ Persuasion ____ ____
______________________________ Fists 3
____ ____ Stealth ____ ____
Fortitude 4
____ ____ Survival ____ ____
Dominions Intimidation 3
____ +1
____ Technology ____ ____
the Dead
______________________________ Knowledge ____ ____ Travel 1
____ +1
____
______________________________ Specialties: _______________________________________________
______________________________ _________________________________________________________
______________________________ MANIFESTATIONS
lvl +/- lvl +/-
Entitlements
Aegis ____ ____ Puppetry ____ ____
Superior Strength (P) - Boosted damage
______________________________ 3
Beckon ____ ____ Oracle ____ ____
and lifting (calculated)
______________________________ Journey ____ ____ Ruin 1
____ +2
____
______________________________ Minion 2
____ +1
____ Shaping ____ ____
______________________________
GIFTS DRAWBACKS
COMBAT and MISC. Cannibal Behavior Chaotic Tendencies
________________________________________________
Fearless (2) Prison Record (2)
________________________________________________
+5
Initiative ______ 0
Base Damage ______
Bodyguard (2) Blood Thirsty (3)
________________________________________________
+13 6 (12)
Strength _________ Movement ______
Enduring (4)
________________________________________________
Lifting/Carrying 875/1750 0
_______ ARmor ______
Status - the Family (2)
________________________________________________
Name Check Damage Tough (1)
________________________________________________
Dodge +5 0
_____________________________
Light Attack +10 2
_____________________________ Notes
Full Attack +7 3
_____________________________ +6 against Fear
________________________________________________
Strong Attack +4 4 +4 to checks when dealing with members of the Family.
________________________________________________
_____________________________
Full Attack (Crowbar) +8 5
_____________________________ When a fight starts, he doesn’t quit attacking until his opponent
________________________________________________
stops moving.
Parry (Crowbar) +6 0
_____________________________ ________________________________________________
Summon Ghost +5 0
_____________________________ ________________________________________________
_____________________________ 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.
57
Clete Collum (order #2798918) 9
Chapter Two
58
Clete Collum (order #2798918) 9
Theologies
Pantheon Roles
Having a Warlock in the pantheon can be
very helpful when cooler heads should prevail. Other Theologies
They look at every situation from all direc- In the words of Benjamin Lowe
tions, attempting to find the correct way to
handle the issue. Flying off half-cocked is the Ascendants: Ascendants are known
last thing they’d be caught doing, making them for their power, but it’s their ultimate
invaluable as a leader (making wise decisions goal and not a means to an end. With-
for their pantheon) or a follower (offering out their quest for more, they are
priceless advise to its members). They can also nothing.
see the connections others may have missed,
making them great for diplomacy and recon- Cult of the Saints: Even we cannot
naissance missions. tell who it is they are truly talking to
in their minds, but humanity’s taint
saturates these gods and keeps them
Character Creation subordinate.
Modifiers: Puppetry +2, Journey +1
Special Gift – See Connections: Their Drifting Kingdoms: Their connec-
insight into the powers that connect all gods tions are strikingly powerful at best and
allows the Warlocks to view the very fabric of brittle and fragile at worst. If only they
creation. For 1 Spark Point, the Warlock may could see that.
attune their eyes to see the general connec-
tions between all people and things. For more Masks of Jana: We are in constant
accurate information, they must also make a struggle with this Theology. Every
Moderate (20) IQ + Perception check. This secret we uncover they want to hide
difficulty may be raised to Tough (30) if the again and vice versa. It is a fun game we
target’s hiding their connections with magic. are playing.
Looking at a couple, the god may sense an
emotional connection, or that they are related Order of Meskhenet: The Order’s
in some way. They could tell whether a driver is power lies in its connection to the past
connected to the car they drive or if it may be and their ability to convince others
stolen. With this ability, the Warlock can also that it isn’t ultimately useless. We see
see the traces of any Manifestations used in the through this.
area for up to an hour, giving them a +2 bonus
to Survival (Tracking) checks on other gods. If Phoenix Society: Humans are drugs
to these gods, so much that it’s quite
in the presence of another god, they can even
startling. Their connections are strong
spend 1 additional Spark Point to see the god’s
and severing them brings a Phoenixes
connection to specific Bonds.
wrath.
Fateful Drawback – Focus Item:
Warlocks become overly reliant on tools to
Puck-Eaters: They are infused with
use their Manifestation. Their main tool is a
the spirit of a hunter, always looking
Focus Item (like a locket, wand or cloak) they
for newer and more dangerous prey.
must have in their possession to fully actualize
Watching them is fun, but do not get in
their power. It is an item that must be actively
their way.
used, as well, so sub-dermal implants or in-
gested items have no use to them. Without
The Coming Storm: This was a long
their Focus Item, they suffer a -4 penalty to time coming and I cannot say with cer-
all Manifestation checks and only have access tainly that the gods don’t deserve such
to 2 Spark Points per Spark Level until it is an occurrence. That doesn’t mean we’ll
returned to them. If the item is destroyed, they idly stand by.
must devote 1 week in a blood ritual to create
another.
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Chapter Two
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.
60
Clete Collum (order #2798918) 9
PART-TIME GODS
Character Information Spark Health
Benjamin Lowe
Name:___________________________________ Player:____________________________________
Politician
Occupation:___________________________ Warlock’s Fate
Theology:____________________________________ Total/Left
42/M
Age/Sex:_______________ Height/Weight:_________________ Black / Brown
5’ 8” / 215 lbs Hair/Eyes:___________________ 3
____/_____
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.
____________________________________________________________________________________ Stamina
3
Wealth:____________ Run for president.
Goals:___________________________________________________________
Bonds ATTRIBUTES
Christopher - 2 - Charity
______________________________ Power (POW) 3
____ Vigor (VIG) 3
____ Insight (INS) 5
____
Political Career - 2 - Perfection
______________________________ Agility (AGY) 4
____ Intellect (IQ) 6
____ Charm (CHM) 5
____
Linda - 1 - Devotion
______________________________ SKILLS
Maria - 1 - Devotion
______________________________ lvl +/- lvl +/-
______________________________ Acrobatics 2
____ ____ Legerdemain ____ ____
______________________________ Arts ____ ____ Linguistics 4
____ ____
Athletics ____ ____ Marksmanship 1
____ ____
Failings Beast Handling ____ ____ Medicine ____ ____
______________________________ Crafts ____ ____ Melee ____ ____
______________________________ Deception 4
____ +1
____ Perception 4
____ ____
Discipline 3
____ +1
____ Performance ____ ____
______________________________ Empathy 3
____ ____ Persuasion 3
____ +2
____
______________________________ Fists 2
____ ____ Stealth ____ ____
Fortitude ____ ____ Survival ____ ____
Dominions Intimidation ____ ____ Technology 2
____ ____
Storms
______________________________ Knowledge 4
____ ____ Travel ____ ____
______________________________ Specialties: _______________________________________________
______________________________ _________________________________________________________
______________________________ MANIFESTATIONS
lvl +/- lvl +/-
Entitlements
Energy Deflection (P) - 1/2 dmg from energy Aegis ____ ____ Puppetry 1
____ +2
____
______________________________ Beckon ____ ____ Oracle ____ ____
Telepathy (P) - Mental Communication
______________________________ Journey 2
____ +1
____ Ruin 3
____ ____
______________________________ Minion ____ ____ Shaping ____ ____
______________________________
GIFTS DRAWBACKS
COMBAT and MISC. See Connections Focus Item (Ankh pendant)
________________________________________________
+10 Base Damage ______ Inspirational (2) Deep Sleeper (3)
________________________________________________
Initiative ______ 0
Connections - Media (2) Enemy (1)
________________________________________________
+6 7
Strength _________ Movement ______
Status - Politics (2)
________________________________________________
75/150 ARmor ______
Lifting/Carrying _______ 0
Defensive (3)
________________________________________________
Name Check Damage ________________________________________________
Dodge +6 0
_____________________________
Light Attack +5 0
_____________________________ Notes
Full Attack +2 1
_____________________________ +3 to Leadership/Oratory checks
________________________________________________
Strong Attack -1 2
_____________________________ ________________________________________________
Lightning Blast +4 1 (B4)
_____________________________ ________________________________________________
Cloud Flyer +7 0
_____________________________ ________________________________________________
_____________________________ ________________________________________________
_____________________________ 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.
61
Clete Collum (order #2798918) 9
Chapter Three:
building blocks
l Family History: Think about the
Conceptual Thoughts character’s upbringing. The relationship be-
tween the character’s mother and father shapes
how they feel about relationships and the roles
When brainstorming, it’s important to
of men and women. Sadly, they most often end
remember a character is more than a collec-
up making the same mistakes their parents
tion of numbers and powers on the character
made. One might grow up in a loving home, a
sheet. Each has their own fears, personality and
single child wanting for nothing. Another may
goals and should be treated like an individual
have grown up with several siblings and have
no matter what occupation they have or which
only one parent. The character may have been
Theology they follow.
abused or possibly surrounded with crime or
To start, it can be helpful for the player to
drug-use throughout their lives. All of these
come up with a general concept they can use
experiences shape them from an early age.
as a framework during character generation.
l Personal History: Once the charac-
Concepts are best when they can be summa-
ter became an adult, what experiences did they
rized in two or three words and often include
have? One character may immediately hit the
the Occupation of the character. So, “Surfing
books, attending college to either graduate or
Slacker” or “Struggling Writer” works, as does
eventually burn out. Another may choose to
“Black Widow Celebrity” or “Military Commu-
settle down quickly, getting married and hav-
nications Expert”.
ing lots of children while they’re still young.
After crafting your basic Concept, there
Some may live the life of playboy millionaires
are a few other things to consider when figur-
and their life and experiences will obviously be
ing out who the character is at their core. The
much different from the young father forced
player should think about the following pieces
to work at the town factory because there just
of the character’s psyche. Keep in mind this
aren’t any other jobs. The loss of loved ones or
is not a question list that must be answered.
friends and other catastrophes can also make a
More so, it is a collection of ideas for the
character who they are today.
player to ask themselves to help with crafting
l Gender/Sexuality: The character’s
their character from the ground up.
personal gender identity can weigh heavily on
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Clete Collum (order #2798918) 9
Building Blocks
their concept. One may be your stereotypical wish to be viewed. Players should keep all of
tough guy, temperamental and ready to throw these factors in mind when thinking of their
down at a moment’s notice. Another may be character.
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
Occupations
character can be. After getting a character’s concept to-
l Ethnicity/Race: Racism still exists gether, the next step is to figure out their
in many parts of the world. It can even occur mortal Occupation. Of course, it represents
within people of a single race, where a person more than just a job. It provides a picture of
may be too light-skinned or dark-skinned to what the character has achieved in life before
be fully accepted. How one fits within the mix attaining godhood, and it helps to give players
of ignorance and prejudice determines much a starting point for building their character.
about their character. Some prefer to live a col- From the Occupation descriptions, one should
orblind life, judging people only by their merit, get an idea of how much free time one has to
while others have to face bigotry everyday. Do pursue being a god versus the attention the job
they fight against it in hopes of unifying all requires. While there is no specific free time
races or do they believe in the idea of segrega- rule in place, it proves an interesting way to
tion? There are many gray areas in this difficult draw story elements from the occupation and
issue. whether important events may happen on the
l Demeanor/Appearance: Think job or off.
about all of the above topics and how each one The character’s Occupation also deter-
determines individual pieces of the puzzle that mines starting Bonus Points (BP) (pg. 89) and
ultimately make up your character. All of these Wealth (pg. 94) and gives a few perks (Modi-
things shape how one is viewed by the world fiers) of the job which are only applied once.
and they view it in return. Are they egotistical Any bonuses or penalties do not affect the
or polite to everyone, innocent or hardened? Skill Level, but instead modify the roll. Some
The way they dress and present themselves is Occupations give a Skill of Choice, but be sure
a reflection of their demeanor and how they 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
Character Creation Steps get the bonus again. The following examples
have the this format:
Mortal
Step 1: Mortal Concept, Occupation
Name: The general name of that oc-
and Bonds
cupation. In parenthesis, how many
Step 2: Attributes (25)
starting BP the job provides.
Step 3: Skills (25 + IQ)
Description: A run-down on the job,
Divine what it entails, challenges and how
Step 4: Theology, Dominion (1), much free time one might have.
Entitlements (2) Starting Wealth: The character’s
Step 5: Manifestations (3, 2, 1) starting Wealth (pg. 94). This can be
raised by spending BP, unless
Other otherwise stated.
Step 6: Spend Bonus Points (BP)
Modifiers: Some jobs come with
Step 7: Record Health, Stamina
built-in bonuses. Remember the more
and Spark.
bonuses you receive for free, the fewer
BP one begins with.
63
Clete Collum (order #2798918) 9
Chapter Three
Occupation List Artist (7 BP)
Description: These characters are cre-
ative types who attempt to express themselves
Academic (7 BP) artistically and get a wage in return. They are
Description: These characters have cho- often seen as geniuses if loved and fools if not,
sen to pursue academia as their primary profes- but they have a compulsion to create anyway.
sion, including careers like librarians, university This gives them almost complete free time to
professors and great philosophers. They have do whatever they want, as they seldom punch a
devoted their time to promoting thought and clock or answer to anyone. For them, however,
helping others become smarter. The trials of the two worlds must mesh together or they will
academia can take up a lot of time, making it likely suffer. They are often unbalanced people
hard to balance their job with their godly du- who must work hard to sustain their equilib-
ties, but they’re usually smart enough to figure rium.
it out. Modifiers: Arts +2, Crafts +2, Empathy +1
Modifiers: Knowledge +2, Linguistics +2 Starting Wealth: 1
Starting Wealth: 2
Athlete (5 BP)
Description: Athletes use
their bodies to make money
though intense physical exer-
tion. An Athlete can just as easi-
ly be a minor name in a football
league as an Olympic competi-
tor. 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
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Modifiers: Crafts +2, Perception +1, Skill This group includes car jackers, common thugs,
of Choice +1, Health +1 pick pockets and all the other petty or misde-
Starting Wealth: 1 meanor transgressors who exist. They rarely
have official jobs, but usually owe loyalty to
one social group or another that can ask them
Business Owner (8 BP) to fulfill certain favors. In exchange, they have
Description: These characters struck out
relative freedom to pretty much do whatever
on their own and started a business. This could
they want… as long as they don’t get caught.
be anything from a bookstore to a screen-
Modifiers: Legerdemain +2, Intimidation
printing shop, but it all amounts to the same
+1, Melee +1, Travel +1
thing. Schedules are completely flexible, but
Starting Wealth: 1
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 Criminal – Big Time (5 BP)
employees. Description: Big time criminals are few
Modifiers: Skill of Choice +3 and far between, usually giving them a certain
Starting Wealth: 2 infamous reputation. This group can include
mercenaries, cat burglars or even crime king-
pins. They’ve learned some sort of skill that
Celebrity (5 BP) makes them a valuable commodity, and they
Description: These characters are famous
gain the ability to pick and choose when they
for something in their life. This can include
work. The truly talented only need to do the
survivors of a disaster, people caught in politi-
job for a short time and then they can retire,
cal scandals, porn stars, skilled actors or even
but true criminals never gve up what they love.
reality stars. Hell, some are only famous for
Modifiers: Skill of Choice +3, Stealth +2,
being famous. A celebrity’s free time for their
Intimidation +1
godly duties depends on how much they devote
Starting Wealth: 2
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 Detective (7 BP)
reputations in the process. Description: Ever wanted to investigate
Modifiers: Skill of Choice +3, Fame (2) crimes without the pesky badge or police
Starting Wealth: 3 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
Computer Tech (7 BP) watching cheating spouses or attempting to
Description: These characters have be-
find missing persons, but they seldom have
come experts in computers and technology in
enough money to do more than stay in business
general. Many go on to become data analysts,
unless they land a rich client. They have the
computer support experts, web site designers
luxury of working when they choose (or when
or even mischievous hackers. It can be a great
rent demands), leaving plenty of free time.
way to make some money while doing very
Modifiers: Perception +2, Athletics +1,
little to actually get it. This gives computer
Fist +1, Marksmanship +1
techs a lot of free time in between jobs, but
Starting Wealth: 1
they must be careful to protect their equip-
ment and keep their deadlines.
Modifiers: Technology +2, Legerdemain Driver (7 BP)
+2, Crafts +1 Description: These characters can range
Starting Wealth: 1 from jet pilots or limousine drivers to NAS-
CAR stars, experienced boaters, bike mes-
sengers or taxi drivers. In any case, they make
Criminal – Small Time (7 BP) the majority of their money behind the wheel
Description: Small time criminals are re-
of a vehicle. If they own their car, they can set
sponsible for about 90% of crime in the world.
their own hours… but this is seldom the case.
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Chapter Three
Most of their time is spent on the road driving Homeless (12 BP)
a patron’s car, but they love it. The rest of their Description: These characters have fallen
time can be spent on “other” things. on hard times, have nowhere to go or other-
Modifiers: Travel +2, Stamina +1 wise have circumstances that have landed them
Starting Wealth: 2 on the streets. In the face of adversity, though,
they have become a part of a greater commu-
Emergency Services (5 BP) nity that exists in the alleys. This occupation
Description: These characters have a job often brings drug abuse, the leering eye of the
centered on emergencies, like heroic firefight- law and people who attempt to take advantage
ers or first-responding paramedics. Much of of the character. They have enough free time to
their day is spent in downtime, preparing for perform godly duties without much worry.
impending disaster where they are called to Modifiers: Survival +2, Legerdemain +2,
save lives. They learn how to concentrate in the Indebted Drawback (pg. 98)
face of chaos and hone their bodies to leap to Starting Wealth: 0
action. Most have a schedule ith 1 day on the
job then 2 days off, with occasional overtime. Homemaker (8 BP)
So, some days they have free time and other Description: These characters have made
days obviously not. a life of providing for their family and creat-
Modifiers: Discipline +2, Medicine +1, ing a great home atmosphere. They are usually
Stamina +1 supported by their spouse (or ex-spouse in
Starting Wealth: 2 the case of alimony) and make enough to live
comfortably without needing to have a “real
Explorer (7 BP) job.” Duties include taking care of kids, cook-
Description: These characters fancy ing, cleaning and many other errands that must
themselves explorers, taking on the job of be done to keep a home in order. Homemakers
discovering new things in the world. Trackers, usually have extra time to devote to dealing
rangers and even sea divers can fall under this with pucks before dinnertime.
occupation, needing only the drive to uncover Modifiers: Crafts +2, Empathy +2
exciting revelations. Seldom do they even Starting Wealth: 1
separate the idea of their normal job and their
godly duties, as there is plenty of adventurous Kid (13 BP)
crossover potential. Description: Kid characters are 13 years
Modifiers: Survival +2, Beast Handling +2, old or younger. They’re smaller than other
Travel +2 characters, aren’t always taken seriously and are
Starting Wealth: 0 constantly watched by someone (whether it be
their parents, the state or other legal guardian).
Fighter (5 BP) Unless it’s summer, they have school to attend
Description: These characters use their and are heavily concerned with embarrass-
fists for a living. This occupation includes box- ment issues and how others view them. Darn
ers, martial artists, bouncers and bodyguards hormones. Also, as a child, few expect them to
- people who exchange injury to their body wield the powers of a god.
for money. Fighters are required to keep in Modifiers: Acrobatics +2, Athletics +1,
shape, which means working out every day and Empathy +1, Kid Drawback (pg. 96)
keeping themselves sharp. They must be in top Starting Wealth: 0
physical condition to fulfill their duties (wheth-
er as a prize fight or bodyguard). Tracking down Law Enforcement (5 BP)
monsters is quite the work out, but not many Description: These characters have
calories are burned in mystic research. joined the prestigious order of law enforce-
Modifiers: Fists +2, Fortitude +1, Intimi- ment, taking an oath to serve and protect. The
dation +1, Health +1, Stamina +1 majority of their numbers uphold this credo,
Starting Wealth: 1 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
Minimum Wage (10 BP)
Description: These characters have
of free time they have. Many find their Spark
mundane minimum wage jobs, but a few of
on the job, often sent into dangerous situations
them find a true home within this structure.
where magical forces could be in play.
This occupation includes working in fast food,
Modifiers: Perception +2, Intimidation +2,
in grocery stores or even in grueling day labor.
Marksmanship +1, Fists +1
Some become temps and work a combination
Starting Wealth: 2
of crap jobs. Characters are rarely too busy to
deal with other duties, but don’t have much
Lawyer (5 BP) money to their name either.
Description: These characters have taken Modifiers: Skill of Choice +1, Stamina +1
up the mantle of the law, fighting for their Starting Wealth: 0
clients in court. They are known for their abil-
ity to talk their way out of almost any situa-
tion with their debating skills. Some can even
Musician (7 BP)
Description: These characters have
become household names if their clients are
devoted their life to music, eating, sleeping and
well known enough. A poor lawyer has plenty
breathing the rhythm. They wake up every day
of time to pursue their divine duties, while the
wanting to create and going to sleep with mu-
richer ones find it hard to pull themselves away
sic on their mind. Some have no other skills.
from their office most of the time.
Depending on how popular their music is,
Modifiers: Persuasion +2, Deception +2,
free time may be consumed by the occasional
Empathy +1
gig and practice time with the band. Really,
Starting Wealth: 3
though, being a musician gives a lot of time
to provide balance to the universe or just bum
Media (6 BP) around.
Description: These characters seek a Modifiers: Performance +2, Arts +2, Per-
great story to tell - above all other things. suasion +1
Those who go for a Media occupation include Starting Wealth: 1
reporters, news writers and even professional
photographers. They feel it’s their job to reveal
the truth, which can get them into some pretty
Performer (5 BP)
Description: These characters live their
hot water. At times, they can turn their godly
life for the theater, including any type of
duties into a way to get easy leads, wrapping
performance art like acting on Broadway or
both jobs into one.
dancing with a world-renowned ballet troupe.
Modifiers: Perception +2, Arts +1, Empa-
They spend hours a day to improve their craft
thy +1, Stealth +1
and perfect themselves, leaving much less time
Starting Wealth: 2
to deal with outside jobs. The call of the divine
can be another stage for them to conquer.
Medical (5 BP) Modifiers: Performance +2, Acrobatics +2,
Description: These characters work in Stamina +1
the medical field in some way, often as doc- Starting Wealth: 2
tors 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
Politician (5 BP)
Description: These characters work as
forget they often hold life and death squarely
part of the political machine that runs the
in their hands. They take oaths to help people
nation. They can be anything from mayors to
and work grueling schedules that can often
governors to senators to community advocates.
interfere with their divine mandates.
This puts them squarely in the center of politi-
Modifiers: Medicine +3, Discipline +2
cal happenings and gives them a chance to in-
Starting Wealth: 3
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Chapter Three
voke real change to their territories. Numerous evangelist. Most have taken a vow of poverty
meetings and public appearances may lessen and have a higher calling in their life. To that
their free time. They must also be careful not effect, they may be less willing to initially ac-
to smear their public image if they plan to run cept their new position as a god, but they are
for president one day. often more zealous than the average god when
Modifiers: Persuasion +2, Deception +1, they do. Their job is to lead and counsel, so
Discipline +1 they have plenty of free time to pursue these
Starting Wealth: 3 things.
Modifiers: Knowledge +2, Discipline +2,
Empathy +2
Privileged (5 BP) Starting Wealth: 0
Description: These characters were born
with a silver spoon and a golden bowl. They
grew up rich, usually spoiled to death by their Retired (10 BP)
parents, but also left to nannies to actually be Description: These characters have
raised. More money brings more problems, worked their lives at a profession and have
such as not knowing who one’s true friends are now settled down to retired life. Of course,
or the lack of motivation to do anything with this retirement comes with tons of free time to
their lives. This leaves them with unlimited spend with friends and family or take up new
time and resources with which to pursue other “hobbies,” but they are often limited to a fixed
interests. income. Also, they are older than other char-
Modifiers: Skill of Choice +3 acters, bringing wisdom with them into every
Starting Wealth: 5 situation, which is very helpful when dealing
with younger gods and their petty games.
Modifiers: Skill of Choice +3, Knowledge
Religious (7 BP) +2, Elderly Drawback
Description: These characters come from
Starting Wealth: 2
a religious background, like a priest, nun or
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Building Blocks
Rural (5 BP) The military isn’t known for letting their sol-
Description: These characters have diers run around unchecked, so the character
grown up in rural areas, usually a farm or a may have precious little time to perform other
ranch, and have lived that way for quite some tasks in the name of their divinity
time. They are happy to work long, hard hours Modifiers: Marksmanship +2, Discipline
in the fields, sowing seeds, taking care of live- +1, Fortitude +1, Health +1, Stamina +1
stock and feeling a sense of accomplishment Starting Wealth: 2
at the end of the day. They can find it hard to
leave their farm duties unless they have trusted Student (8 BP)
farm hands, but they can make it into the city Description: These characters have
every so often. decided to pursue higher education and are at-
Modifiers: Fortitude +2, Beast Handling tending a college or technical school. They are
+2, Crafts +2, Travel +1 no longer kids, but still have a busy schedule of
Starting Wealth: 1 classes, tests and labs to complete in order to
stay in school. They often have a clear vision of
Scientist (5 BP) what they want to do with their lives, but oth-
Description: These characters have ana- ers can easily drift off and take a lot of electives
lytical minds that have led them down the path before making a final decision. Either way, their
of science. This includes engineers, chemists Dominions have to contend with study time.
and those in pursuit of other hard sciences. Modifiers: Knowledge +2, Technology +1,
Their days are filled with long hours of re- Linguistics +1, Skill of Choice +1
search and experimentation, but as long as they Starting Wealth: 0
can prove their progress to their investors, they
have enough free time to pursue other areas of Therapist (6 BP)
interest… like being a god. Description: These characters have
Modifiers: Knowledge +3, Technology +2 learned the intricacies of the human mind
Starting Wealth: 3 and know how to guide others through their
problems. Therapists are known for being able
Sex Worker (10 BP) to spot a lie in a heartbeat. Sometimes, their
Description: These characters work in analytical mind can keep some of them from
the bowels of the sex industry. Some are above forming lasting relationships, while others use
board, with their jobs revolving around acting their mastery of human life to enjoy their own.
in low budget adult films or working in gentle- Many have their own practice, letting them
men clubs. Others are prostitutes, walking the determine their own hours.
streets to find their next John. The character is Modifiers: Empathy +3, Knowledge +2
often tested to see just how far they are willing Starting Wealth: 2
to go for money. Some have a flexible sched-
ule, while others are slaves to someone who White Collar (6 BP)
“watches” out for them (be it a pimp or a club Description: These characters are work-
manager), so free time varies. ers in call centers or offices. They can be
Modifiers: Persuasion +2, Acrobatics +2, secretaries, phone support, staffing agents or
Stealth +2, Indebted Drawback (pg. 98) managers with people working beneath them.
Starting Wealth: 0 White Collar workers learn the tools of their
trade, usually computers, and then fade into
Soldier (5 BP) the background. They have clearly defined
Description: These characters have work schedules, but do have the luxury of sick
enlisted in one of the branches of the military. and vacation time if they need to take a few
They learn a strong sense of duty, discipline days off.
and the ability to follow (and give) orders. Sol- Modifiers: Technology +2, Stealth +2,
diers keep themselves in prime physical shape, Perception +1
ready at all times to be deployed into action. Starting Wealth: 2
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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
Bonds are what makes a character human, and Place) of Bonds that can provide an idea
composed of the people and places in their as to what is important to the character, what
life they hold most dear. A person is driven to makes them human. In the end, Bonds give a
get out of bed in the morning by their Bonds, clear view of the character’s personality in the
and they are entirely loyal to their Bonds. No process.
matter how mundane their ordinary lives are, Players will notice the lack of Objects as
waking up to a lousy job with a horrible boss, Bonds. No human truly bonds with a particular
eating fast food and going home alone in most item. It is always another root Bond attached
cases, the character always looks forward to to it. For example, the pocketknife that one’s
time with their Bond. These aspects reflect the parent gave them isn’t the Bond – their parent
lessons they’ve learned throughout their lives would be. Keep this in mind when choosing
and can shed light on the true nature of their your Bonds.
humanity.
There are both positive and negative
aspects to ones Bonds. First, Bonds serve as
Individuals
Individual Bonds are the most common be-
a character’s connection to the mortal world,
cause humans naturally seek one-on-one, per-
cementing one’s humanity in the things they
sonal connections. This type of Bond includes
truly care about. The idea of what “humanity”
any person who is important to the character,
is varies between cultures, but anything that
like a family member for inspiration, a spouse
keeps the character in the world and not lost in
to love, a child the character wants to see grow
the adventure of divinity works well. Without
up or a sibling who needs constant attention.
strong Bonds, the character lacks goals or focus
Familial bonds are the easiest to introduce, but
outside of hatred and fear, which can grant
often require the most attention from the god.
power at a supreme cost.
Friends and coworkers are also good choices,
On the negative side of the coin, a Bond
as long as they are valued in the character’s life.
can be used against the character in the worst
The rating of an individual Bond often reflects
of ways. Their neighborhood could be trashed
how strong their connection is, Bond 1 being
by violent gangs, their social group’s members
a relationship that may already be fading and
picked off one-by-one by an unknown assailant
Bond 5 as one of the most important people in
or even their family being hurt (either inten-
the character’s life.
tionally or accidently). In any case, Bonds are
Bonuses: The character receives bonuses
the most important things to a person, and
to checks while directly remembering lessons
destroying these bonds cripples them. An en-
taught to them by Individuals or in rolls to
emy who knows where you live can bring more
perform tasks for/against their Bond.
distress than a punch to the nose. If they know
where your mom lives, it’s even worse.
Groups
Instead of individuals, some characters
Choosing Bonds develop strong Bonds to a certain social group.
During character creation, the player This is derived from every human’s need for
receives 6 points to spread among their Bonds, camaraderie and understanding from a circle of
rating on a scale from 1 to 5. Additional Bond friends and professional colleagues. One char-
points can be gained through the Strong Bonds acter may be in a street gang, while another
Gift (pg. 94). The Bond rating reflects how may be part of the local explorer’s club. Group
important it is to the character and should be Bonds can also include those from their cho-
chosen carefully. The player should think about sen career’s community, such as being a named
(and share with the other players) the story of partner in a law firm they’ve toiled at for years
their character and how their Bonds connect or even a member of a religious cult that oper-
to their character. After selecting their Bonds, ates outside normal society. The group, not
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Passion List
Bond Strategies
There are different strategies one Approval
might take when deciding on their The character seeks approval from their
Bonds. Fewer Bonds may make it easier Bond. No matter how powerful they become,
to sustain, requiring less effort on the their mom can always make them feel guilty,
part of the character. However, it also mentors continue to be respected (even if
makes it easier to take out a Bond and their abilities are surpassed) and the opinions
drive the god to the brink. The other of one’s friends will always matter on some
route is taking several lower-ranked level. The god could alternatively look to a
Bonds. This gets the character more fraternity or their career for validation of their
Passions, but could spread them too self-worth. The character sees their humanity
thin and get them many more Failings through the eyes of their Bond.
as a result.
Charity
The character feels most comfortable when
giving, usually to their Bond. They may give
necessarily its individual members, is important their time to build homes for the homeless,
to the character. Bond 1 means the character is working to keep one’s community in good con-
loosely associated or may even be the goat of dition or always being the one people (family or
the group, while Bond 5 means they are likely friends) go to for help. They are wonderful as
the leader of the group. confidants and pride themselves on how their
Bonuses: The character receives bonuses Bonds look to them for help in their lives.
when representing/serving the group directly
or when asking one’s group for information/fa-
vors (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
Places are based on these core tenets, with common
Some characters see their humanity con- examples including whether or not to fight, if
nected to a particular place, usually one filled stealing is a moral crime or thoughts on show-
with memories. A Place Bond comes from a ing respect to a lady. Their Code of Honor can
human’s desire for familiarity, always more be linked to a certain person or group that
comfortable with the things they know. This taught the god to always hold to their prin-
type of Bond can be as specific as the house ciples. The character measures their humanity
the character grew up in or as widespread by how well they follow this code.
as their hometown or an entire city, but it’s
linked to some sort of lesson they’ve learned or Devotion
memory they have. It should be a place that, The character’s Bond is the subject of their
even if they don’t actively live there, the char- love and devotion. Devotion usually applies to
acter should want to keep safe. Bond 1 reflects individual Bonds, directly entangled in a rela-
a single building or small area, while Bond 5 tionship. For some characters, this represents a
would reflect a whole city. deep sense of loyalty to a club or group of best
Bonuses: The character receives bonuses friends. Others may have a strong sense of
to checks that help them survive in the area, pride in one’s community or possibly the grave-
perform tasks within it, protect it or find oth- yard where a loved one is buried. The character
ers within it. 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
The character has learned to grasp onto their own challenges they feel as right. Passive
their religion for comfort. They look to a aggressive or non-violent rebellion is quite a
higher power if ever stressed or in moments powerful tool. These characters view them-
of danger. The Faith Passion is often instilled selves by how hard they rebel and get others to
in the character at a young age by one of their join their cause.
parents, members of their religious community
or a certain social group. The character views Rival
themselves in relation to how they stand with The character has a person or group they
their higher power (whatever it may be). are in direct competition with. This could be
their sibling who was always better than them
Joy at sports or a coworker who seems to get the
The character surrounds their life with best responsibilities (or their own parking
happiness and celebration, and they try to pass spot!). Some even pick celebrities or other
this on to anyone they come into contact with. public figures, aspiring to eventually rise above
This Bond can be linked to a specific person them. A rivalry pushes the character to bet-
or group they wish to make happy or to a place ter themselves, and they view their humanity
they associate with having fun and partying. based on how far they are behind.
The character views themselves by who they
can make smile. Survivor
The character has been through a lot in
Perfection their lives, but has learned to persevere. Only
The character seeks a life of perfection of through the help of a wise mentor or other
one kind or another. This becomes a personal individual, a group that helped them through it
goal to attain physical perfection and purify or by knowing the ins and outs of their neigh-
their mind through lessons learned from a borhood could they have made it through their
mentor, or even to gather just the right circle hardships. The character views their humanity
of friends. Others may be using their family by the various trials they have fought and won.
garage to fully restore a car to mint condition.
The character views themselves through their Example: Brian decides how to spend his
need to become better. 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
Protection Individual Bond worth 3 points. He writes “Jenny
The character is a defender at heart. They
3 – Devotion” on his sheet.
have someone or some place to protect and
He then decides his lifelong scholastic career has
without it, they feel less than whole. The Bond
placed Lucas in good standing in the academic com-
could include their child, sibling or another
munity and he continues to seek a higher place within
person they feel they must protect (even if
it. He writes “Academic Community 2 – Approval”
against their will), protecting the honor of their
on his sheet.
name within a social group or even defending
Brian then thinks about where Lucas might
a particularly important landmark. They view
spend his time, and he chooses the college library
their worth by how they can keep the things
where he works, seeing as this is the best job he’s had
they care about safe.
in his life. He writes “Judson College Library 1 –
Protection” on his sheet.
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
Benefits
There are certain advantages to having
rebel along side or even the group or place they Bonds, as they can provide hours of roleplay-
rebel against. This doesn’t have to be terror- ing 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
Seeking Power how the current situation is connected to one
Another reason Bonds are broken of their Bonds and what kind of bonus they are
among gods is for the character to at- asking for. If the connection isn’t an obvious
tain more divine power. No god may “yes”, the GM and other players should discuss
have a Spark higher than 10 minus their and take a vote as to whether it should apply.
Total Bonds. For instance, a starting Bond bonuses work for extended and contested
character with Spark 1 could have as checks as well. Depending on the type of Bond
many as 9 points of Bonds. Because possessed, these bonuses will apply to differ-
characters begin with 6 Bond points, ent types of situations and can stack if their
they could actually go up to Spark 4 situations merge for the scene. Some bonuses
without losing any Bonds. This re- last for a single check, while others extend to
flects a separation the god is creating the Scene (again depending on the scenario and
between their human and divine lives, use).
giving up their connections to the Example: Lucas the Librarian finds himself
Earth in hopes of ascending beyond it. being chased by an unknown creature and needs to
The irony is some gods seek to attain find shelter. Judson College Library is nearby, so he
power to protect the very Bonds they makes his way there and seals himself inside. He finds
are destroying. Few realize this before Jenny is inside at the computer desk, after having
it’s too late. Bond points lost to a rise fallen asleep while working. They hear a crash at
in Spark level can never be regained un- the door. Lucas begins pushing objects in front of the
less the god gives up (or loses) a piece doors and would receive a +4 bonus to his Strength
of their divine power. It is not uncom- checks to do so (+1 for defending the library and +3 for
mon for a god, recently recovering his actions directly being to protect his love). If they
from death (pg. 108), to seek comfort changed location or if Jenny runs to safety, Lucas may
in the arms of a past lover, thus rebuild- lose either of the bonuses, but he can keep it as long as
ing that bond to fill in the void of their he is feels the danger of losing his Bonds.
lost Spark level.
Losing Bonds
Holding on to Bonds requires the hard
concept. The GM is encouraged to insert a work and attention that comes along with any
character’s Bond into the story at any point in relationship. A god who forgets about their
the game, as this helps connect the character family, circle of friends and where they come
to the events of the Scene and spur them to from becomes nothing but an embodiment of
action taking place. their Dominion and lose all of their humanity
Bonds also give bonuses during play. Any in the process. They begin looking at others
time the character acts within the precepts as tools to attain power or, worse, as pests to
of their Bond, affecting the game in a cool or be exterminated when they have nothing to
interesting way, they can receive an additional ground them in reality. Old myths of gods who
Experience Point (XP) at the end of a game are embodiments of the worst sides of human-
session (pg. 5). This could require a simple ity, who play games with humans like they are
implementation of the Bond, such as trusting toys or send them on odysseys just to see if
faith in the face of adversity or a very literal use they survive are great examples.
of the connected Passion. The GM is the final The process of degradation is seldom very
arbiter on whether a player receives this bonus quick. If a character misses a birthday or other
or not, but shouldn’t be afraid to ask the other anniversary, their Individual Bond may feel
players how they feel about it. mistreated or forgotten. If they miss important
In addition, characters can receive a bonus meetings or fail to represent themselves well,
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they may lose status in their Group Bond. If instantly, like if an Individual Bond were killed
they move away, they can no longer watch over or refuses further contact, a Group Bond were
their Place Bond location. When this hap- to be disbanded for some reason or a rundown
pens, the Bond weakens and eventually breaks. neighborhood is abandoned or the victim of
Bonds should be regularly introduced into play a natural disaster, but more than likely it is a
as side characters and locations, always in jeop- gradual effect.
ardy 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
Failings List
mistakes the character can make. A Bond with
a lot invested in the relationship can tolerate Apathy
more frequent missteps. Each time a Bond is The character loses their ability to care af-
abused or mistreated, the rating (and subse- ter losing something so precious, often simply
quent bonus it grants) is reduced by either 1 or too scared of losing again. The Apathy Failing
2 points. What is considered a minor or major makes it difficult for the character to empa-
mistake should be discussed with the GM so thize with others or feel anything for another
everyone is in agreement. If ignored for long person, thus removing more of their humanity.
enough, a Bond will always eventually fall to a 0 They begin seeing themselves for how little
rating, thus breaking entirely. Points lost from they feel.
a Bond are then transferred to the god’s Fail-
ing, which can have interesting and ultimately Cowardice
very negative effects on a character. The character is filled with a certain deep-
rooted fear of something connected to their
Minor Mistake = Lose 1 point loss. They’ll find any chance to avoid it, and if
Major Mistake = Lose 2 points faced with it, the effect leaves them a huddled
Death/Destruction = Reduced to Zero mass on the floor. This leads them to make
Instantly choices based upon that fear as it takes over
their lives. They begin to see themselves for
Once a Bond rating has been reduced to how safe they can feel.
0, it is considered Broken. This can happen
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Death obtaining. They begin to view themselves only
The character becomes obsessed with by the large collections they possess.
death in all its forms. They’ll hang out after
hours in morgues, attend funerals for people Guilt
they’ve never met or spend nights in cemeter- After a horrible loss, the character may
ies. If they can speak with ghosts, they’ll often develop a deep sense of guilt and blame them-
do so regularly, just to be closer to death. If selves for the atrocity. This Failing can often
not surrounded by death, they may create lead a character to outright inaction, as they
their own in the form of murder and may even don’t want to cause the same event they have
welcome their own death. They begin to see in the past. Others may slip entirely into a
themselves for their own fleeting mortality. depression. They begin to see themselves for
their previous mistakes.
Escape
The character is now running from some- Power
thing. They are running from people they know The character replaces their Bond with an
and things that remind them of their great loss undying need to attain power in the form of
of humanity. They become akin to nomads, people they can control, groups at their com-
never truly knowing the feeling of “home” ever mand and territory under their ownership. If
again. Often times, the Escape Failing takes only they had more power, they would never
them away from their godly duties as well. have experienced the loss, right? They begin to
They begin to see themselves for the regret view themselves only for the amount of power
that follows them wherever they go. they hold.
Envy Self-Destruction
The character begins to covet the things The character becomes masochistic, just
someone else has in their possession. They de- waiting for the next bout of pain to come their
velop a strong urge to steal (forcibly, if needed) way. They’ll take on more dangerous tasks and
items, power or money from others, usually pick fights with opponents that are obviously
as an affront to whatever loss they have expe- out of their league, just hoping they’ll get hurt
rienced. This especially applies to the usurp- along the way. Some even consider themselves
ing of territory. They begin to see themselves a martyr. They begin to view themselves for the
through the things they can seize from another. pain they can take.
Hatred Vengeance
The character develops an intense hatred. The character has been wronged, causing
Often times it is for a certain person, group or them to lose something in their life. Instead
place, but other times it applies to everyone of rebuilding, the character focuses on getting
and everything. The Hatred Failing makes the vengeance. This could be hunting down the
character more likely to lash out and makes killer of their loved one, declaring war on a
them highly emotional. They begin to see rival group or having a turf war. The character
themselves for how much they hate the world. begins to see themselves through who they can
make pay.
Hoarder
In order to cope with some catastrophic Example: The creature crashes through the
change, the character latches on to a particular door and leaps to attack Lucas and Jenny. In the pro-
object they must collect. This harkens back to cess, Jenny is injured and knocked out. After defeating
collecting victims’ ears or even losing one’s self the beast, Lucas rushes Jenny to a hospital to make
to stamp collecting. In either case, they can sure she receives medical attention. When she comes
be easily led down the wrong path in pursuit to, she asks what it was that led them here… Lucas
of items they are completely obsessed with lies and Jenny can tell he is hiding something. She is
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hurt (physically and emotionally) and asks for space.
This would immediately reduce the Bond to “Jenny
2” (instead of 3). Overuse
If Lucas stops pursuing her altogether, the rating Bonds are very important to a story.
will eventually drop to 0, but for the meantime he However, just like anything else, it can
still enjoys a +2 bonus to checks to try and get it back. get old and done to death if overused.
However, he now takes a 1-point Failing. Brain Not every adventure can be set within
chooses Guilt 1, as Lucas feels bad for Jenny’s injuries. the character’s territory and even the
If Jenny actually died in the conflict, her rating of 3 closest bond shouldn’t become a regular
would immediately drop to 0 and Lucas would most member of the pantheon.
likely pick up Guilt 3, blaming himself for her death. It is not their place.
Likewise, a player cannot invoke bo-
nuses or gain XP from overuse of the
Penalties same Bond over and over. This is just as
bad as neglecting the Bond. Eventually,
When a character loses a Bond level, they
will pick up a negative Passion, called a Failing. it just becomes a crutch for them to
The point(s) lost are then transferred to an ap- abuse and the Bond should lose levels.
propriate 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 events into a story than a positive one.
binge. These Failings begin to shape and alter Example: Lucas goes back to work, but obsesses
the god’s personality, emotional makeup and over Jenny and the break in their relationship. He
their overall outlook on life. looks out the window to see a chaos puck stealing an
When this occurs, the connected Passion object from a student’s room. Brian, Lucas’s player,
has less of a positive effect on their lives, lower- very curious about what the item could be, wants to
ing the bonus they would normally receive. The go check it out. However, the GM calls for a Fail-
character’s new Failing (also rated 1 to 5) begins ings check from Brian, “What if you go find out and
to dictate how they respond to situations. In more people get hurt?” Brian rolls an 18 and, thus,
most cases, the player is expected to simply Lucas watches as the puck runs away. He decides to
take their new Failing into consideration when wait until he can assemble his pantheon to pursue the
making decisions. However, the GM can also creature.
force an INS + Empathy check to see if the
character can resist the urge to follow their
Failing. The Difficulty of that check is depen-
dant upon its rating, per below:
Rebuilding Bonds
Rebuilding Bonds or making new ones is
handled through creative roleplaying. Recon-
Level 0 Difficulty (10) necting with and apologizing to Individual
Bonds, proving one’s worth to a Group Bond
Level 1 Difficulty (20)
and helping to clean up a Place Bond are a
Level 2 Difficulty (25) few different ways. The character needs to be
Level 3 Difficulty (30) sincere about wanting to repair their weakened
Bond, and the process should be played out
Level 4 Difficulty (35)
with the help of the GM. Given enough effort,
Level 5 Difficulty (40) they could bring their Bond rating back to its
original level, though nothing is ever the same
One positive effect from Failings is the after breaking once or twice.
player can actually receive an XP bonus by Mechanically, a Bond that has dropped
implementing their Failing during a session in in its rating can be raised through fulfilling
the same way they would use their Passions. certain tasks set forth by the GM. Wrong-
Negative decisions and actions the characters ing a loved one may require a huge gesture to
make can often add even more interesting gain back their affection, losing face within a
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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 Attributes are used to reflect the natural
the character is Bonded. The loss of the Bond talents of a character. They gives an idea of
continues to nag at the character, however, and how strong they are (Power), how quick on
they retain their Failing, but the Difficulty of their feet they are (Agility), how tough they
checks to resist drops to Simple (10). If they are (Vigor), how intelligent they are (Intel-
develop more Failings, they may be different or lect), how much willpower they have (Insight)
just pile on top of what already exists. and how much social grace they have (Charm).
These traits are the building blocks of all
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Feats of Strength + Acrobatics check and can come in handy for
Characters can carry up to 25 lbs. per POW any character.
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
Vigor (VIG)
The VIG Attribute represents a charac-
the Lifting weight incurs the same penalty, but ter’s ability to take a hit, fight the effects of
they also cannot perform any other actions fatigue and resist horrible physical effects to
unless they drop their load. Strength checks their body. A high VIG is important to jobs
(POW + VIG) can be used to lift more than that require a lot of stamina, from construction
their usual amounts or perform other feats. A workers to soldiers to professional athletes.
Moderate (20) check may be required to exceed
their lifting limit, but Difficulty may vary for
other feats (breaking a chair/door, etc). Holding Breath
Characters can hold their breath for up to
20 seconds per VIG level without cost. They
Agility (AGY) can extend this time by another 20 seconds for
1 stamina point (up to double their time).
The AGY Attribute represents a character’s
gracefulness, accuracy of ranged weapons and
how quick they are on their feet. A high AGY Physical Resistance
is important to characters who require manual With a VIG + Fortitude check, charac-
dexterity and reflexes for their job, from street ters resist the negative and positive effects of
juggler to performers in an acrobat troupe to poison/drugs, disease, unconsciousness or the
world-renowned cat burglars. effects of shock to the body. See “Staying Alive”
on pg. 155-159.
Balance
There are many instances where a charac-
ter may need to keep from tripping, slipping or Intellect (IQ)
falling. Balance checks are made with an AGY The IQ Attribute represents the charac-
ter’s quickness of thought and their overall in-
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telligence. A high IQ is important for scholarly Haggling
characters, like teachers or scientists, or for There are times when a character’s charm
white-collar workers who deal with numbers can help them in negotiating product pricing.
day in and day out. They can make a CHM + Persuasion or CHM +
Intimidation check to “convince” the salesper-
Memorization son to lower prices so they can get items they
A character’s IQ is important to the would never be able to afford themselves. They
amount of information they can memorize and cannot haggle for items with a Cost higher
recollect on the fly. An IQ + Discipline check than more than half the character’s CHM
can be used to see how much information rounded down.
they can cram into their brains. If they didn’t
attempt to purposefully remember said infor- Other Social Checks
mation previously, they suffer a -4 penalty to A character’s CHM is a reflection of their
recollect. ability to convey their ideas to others. GMs
Simple (10): name, address or phone may find some players are great at talking
number circles around NPCs, in spite of their character
Moderate (20): Complicated scientific having a low CHM level, while other players
formula aren’t very good at fast-talking, even though
Tough (30): Shakespeare monologue their character may have a high CHM level.
Legendary (40): Memorize an encyclope- For this type of social situation, it is good
dia volume 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.
Insight (INS) From a character point of view, there may be
times when they “think” they are being suave
The INS Attribute represents a character’s
awareness to the world around them, their and are really just making fools of themselves.
natural intuition and their resistance to mental Difficulty should be based on how the target
trauma. A high INS is important to characters feels about the character. Trying to persuade
who require skill in observation, like police someone who already likes the character may
officers or private detectives, or occupations require a Simple (10) check, while trying the
that need someone with a strong mind, like a same on someone who hates the character may
therapist or a social worker. require a Tough (30) check.
Mental Resistance
A strong INS protects the character from
mental degradation. With an INS + Discipline
Skills
check, they can shrug off the effects of Pain or
Every person, no matter their background
laugh in the face of Fear. An INS + Empathy
or upbringing, develops life skills they use to
check is used to resist developing Insanities.
survive in the modern world. Whether it’s the
ability to cook, speak another language, throw
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from their jobs. Also note that IQ raised with Difficulties
BP do not contribute to this starting pool of
Simple (10): Basic application of the
Skill points.
skill.
Moderate (20): Advanced applications of
Skill Levels the skill.
Level 0 Clueless Tough (30): Complex applications that
Hobbyist require more work than
Level 1-2
usual.
Level 3-4 Enthusiast
Legendary (40): Almost impossible feats.
Level 5-6 Expert
Level 7-8 Veteran While rolling dice is an easy way to resolve
simple situations, this should never take the
Level 9-10 Master
place of descriptive storytelling. Most tasks
won’t require a check. A character that is of
Like Attributes, each Skill is rated on a legal driving age can reasonably get behind the
scale from 1 to 10. There is no limit to the level wheel, turn a key and press the gas without
the character can begin play with, but GMs actually making any Travel checks. They would
should ensure the ratings match the concept of definitely need to make an INS + Travel check
the character. Also, Level 1 to Level 8 costs one to spot another car that may be tailing them.
Skill point per level, while Level 9 and 10 cost No character needs to make a check to make
two Skill points per level. themselves bacon and eggs in the morning,
but they may require an IQ + Crafts (Cooking)
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to the story. For other instances, the GM may (i.e., the character takes a moment to compose
just apply a standard Difficulty to the player’s themselves, they obtain more sophisticated
check for simplicity. Each skill lists examples of tools, etc.), they can start fresh and eliminate
possible tasks and their Difficulties. GMs may any penalties to their next check. The GM is
find that reducing even a Contested check to a the final arbiter of whether the character can
single check helps to make game sessions flow try their Skill check again.
faster and easier.
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-to-
back reattempt. If circum-
stances of the check change
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Standard Skills Boosts
Sometimes a Skill check can garner more
Skill Name Example Skill Usage
than just a normal success, if the player’s check
Acrobatics Balance, Dodging, Tumbling, is good enough. This is where Boosts come
Swinging
into play. For every 5 the player rolls over the
Arts Painting, Sculpture, Writing, Difficulty, they gain an additional bonus to the
Photography
result. When used with Contested checks, the
Athletics Climbing, Throwing, Jumping, character receives a Boost for every 5 they roll
Running
over their opponent’s check. For example, if
Beast Handling Canines, Felines, Horses, the character rolls a 25 on a Moderate (20) Dif-
Training ficulty check, they have Boosted 1 time.
Crafts Cooking, Mechanics, Jury- Boost is different for certain skills or pow-
Rigging, Weaponsmithing ers and can even be lowered with the use of
Deception Hiding Emotions, Misdirec- Entitlements or Gifts. The following are some
tion, Exaggeration, Disguise of the standard effects one can glean from
Discipline Concentration, Meditation, vs. Boost, but players and GMs are encouraged to
Fear, vs. make up others on the fly as they see fit.
Empathy Sensing Anger, Sensing Sad- l Bonus Info: The character receives
ness, Spotting Lies, Resist an extra item of interest other than what they
Insanity were looking for. If hacking for personal info
Fists Sucker Punch, Blocking, Grap- using the Technology skill, the character may
pling also find their target’s business info as well.
Fortitude Resist poison, Resist uncon- If searching a room, they may likely find an
sciousness, Resist inebriation additional clue to whatever mystery they are
Intimidation Veiled threats, Stare-downs, attempting to solve per Boost.
Interrogation l Bonus Damage: In combat, each
Knowledge Research, History, Law, Street boost adds +1 damage to the character’s at-
Smarts tacks. This reflects their lucky ability to strike
Legerdemain Pick-pocketing, Pick Locks, a vital point or get in a lucky punch.
Palming l Additional Targets: When using
Linguistics Language Families, Body Lan- a skill on a single target, their influence may
guage, Code Cracking spread to more targets with each Boost. For
Marksmanship Pistols, Archery, Rifles, Shot- instance, a character who stares down their
guns opponent with Intimidation, may scare off the
rest of their target’s crew if he Boosts.
Medicine Diagnosis, Surgery, Neurology
or other field l Time Crunch: Boosting can cut a bit
of time off of the task at hand. For instance, if
Melee Swords, Staves, Chains, Knives
fixing the car engine would normally take an
Perception Sight, Hearing or other sense, hour, they may be able to cut off 10 minutes
Searching
per Boost.
Performance Singing, Acting, Dancing, l Style: The character can pull of their
Musical Instrument
task (such as Athletics jumps or Performances)
Persuasion Haggling, Seduction, Leader- in a particularly flashy or stylistic manner, im-
ship, Negotiation pressing more and more people for every Boost
Stealth Hiding, Shadowing, Sneaking, they get.
Concealment
Survival Navigation, Foraging, Tracking,
Shelter Critical Successes
Technology Computers, Security systems,
Hacking and Failures
Anytime a player rolls a 1d20 and it lands
Travel Cars, Planes, Skateboards,
Trucks on 20, this is called a Natural 20 or a Critical
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Success. This grants the character an automatic
success at whatever Skill check they were at-
Teamwork
Some jobs require a team to complete. If
tempting. This obviously succeeds against a
two or more characters wish to work together
Simple (10) or Moderate (20) Difficulty, but the
on the same Skill challenge, this is where
roll of a Natural 20 means they succeed even if
Teamwork checks come into play. The charac-
the character’s total value for the check does
ter with the highest Level in the chosen Skill
not meet or beat the Difficulty. The character
makes the check and other characters who
also receives the effects of one automatic Boost
have at least Level 5 of the same Skill can add
(see below).
a +2 bonus to their roll. This bonus raises to +4
Likewise, if a player rolls 1d20 and gets
if the helper has Level 10, but they are likely to
a 1, it is called a Natural 1 or a Critical Fail-
be the one making the Skill check if they are a
ure. Even if the character has the bonuses to
master in that field.
normally succeed at such a task, they automati-
cally fail at their attempt if they roll a Critical
Failure. Tools
A character can often gain access to certain
Skill Specialties tools that can make tasks easier to complete.
Grip gloves may give a bonus to Athletics
As characters advance along their career
(Climbing) checks, while an artist with the
paths and gain Levels in their skills, they begin
right materials and workspace may receive a
to choose certain specialties. When a Skill
bonus to their Arts checks. Tools generally
reaches Level 5 and Level 10, the character re-
provide anywhere from a +1 to +5 bonus to a
ceives a +2 bonus to use that skill for a special-
particular Skill check, depending on how much
ized purpose. A thief with Legerdemain may
the tool impacts the Skill and circumstances.
have a Specialty in Pick-Pocketing, while an
GMs may also grant bonuses from environ-
analyst with Technology may have a Specialty
ments as Tools. Perhaps a singer gains a bonus
in Mainframes. Example Specialties are pro-
to their Performance (Singing) checks due to
vided with each Skill description, but players
the acoustics in the theater or the drunkenness
and GMs are encouraged to create new Spe-
of the crowd.
cialties 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
Through experimentation, characters are been trained in various gymnastic uses of their
likely to find multiple skills overlap or cross- body. These characters are better at tumbling,
over, working in harmony with each other. If swinging, flexibility and often performances in-
more than one Skill is applicable to the task volving dexterity. An AGY + Acrobatics check
at hand, the player receives a bonus to their is the most common application, especially
check. The character always rolls the Skill in combat, as this skill acts as the character’s
with the highest bonus, but gains a +2 bonus Dodge.
for each additional skill the characters pos- Possible Specialties: Dodging, Landings,
sesses at Level 5 or higher. This increases to a Balance
+4 bonus at Level 10. For instance, Knowledge Simple (10): Basic tumbling, rolling or
of a certain celebrity’s documented vices may cartwheels
garner a bonus to Persuasion checks, while an Moderate (20): Walk a tightrope, Per-
acute level of Perception may help with the form advanced gymnastics displays
evaluation of a car’s ability to take a tight turn Tough (30): Trapeze act, Extreme contor-
on the character’s next Travel check. The GM tions through prison bars
is the final arbiter of which scenarios call for a
Harmony Bonus.
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Arts Athletics
The Arts skill represents an understanding Characters with the Athletics skill have
of expressing oneself through an artistic me- worked hard to strengthen their body through
dium, including anything from speech writing intense exercise or vigorous physical activity. In
to calligraphy to poems. An AGY + Arts check addition to swimming, climbing, running and
may be used for the implementation of artis- jumping, the character also uses their athletic
tic tools. An INS + Arts check can ensure the ability to throw weapons. A POW + Athletics
proper sounds and melodies to convey a certain check is the most common, except for thrown
emotion. Art itself is subjective and Difficulties weapons which uses AGY + Athletics.
often range based on the character’s audience. Possible Specialties: Climbing, Throw-
Possible Specialties: Drawing, Painting, ing Knives, Scuba, Hurdles
Photography, Sculpting, Song Writing, Speech Simple (10): Climbing a fence, jump a
Writing small hurdle
Simple (10): Draw with reasonable pro- Moderate (20): Reach the top of a climb-
portions ing wall, Hit a dartboard bull’s eye
Moderate (20): Compose an impressive Tough (30): A night leaping rooftops
song or speech
Tough (30): Create a piece of art that
could sell for a considerable amount of money
Beast Handling
Knowledge and experience with animals
translates into the Beast Handling
Skill, from breeding to training to
everyday care. This training pro-
vides understanding into an animal’s
motivations and how to calm or
aggravate them. CHM + Beast Han-
dling 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: Train-
ing, 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 quali-
ties 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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a lawnmower or even working on a jet engine. Simple (10): Ignore minor distraction or
Those characters, no doubt, have the Crafts temptations
skill, training in how things work. The common Moderate (20): Keeping one’s cool in a
check is IQ + Crafts for knowing how things gunfight
work or to create blueprints/instructions, but Tough (30): Seeing through hallucinations
AGY + Crafts can be used for fine manipula-
tion of the items or INS + Crafts for appraising
their value.
Empathy
Characters with the Empathy skill have
Possible Specialties: Cooking, Ap-
learned to sense the emotions (and body lan-
praisal, Guns, Tailoring, Mechanics, Sabotage,
guage) of those they encounter. Some go on
Jury-Rigging
to be wonderful therapists, as Empathy allows
Simple (10): Auto tune-up, fix dents in
for the complete understanding of a subject’s
armor, Craft a makeshift knife
psyche. Others become fine con artists, able to
Moderate (20): Sew a ball gown, Jury-rig
read a person’s weak spot in order to seduce or
a machine to work temporarily
trick them easily. Their most common use is
Tough (30): Prepare a meal fit for royalty,
INS + Empathy, also used to resist the effects
Rebuild a jet engine
of mental trauma (Insanity).
Possible Specialties: Spotting lies, Spe-
Deception cific Emotion (Anger, Depression, etc.), Resist
Few master the art of Deception, but Insanity
almost everyone practices their own version. Simple (10): read basic emotion (Happy,
Whether it is the occasional white lie, hiding sad, angry)
one’s emotions, creating clever disguises or Moderate (20): Read complex emotions
the complete ability to make the unbelievable (anxious, bitter, worry), Read body language
believable, the Deception skill is invaluable. Tough (30): See through elaborate lies by
CHM + Deception is the most common us- reading tells
age against the target’s INS + Empathy, while
creating a disguise requires an IQ + Deception
check. A successful check makes the deception
Fists
The Fists skill reflects a character’s training
hard to deny, but not completely irrefutable.
in hand-to-hand combat, including fast-paced
Possible Specialties: Exaggeration, Mis-
boxing, quick knees and elbows or strenuous
direction, Hide Emotions, Disguise
wrestling. This skill is important for characters
Simple (10): Tell a white lie or lie to
who are good at using force to solve disagree-
someone without information to contest
ments words cannot. POW + Fists is the most
Moderate (20): Lie to someone with con-
common use for attacking another in order to
trary proof, Basic Disguise
harm or kill them with their bare hands.
Tough (30): Beat a polygraph, Change
Possible Specialties: Blocking, Sucker
someone’s core beliefs, Spot-on disguise
Punch, Grappling
Simple (10): Attack a prone target or
Discipline someone caught unaware
Mental control (often learned through Moderate (20): Take on an equal
martial training or military experience) is Tough (30): Emerge victorious against a
represented by the Discipline skill, including stronger opponent.
resistance to mental degradation, ignoring the
world through concentration, standing in the
face of insurmountable fear, repelling excruci-
Fortitude
Characters with the Fortitude skill have
ating pain and spiritual meditation. The most
worked on conditioning their body against
common check is INS + Discipline, used to
harsh effects. This could mean developing a
resist coercion or manipulation.
natural resistance to poison, learning how to
Possible Specialties: Concentration,
work during extreme temperature shifts or
Meditation, Resist Fear, Resist Pain
being able to drink anyone else under the table.
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The most common use is VIG + Fortitude, Legerdemain
used to resist Poison/Drugs, Disease, Uncon- Some characters have quicker hands than
sciousness and even Death. others, and others have better hand eye coordi-
Possible Specialties: vs. Poison/Drugs, nation. This is represented by the Legerdemain
vs. Inebriation, Staying Awake skill, used for anything involving slight of hand
Simple (10): Resist the urge to smoke (card tricks, picking pockets, palming, etc.) or
Moderate (20): Out-drink an alcoholic things that require minute detail (lock picking,
Tough (30): Respond coherently to an escaping from handcuffs, etc.). AGY + Leger-
emergency after a night of drinking demain is the most common use, but CHM +
Legerdemain may be used to impress with a
Intimidation trick. INS + Perception can be used to contest
The Intimidation skill reflects a character’s this skill.
ability to impose their will upon another, by Possible Specialties: Misdirection,
instilling them with fear. It might just be the Safes, Juggling
urge to disturb or unsettle someone, browbeat Simple (10): Stealing from a child, Simple
them into submission or crack their resolve coin tricks
through good old-fashioned interrogation. The Moderate (20): Stealing from adults,
most common use is CHM + Intimidation, Picking a padlock
but POW can be used for physical threats and Tough (30): Breaking into a bank safe
IQ for threats on an intellectual level. Target
resists with INS + Discipline. Linguistics
Possible Specialties: Stare down, Inter- The Linguistics skill represents a char-
rogation, Subtle threats acter’s ability to communicate with others
Simple (10): Scare a kid or someone obvi- they meet. Everyone begins with their birth
ously weaker, Give someone the evil eye language(s) at character creation, +1 additional
Moderate (20): Scare an equal, Interro- language for every two levels. No checks are
gate a nervous person required for a language they know, but IQ +
Tough (30): Shake the resolve of someone Linguistics can be used to decipher meaning
who believes they’re better, Interrogate some- from other languages in the same family. So, a
one with steel nerves French person may garner meaning from basic
English or Spanish phrases.
Knowledge Example Language Families:
Scholarly characters look to Knowledge to l African: Afro-Asiatic (North, East,
represent their smarts. Knowledge itself comes and Southwest Africa), Nilo-Saharan (Sudan,
from many different sources, whether it’s Ethiopia, Kenya), Niger-Congo (tonal lan-
learning about sports trivia from one’s parents, guage), Khoisan (clicking languages), Egyptian
learning about the criminal underground while l Asian: Mandarin, Cantonese, Korean,
working as a runner or years of schooling that Japanese, Vietnamese
leads to becoming a chemist or archeologist. l Germanic: German, Dutch, Swiss,
The most common use is IQ + Knowledge, Finnish, Hungarian
especially for researching information. l Indian: Bengali, Hindi, Nepali, Oriya,
Possible Specialties: Agriculture, Street Punjabi, Sanskrit, Sindhi, Urdu
Smarts, History, Religion, Geography l Middle-Eastern: Arabic, Persian,
Simple (10): Basic library knowledge Armenian, Hebrew, Greek, Turkish
Moderate (20): Professional or “out of l Romance: English, French, Italian,
the way” knowledge (advanced science, origins Spanish, Romanian, Portuguese
of less popular myths) l Slavic: Russian, Belarusian, Ukrainian,
Tough (30): Scholarly or specialized Rusyn
knowledge (mating habits of an extinct species l Sign Language: Use of hands to com-
or very remote locations) municate, dialect taken based on above regions.
Possible Specialties: Deciphering,
Cracking Codes, Reading Lips
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Simple (10): Translate basic phrases effectively. This skill can be possessed one
Moderate (20): Read lips, Decipher basic character that goes on to be a world class fenc-
phrases in a different family ing champion or another that just knows their
Tough (30): Crack/decipher language way around a baseball bat and someone’s head.
codes POW + Melee is the most common use, usually
in combat to battle while wielding a weapon.
Possible Specialties: Clubs, Swords,
Marksmanship Knifes, Chains
Those with a keen eye and itchy trigger
Simple (10): Strike a non-moving target
finger are going to benefit from the Marksman-
Moderate (20): Hit a target’s weak spot
ship skill, used when utilizing a gun or other
without much effort
projectile weapon. This skill is important for
Tough (30): Hold you own against a
the guns of soldiers and police officers, but
weapon master
also for the bow of an archery master. AGY
+ Marksmanship is the most common use,
especially when used in combat with a ranged Perception
weapon. Having an acute awareness of one’s sur-
Possible Specialties: Handguns, Rifles, rounding is important in any situation. The
Bow, Shotgun Perception skill is training in the character
Simple (10): Hit an unmoving target with picking up minute details in a room, search-
moderate accuracy ing through files or any use of their five senses.
Moderate (20): Hit a target dead on from INS + Perception is the most common use,
far away including as a resistance skill against Deception
Tough (30): Fire into a crowd without hit- or Legerdemain checks.
ting any bystanders Possible Specialties: Specific sense
(Sight, Hearing, etc.), Search, Resist Pick-pock-
eting
Medicine Simple (10): Search through prepared
The field of Medicine takes years to learn
files, Hear through a door (even without a cup)
and gives the character the know-how to be a
Moderate (20): Spot a detail someone is
healer. This skill represents training in general
attempting to hide
medicine practices, used to treat injuries, diag-
Tough (30): Search a cluttered room, Lis-
nose symptoms, recall the effects/side-effects
ten in on a conversation from across the room
of medication and prevent sickness/disease.
It is also used to create poisons and antidotes
(see pg. 159). IQ + Medicine is the most com- Performance
mon use, but AGY + Medicine may be used The ability to put on a good show is an
to perform surgery with a steady hand or INS esteemed skill the world round. Characters
+ Medicine for diagnosing. Note: Discipline trained in Performance have learned to en-
checks may be necessary during stressful situa- tertain others with an alluring song, mastery
tions. of an instrument or even accurately reciting a
Possible Specialties: Specific field (Pedi- perfectly accented monologue. CHM + Per-
atrics, Neurology, etc.), Diagnosis, Surgery, Side formance is the most common use, but AGY
effects + Performance may be used for dancing or for
Simple (10): Recall common drug side precise instrument usage.
effects, Basic first-aid Possible Specialties: Acting, Singing,
Moderate (20): Full medical diagnosis, Dancing, Musical Instrument
Creation of poisons/antidotes Simple (10): Satisfy an indifferent audi-
Tough (30): Surgery, Emergency Medicine ence or one that already enjoys the performer
Moderate (20): Satisfy an audience with
split opinions about the performer
Melee Tough (30): Satisfy a rowdy audience or
The Melee skill represents the character’s
one that doesn’t like the performer
ability to pick up a melee weapon and use it
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Persuasion and criminals. AGY + Stealth is the most com-
People learn to get the things they want in mon use for moving silently, while IQ + Stealth
different ways. Some choose violence, but oth- is used for finding and keeping a hiding place.
ers with the Persuasion skill learn the ability to Stealth is resisted with INS + Perception.
negotiate instead. The greatest leaders, most Possible Specialties: Shadowing, Hiding
courageous diplomats and immaculate seduc- in Crowds, Hiding in Shadows
ers have learned to master the skill to motivate Simple (10): Sneaking with cover and
others with their presence. CHM + Persuasion distractions
is the most common use, resisted with an INS Moderate (20): Shadowing a paranoid
+ Empathy check. person
Possible Specialties: Seduction, Oratory, Tough (30): Sneaking into a government
Leadership, Haggling facility during the day
Simple (10): Buy a cheap used car, Seduce
a letch Survival
Moderate (20): Haggle for 50% off, Get The Survival skill reflects a character’s
another to give up a secret expertise in different environments and terrain.
Tough (30): Seduce an uninterested per- This includes tracking an animal through a
son, Fast-talk a used car salesman jungle, finding shelter in the arctic, hunting liz-
ards in the desert, foraging for non-poisonous
Stealth foods in a forest and navigation through any of
Characters with the Stealth skill have these terrains. It can even be used to cripple
practice in moving quickly and quietly, rapidly another’s use of Survival, such as covering
finding a hiding place, skulking through shad- tracks and path misdirection. IQ + Survival is
ows and summarily blending into their environ- the most common use.
ment. It’s an important ability for wallflowers Possible Specialties: Tracking, Foraging,
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Gifts/Drawbacks
Navigation, Terrain type (arctic, desert, jungle,
urban, etc.)
Simple (10): Camp building (starting a
fire, building shelter, etc.)
Gifts and drawbacks are the tools a player
Moderate (20): Dowsing, Basic naviga-
uses to mold their character into the personali-
tion
ty they really want. Two scientists may look the
Tough (30): Categorizing plant-life, Navi-
same based on their occupation. They begin
gation through undefined terrain
to show differences when you find out one has
the looks of a movie star but freezes in a fight,
Technology while the other has a perfect memory and is
Technology surrounds us in every facet of scared of snakes. Players receive a number of
modern life. This skill reflects the character’s Bonus Points (BP) during creation based on
understanding of computers (and accompa- their Occupation (as many as 13 or as few as 5).
nying slang), software use and programming, Some characters have more than others, but it
utilizing the Internet and hacking security all balances out with the natural bonuses they
systems. Computer techs, engineers and even receive from their Occupation. Some Gifts
architects find this to be one of the most im- have a ranged value (i.e. 1-5), which means the
portant skills in this day and age. IQ + Technol- character can spend a number of BP within the
ogy is the most common use. range for the desired effect. Others are listed
Possible Specialties: Computers, Secu- with a choice of values (i.e. “2 or 4”), which lets
rity Systems, Hacking the character pick the version of the Gift they
Simple (10): Basic research and applica- prefer.
tion use Gifts are those qualities that give the
Moderate (20): Develop custom soft- character an advantage over others, like a great
ware, Hack a computer with standard security, sense of smell or a good reputation in the
In-depth Internet research neighborhood. Each Gift is listed with a value
Tough (30): Develop complicated soft- that represents its cost in Bonus Points (BP).
ware, Hack a bank or government computer The only limit to the number of Gifts a charac-
ter can begin play with is their starting BP.
Travel Drawbacks are negative qualities that
The ability to operate vehicles and other weigh the character down, like the need for 10
modes of transport is represented by the Travel hours sleep a day or being particularly unat-
skill. This includes master equestrians, Olym- tractive. Each Drawback gives the player more
pic snowboarders, racecar drivers, jet pilots Bonus Points (equal to its value listed) that
and even trick motorcyclists. AGY + Travel is can be spent just as starting BP. They can only
the most common exploration, reflecting the gain up to 7 BP by taking Drawbacks. Players
characters reflexes while driving/piloting. Also, are welcome to take more than 7 BP worth of
INS can be used to spot a tail. Drawbacks, but will gain no additional points
Possible Specialties: Cars, Horses, Mo- to spend. Drawbacks gained through roleplay,
torcycles, Planes, Skateboard, Ship, Sharp Turn, such as acid burning their face making them
Spotting a Tail Disfigured or a character who loses their sight
Simple (10): Keep control when obeying and becomes Blind, do not give BP in ex-
the speed limit, Jump a curb on your bike change.
Moderate (20): Keep control when For obvious reasons, Gifts and Drawbacks
breaking the speed limit, Perform a skateboard that contradict themselves cannot be taken to-
trick gether. As an example, a character cannot have
Tough (30): Roof-jumping your motor- both Perfect Memory and Absent-Minded,
cycle over a helicopter Dual-Wielding and One Arm or Attractive and
Unattractive.
Bonus Points (BP) can also be spent to
raise the character’s Attributes and Skills. At-
tributes cost 2 BP per level, while Skills cost 1
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BP per level. Keep in mind that Levels 9 and cine checks are still necessary, but this opens
10 costs double for both Attributes and Skills. up so many more possibilities for the character.
Likewise, Attributes and Skills can be sacrificed
to gain additional BP at the same conversion Directional Sense (1): The character has
rate. Sacrificing counts toward the 7 BP maxi- an innate sense of direction, regardless of the
mum the character can gain. time of day, giving them a +4 bonus to Survival
or Travel checks involving Navigation.
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(Research) checks, representing the library’s Attractive (1-5): The character is more
level of usefulness. Before making a check, the attractive than other people, even if just by a
player should give an in-game explanation as to little, and can open doors others can’t. Each BP
why their library would have information on spent gives a +2 bonus to CHM checks that can
the particular topic being researched (based on be helped by a toss of the hair and a wink.
concept).
(1) Shelf in their room (1-3 topics) Body Builder (4): The character has
(2) Waist-high, full shelf (4-10 topics) spent time developing their body to have a
(3) Wall to wall library (11-25 topics) muscular physique through working-out and
(4) Huge room of Knowledge (26-50) excessive exercise. They receive the following
(5) Library building (Almost any topic) 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 Bodyguard (2): During combat, the char-
piece of information they have heard or read. acter can spend 1 Stamina point to use their
There are no checks necessary for this Gift, Action in order to take a hit for a comrade
even under stressful situations. within a range equal to half their Movement.
When used, the character takes only half the
Punctual (1): The character has an innate intended damage (rounded up). This is a great
sense of time and can tell what time of day it is, way to save a friend’s life in a jam.
without a watch, with a good deal of accuracy.
They also receive a +2 bonus to checks where Cat-like Balance (1-5): The character
timing is essential. has a grace that allows them to always stay on
their feet. They can easily walk a tightrope or
Sharp Senses (3): One of the character’s resist someone’s attempt to trip them. Each BP
senses is stronger than others (i.e. sight, hear- spent, gets them a +2 bonus to Balance checks.
ing, smell/taste or touch). They receive a +4
bonus to any Perception checks when dealing Double-Jointed (2): The character can
with that sense. Can be taken separately for bend their limbs in all manner of ways, making
different senses. them much more flexible than a regular person.
They receive a +4 bonus to any AGY checks
Stable Psyche (1-5): The character has involving Flexibility.
a stronger than average mind, providing a +2
bonus per BP spent to Empathy checks against Defensive (3): The character is used to
Insanity and checks against interrogation. being backed into a corner and is able to fend
off foes quite well. When taking a Defensive
Wise (3): The character has a wide-range Round (pg. 154), they receive a +5 bonus (in-
of knowledge to pull information from, maybe stead of +3) to defensive checks and can defend
having lived a full life or being a younger three times (instead of 2) without a penalty.
genius. They can make a Knowledge check on
any topic with a +2 bonus, even if it is one not Dumpster Stomach (2): The character
associated with their concept, because they are can eat just about anything they want without
just that darn wise. 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
Physical Gifts bonus against Poison/Drugs that are ingested.
Accurate Eye (3): The character may Enduring (2): The character can last
have been the first string quarterback in high longer during extreme situations then others.
school, an expert darts player or a master sharp They receive +1 Stamina point each time they
shooter. In any case, they receive a +2 bonus to buy this Gift.
Marksmanship and Athletics (throwing).
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Extreme (2): The character is used to Pain Resistant (2, 4 or 6): The charac-
pushing themselves further than others on a ter employs the adage of “mind over matter”,
more regular basis, perhaps into extreme sports learning to bypass any physically painful event
or street-fighting. They can spend 2 Stamina to better continue their task. For 2 BP, they
points per turn, instead of 1. receive a +2 bonus vs. Pain and Pain penalties
reduced by 1. For 4 BP, they get a +4 bonus and
Fast Acting (1-5): The character is quick- Pain penalties reduced by 2 and, for 6 BP, they
witted and can react quicker than others dur- get a +6 bonus and Pain penalties are reduced
ing crucial situations. For each BP spent, they by 4.
receive a +1 bonus to Initiative.
Quick Draw (2): The character knows
Giant (5): The character was born bigger how to draw their weapon and immediately
and tougher than other people, often stand- strike without error. They only suffer a penalty
ing up to 7 ft tall. They receive +2 Health, equal to the Size of the weapon (instead of 2x)
+5 Strength checks, +1 Stamina points, +1 to when attempting to draw and attack in the
Fortitude, +1 to Intimidation and +1 Base dam- same turn.
age. Due to their size, however, they suffer a
-2 penalty to AGY checks for
manual dexterity (i.e. lock pick-
ing, 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 charac-
ter correctly.
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Quick Healer (4): The character heals roleplay, but the GM may ask for a CHM +
quicker than other characters. Non-Lethal Persuasion + Connections check for particu-
damage is healed at a rate of 5 per hour of rest larly complex or strange requests.
or 3 per hour of non-rest. Lethal damage is Examples: Corporate, Judicial, Media,
recovered at a rate of 5 per day of rest or 3 per Police, Religious, Criminals, Political
day of non-rest.
False Identity (2+): The character has
Refreshed Spirit (3): The character spent years developing another identity they
has always been able to recover faster from can slip in and out of whenever they need. It
exhausting situations. They recover 3 Stamina includes a fake ID and plenty of accompany-
points per day, instead of 2 points. ing documentation to support any transactions
they may need to make. With GM approval,
Sprinter (2 or 4): The character has the characters can have additional identities at
worked hard to improve their speed and ability the cost of 1 BP each.
to run for long distances. For 2 BP, they receive
+4 Movement. For 4 BP, they receive +8 Move- Fame (2 or 4): The character is famous
ment and +1 Stamina. for one reason or another. For 2 points, the
character is well known within a certain circle,
Tough (1-5): The character can take but can still walk down the street without seri-
more of a beating than other characters. They ous issues. For 4 points, their names and faces
receive +1 Health per BP spent. are spread throughout the nation (or possibly
the world – based on concept).
Vicious Blows (3): The character has
learned to make their unarmed attacks just as Flexible Schedule (2): Some careers are
powerful as one with a weapon. By spending 1 more demanding than others, but a character
Stamina point and taking an additional -2 pen- with this Gift can arrange things to work more
alty to their attack, they can turn their Non- in their favor. This can include having a friend
Lethal damage into Lethal damage for 1 Action. 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 shar-
Social Gifts ing the birthday gift to a Bond. This can often
save a character losing their job or one of their
Animal Companion (3): The character Bonds.
has a trusted animal that is their friend and
companion. Their pet is trained (choose up to Followers (1-5): The character has
three commands) and the two communicate someone in their life who works for them or
well. Common choices are dogs, birds and admires them. While they are not as important
horses (pg. 163-164). as Bonds, they fill some irreplaceable role in
the character’s life. This Gift, unlike Bonds,
Connections (1-5): The character has can include magical beings or even other gods
influence in groups outside of their Social at times, but are usually mortals who simply
Group Bonds, developing a system of favors follow the character. Followers are assumed to
they can call upon. This Gift reflects both how have 3 in all Attributes, but the Follower gains
wide their influence spreads and the extent of 4 skill points that can be for each BP spent to
the favors they can ask of their connections. reflect the skills they use to help the character.
However, they should be careful not to overuse Note that highly-skilled Followers are a lot less
or abuse their connections or they will start to likely to accept being abused by the character,
weaken. and poor treatment may lose the Follower
They could have a friend who is a reviewer entirely.
in the local newspaper (Media 1) or have an en-
tire congregation at their command (Religious Gentle Soul (3): People seem to congre-
5). Using these favors is done primarily through gate to the character with this Gift. They are
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seen as great confidants and innocent, even if (1) Limited: They actually have a bit of
they are in the wrong. They receive a +2 bonus money to their name, usually having their own
to Empathy or Persuasion checks to get some- apartment or sharing a home mortgage. They
one to give up a secret. have likely upgraded their transportation to a
slightly nicer car or a motorcycle. Disposable
Inspirational (2): The character is a income: $500 per month.
born leader and is capable of inspiring anyone (2) Comfortable: They are stable, able to pay
they come into contact with. They receive a off their bills and still have some money left
+3 bonus to Persuasion checks when used for over. They likely have a condo or townhouse
Leadership or Oratory purposes. and a high-quality car. Disposable income:
$1,500 per month.
Permit (1): The character has a permit to (3) Well-Off: Enough money to live, usually
carry a gun outside of their Occupation. attached to a demanding job. They may own a
small or medium home with some equity and
Status (1-5): The character has achieved have a car or SUV. Disposable income: $4,000
rank or status within a certain social group, per month.
such as the military or within their particular (4) Wealthy: Characters without much to
Theology. Each BP spent gives a +2 bonus to worry about, they have quite a bit of money,
Persuasion checks for commands, leadership a large house and a lot of investments in the
or asking for favors from those within the stock trade. Disposable income: $9,000 per
organization. Note: Higher status brings more month.
responsibility. (5) Filthy: They are veritable millionaires,
possessing a decadent mansion, timeshare with
Strong Bonds (2): The character’s has a private jet and pretty much anything else they
more Bonds, attached to his humanity by the want. Disposable income: $20,000 per month.
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
Divine Gifts
and vice versa (pg. 73). Entitlements (4): The character receives
an additional Entitlement (pg. 110) to enhance
Unreadable (2): Some characters are not their natural power. Can be purchased multiple
very emotional, and what they feel doesn’t times.
register easily on their face or through body
language. Others go to great lengths to learn to New Dominion (6): Most gods begin
mask their motives. Either way, this Gift gives their journey with only a single Dominion, but
a +3 bonus against any Empathy, Deception or those few lucky ones get another Dominion to
Linguistics checks to read them. work with. This Gift allows the character to
begin with an additional Dominion they have
Wealth (1-5): This Gift represents a char- control over. No god can start the game with
acter’s access to disposable income and gives more than 3 Dominions without GM approval.
an idea of their lifestyle, whether poor and
downtrodden or fit for the rich and famous. Relic (1-5): Relics are awesome, divine
Characters have a starting Wealth rating based items usually gifted from one go to another. No
on their Occupation (pg. 63), but can always two Relics are the same, from Thor’s Hammer
buy more with BP if they so choose. to Aphrodite’s Golden Girdle. More informa-
(0) Poor: They don’t make a lot of money, tion on building personal relics can be found
having little in the way of personal possessions on pg. 116.
(maybe a bike or junk car and an iPod) and
likely share an apartment with someone in the Sanctuary (3): The character has pos-
same predicament. Disposable cash: $250 per session of a special powerful location, usually
month. centralized on a building or even a single room,
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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
Buying Off Drawbacks
Certain Drawbacks can be “bought off ”
awake. by spending BP equal to its rating. For
instance, a character who started as
Strong Spark (4): The character has Infamous (2), but worked hard during
strengthened their Spark rating, which pro- sessions to better their name, could be
duces more Spark Points and giving them a allowed to spend 10 XP (2 BP) to get
bonus to their Manifestation and Entitlement rid of this Drawback. This, of course, is
checks. Remember Bonds begin to fail after dependant upon proper roleplaying and
one’s Spark grows stronger. GM approval.
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does. They can attempt an Insanity check to up into a fetal position, lash out violently or
keep their curiosity from becoming a problem, simply run away – everyone reacts differently.
with the Difficulty depending on how strong The Difficulty may be raised to Tough (30) if
the motivation is. the stimuli are excessive (i.e. a giant snake or
swarm of snakes, instead of just one).
Emotional (3): The character is eas-
ily incited and often reacts in an exaggerated Weak Willed (1-5): The character has
fashion with huge outbursts to even the small- no backbone when confronted and suffers a -2
est stress. They can attempt to resist the urges penalty against interrogation or mental degra-
with a Moderate (20) Insanity check. The GM dation per BP gained from this Drawback.
may raise the Difficulty to Tough (30) depend-
ing on the particular stimuli introduced.
Lifesaver (3): The character cannot stand Deep Sleeper (3): That character may be
to see another in pain, even if they caused it. a spoiled brat just used to sleeping in or might
They cannot resist helping someone in need, have a sleep disorder. They need at least nine
even if their better judgment tells them oth- hours of sleep per day to feel rested (instead of
erwise. This penalty also applies in instances 6 hours). Checks against Unconsciousness also
where they would have to leave a comrade be- suffer a -2 penalty. See Exhaustion on pg. 101.
hind, even if it was for the greater good. They
can attempt a Tough (30) Insanity check to Elderly (4): The character is an older
resist, but most choose to do the “right thing” person, no younger than 50 years of age. They
in the end. are often weaker and slower than other charac-
ters, starting with -1 Stamina, -1 Health, -1 Base
Loyal to a Fault (2): The character finds Damage, -2 penalty to Fortitude, -4 Movement
it hard to break their loyalty to even just an and can only lift 20 lbs. per POW level. They
acquaintance. They are always urged to follow have, however, lived a long life and receive a
through if they’ve given their word (which they +2 bonus to Knowledge or Linguistics checks
are likely to do often without really thinking (player chooses one).
about it), and they never leave a man behind.
They must make a Moderate (20) Insanity Graceless (1-5): The character has no
check if they choose to resist this urge, but this grace, easily tripping and falling. They suffer a
often leads to horrible guilt. -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, Kid (4): The character is a child, no older
heights, darkness or enclosed spaces. Whatever than 12 years of age. They are short and not
the choice, this Drawback should be one the as tough as an adult, starting with -1 Stamina,
character must overcome on a fairly common -1 Base damage, -2 Health and can only lift 15
basis. A fear of poisonous ants that only live in lbs. per POW level. They are used to being
Australia wouldn’t be appropriate for a charac- told what to do and adults often discount their
ter living in New York, for instance. opinions, giving them a -4 penalty to Intimida-
When faced with their phobia, the char- tion checks towards their elders. However, they
acter must make a Moderate (20) Fear check receive a +2 bonus to Acrobatics checks for the
or react in complete hysteria. They may curl purposes of Dodging and +2 Movement.
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Not a Fighter (3): The character has ei- Sickly (1-5): The character is especially
ther never truly been in a fight or has lost all of susceptible to sickness and disease. They suffer
them they have experienced. Their Boost for a -2 penalty per BP gained to any Fortitude
attacks is raised to Boost 6 (instead of 5). check to resist Disease or Infection.
One Arm (3): The character has only one Unattractive (1-5): The character is
arm, whether through an accident or horrible hideously scarred from a fire or other horrible
birth defect. With this Drawback, their lifting fate/ac¬cident or is just plain ugly from birth.
weight is equal to their carrying weight (instead Social checks that involve appearance suffer
of double) and they also suffer a -4 penalty to a -2 penalty per BP gained. Conversations by
all Strength checks. e-mail, post or phone work fine, but most face-
to-face deals have a problem.
One Eye (4): The character is missing one
of their eyes, damaging their depth perception Weak Stomach (2): The character isn’t
and ability to notice things in their environ- used to encountering the sick and disturbing,
ment. They suffer a -4 penalty to Sight-based such as a murder scene or the intense smell of
Perception checks, as well as a -2 penalty to rotting meat. They receive a -4 penalty to For-
Athletics (Throwing) and Marksmanship skill titude checks to resist spilling their lunch.
checks.
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Chapter Three
attack their job, livelihood, reputation or even This can be anything from black people to
their family before ever throwing a punch. Latinos to gays/lesbians to hippies. This Draw-
They should also be a constant threat or nui- back only applies if it is a constant thorn to the
sance to the character, even if from afar. character. Be sure to confer with your GM as
(1) Non-physical threat, but can be an an- to if this Drawback will apply. For instance, an
noyance. openly gay character in San Francisco would
(2) Enemy of equal skill and threat. not benefit from this Drawback.
(3) Enemy with real danger, possibly with
ties to law enforcement or crime organizations. Poor Hygiene (1-5): The character
(4) Enemy who can easily present danger simply doesn’t take care of their hygiene, often
to the character and their entire pantheon. smelling horribly and constantly dirty. For Each
(5) Enemy who may head a criminal, politi- BP, they suffer a -1 penalty to CHM checks
cal or military group that has their eye on the that involve looks, etiquette or general pres-
character. ence (except for Intimidation). Also, any track-
ers receive a +2 bonus per BP to their Survival
Indebted (3): The character has zero checks to track them based on scent or to use
money to their name and rarely carries more their sense of smell to lower Blind-fighting
cash than what’s necessary for gas to get to penalties (pg. 152).
work. Sometimes they are homeless, while oth-
ers are just freeloaders who take advantage of Prison Record (2): The character has
their friends and family. They’ve maxed out any spent some time in the big house, which brings
credit card they’ve ever owned and even loan with it a few tattoos and a prison record hang-
sharks won’t work with them. If they happen ing over their head. This Drawback means the
upon a windfall, there is always someone look- character is on their second strike and would
ing for payment owed. The character’s Wealth go to jail permanently if arrested a third time.
score is reduced to 0, no matter how much
their Occupation gives them. They cannot raise Runaway (2): The character is a runaway,
their Wealth score until they have Bought Off usually attempting to escape from an abusive
(pg. 95) this Drawback. domestic situation or some other oppressive
environment. This Drawback means that no
Infamous (2 or 4): The character is well matter where they go, there is someone look-
known for doing some sort of heinous act, ing for them.
such as being accused for murder or being an
infamous crime boss. For 2 BP, they are known Shy (3): The character often shrinks into
through certain social circles, but they can the background, becoming shy around impor-
generally walk down the street without being tant people or large crowds. They suffer a -2
bothered. For 4 BP, almost everyone knows penalty to all Persuasion (Leadership or Ora-
who they are and there’s no getting around it. tory) checks and Intimidation checks. This
Drawback also applies to interactions with
Lecherous (2): The character is always someone the character may have feelings for.
on the prowl for sex, no matter how creepy
they come off. They suffer a -2 penalty to CHM Speech Impediment (2): The character
checks when interacting with someone they has a problem with their speech due to a slur,
find physically attractive, having a hard time lisp, stutter or indecipherable accent. They suf-
paying attention to the conversation as they fer a -4 penalty to checks involving the spoken
linger on perverted fantasies. They also suffer word, such as appealing to a group, learning
a -4 penalty to resist Persuasion (Seduction) to speak new languages or giving verbal com-
attempts from anyone they could remotely mands to an animal they didn’t train them-
consider as a partner. selves.
Minority (1): The character is a member Ward (3): The character has someone
of a minority group that is looked down upon. they must actively protect and look after. This
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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 A person can only take so much damage
another person who needs to be taken care of. to their body, some more than others. A body-
builder who has trained for years can take more
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When a character takes damage from an l Climbing: Climbing requires an
attack, the X’s make it very easy to record attention to hand and foot location that can
and track ther current status. For Non- often slow down a character. They must make
Lethal damage, the player marks in a an AGY + Athletics check and can travel half
“\” for that hit. For Lethal damage, the their Movement (rounded down) while climb-
player marks in the whole “X”. Shown is ing. A failed check means they make no current
an example of a character that has taken progress, while a critical failure may mean they
2 NL and 1 L damage. Notice that Lethal fall. They can move at their full Movement if
damage should be recorded first, with necessary by spending 1 Stamina point.
Non-Lethal below it. l Swimming: Characters with at least
Athletics 1 can know how to swim. In calm wa-
ters, there are no checks needed and they can
Temporary Health travel at half their Movement (rounded down).
In rough and choppy water, they may need
Some powers provide the character with
Temporary Health while it is in effect. This to spend 1 Stamina point and make a POW
additional Health is added to the character’s + Athletics check per minute to fight against
existing Health, creating a cushion. Temporary the currents. A failed check means the charac-
Health is marked off before the character’s ac- ter begins to flounder, while a Critical failure
tual value and dissipates when an equal amount means they may start to drown.
of damage is taken. l Chasing: When one character de-
cides to chase another, it becomes a Contested
check – 1d20 + Movement vs. 1d20 + Move-
Movement
ment. 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
The character’s Movement represents how from Eloy (Movement 8) and decides to run away
fast the character can travel on foot. Below are during a fight. Chris makes a 1d20 + 10 check, rolling
the different ways they can get around: 19, against Eloy’s 1d20 + 8, rolling 24. Because Eloy
l Normal: Their normal speed when rolled 5 Higher than Chris, he gains by 5 ft. and
walking or jogging is equal to their POW+AGY catches up to him.
in feet per Round.
l Running: Walking and running re-
Stamina
quire 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 Every person has a limit to how far they
if running at a steep incline, AGY + Athletics can push their body and how much stress their
to avoid obstacles while running or a Balance mind can take. Some falter at the very thought
check if the terrain is slippery or jagged. of a mountainous hike, while others refuse col-
l Jumping: Without a check, charac- lege because they can’t take the mental stress
ters can jump a number of feet equal to their of daily exams and late night cram sessions. A
POW+Athletics+5 horizontally or half this high Stamina is the reason why one boxer can
value (rounded down) vertically. They can add outlast another by a long shot or why some
50% to their horizontal with a running start scientists can continue their research for days
of at least 10 ft. The player can also spend 1 on end without sleep.
Stamina point to make a Moderate (20) POW + The character’s number of Stamina points
Athletics check as well to add 5 ft, plus 5 ft. per is equal to their (INS + VIG)/2 (Rounded
Boost. Landing may require an AGY + Acrobat- down). This reflects a character’s strong will-
ics check to avoid hurting themselves as they power (INS) and ability to push beyond physi-
land or to catch themselves if they fail their cal barriers (VIG). So, one with INS 6 and
jump check. VIG 3 would start with 4 Stamina points. No
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character may ever have more than 10 Stamina feel refreshed after a restful night of slumber.
points. These points can be used to put extra If the character pushes themselves to stay
effort and power behind their actions and keep awake, they will not recover Stamina points for
one mentally or physically safe in the end. Only that night without a VIG + Fortitude check
1 Stamina point can be spent at a time, unless against Unconsciousness. Difficulty for this
otherwise specified. Below are some examples check is equal to 10 per night they have stayed
of how Stamina may be spent: up. If they succeed, they recover 1 Stamina
point instead of 2 points. Stamina is useful
l Damage Bonus: They can spend 1 for many different things, but recovers slower
Stamina point during combat to add +1 dam- than Spark. Most characters eventually feel the
age to their attack. Must be spent before their weakness of their mortal body.
attack check.
l Physical Exertion: Running or
swimming for long periods may cost 1 Stamina
point.
Recording Stamina
On the character sheet, there are 20
l Maneuvers: Certain combat maneu- bubbles to record Stamina points. After deter-
vers may require a Stamina point to pull off. mining how much Stamina the character has,
l Simultaneous Actions: The char- the player shades in the remaining bubbles
acter must spend 1 Stamina point to split their that are not being used. Then, whenever they
actions during combat (pg. 154). spend a Stamina point, they simply put a slash
l Resist Negative Effects: They can through the bubble. Below is an example of
spend 1 Stamina point to negate negative ef- a character with Stamina 7, who has spent 2
fects from pain, poison, etc. for an Action. points in combat.
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).
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
Where Stamina is the limit to which a spent 1 Spark point to give a +2 bonus to a
character can push their human body, a charac- Manifestation check
ter’s Spark rating measures the extent of their l Skill Bonus: They can spend 1 Spark
divine power. As the Spark grows more power- point to give a +4 bonus to any Standard Skill
ful, it becomes easier for the god to manipulate that is associated with their Dominion.
their Dominion, activate certain Entitlements l Resisting Manifestations: A god
and brings them closer to their divine self. At must spend 1 Spark Point to resist the effects
the same time, delving deeper into this new of another god’s Manifestation. Without it,
world of competing pantheons and battling they are powerless to withstand magical at-
monsters pulls them from the Bonds that keep tacks.
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 Regaining Spark
time. Spark points are replenished at a rate of
During character creation, every god re- their Spark level x2 points per day, regardless of
ceives Spark 1 to reflect their introduction into rest or activity. For instance, a character with
the new world of chaos, order and deific con- Spark 2 recovers 4 Spark Points per day. Some
sequences. It can be raised as high as Spark 10, gods have Worshippers (pg. 95) to give access
which is the point where the character stops to more points or possess a Sanctuary (pg. 94)
being human entirely and becomes a magical that can increase their recovery rate. Spark
entity that leaves Earth behind. Keep in mind Points recover quicker than Stamina and can
a constantly rising Spark begins eating away at make the character stronger in confrontations,
their Bonds 1 point at a time. For instance, a but at the ultimate cost of their humanity.
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. Recording Spark
On the character sheet, there are 10 bub-
bles for Spark, with the first one already shaded
Spark level & Spark Points to reflect the character’s starting level. As the
god gains more Spark, the player shades in
The Spark rating measures the power of
their divinity. However, Spark Points are what additional bubbles equal to their current level.
quantifies the extent they can use their Spark Also, the player receives 3 Spark points per
to manipulation the world. level, which are recorded in the “Total/Spent”
For each Spark level a character possesses, area under “Total”. As they spend their points,
the character has 3 Spark points at their dispos- they write down how many in the “Spent” area.
al to spend on many different effects. There is Here is an example of a character with Spark 2
no limit to how many Spark Points a character that has used 2 points already.
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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Raising Attributes & Skills
Attributes determine a character’s intuitive
chance of success without training while Skills Downtime
reflect a character’s training and are more spe- Downtime is the span of time between
cific. Raising an Attribute is more expensive, stories where the characters aren’t
but can be raised on a situational basis without pursuing an active goal or attempting
training. Skills, on the other hand, require actu- missions. When one Story ends, the
al training, meaning time (or downtime) spent character’s should be given time to
working at improving the skill. The player can relax, a chance to breathe and to check
purchase 1 Skill point for 5 XP or 1 Attribute into family and personal matters, or
point for 10 XP. Remember that Level 9 and 10 even train for the next story or mission.
of either Attributes or Skills costs double. Players spend the majority of their XP
during Downtime, but it is not uncom-
Manifestations mon to do so in the middle of a story if
While Manifestation Skills may work the the situation warrants the expenditure.
same as Standard skills mechanically, there are The player must still justify raising
a few considerations. Learning new Manifesta- their Skills or Attributes through their
tions beyond the three they begin with should character’s ongoing progression.
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. Gaining Bonus Points (BP)
Players may purchase Bonus Points (BP) in
order to obtain Gifts, even after character cre-
Dominions ation. Examples of suitable Gifts after charac-
Players should be reminded that develop-
ter creation are mostly social, as they are more
ing a new Dominion doesn’t just happen out of
likely to be gained through good role- playing.
thin air. New Dominions should be gained only
For instance, physical Gifts would include Body
at important places throughout the story or at
Builder or Poison Resistance if the character
the completion of one (like a quest to find a
spent time working to change their bodies. In
new Dominion or the death of close friend the
the end, the GM has final say on conditions for
character gains one from). Of course, the GM
purchasing any Gift.
can allow spontaneous Dominions as well, if it
fits the story.
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Other Experienced +5 BP
Veteran +10 BP
Step Six
1. Spend a number of Bonus Points (pg. 89) Hero +20 BP
given by the character’s Chosen Occupation.
These points can be used to buy Gifts or raise Advanced Character Creation
Attributes and Skills. Additional BP can be Experienced players may create their char-
gained by taking Drawbacks or sacrificing At- acter in a different order than the rules given
tribute or Skills points (to a max of 7 BP). in this chapter. They may want to choose Gifts
first, then jump to Theologies and then Skills
Step Seven before coming up with their Bonds. Likewise,
1. Health: POW + VIG + 6, plus any they may pick Drawbacks first and then Skills
Health gained from Gifts or Entitlements. and then Manifestations. None of these meth-
ods are wrong as long as the points are spent
2. Movement: POW + AGY, plus any correctly.
Movement gained from Gifts or Entitlements.
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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
There are things all gods have in common, shares the same Dominion, at which point they
natural abilities given to each one by their can immediately feel exactly where that god is
divine Spark (pg. 102). Below are explanations located. They are the character’s direct compe-
of these things. tition and possibly a dangerous threat to their
power and livelihood.
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Chapter Four
used to reenergize one’s own. With this, a god
can actually add years to his rule. Normally,
Devour Side Effect Chart a god’s spark lasts about 100 years. However,
20 No effect: The god skates by each Spark they devour extends this by another
with no effect 25 years. Many older gods have existed only
by the skin of their teeth and the naiveté of
18-19 Dizziness: The god is left slight- younger gods.
ly dizzy, suffering a -2 penalty to Of course, absorbing someone’s soul comes
all checks for 1 week with a cost. The essence of the dead god’s soul
16-17 Assumed Drawback: The ab- becomes one with the absorbing god’s soul,
sorbing god receives a Drawback merging the two and mangling them both
(of any kind) that the dead god together. The absorbing god must roll on the
once possessed. GM’s choice. following chart to see what the outcome of
their decision is, but it is rarely good. Side
13-15 Phobia: The absorbing god de-
effects range anywhere from a slight dizziness
velops a horrible Phobia (pg. 96)
for a short period to permanent Attribute loss
of the GM’s choice (should fit the
or even the absorbing god’s own death. Unless
situation).
otherwise stated, the side effects are perma-
10-12 Failing: The absorbing god picks nent.
up a Failing worth 1 point that It is not unheard of for multiple gods to
never goes away. share in devouring another god’s soul. When
this occurs, all the absorbing gods roll against
7-9 -3 Skill Loss: A fragment of
the dead god. If they win, they get to take a
the absorbing god’s memory
piece for themselves, but everyone still needs
degrades, removing some of their
to roll on the Devour Side Effect Chart. How-
training
ever, the Dominion will often break apart in its
4-6 Multiple Personalities: The different aspects, each god receiving one. For
soul merge was not complete and instance, devouring the soul of a god of storms,
remnants of the dead god’s per- may garner one god the Lightning Dominion
sonality are preserved within the while another receives the Wind Dominion.
absorbing god’s mind. In times Tales of a pantheon that betrays one of their
of stress or when coming into own, just to split the power up among them are
contact with a possible trigger, surprisingly common.
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
Entitlements
any of the dead god’s Bonds. Another part of the divine experience is
2-3 -1 Attribute Loss: The pro- the Entitlements of power. Along with the
cess weakens the body, mind or massive power provided by their Dominion,
spirit of the absorbing god (GM’s each god is also gifted with certain Entitle-
choice) ments, special powers handed down from one
god to another. Some Entitlements are directly
1 Character dies: The two Sparks
tied to one’s Dominion, while others are not.
prove to be incompatible, render-
Myths of Zeus, God of Lightning, are never
ing the absorbing god dead. They
without stories of his love of shapeshifting and
receive no benefit to absorbing
his ability to woo any love he wanted. Odin’s
the soul and is now at other gods’
legends speak of his twin crow familiars and
mercy under they come back
his ability to see through the disguises of his
three days later.
enemies. So too are these Entitlements exten-
sions of the character’s core concept. Some
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mirror effects that can be created with certain
Manifestations, but Entitlements come much Entitlement List
more naturally to the god and do not require
connection to a particular Dominion or Theol- Aquatic (P)
ogy. The god becomes connected to any body
Not all Entitlements are regarded as “gifts” of water they enter. With this Entitlement,
to the gods. In particular, massive physical they can breathe underwater without penalty,
changes to one’s body makes it harder to exist receives a +4 bonus to Athletics (Swim) checks
in the normal world without people finding and ignores any damage caused by the crushing
out. Seeing people bend to their will with a depths of the ocean. The effect lasts for as long
word can also be off-putting, especially when it as the god is submerged.
starts to affect those closest to them.
During character creation, each player may
select 2 Entitlements for their character to
Astral Projection (A)
Counts as 2. The god is able to separate
start with. Certain powerful Entitlements may
their spirit from their body with a Moder-
cost double, leaving the character with a single
ate (20) INS + Discipline + Spark check and
power in the end. More can be gained with the
spending 1 Spark Point. In this form, they do
purchase of the Entitlements Gift (pg. 94).
not affect the physical world, can pass through
If players have ideas for additional Entitle-
walls, and can be visible or invisible as the god
ments that are in line with the exact concept
chooses. The god can use this to send their
they want, GMs should take them under con-
spirit anywhere within 10 miles of their physi-
sideration and add them to the game if found
cal location. Some use this Entitlement to meet
suitable and balanced.
with potentially dangerous contacts or to use
Manifestations from afar (ethereal effects only,
Active and Passive as they still cannot affect the physical world).
While this power is in effect, their body is left
Entitlements are separated into those that inert and unprotected.
are Active and those that are Passive. Active
Entitlements require the power to be acti-
vated before they take effect, usually with the
Beast Tongue (P)
Taking after the legend of many beast
use of Spark Points. Because they have a cost
gods, the character can speak with animals as
attached to them, many Active Entitlements
if they were humans. They can pick one type
provide more power than Passive Entitlements.
of animal they can easily speak with, such as
Passive Entitlements are always on and
felines, monkeys, dogs, etc. If needed, the god
provide a constant bonus, often without the
can spend 1 Spark Point to speak to any animal
character needing to activate the power. Some
type for the Scene. Keep in mind different
allow the god to expand the base Passive abil-
individual animals, even those within the same
ity if they choose to spend Spark Points. In
species, have their own personalities and infor-
other instances, the character may spend Spark
mation to give. GMs should treat the animals
Points to push their power into hibernation for
like any other NPCs, feeling free to flesh out
a Scene, but it is always temporary.
important animals, but leave others with gen-
These powers are so entwined into the
eral personalities.
character’s very soul that Active Entitlements
are sometimes automatically activated at times
of stress or high emotion. In a lovers’ argu- Beast Ward (P)
ment, a god may find their spouse dying in The god emits a natural vibe to any animals
their arms when their claws extend or patients in the area that banishes any beast away from
may spring back from their death bed after half them with a thought. Dogs, cats, lizards and
the time normally needed while under a healing other lesser beasts hate being in the god’s pres-
god’s watchful eye. ence 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 dam-
Colossal Size (A) age and negative effects from electricity, fire
Counts as 2. Some gods are said to be and other energy sources (even those created
gargantuan compared to a normal person. by Manifestations). An invisible field appears
The character with this Entitlement can force around the character that automatically ab-
their body to grow in size up to 14 ft tall with sorbs half the damage received from energy.
rippling muscles, easily towering over oth- The god can also spend 1 Spark Point to
ers. While activated with 1 Spark Point, they completely negate damage from a single energy
receive the following bonuses: Health +4, attack.
Stamina +2, Damage +1 and Strength Checks
+4. They can also carry +20 lbs per POW. On Enhanced Attribute (P)
the other side of the coin, the god then stands The god becomes naturally great at one of
out, huge with ripped clothes. the six core Attributes after awakening their di-
vine Spark. They can grow in physical strength
Dark Sacrifice (A) or toughness or become quicker, more intel-
Often a power granted to dark gods, this ligent, more aware or more charismatic. The
Entitlement allows the character to drain a character receives a +3 bonus to a single Attri-
victim’s very life force away with a single touch bute. With the selection of this Entitlement,
of skin. They spend 1 Spark Point and make a the character takes on some kind of physical
Moderate (20) IQ + Discipline + Spark check tell to their enhancement. Divine POW may
(Boost 3), inflicting 2 (L), plus another 2 (L) give them rippled muscles, while divine CHM
per Boost. Not only do they cause their target may make them amazingly attractive. This
pain, but also the character’s Health is replen- can be taken multiple times and can
ished equal to half the damage dealt. On a even bring the character’s Attribute
Critical Success, the base damage is 4 (L) over the normal maximum of Level
instead. 10.
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Extra Arms (P) Guardian Sight (P)
The god is gifted with an extra pair of All gods have someone that is important to
arms at their sides, in the vein of Shiva the them, whether it is a Bond or a ward they take
Destroyer. This gives them a +2 bonus to Fists care of. With this Entitlement, the character
and allows them to split their actions once per can speak the name of that person and instant-
Round with no penalty. Most gods keep them ly see a vision of the target’s location, what
tucked away in a coat when not in use, but the they are currently doing and their emotional
character can spend 1 Spark Point to suppress state. Guardian Sight can only be attached to
them for the Scene if they so choose. one being at a time, but the god can spend 1
Spark Point to switch their target. The god and
Familiar (P) target must be in each other’s presence and
The god is granted the service of a lower cannot be strangers or only recently met.
creature, imbued with near-human intelligence
and the ability to communicate verbally with Healing Hands (A)
the character. Familiars are always mundane Legends of gods who can heal others with
animals, such as cats or dogs, not dragons or their divine power are well known. This Enti-
unicorns or other otherworldly beasts. For tlement gives the character this awesome pow-
1 Spark Point, the god and familiar can see er, extended with a single touch. To activate,
through each other’s eyes from up to 200 feet they spend 1 Spark Point and make a Moderate
away for the Scene. The animals should fall in (20) INS + Medicine + Spark check (Boost 3).
line with the character’s Dominion and con- If successful, the target regains 2 Health, plus 1
cept. For instance, a God of Death may have additional Health per Boost. On a Critical Suc-
a vicious dog as his hellhound, while a God of cess, base healing is 4 (instead of 2).
Wisdom may travel with an owl as white as
pure snow, which watches over them at night. Incredible Strength (P)
Many gods have strength beyond a normal
Fearful Aura (P) human. At this level, their physical appearance
The god becomes much more intimidating does not change, and they come off as surpris-
and scarier than a normal person, emanating a ingly strong to anyone who witnesses their In-
terrifying vibe. They gain Fear 15 + Spark rating, credible Strength. The character’s base carrying
and anyone who enters their presence must re- weight is +50 lbs. per POW and they receive +1
sist with the standard INS + Discipline vs. Fear. damage to all their close combat attacks.
A failed check makes the weak-willed cower
or run away entirely. The god can even further Lashing (A)
enhance their Fearful Aura and add +5 to their The god attacks with the power of their
Fear effect per Spark Point spent (up to 3). mind, creating invisible, spiritual whips, and
They can also spend 1 Spark Point to suppress slash and scar their opponent with a thought.
this aura for the Scene if they so choose. The power lashes at the target with a +3 bo-
nus to Marksmanship (Boost 4) and inflicts 2
First Move (P) (L) for each Spark Point spent on this single
The god receives a +4 bonus to all Initiative attack. This Entitlement can be directed at a
checks. In addition, spending 1 Spark Point target up to 30 ft. away within line of sight.
allows the character to automatically act first
in combat (no roll necessary). Initiative for all Lucky (A)
others is calculated normally, but acting after Some gods use their Spark to protect them
the god is the highest any of them can aspire from horrible fates or push their luck to even
to. If two gods both activate this Entitlement, greater heights. This Entitlement lets the
they act simultaneously. 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
Masterful Leap (A) 2x their Spark rating to their Health and can
Gods who cannot fly often find other ways add their Spark rating to any resistance checks
to get around. With this Entitlement, the against Death, Disease or Poison.
god’s ability to jump long distances is greatly
enhanced and made much more precise. By Plant Tongue (P)
spending 1 Spark Point, the character’s base The god can speak with a particular type
jumping distance is multiplied by their Spark of plant-life as if it were human, such as trees,
+1. For instance, a god with Spark 3 can jump bushes, grass or even roots. Plants have plenty
x4 normal. They can also make an Athletics of stories to tell, especially since they seldom
(Jumping) check with a +10 bonus without get the chance to speak with anyone. Generally,
needing to spend a Stamina point and leap an the smaller the plant, the younger they seem
additional 10 ft. per Boost. in terms of intelligence, while taller trees seem
disconnected to everyday life. The god may
Masterful Speed (A) spend 1 Spark Point to extend their communi-
The god’s physical body is super charged cation to any plant.
with the ability to travel at much faster speeds
than a normal person. The character gains +10 Purity of Spirit (P)
Movement, as well as a +1 bonus to Fists, Melee The god’s body is charged with extra
and Athletics checks. If they so choose, they energy to push themselves further than others
can also temporarily raise their Movement for and keep them devoid of any foreign bodies or
the Scene by another +5 per Spark Point spent. abnormalities. The character adds their Spark
rating to their Stamina and can add their Spark
Natural Weapons (A) rating to any checks against Fear, Insanity or
Several myths speak of gods with claws that Pain.
can slice a human in two or horns to smash
their opponents through a wall. By spending Push (A)
1 Spark Point, the god summons forth their This Entitlement can create a surge of
own Natural Weapons, be they claws, horns, power that can push an object or opponent
spikes, secretions of acid or other unique body back with a rush of energy. The effect does no
modifications. This weapon gives the character damage itself, but the target may take damage
a +2 bonus to Fists checks and adds their Spark from things they hit or from landing wrong.
rating to their close combat damage. The god spends 1 Spark Point and makes a
Moderate (20) AGY + Crafts + Spark check
Otherworldly Sight (P) (Boost 3). They can push back up to 50lbs, plus
The god’s eyes open to unnatural things another 50lbs for each Boost. Push lacks the
in the world. While other gods can sense the fine manipulation of the Puppetry Manifesta-
presence of the Source in the area, this Entitle- tion, but it’s great for forceful effects.
ment provides two additional abilities. First,
they can see and speak to any kind of spirit/ Regeneration (P)
ghost they come in contact with. Second, Oth- Counts as 2. The character’s divine Spark
erworldly Sight allows the god to see the true constantly regenerates healing power, following
faces of pucks or monsters through any guises in line with many legends of gods who cannot
they may choose to take. The god may spend 2 die. This Entitlement allows the god to re-
Spark Points to suppress this vision for a Scene, cover Health at a much faster rate. Non-Lethal
but cannot otherwise blind themselves to the damage is healed back every minute (instead
hidden horrors of the world. of hourly) and Lethal damage is healed every
hour (instead of every day). If they lose pieces
Picture of Health (P) of their body, they can spend Spark Points to
The god’s body is filled with energy, caus- recover them over the course of a week. A lost
ing them to be abnormally healthy and mak- hand or foot costs 1 Spark Point, while a leg or
ing them blush with life. The character adds arm costs 2 Spark Points. This ability does not
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work if the god loses their head. a fight. This gives others a +2 bonus to Disci-
pline (Concentration) checks, as their mind
Self-Sacrifice (A) is serene and ready to focus. If combat starts
Many divine beings have a martyr com- despite the non-aggressive feeling, everyone
plex that can be used to their advantage. The within 30 ft. of the god suffers a -4 penalty to
god with this Entitlement sends their essence Initiative and -2 to all combat checks for the
anywhere within line of sight to aid a compan- first Round. At the start of the second Round,
ion. By spending 1 Spark Point, the god ensures they have shaken the magic off. The god is
their intended target takes no damage. Instead, not affected by this Entitlement, and they can
the god takes one quarter of the damage dealt spend 1 Spark Point to exclude 1 additional
(rounded down) in their place. This cannot be target, if they so choose (up to 4).
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
Skill Excellency (P) with their great physical power, becoming a
Some gods are just better at a certain skill great figure of strength on Earth. Onlookers to
than a normal person, especially those who any feat of strength can see the god’s rippling
are patrons to a certain occupation. A god of muscles, and it is easy to see the character is
archery would be better at Marksmanship, a not normal. Their base carrying weight gains
god of the hunt may receive a bonus to Survival +100 lbs. per POW and they receive +2 damage
in order to stay in the wild longer than others, to all close combat attacks.
a god may be more Persuasive than another, or
a god of cooks would have a natural ability to Telepathy (P)
make the perfect meal with Crafts. The god re- The god has superior mental abilities,
ceives a +5 bonus to a skill of their choice. This allowing them to communicate with others
can be taken multiple times to enhance differ- without words, sending telepathic messages
ent skills, but not twice for the same skill. directly to their target’s mind. The character
can create two-way communication with one
Soothing Aura (P) target of their choice,
The god’s aura exudes an air of calmness in but this does not give
the immediate area, making anyone around the them the abil-
character less aggressive and less likely to start ity to read
minds.
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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 Myths concerning gods wouldn’t be com-
Spark Point for communication with a target plete without their fantastic Relics. These are
they cannot see within 1 mile. not just items used by a god. They are special
artifacts, infused with the very Spark that
Tongues (A) grants divine power, often hand-crafted by
The god can spend 1 Spark Point to in- the god that is destined to use it. Despite the
stantly understand and speak a language they legends of Thor’s Hammer or Indra’s Thunder-
don’t otherwise know. They use the individual bolt, most Relics are not weapons. Most are
language without issue and can make Lin- pieces of clothing or ornaments of some kind,
guistics checks normally to understand other such as Aphrodite’s bodice or Inti’s Sun Mask.
languages within the same family. The god can The special gifts needed to craft these ter-
spend 2 Spark Points to extend this to another. rible and magnificent items were lost long ago
during the God Wars, but the Relics them-
Unobscured Eyes (A) selves still exist, as many of them are indestruc-
Once activated by spending 1 Spark Point, tible. Others spring up as spontaneously as
the god’s eyes flash blood red (or color of today’s gods do. Modern gods often go on long
choice), giving them the ability to ignore penal- quests and fulfill requests from their Theolo-
ties from darkness (even magical darkness), gies in order to get their hands on these power-
smoke, heavy rain and other elements that af- ful Relics. They are truly worth the time and
fect concealment. This Entitlement also adds a effort, especially if the god can get the item to
+2 bonus to Intimidation checks while in use. attune to their Spark.
Visions (P)
The god is visited in their sleep by pro-
Attunement
Finding a Relic doesn’t guarantee that it
phetic dreams that can divulge snippets of
is usable by the god. No matter what kind of
future events, some pleasant and some hor-
monsters they crushed to uncover it or what
rifying. However, they are often encrypted in
riddles they solved, some weapons chose
symbolism and take effort to discern their true
their wielders and not the other way around.
meaning, usually with a Moderate (20) IQ +
The GM and player should discuss whether
Knowledge check. The god begins to question
the Relic, under the Dominion that the god
which of his visions are real and which are just
controls, would sync up. This is why a god of
dreams.
the sea will most often have a trident or other
water-attuned Relics.
Wings (P) Upon first touching a Relic, the god must
The ability of flight was long regarded as make a 1d20 + Spark Level check against the
a gift only bestowed on gods. Characters with object’s Level. The god may spend Spark Points
this Entitlement receive a pair of wings (be to gain a +2 bonus per point spent, if they want
they insect, bird or bat) that have an impressive to help their chances.
wingspan and aren’t easily hidden. When they
take flight, the god can soar at 2x Movement. If
Level 1 Simple (10)
they need to hide their wings for a Scene, they
can spend 1 Spark Point. Level 2 Difficulty (15)
Level 3 Moderate (20)
Level 4 Difficulty (25)
Level 5 Tough (30)
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This means the more powerful the item, tion, Entitlement or Special Ability, the god
the pickier it is about who it will let wield it. can spend 1 Spark point to simultaneously
They must meet of beat the value, or the item resist the effects and reflect the attack back
is rendered mundane in their hands. They can at their opponent. If their resistance check is
attempt a new check with each cycle of the successful, their attacker must then resist their
moon. Also, if another god grabs the relic and own attack. Its power takes time to recharge
attunes it to themselves, it is rendered useless and can only be used once per session. One
to the original god. should time their deflection wisely.
Storm Bowl
Example Relics This Relic is the spiritual bowl used by
Below are some examples of awesome Native American gods to call down the rain.
Relics that players of NPCs may use in your A truly powerful tool, gods were known to de-
story. Players can pay a number of BP equal to mand sacrifices to gift its power to their follow-
the Relic’s level to begin play with it and is as- ers. With a single drop of their blood, the bowl
sumed to have it attuned. produces water that the god then pours into
another body of water to summon up mon-
strous rain clouds. As it starts to rain, many
Level 1 Relics rejoice and others stay indoors to stay dry. The
god can spend 1 Spark point to add elements
Book of Your Story of thunder and lightning, making it much more
Some gods know they have a destiny, a dangerous to step outside. For 3 Spark points,
story that has yet to be told. Upon finding this they can call a hurricane or violent monsoon.
book and attuning with it, the cover then reads The effects seem like freak storms, usually last-
“The Story of ” and then the god’s name. They ing only a single night.
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 Level 3 Relics
blank to anyone else who holds the book.
As the god continues on, this Relic actively Invisibility Cloak
writes their story as they are living it, keeping The god wraps themself in this cloak and
track of their every movement. By reading it, spends 1 Spark point to become invisible.
they can gain insight into the motives of others Of course, they can still be heard, smelled or
or be warned of traps, as it is written in the touched normally, so the occasional Stealth
third person, constantly chronicling the char- checks may still be needed. The effect can last
acter’s journey. for a Scene, but ends if they enter combat.
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reigns for even longer than others. It appears to one Manifestation Skill (pg. 125). Can be
like a mundane coffin, but has a much more purchased multiple times to apply to different
mystical purpose. Anything, living or con- Manifestations.
structed, placed inside the coffin does not age l Skill Bonus (1-5): Some Relics are
while sealed inside. Some gods sleep inside, created to aid gods with certain tasks, provid-
lending to the idea of vampires in the world, ing bonuses to specific Skill checks. Each BP
while others use it to store their most precious spent gives a +2 bonus to one Standard Skill
items so they are free from the ravages of time. (pg. 82) while the Relic is being used/worn. Can
The coffin can only be opened by the god with be purchased multiple times to apply to differ-
whom it is attuned. ent skills.
l Extra Damage (1-5): Relics that are
Mystic Chessboard designed to be weapons can often be devastat-
Requires Spark 5 to use. This relic is an ex- ingly powerful. Each BP spent gives a +1 Dam-
ample of how more powerful gods use humans age Bonus to the Relic.
as toys for their enjoyment. Two opposing gods l Boost (2): Some Relics are just easier
sit at opposite sides of the game (usually chess, to use. This enhancement reduces the Boost by
but could also be go or checkers or anything 1 when using the item.
similar). Each god chooses a mortal and at- l Resistance Field (1-5): The user
taches their soul to their pieces. Each move the receives a +1 bonus to Manifestation resistance
gods make causes one of the two mortals to get checks for each point spent. This even allows a
a leg up on the other. However, the game also mortal to resist a god’s power.
chips away at their lives. As pieces are lost to l Summonable (1): The Relic can be
the rival god, the mortals’ livelihoods, relation- summoned at will to the god’s hands from
ships and possessions are victims of circum- anywhere within their territory. If used outside
stance. their territory, it is limited to a 1-mile radius.
At the end of the game, one mortal is dead l Spark Storage (1-5): The Relic
and the other one is left in disarray if their god stores a number of additional Spark Points
wasn’t a good enough player. There are truly no equal to the BP spent. These points replenish
winners in this game of chess, especially if one’s on a weekly basis.
Bond is the mortal linked to the game. There l Indestructible (1): The object is spe-
have been stories of gods forced to play to save cially crafted and cannot be broken by normal
their loved ones against impossible-to-beat means. Only use of the Ruin Manifestation can
masterminds. destroy the Relic.
l Unique (1-5): GMs can also allow
unique Relic abilities, gauging the potency of
Creating Relics the effect vs. necessary BP cost. Some effects
will mirror things that can be accomplished
There are thousands of different Relics in with certain Manifestations (like the Storm
existence that do several different things. If Bowl), while others may have wholly unique
one of the listed Relics doesn’t fit the player’s gifts to bestow upon the god (like the Eternal
concept for their character, which is bound Coffin).
to occur, there is the option of creating one’s
own special Relic. The player should determine
Dominions
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.
Gods have the power to manipulate aspects
Each Relic can be worth up to 5 BP. Below are
of a certain piece of the universe they have
some example effects:
direct control over, called their Dominion.
l Manifestation Bonus (1-5): Some
The oldest gods have absolute control of their
Relics have such a connection to a god’s Spark
Dominion, but newer gods must grow into this
that it can provide a bonus to their Manifesta-
power.
tion checks. Each BP spent gives a +1 bonus
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In the old days, gods got to choose their carries much more weight.
Dominion. A great cook would have become While almost any Dominion can be al-
the patron god of chefs or an inventive scien- lowed in the game, GMs are encouraged to
tist the God of Science. In reality, however, create stipulations based on the setting and
gods today don’t always get the perfect Do- story they choose to tell. There are obvious
minion for their natural talents. Seldom does Dominions that shouldn’t exist unless it fits
a plumber luck into the Dominion of water or into the GM’s world specifically, such as god
become the patron of Plumbers. More likely, of the world, goddess of everything or god of
they would end up with a strange or even gods. Likewise, there are some things that do
contradictory Dominion, such as gold or fear. not require a god to lord over them, meaning
When this occurs, the god must take time to there shouldn’t be a god of tacos or goddess of
make their new Dominion a part of their life, cheese.
or they may need to step back and reevaluate
their life and mindset.
Millions of Dominions exist, each a dif-
ferent piece of the puzzle that makes up the
Types of Gods
There are many different directions to go
world and each with its own god to govern and in when deciding on a Dominion, and not all
set order to it. Players are only truly limited players will have a clear idea of what they’d like
by their imagination and any restrictions set to choose for their character right up front. Be-
forth by the GM. Players are encouraged to low are a good number of ideas that could get
pick carefully as it will undoubtedly color their the ideas flowing. Of course, if the player has
entire career, both occupationally and divinely. their own ideas of the Dominion they want,
the GM should be open to those as well.
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Elemental
Gods often have powers that are seen as
elemental, from fire and lightning to mountains Seasonal Gods
and hurricanes. The elements surround human- Many cultures revere and worship gods
ity everywhere in their lives and are always who usher in certain seasons. This can
being harnessed in new and interesting ways be a god who is actually the God of
as the ages roll by. They are all devastating to Summer, Spring, Autumn or Winter.
their enemies, pucks and often the environ- More often than not, however, it is a
ment itself. Elemental gods may control the collection of gods that make up the
same elements, but at varying levels of inten- single season. For spring, you could
sity or form, such as the difference between a have a God of Warmth, God of Fertil-
god of wind and a god of tornadoes. ity and perhaps a God of Agriculture
Suggestions: Fire, Forests, the Sky, the to create a strong sense of renewal
Sun, Shadow, Oceans, Earth, Mountains, Wind, and growth. For winter, you may have
Storms 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 Crossovers
made to do a great many things by manipulat- There are those Dominions that will
ing their ability to feel. The most infamous bounce from type to type. It may be Con-
gods rule over fear, bending another’s cour- ceptual one moment, but then behave like an
age to their will, while others are gods of love, Elemental the next. It’s important to discuss
helping to craft relationships for others. these limitations with your GM so everyone
Suggestions: Fear, Ecstasy, Love, Anger, has a good idea of what you’re looking for in
Courage, Cruelty, Sorrow your Dominion.
Suggestions: Death, War, Trickery, the
Patrons Hunt, Dreams
Some gods end up as the Patron god of
their people or profession. Most notably, they
become paragons of a particular type of oc- Broad vs. Specific
cupation. It could also be a Dominion over a It becomes noticeable quickly that some
certain group of people, like those of a certain Dominions may be more multi-purposed or
ethnic origin, or even a god that is sworn to wide-reaching than others.
protect those of a certain bloodline. These are This is a very important distinction to
becoming much less frequent, as the melting make when considering what a character’s
pot of cultures and races begins to stew. Dominion should be. For instance, what should
Suggestions: Cooks, Scribes, Messen- the god be able to do and how should those
gers, Travelers, Artists, Blacksmiths, Dancers, powers work? Should a god of water be able to
Swordsmanship affect my soda, that vial of poison, the human
body or blood since they are water based? The
Tangible answer is simple: the god would have only a
Many gods have control over a certain small degree of control over all of these things,
“thing” in the world, something they can inter- because they are not connected directly to
act with using their five senses. Others become their Dominion.
gods of a certain type of action as well. There Attempts to affect one’s Dominion using
are an endless number of things that fall under their chosen keyword are done normally. The
this category, from the god of wine to the god god of water could affect the nearby water in
of cars. the pond with no problem. However, as the
Suggestions: Filth, Tracking, Androgyny, god steps further and further away from their
Music, Computers, Paper, Fertility, Healing dominion, the GM must decide if the effect
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Chapter Four
Manifestations
can be performed under their current Domin-
ion. Penalties are applied to the god’s Manifes-
tation checks if the effects are deemed similar
but different. To affect a soda, this god would Today’s gods seldom get to touch the
likely not suffer a penalty, as it really is just supreme, all-encompassing power of days gone.
water with syrup, but to affect poison, which Instead, they can learn how to manipulate their
has so many other components to it, they may Dominion in a variety of ways, called Manifes-
suffer that penalty. tations. This can lead to gods with the same
Dominion having completely different sets of
l Specific (No penalty): Effect is abilities, based on training and personal prefer-
directly connected to their Dominion. ence of how they use their newfound power.
l Tangential (-3 penalty): The Manifestations are utilized in the same
effect is something “similar” to the Do- fashion as Standard Skills. However, instead
minion, but not exactly connected. of a pool of points to spend, the character
l Broad (-6 penalty): Attempt-
ing to affect something that is only
“sort of ” connected to their Domin-
ion.
l Beyond (Cannot be done):
If use of a Dominion goes past the
Broad category, it should not be al-
lowed.
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can select three different Manifestation skills are successful, they get what they want and the
to place levels into. One Manifestation gets 3 universe is more than happy to comply. If the
Levels, while the others receive 2 Levels and Manifestation check fails, however, the god has
1 Level. For instance, the player could decide released their Spark into the world and could
to give their character Aegis 3, Shaping 2 and affect the environment in unpredictable ways.
Oracle 1. Keep in mind that a character can- A failed check means the nearby envi-
not begin play with Levels or bonuses in more ronment absorbs the divine power and, with
than 3 different Manifestations. The character’s it, takes on some sort of aspect of the god’s
Theology (pg. 29-61) also provides bonuses (not Dominion almost instantly. Two people may
levels) to Manifestation Skills that affects this instantaneously fall head over heels for each
limit by selecting 2 Manifestations for the char- other in the vicinity of a god of love that fails
acter based on training. They also cannot begin their check. A god of time who fails may age
with any Manifestation skill higher than Level the surrounding area by a number of years
5 without GM approval. equal to how much they missed their Difficulty.
Once Manifestations have been selected, If the player rolls a Critical Failure, the GM is
checks to activate these awesome abilities work encouraged to exaggerate these effects. Some
like any other in Part-Time Gods, except the effects last longer than others, but this side
character also receives a bonus equal to their effect can be devastating if the god has more
Spark level. The player rolls 1d20 + Specific At- dangerous Dominions, such as slaughter or
tribute + Manifestation Skill + Spark Level. For even death. A god should be careful where they
instance, to perform the Aegis Manifestation use their power, just in case.
(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
Modifiers
There are a number of conditions and
effect the character wants to create with their circumstances the god can use to improve their
Dominion. Spending Spark Points can provide chances of success when using Manifestations.
bonuses to Manifestation checks to better In other situations, their checks may actually
one’s chances of success. Unlike Standard receive penalties, intentional or otherwise.
Skills, a Manifestation cannot be used without Below are a few examples:
some type of bonus to their check, either from
Levels or a bonus granted from their Theology.
Each Manifestation has three associated Blood
effects the god can use in conjunction with The god can cut themselves and shed their
their Dominion. Each of these effects is unique blood in a ritualistic manner, usually requiring
to its Manifestation, from protecting someone a blade of some kind. They receive a +2 bonus
to performing blessings to crafting a minion. to their check for each point of Lethal damage
A god with any training in a Manifestation has they cause to themselves. The god cannot at-
access to ALL three of its effects, but not all tempt to resist this damage without nullifying
effects can be used with every Dominion. A the bonuses.
god of death couldn’t summon death to them,
nor could a god of truth shape shift into truth. Boost
Again, GMs and players should discuss the Even Manifestation checks can benefit
effects and how they would work within the from Boost. See pg. 82.
constructs of their Dominion.
Broad
Altered Environments If the god is attempting to affect something
not directly connected to their Dominion, they
Divine power is a strong force that af- may suffer a penalty to their check of either -2
fects everything it touches. When a god uses a or -4. See pg. 121.
manifestation, they are altering the very fabric
of reality to bring their desires to life. If they
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Duration require Touch or self, but they can extend their
Durations usually last the Scene, but more range by voluntarily taking a -2 penalty to their
powerful effects may last only a few minutes. check. GM has final say on how far an effect
The player can choose to take a -2 penalty to can extend overall.
extend the Duration of his effects by a certain
period. For instance, if the GM deems the ef- Relic
fect will last 10 minutes normally, they can suf- A Relic is an item or weapon imbued with
fer a -2 penalty for every additional 10 minutes the same Spark as a god. The character can
they want to extend the duration. receive a +1 bonus per level from certain Relics
(pg. 116).
Environment
A god who is surrounded by an environ- Ritual Time
ment that matches their Dominion can receive Most Manifestations require 1 Action to
a +2 bonus to their checks. Examples include a use. However, the god can extend their time
god of earth deep within a cave, a god of war taken, concentrating more magic to provide a
on a battlefield or a god of the Internet in a bonus to their check. This requires the god to
computer lab. do nothing besides chant, concentrate and fo-
cus their effect (sometimes lasting days or even
Harmony Bonus weeks). Bonuses: 10 minutes (+2), 1 hour (+4), 1
Like Standard Skills, Manifestations also day (+6), 1 week (+8), 1 month (+10).
have certain qualities that cross over between
them. Characters can use them together in the Sacrifices
same manner, using a Harmony Bonus (pg. 83). Gods can also use sacrificial offerings (to
So, a god who uses Aegis to craft a suit of stone themselves) that can increase their hold over
armor could gain a bonus if the character has their Dominion. These items are usually mun-
their Shaping skill at Level 5+. dane, but have a connection to the concept of
their power, such as a pocket watch for a god
Range of time, a bottle of blessed water for a god of
Effect range varies based on the Manifesta- water or a virgin’s blood for a god of lust. Some
tion the character is attempting. Most effects 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 sacri-
ficed.
Freeform Effects
The three effects listed with each of
the Manifestation skills are the most Spark Points
common applications of that kind of A god can spend additional Spark points in
power. However, if creative players order to receive a +2 bonus to their Manifesta-
come up with effects that fall outside tion checks per point spent (pg. 102).
of these, GM’s are encouraged to al-
low on-the-fly Manifestation use. The Territory
player simply states what it is they’d Each god is given governance over a por-
like to do, and the two of them can tion of the Earth. While within their own
determine what skill (or skills) could territory, there is no change to their check.
make that effect happen. This will help However, if within another god’s territory, they
to make using Dominions and Manifes- suffer a -2 penalty to all Manifestation checks.
tations into an open dialogue between
the player and GM, making the game
enjoyable for all!
Time/Season
Some gods, with certain Dominions, can
gain a bonus at a specific time of day or season.
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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 GM Rule or Committee
a -2 penalty during the day and a -4 penalty Dominions can be tricky to rule on for
during sunrise. A seasonal god may get a bonus a GM. Any use of a power becomes a
during their season and a penalty during their discussion between the GM and player
opposing season (Spring vs. Autumn or Sum- as to what the god can affect and how it
mer vs. Winter). This modifier general gives a affects the world. This dialogue should
+2 bonus or -2 penalty to their check, but can never end, constantly evolving to suit
be raised to +4 of -4 in precise circumstances. the situation and Players should speak
with their GM to determine when their
Dominion breaks out of the Specific
Resisting Manifestations and into the Tangential and Broad.
Likewise, many groups may find it best
Unless they have a special Relic or are un-
der a god’s protection, mortals have no defense to rule by committee. If one player
against a god’s Manifestations. Any time they decides to attempt use of a Dominion,
are targeted, the effect automatically works as it’s up to the GM and the other play-
long as the god’s check is successful. ers to discuss it and make the decision
If a god or any other being with a Spark is together. This method makes all the
targeted, the defender may spend 1 Spark Point players feel involved in the game, even
to make an opposing check (same 1d20 + Spark if their character isn’t directly involved
level + Attribute + Manifestation that their at- in the scene.
tacker 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
Alarm Call
Check: INS + Aegis
wins and ties go to the defender.
Statements: “I want to guard…”
This inability to resist only affects Manifes-
A god who uses this Manifestation can
tations used directly on the target. A god who
place a mark on an object, place or person
uses Manipulation (Puppetry) to throw a knife
connected to their Dominion. If the protected
doesn’t enjoy a free stab. The target still get’s a
thing comes under harm or misuse, the god
chance to duck. Same goes for the use of Blast
receives an instant psychic alert. If protecting
(Ruin).
a person, they’ll hear echoes of the victim’s
screams. Otherwise, the god may receive vi-
sions of the location being trashed or glimpses
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Alarm Call Examples cess hidden files. A god of diamonds may want
Bestial: The god sends one of their to protect a precious gem.
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
Invincibility
Check: VIG + Aegis
alerted if their prey is hurt or a god of death
Statements: “I am invincible against…” or “I
may protect their family’s gravesite.
make… invincible.”
Elemental: A god of forests may sense
The god or their target, quite simply, be-
when it comes under danger, while a god of
comes instantly immune to an attack or event
rivers may use it to preserve their favored body
connected to their Dominion. All damage from
of water.
an attack during combat is negated by this
Emotional: A god of love may want to be
Manifestation, but it needs to be used against
told if a pair of lovers is attacked or a god of
each attack if multiples are made. Likewise,
courage may want to know when one of their
the god immune to an event can ignore any
followers loses their morale.
negative effects, but may need to make another
Patron: A god of music may protect a
check if the intensity increases or they are hit
certain talented musician or a god of cooking
with multiple instances.
could know the moment that a simmering dish
Moderate (20): Ignore a single attack or
is at its pique.
event
Tangible: A god of computers could be
alerted the moment someone attempts to ac-
Invincibility Ex-
amples:
Bestial: A god of
snakes could be im-
mune 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 ef-
fects, while a god of lust
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can make their target immediately ignore the selves in feces so grapple attempts slip off of
person coming on to them. them, or a god of strength may give themselves
Patron: A sword may shatter when it hits a Health boost.
a god of swordsmen, while a god of messengers
can protect their parcel from harm.
Tangible: A god of trickery may be imme-
diately immune to an attempt to prank them,
Beckon
There are plenty of instances where a god
while a god of wine can nullify the effect of may be without their favored weapon or may
liquor on their system in an instant. need to beckon aid from their Dominion.
This Manifestation allows the god to summon
Protection Field their Dominion to their hands, turn it away or
Check: IQ + Aegis even create false experiences (illusions). Note
Statements: “I want to protect…” that Beckon doesn’t create or destroy their
The god may apply a blessing of protection Dominion from nothing, but instead calls it
on themselves or another, giving a defensive forth from (or banishes it to) another location
bonus connected to their Dominion. Protec- nearby.
tion Field has the capability of summoning
armor, enhancing reactionary combat skills or
willing one’s Dominion to action for the god.
Summon
Check: CHM + Beckon
Received bonuses to defensive checks, Tempo- Statements: “I want to summon…”
rary Health or Armor Rating stack on top of The god summons their Dominion to
any the character already possesses. themselves to assist them or in order to ma-
Simple (10): +2 bonus to defensive nipulate with other manifestations. Difficulty
checks, +3 Temp Health or AR +1/+1. is based on a variety of different things, such
Moderate (20): +5 bonus to defensive as number of things summoned, their size, its
checks, +6 Temp Health or AR +3/+3. intensity and how far away it is being sum-
Tough (30): +8 bonus to defensive checks, moned from. If the god wants their Dominion
+10 Temp Health or AR +5/+5. to arrive immediately (as in teleported there),
this also raises the Difficulty. All of these as-
Protection Field Examples pects are relative to what is being summoned
Bestial: A god of cats could easily protect and may have completely different effects on
a feline from harm with an invisible force field their opponents or even the environment. For
or give themselves cat-like reflexes. Likewise, instance, summoning a single dog, versus a
a god of rhinos could recreate their thick hide pack of dogs or a dozen dogs makes the dif-
for an AR bonus. ference. Summoning a light sun shower versus
Conceptual: A god of justice could pro- summoning a thunderstorm or a hurricane is
tect someone wronged unjustly by their at- another example.
tacker, or a god of death may be able to defend Simple (10): A small amount or low inten-
against a killing blow. sity summoning from nearby.
Elemental: A god of earth could create Moderate (20): Summoning of a medium
rock armor for an AR bonus, or a god of the amount or intensity Dominion.
sky may solidify the air around them to add a Tough (30): Summoning a large number
bonus to Parry. or big object from far away.
Emotional: A god of love could protect
someone they care for, or a god of fear could Summon Examples
receive a bonus to resist fear. Bestial: A god of canines may summon a
Patron: A god of dancers could boost their dog to assist them, while a god of roaches may
rhythm and movements to grant them a bonus summon a swarm to fly at their target.
to Dodge, or a god or orphans could protect an Conceptual: A god of celebration may
abandoned child. summon up party decorations to set just the
Tangible: A god of filth could cover them- right mood, while a god of truth could summon
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up the correct answer to a mysterious question Emotional: A god of war could banish
from their target’s lips. a soldier’s will to participate, while a god of
Elemental: A god of earth could summon anger can instantly calm even the most berserk
pliable clay, while a god of storms could sum- of attackers.
mon a powerful hurricane. Patron: A god of mechanics can send his
Emotional: The god brings forth a surge tools back to his shop when he’s done us-
of their particular emotion within their target, ing them, while a god of doctors could force
like a god of lust who makes their target easy anyone within the medical profession to leave
pickings to seduce or a god of sorrow making their presence.
their target fall into pieces in an instant. Tangible: A god of racing could banish
Patron: A god of blacksmiths could sum- their rival’s gas pedal in order to win, while a
mon a workshop for them to forge, while a god god of money could make a wealthy man’s wal-
of scribes would never be without their writing let disappear.
utensils.
Tangible: A God of Dreams may summon
an item from a dream into the real world, while Illusions
a god of racing could summon their favored Check: IQ + Beckon
vehicle. Statements: “I create an illusion of…”
Another awesome ability for a god’s arse-
nal, Beckon allows them to call upon visual im-
Banish ages, sounds and other ethereal ideas that can
Check: INS + Beckon affect the senses of another. Many gods use this
Statements: “I want to banish away…” to hide their actions when being watched by
Along with the ability to summon their mortals or as a way to create certain moods for
Dominion, the god can also banish it to an- the scene (like instilling fear). The Difficulty is
other location if needed. Difficulty is based on determined by how many senses the god wants
the same qualifiers as the Summon effect: size, to affect with the illusion (touch counts as 2).
quantity, intensity, distance and quickness. Ban- Some illusions are so powerful they can give
ishing is a powerful tool, especially for those targets a penalty to checks.
with more dangerous Dominions. It should be Simple (10): Illusion that affects 1 sense,
stated that someone couldn’t be saved from dy- up to -2 penalty or Fear 15 effect
ing by attempting to banish death, as it is one Moderate (20): Illusion that affects 2
of the few certainties in the universe. senses, up to -4 penalty or Fear 20 effect
Simple (10): A small amount or low inten- Tough (30): Illusion that affects 3+ senses,
sity banishing from nearby. up to -6 penalty or Fear 25 effect
Moderate (20): Banishing of a medium
amount or intensity Dominion. Illusions Examples
Tough (30): Banishing a large number or Bestial: A god of spiders could create a
big object from far away. feeling of a million spiders crawling on the tar-
get, while a god of wolves could fabricate howls
Banish Examples to scare someone in the woods.
Bestial: A god of sharks can ensure safe Conceptual: A god of the slaughter could
passage through hostile waters, while a god of create or dispel the smell of rotting flesh, while
worms could use his Dominion to stop a corpse a god of celebration could create the sound of
from being eaten anymore. a party.
Conceptual: A god of names could banish Elemental: A god of earth could make it
knowledge of their identity away, while a god of looks like there are etchings on a cliff to relay a
vengeance can remove one’s need for revenge, message, while a god of the ocean could create
if only temporarily. the constant sound of rushing water.
Elemental: A god of fire would instantly Emotional: A god of joy could create the
extinguish a house fire, while a god of forests sound of laughing children, while a god of anx-
can banish trees from their path for easy travel. iousness can get their target’s heart pounding.
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Patron: A god of cooks could mask the simply phase through a metallic doorway.
taste of even the worst meal, while a god of Emotional: A god of love could make two
doctors could create a visual mirage of their lovers unable to touch each other or a god of
diagnosis. anger could make their target pass through the
Tangible: A god of disease could make object of that hate.
illusory rashes appear on their victim, while a Patron: A god of sculptors can hide inside
god of screams could summon forth the sound a statue, while a god of murderers could phase
of a thousand wails. through almost any obstacle that stood in the
way of their kill.
Tangible: A god of racing could jump into
Journey a vehicle without the need to open their door,
while a god of dance can ensure they don’t trip
The Journey Manifestation affects a god’s
ability to travel with great speeds (sometimes on anything during their performance.
even instantly) within their Dominion. It
doesn’t apply to all Dominions, but can be a Swift
powerful tool in the right hands. The following Check: AGY + Journey
are effects that can be accomplished through Statements: “I want to speed up…”
the use of Journey, moving through objects, The god uses their Dominion to enhance
moving swiftly and teleportation. their Movement to become much quicker and
even gain additional Actions during combat.
Phasing Difficulty is based on how much faster they
hope to move. Some Dominions would give
Check: VIG + Journey
Statements: “I want to move through…” or “I only the Movement bonus, while others give
want to make… move through” the Movement bonus and additional actions.
Sometimes, a god finds it useful to phase Players should discuss with their GM.
through their Dominion, either to get from Movement bonuses gained from Swift lasts
one place to another or to avoid an attack. the scene, while extra actions fade after the
This effect is powerful, but the majority of its end of the Round they are used. Gaining more
usefulness is for Dominions of the physical actions for the same combat requires 1 Spark
domain. More ethereal Dominions will have point per additional check.
less general use of this type of Manifestation by Simple (10): +10 to the god’s Movement.
their very nature. Moderate (20): +20 to the god’s Move-
Simple (10): Phase through a barrier up ment and +1 Action for the Round.
to 10 ft. thick Tough (30): +30 to the god’s Movement
Moderate (20): Phase through a barrier and +2 Actions for the Round.
up to 25 ft. thick
Tough (30): Phase through a barrier up to Swift Examples
50 ft. thick Bestial: A god of hummingbirds could
easily make themselves faster, gaining extra ac-
Phasing Examples tions, while a god of horses would increase the
Bestial: A god of elephants can let the speed of his mount.
beast loose without opening its cage, while a Conceptual: A god of vengeance or justice
god of apes can make a berserk gorilla’s attack can increase their speeds when chasing down
phase through them completely. the target of their revenge/justice.
Conceptual: A god of justice can make Elemental: A god of wind could lift them-
an attack phase through them if they are not selves above the ground to fly quickly, while a
guilty of the crime they are being attacked for god of the ocean can increase their swimming
or a god of charity could make an object un- speed.
touchable to those unworthy of such a gift. Emotional: A god of fear can incite their
Elemental: A god of earth may sink into target’s fear to increase their fleeing speed,
the ground to hide, while a god of metal could while a god of hatred can fuel their Movement
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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.
Minion
The Minion Manifestation allows the god
Tangible: A god of tracking could quicken to create minions for any number of reasons.
their pursuit of their prey, while a god of poi- Some do so to have unpleasant tasks performed
son could speed up the spread of the poison for them and others do it to seek compan-
through their target’s body. ionship. Its affects can call spirits, enchant a
person and bend them to their will or instill life
Teleportation itself and create minions from scratch.
Check: IQ + Journey, -1 Stamina
Statements: “I teleport to…” or “I teleport Call Spirit
through…” Check: INS + Minion
Some Dominions give access to the power Statements: “I want to call a spirit of…”
of instant Teleportation. This is one of the There are many spirits that roam the world
most sought after abilities of any god, but must looking for connections and a god with the
be rooted in the god’s Dominion specifically. Minion Manifestation can call upon them at
While teleporting within the physical realm is will. After the spirit arrives, it may assist the
the most obvious, some of the more ethereal god in whatever endeavor they have, but is
Dominions can be very versatile. under no obligation to do so unless they also
Simple (10): Teleporting within a 1-mile use Enchant. If they are convinced to assist,
radius however, they can prove themselves as tide-
Moderate (20): Teleporting up to 10-mile turning allies.
radius The spirit can attempt to resist being
Tough (30): Teleporting to anywhere called if they choose, making an INS + Disci-
within their city. pline resistance check. In general, only a single
spirit is summoned per use, but more spirits
Teleport Examples may come with the appropriate Boost. Diffi-
Bestial: A god of horses could instantly culty of their check is determined by the power
teleport to a hurt horse, while a god of ravens of the spirit (pg. 180)
can send a bird ahead and then teleport to it. Simple (10): Call a lesser spirit
Conceptual: A god of justice can find Moderate (20): Call an average spirit
their culprit in an informant’s mind and in- Tough (30): Call a greater spirit
stantly teleport there, while a god of celebra-
tion can always go to where the party is. Call Spirit Examples
Elemental: A god of fire could leap into a Bestial: The god can summon an animal
fire and reappear through another, while a god spirit attached to their Dominion.
of forests could teleport to anywhere within Conceptual: The god may summon an
the forest they protect. emotional spirit or ghost associated with their
Emotional: A god of grieving can tele- Dominion.
port to a nearby wake, while a god of love can Elemental: The god can summon an el-
instantly find himself or herself with someone emental spirit of the corresponding type.
they care deeply about. Emotional: The god can summon an
Patron: A god of athletes can teleport to emotional spirit attached to their Dominion.
a gym or field in seconds, while a god of mur- Patron: The god may summon a muse or
derers can travel instantly to the scene of the ghost associated with their Dominion.
crime. Tangible: The god may summon a muse or
Tangible: A god of dreams could access ghost associated with their Dominion.
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.
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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 Instill Life
bend another’s favor to their will. Their target Check: IQ + Minion
must be able to hear the god and understand Statements: “I turn…into a minion.”
the language they speak. Gods with this ability This effect makes the god the giver of life
can ask for just about any favor, with the Diffi- itself, as long as their minion revolves around
culty being based on the task they are wanting their Dominion. This is usually utilized by
accomplished. turning a physical object into a servant, imbu-
Simple (10): Ask for a simple favor. ing it with the same Spark that created human-
Moderate (20): Ask for complex tasks. ity. Without a physical Dominion present, the
Tough (30): Ask for “almost” any other god can instead conjure up a small glowing wisp
favor, even if it goes against the target’s nature. with personalities that reflect the Dominion.
Enchant Examples
Bestial: A god of fe-
lines 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 nug-
get, 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 com-
mand.
Emotional: A god of
love can easily make an-
other infatuated with them,
while a god of anger could
talk someone into being
angry pretty easily.
Patron: A god of mer-
chants could charm some-
one 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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However, they lack any kind of tangible ability
to affect the world. Puppetry
Difficulty for checks is based on the min- The Puppetry Manifestation is a favor-
ion’s size and the level of intelligence the god ite among gods, allowing them to move and
wants to bestow. Their check also determines manipulate their Dominion around with only
a number of BP the player gets to spend to their mind or the sway of a hand. Note that
create their minion. The player and GM should these affects do not create the Dominion, only
determine the physical Attributes of their min- move it around.
ion and then the player spends BP on Skills,
Gifts and even Entitlements (if appropriate) to
enhance it based on concept.
Manipulation
Check: AGY + Puppetry
Simple (10): Gives life to a small minion Statements: “I want fine manipulation of…”
with limited intelligence (IQ 1) and BP equal to This affect is easily the most used of the
half their Minion level (rounded down). Puppetry Manifestation, allowing the god to
Moderate (20): Creates small minion cause items to float or move around with their
with average intelligence (IQ 3) or a big minion mind. Difficulty is based on the amount of
with limited intelligence. BP equal to Minion weight being manipulated, and the standard
Level. weight the god can lift is equal to their INS +
Tough (30): Creates a small minion with Puppetry x 50lbs. General manipulation of a
heightened intelligence (IQ 6) or a big minion single item is simple enough, but fine manipu-
with average intelligence. BP equal to 2x Min- lation (perform Skill checks from afar) suffers a
ion Level. -2 penalty, plus an additional -2 penalty for each
other item. For less obvious Dominions, the
Instill Life Examples weight of their target is less of an issue.
Bestial: A god of dogs could give their The god can also use Manipulation to
companion human level intelligence, while a battle their opponent. Attacks are used with
god of ravens could create a temporary familiar the same activation check (Boost 6).
(pg. 113) in order to see through their eyes. Simple (10): Affect base Manipulation
Conceptual: A god of sportsmanship weight
could give life to a scoreboard that would never Moderate (20): Affect 2x Manipulation
cheat, while a god of wisdom could make their weight
library reorganize itself. Tough (30): Affect 4x Manipulation
Elemental: A god of earth may create a weight
small mud man, while a god of the forest could
ask a tree if anyone has passed by. Manipulation Examples
Emotional: A god of love could create a Bestial: A god of mice could levitate their
floating wisp that talks of nothing except who small companion into the air duct without is-
should end up with who, while a god of excite- sue, while a god of horses could continue riding
ment may create a wisp tht continually goads without needing to stop for the raging river.
them into greater and great actions Conceptual: A god of celebration could
Patron: A god of tailors could enchant ensure that all the fireworks went off at just the
their materials to create a suit for them, while a right time, while a god of death could hold a
god of sailors could ask the ship the best route ghost at bay.
to take. Elemental: A god of metal could make a
Tangible: A god of the dead may create a sewer cover fly up at an opponent, while a god
zombie from a corpse, while a god of comput- of fire could make a blaze spread much faster.
ers could create an AI that can perform most Emotional: A god of anger could shove an
tasks. 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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their own, while a god of cooks levitate kitchen someone with two left feet appear to master of
tools in anticipation of being used. movement, while a god of racing would steal
Tangible: A god of disease could move an control of another if they are behind the wheel.
illness from one part of the body to another,
while a god of music could stand on the stage
alone as instruments play themselves. Transfer
Check: IQ + Puppetry
Statements: “I want to transfer…to…”
Marionette The god can spread or transfer aspects of
Check: POW + Puppetry their Dominion from person to person, but
Statements: “I want to take control of…” or “I cannot create physical mutation. While this
want to force him (or her) to…” has various roleplaying effects, it also allows the
The god can attempt to steal momentary god to give one’s bonuses or penalties to an-
control of a target connected to their Domin- other. Keep in mind this means the god is tak-
ion. Targets are often individuals, animals or ing something from their target and removing
minions that lose all control of themselves, it to give to another. This can be a positive or
completely conscious of the actions they are negative thing, depending on the Dominion in
performing against their will. Marionette gives question. The Difficulty is determined by how
so much control, the god can use their own much of the Dominion is being transferred.
Skill checks in place of the target’s, reflected Simple (10): Transfers half (rounded
by their Dominion. If the target is not a willing down) Dominion effects to another.
participant, the god suffers a -2 penalty to the Moderate (20): Transfers full effects to
Manifestation activation and subsequent Skill another or half to multiple people
checks. Tough (30): Transfers full effects to mul-
Simple (10): Control of a weak-willed tiple people.
(Discipline 0-3) target.
Moderate (20): Control of an average- Transfer Examples
willed (Discipline 4-7) target. Bestial: A god of fish could transfer the
Tough (30): Control of a strong-willed ability to breathe underwater to someone who’s
(Discipline 8-10) target. drowning, while a god of birds could transfer
the craving for worms onto another.
Marionette Examples Conceptual: A god of truth could give
Bestial: The god of rhinos could control someone their sense of morals, while a god of
the rampaging beast through the city, while the hunt may transfer their target’s anti-track-
a god of cats could ensure their target lands ing tactics to themselves.
safely (like a cat). Elemental: A god of water could remove
Conceptual: A god of virtue can make a all the moisture on themselves and splash it on
virtuous target perform even the worst task, another, while a god of earth could do the same
while a god of suffering can bend a target’s with dirt.
body in terrible ways. Emotional: A god of sorrow could trans-
Elemental: A god of metal could paralyze fer one’s sorrow to another, while a god of fear
a target wearing a suit of knight’s armor, while could remove their apprehension and give it to
a god of water could easily take control of a their enemy.
water elemental. Patron: A god of soldiers could give their
Emotional: A god of lust could force a battle resolve to someone who needed it, while
partner into horrible acts, while a god of anger a god of the poor could give a rich person a
can direct any angry person to attack someone. dose of the humility of the homeless, hoping to
Patron: A god of swordsmanship could use teach them a lesson.
their superb skill for even the weakest warrior, Tangible: A god of racing could give up
while a god of thieves could make their charge their ability to drive to a new wheelman, while
swipe a wallet without knowing. a god of dreams could give their horrific visions
Tangible: A god of dance could make to another.
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Chapter Four
Oracle child nearby.
Tangible: A god of music could hear a
A god with the Oracle Manifestation gains song from miles away, while a god of childbirth
the ability to sense their Dominion in many could sense if a pregnancy is healthy.
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 Read Minds
possess if used correctly. Check: CHM + Oracle
Statements: “I want to read their mind for…”
The god with the Oracle Manifestation
Area Sense gains the ability to search another’s mind for
Check: INS + Oracle traces of their Dominion. At times, the god is
Statements: “I want to detect…within the area.” reading surface thoughts, while at others they
Gods with Oracle have the ability to sense can take a long walk within the target’s mind.
their Dominion within the immediate area It is an easy way to root out information or
with great detail. If surrounded by several even create a limited version of one-way telepa-
people, the god may need to make a Survival thy. Difficulty is based on how deep the god
(Tracking) check to track down their exact wants to dig.
Dominion, as they receive a vibe of which way Simple (10): Read surface thoughts only.
to go. Difficulty for checks is based on the Moderate (20): Search for thoughts the
distance of the source and how detailed the target is attempting to hide.
information the god wants is. Simple questions Tough (30): Enter the target’s mind
require a yes or no answer, while more complex to travel through and search for almost any
questions about one’s Dominion can be gar- though/memory (even repressed)
nered as well.
Simple (10): Can sense their Dominion
within 1-mile and +2 bonus to Survival (Track- Read Minds Examples
ing). Bestial: A god of dogs can enter the mind
Moderate (20): Sense within 10 miles and of man’s best friend, while a god of cats never
+4 to Tracking or a simple question. has to guess what the animal wants.
Tough (30): Sense within 50 miles and +6 Conceptual: A god of names could im-
to Tracking or a complex question. mediately get any name the target knows, while
a god of vengeance sees images of their tar-
get’s inward venom and even whom they want
Area Sense Examples revenge upon.
Bestial: A god of snakes could sense if Elemental: A god of fire could search for
there are any poisonous snakes in the area, thoughts of pyromania, while a god of forests
while a god of birds could detect specific spe- see if their target knows the right paths to not
cies. get lost in the trees.
Conceptual: A god of knowledge can Emotional: A god of ecstasy can tell if
get a general sense of the information inside someone is elated due to drugs or fortuitous
a book, while a god of death could sense any events, while a god of sorrow can root out ex-
ghosts in the area. actly what a grieving widow wants to hear.
Elemental: A god of smoke can sense if Patron: A god of artists could see what
there are any cigarettes around, while a god of their target’s next great project will be, while
metal could sense for gold deposits. a god of messengers could ensure the person
Emotional: A god of vengeance could they deliver to is the right one.
sense who has vengeful intent in the room, Tangible: A god of dreams could take a
while a god of joy could tell if someone was walk through their target’s dreams, while a god
faking their smiles. of computers could sense someone’s real tech-
Patron: A god of cooks could tell the nological prowess.
groups what cuisine is nearby, while a god of
orphans could tell if there is an abandoned
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Divine Powers
Temporal Viewing
Check: IQ + Oracle
Ruin
This Manifestation is useful for causing
Statements: “I want to see past/future visions
physical pain to a target with one’s dominion.
of…”
Ruin is common power of many gods of war,
Instead of sensing their Dominion in their
destruction and other horrible acts. Effects
current space, the god can also attempt to per-
with this Manifestation include destroying
ceive it through time. This effect allows them
one’s target from afar, creative curses or en-
to feel if their Dominion has a strong presence
hancing combat ability.
in the area, receiving full visions, feelings or
smells of events that have occurred in the past.
These visions can last several minutes, as see- Blast
ing events that have already happened is simple Check: AGY + Ruin, Dmg 1, Boost 4
for a god. Statements: “I blast my target with…”
Sensing the future works the same, but is The god charges up the power within
slightly more difficult. If successful, the god themselves and fires that power out, using their
receives brief flashes of what will happen in Dominion as a projectile. This effect is perfect
a certain place. All predictions are subject to for when the god is unarmed and at a distance.
change based on how the characters respond to Some Dominions can be spontaneously created
their visions, of course. from the god’s fingertips, while others may re-
Simple (10): Sense up to 1 day in the past. quire a conduit for their attack to go through.
Moderate (20): Sense up to 1 week in the Whether the attack does Lethal or Non-Lethal
past or 1 day into the future. damage is also determined by the Dominion
Tough (30): Sense up to 1 month in the in question. Use of Blast constitutes a single
past or 1 week in the future. attack.
Contested: Target resists with a Dodge, but
Temporal Viewing Examples the god must roll at least a 10 on their check or
Bestial: A god of lions could see the it is considered a failure.
events of a recent lion attack as if they were
first hand, while a god of birds could see what Blast Examples
led to the death of his feathered friend. Bestial: A god of bears could bring a griz-
Conceptual: A god of murder could see zly to its knees, while a god of animals could
visions of a crime scene as the crime occurred, hurt all animals in their vicinity.
while a god of celebration could relive their Conceptual: Only physical Dominions.
greatest parties for days. Elemental: A god of storms could fire a
Elemental: A god of fire could tell what torrent of wind, while a god of trees could fire
ashes used to be, while the god of the earth needles from a nearby pine.
could tell if the enemy will find them in a cer- Emotional: Only physical Dominions.
tain hiding place. Patron: A god of artists could flick paint
Emotional: A god of anger could see at their target that turns into dangerous darts,
visions of moments of extreme anger in the while a god of thieves could create magical
area, while a god of pride could see a vision of throwing knifes that disappear afterward.
someone’s ego being broken. Tangible: A god of acid could surround
Patron: A god of sailors could tell if they their target in a flesh eating smoke, while a god
are to cross paths with another ship on their of music could create a high-pitched sound
travels, while a god of blacksmiths could tell that could burst eardrums.
where a blade has been.
Tangible: A god of dreams could tell if
someone who slept in a bed had nightmares, Geas
while a god of music could hear the songs of Check: IQ + Ruin
the past played in a theater. 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 sad-
ness 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 com-
bat 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 (en-
hancing martial ability), Marks-
manship (enhancing accuracy
and targeting) or Melee (creat-
ing a special weapon from one’s
Dominion) skill and they receive
action) for fear of suffering damage. The Geas
bonuses to that type of Skill check and extra
lasts for the Scene or up to 3 instances of the
damage for the Scene.
event (+1 instance per Boost).
Simple (10): adds +2 to their attacks and
Simple (10): 2 (L) per instance
+1 (L).
Moderate (20): 4 (L) per instance
Moderate (20): adds +4 to attacks and +2
Tough (30): 6 (L) per instance.
(L).
Tough (30): adds +8 to attacks and +4 (L).
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 Bestial: A god of monkeys could improve
grace and claws, while a god of snakes may take their target’s relationship with their animals
on a snake’s quick movement and flexibility. (bonus to Beast Handling), while a god of cats
Conceptual: A god of motherhood could could gift someone with great jumping ability
get a bonus to fight an enemy that threatens (bonus to Athletics).
their child, while a god of celebration could put Conceptual: A god of war could give
the smack down on someone hurting the party. someone a boost to their martial skills on a
Elemental: A god of the sun could fire battlefield (bonus to Melee), while a god of
the burning power of a star with each bullet vengeance may provide a bonus for tracking
of their gun, while a god of earth could harden down their target (bonus to Survival).
their fists to crush their opponents. Elemental: A god of water could take
Emotional: A god of anger could become away someone’s ability to swim (penalty to Ath-
a berserker warrior, while a god of fear could letics), while a god of crops could help a farmer
become even more powerful when faced with a with planting crops (bonus to Knowledge).
cowering foe. Emotional: A god of fear could give a
Patron: A god of swordsmanship could bonus to someone to resist fear (bonus to
call upon their great skill to strike vital spots, Discipline), while a god of sorrow could make a
while a god of carpentry could enhance their grieving person unable to recall anything (pen-
combat ability with their favorite hammer. alty to Knowledge)
Tangible: A god of blood could create a Patron: A god of mechanics could make
blood whip and attack with it, while a god of it hard for a rival to fix a certain car (penalty to
paper may create a paper-thin sword. Crafts), while a god of travelers could ensure
their targets make their way to their destina-
tion (bonus to Survival skill)
Shaping Tangible: A god of wine could instill their
target with instant inebriation (penalty to
With the Shaping Manifestation, the god
can mold the object of their Dominion… even AGY), while a god of dance could make anyone
themselves. It is one of the most sought after trip up during a move (penalty to Performance)
Manifestation skills because of the versatility it
lends to its god. Transmutation
Check: IQ + Shaping
Fate Shaping Statements: “I want to change them into…” or “I
Check: CHM + Shaping want to shape…”
Statements: “I want to affect the target’s fate The god using Transmutation gains the
with...” ability to affect the shape of others or items
Fate Shaping gives the god the ability to according to their Dominion. Some gods use
place a blessing or curse on their target based this as a weapon, turning their enemies into
on some aspect of their Dominion. This effect objects that cannot defend themselves, while
usually creates large modifiers to a single check other gods use this to grant wishes for their fol-
or a lower modifier that lasts the Scene, af- lowers. The effects of the shaping usually last
fecting Skill checks or even Attributes (if GM a scene, but the god can spend Spark Points to
approved). Fate Shaping cannot be used on extend the duration by 1 day per point spent.
one’s self. Like Instill Life, the god receives a number of
Simple (10): up to +3 or -3 modifier to a BP to spend to enact their change, based fully
single check on the concept of what the god is attempting
Moderate (20): up to +3 or -3 modifier for to do, which may be used to buy Skills, Gifts
the Scene or up to +6 or -6 modifier to a single and even Entitlements –OR- take away abilities
check from the target equal to that many BP.
Tough (30): up to +6 or -6 modifier for the Simple (10): Small change or 25% of body
Scene or up to +10 or -10 modifier to one check and BP equal to half their Shaping level (round-
ed down).
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Chapter Four
Moderate (20): Major change or 50% of ments, just as above. If used to repurchase an
body and BP equal to their Shaping level. existing Entitlement, the god can multiply
Tough (30): Complete change or 100% of their ability (x2, x3, etc.) the effects stack.
body and BP equal to 2x Shaping level. Simple (10): Small change or 25% of body
and BP equal to half their Shaping level (round-
ed down).
Transmutation Examples
Moderate (20): Major change or 50% of
Bestial: A god of horses could give their
body and BP equal to their Shaping level.
target a donkey’s head, while a god a frogs
Tough (30): Complete change or 100% of
could turn their target into a frog.
body and BP equal to 2x Shaping level.
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 Vessel Examples
weapon usable in combat. Bestial: A god of cats could change their
Elemental: A god of earth could harden hands into claws or themselves into a cat, while
sand or turn the ground to slippery mud, while a god of hawks could grow a pair of wings.
a god of water could turn water to potent wine. Conceptual: A god of androgyny could
Emotional: A god of hate gains the ability become a fully asexual being, while a god of
to raise or lower the intensity and even the the hunt could blend into their environment so
mark of their target’s hatred, while a god of joy they never become the prey.
could make anyone ready for a party. Elemental: A god of storms could turn
Patron: A god of doctor’s could mend into a tornado, while a god of stone could
their target’s wounds, while a god of the handi- transform into a statue to hide in a museum.
capped could make someone else experience Emotional: A god of fear may take on
how hard life is with a disability. a terrifying form to add to their Fear effect,
Tangible: A god of silence may meld a while a god of lust could become voluptuous to
target’s mouth shut, while a god of death could attract just about anyone.
make someone look like a corpse. Patron: A god of merchants can change
themselves to look like someone to trust, while
a god of athletes could easily boost their physi-
Vessel cal performance.
Check: VIG + Shaping Tangible: A god of strength could make
Statements: “I want to shape myself to have…” themselves even stronger, multiplying their
The god can affect their own shape to lifting capacity, while a god of wine could make
match their Dominion to awesome degrees. themselves practically immune to getting
Mechanically, Vessel works the same as Trans- drunk.
mutation (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
Many societies are built upon commerce, they are carry¬ing, but only if it’s necessary for
buying and selling, supply and demand, imports their concept.
and exports. Everyone requires material posses- Starting equipment is not always limited by
sions (even monks have robes, right?) and being one’s Wealth. With the right concept and GM
a god doesn’t necessarily pay the bills alone. approval, characters can be allowed to start
This chapter provides more information on us- with items that would normally exceed their
ing Wealth (pg. 94), as well as the equipment it budgets. However, anything they want after the
can be used to buy. game has begun is subject to limitation based
on their Wealth.
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Chapter Five
could attempt to barter for a Cost 3 item pretty cally designed for stealth missions in jungles,
easily. Characters may even try to find out the forests or other areas. They can be any color,
seller’s weak spot to help their chances, like but are usually shades of green for wooded ar-
certain threats or a bribe for other services (i.e. eas, shades of brown for deserts or completely
protection or sexual favors). white for snowy terrain. This suit provides a +3
bonus to Stealth checks in the correct environ-
ment.
Combined Wealth
Characters have the option of combining
their Wealth scores for big purchases. Three Climbing Gear
friends may decide to open up a carpentry Durability: 4 (AR 2/0), Size: 3, Cost: 3
business and need the proper tools that are Climbing gear includes lengths of rope,
Cost: 4. If they had Wealth scores that added grappling hooks, harnesses, and even climb-
up to 4, they could purchase the item together. ing grips to make even the steepest mountain
This would, of course, leave them all broke easy to climb. This gear provides a +4 bonus to
until their next monthly allowance of dispos- Athletics (Climb) checks.
able income.
First-Aid Kit
Durability: 3, Size: 3, Cost: 2-3
Credit Most Medicine checks are made in a lab or
Some characters are horrible at spending
office where conditions are suited for stitching
money and may overextend themselves, while
wounds or administering medication. A well-
others just like a little flexibility for emergen-
prepared medic has a first-aid kit along in case
cies. Characters using credit can purchase an
of emergencies (i.e. in their bag or car trunk).
item that is up to 2 levels higher than their
Having the right tools in a pinch provides a +2
present Wealth score with GM’s approval, but
or +3 bonus to Medicine checks for emergency
suffer -1 Wealth for the next three months
field medicine.
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
Breaking Objects
When a character’s target in combat is
responsible for their debt (which could lead
not made of flesh, this gener¬ally falls
to lowered Bonds), have their wages garnished
under “Breaking Object” rules. It may
(-2 Wealth for a year) over time or may have
be a golem construct or even just a
enforcers sent after them. It’s a gamble to mess
door to be busted down. Objects have
with credit of any kind.
the following statistics:
l Durability (Dur): The object’s
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Gear & Combat
Gasmask Silencer
Durability: 3 (AR 2/0), Size: 2, Cost: 1-2 Durability: 4, Size: 1, Cost: 3
The gasmask filters airflow. If the air is pol- A long cylinder, attached to a firearm to
luted with hazards like teargas, poison gas, or muffle (not entirely mute) the sound of firing.
a harm¬ful stench, the wearer is not affected. It does not otherwise affect the gun’s perfor-
If poison does hap¬pen to get through, the mance. A character firing a silenced gun while
wearer receives a +5 bonus to resist. hiding need not make additional Stealth checks
to continue hiding.
Lock Picks
Durability: N/A, Size: 1, Cost: 0-4 Telescopic Sight
To use the Legerdemain Skill to pick locks, Durability: 2, Size: 1, Cost: 3
a character needs at least a simple lock picking When attached to a gun, this item
kit. Crudely-made picks may give a -2 penalty, pro¬vides 8x zoom capabilities and reduces
while master-class picks give a +3 bonus to their penalties to Tar¬geted strikes by 4. When com-
check. bined with an Aim Action (pg. 150), a telescopic
sight can be truly deadly.
Mace/Pepper Spray
Durability: 2, Size: 1, Cost: 2 Toolkits
Mace and pepper spray are tools for self- Durability: 6 (AR 3/3), Size: 3, Cost: 2-5
defense, but are not classified as weapons. There are many toolkit types, from auto-
Sprayed in the face, it temporarily and partially motive toolkits to carpenter toolkits. Having
blinds the target (-6 penalty to sight-related the proper toolkit for the job adds a +3 to +5
checks) from disorientation and pain. Most bonus to Crafts checks.
opponents are subdued outright, needing no
further fighting.
Vehicles
Makeup Kit
Durability: 2, Size: 2, Cost: 1-3 There are times when circumstances within
This toolkit includes wigs, makeup, con- a scenario can lead to car chase. A character on
tacts, false eyelashes and other items to create foot can’t really compete (without divine inter-
a great disguise. Depending on the makeup vention), but hopping in a car as well can start
quality, fully stocked kits provide a +1 to +4 a whole other range of possibilities. Vehicles,
bonus to Deception (Disguise) checks. 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, Aver-
Nightvision Goggles age and Big).
Durability: 4, Size: 2, Cost: 3-5
Nightvision goggles are important for night
missions, removing Range penalties from dark- Speed
ness. Some are telescopic as well, providing an l Slow: This includes vehicles like
additional +2 bonus to Ranged attacks. Due scooters or mopeds, jalopies and slow-moving
to its narrowed focus, the character is -3 to all boats. Getting to one of these vehicles makes
close combat checks while wearing these. travel slightly faster, but nothing worth writing
home about. Damage: 2 (L)
Scuba Gear l Average: Average vehicles are the
Durability: 6 (4/2), Size: 5, Cost: 2-4 most common for characters have access to.
Scuba gear includes the oxygen/air tank, This can include sedans, vans, speed bikes and
flippers, wet suit and breathing apparatus. All standard motorboats. Damage: 5 (L)
together, it allows for a fun undersea adven- l Fast: These vehicles are some of the
ture. Characters must have Athletics 4+ to take most sought after modes of transports around.
advantage of this equipment. This can include sports cars or even high-speed
planes. Damage: 8 (L)
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Vehicle Examples
Size
l Small: More miniscule vehicles, like a Scooter: Dur: 12, Speed: Slow, Size: Small,
Mini-Coup, Volkswagen bug or eco-friendly Cost: 1
cars. Damage: 2 (L). Motorcycle (Speed): Dur: 15, Speed: Fast,
l Average: The standard compact car, Size: Small, Cost: 2
minivan or van, either a two or four-door.
Motorcycle (Muscle): Dur: 18, Speed:
Damage: 5 (L)
Average, Size: Average, Cost: 3
l Big: Includes trucks, semis and other-
wise very large vehicles. Damage: 8 (L) Compact Car: Dur: 30, Speed: Average,
Size: Average, Cost: 3
Sports Car: Dur: 25, Speed: Fast, Size:
Chases Small, Cost: 5
Two vehicles within the same Speed cat-
egory are evenly matched, where the racing SUV: Dur: 40, Speed: Average, Size: Big,
Cost: 4
characters simply make contested AGY + Trav-
el checks to see if they are able to catch up or Minivan: Dur: 32, Speed: Average, Size:
lose their tail (see Chases, pg. 100). Faster cars, Average, Cost: 3
however, receives a +5 bonus for each category Van: Dur: 36, Speed: Average, Size: Big,
that the vehicles are separated. The size of the Cost: 3-4
vehicle also matters and there is a -5 penalty for
Truck: Dur: 40, Speed: Average, Size:
each Size category the vehicle is larger than it’s Big, Cost: 3-4
opponent. For instance, if a Fast, Average and
Slow, Small car are racing, the character driving Mack Truck: Dur: 55, Speed: Slow, Size:
the Fast car receives a +10 bonus from speed, Big, Cost: 4
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 Melee Weapons
of drama and suspense.
Ax: A fire fighter’s ax and others around that
size. It is usually wielded two-handed, but can be
Collisions used with one hand at a -3 penalty to Strike and
Getting hit by a car can be devastating to Parry if needed.
anyone or anything. When deciding how much
damage a vehicle can do when it hits, one must Baseball Bat: A wooden club baseball bat
take the speed at which it is traveling and the made for swinging and hitting small objects. It’s
size of the vehicle and add the damage from even better against bigger ones.
both together. Boost applies to the driver’s
AGY + Travel check as well, able to deal even Brass Knuckles: A wrapping of brass over
more damage. For example, a Small (2 damage) the fight¬er’s fingers, making punches powerful. It
does not require any level in Melee to use.
that is going Fast (5 damage) would deal 7 (L) to
start, plus any damage from Boost.
Chain: To be a weapon, a chain/rope needs
When hitting a pedestrian, they do receive to be at least ten feet long and two to three inches
a chance to Dodge (pg. 149) out of the way. If in width. The key is constantly swinging the chain
they fail, they take the brunt of the damage. between attacks to main¬tain momentum and
Also, if the size between the two vehicles is control.
the same, they deal damage equally. If one is Chainsaw: A tool intended for cutting trees.
smaller than the other, it takes an additional Its size and design make it unwieldy, meaning char-
50% damage from being crushed by the larger- acters always get a -3 penalty to use it in battle.
sized vehicle. 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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wins, the chainsaw stays in place and does damage Sword (Rapier): A thin, lightweight sword,
again. If the victim wins, they throw the chainsaw often used in fencing-style combat. Its real damage
wielder off and have the opportunity to run or comes from stabbing, not slashing, and takes years
continue fighting (though bleeding is an eventu- to master.
ality). If the chainsaw wielder wins two or more
times, it may cut through the victim entirely or Sword (Standard): The sword (or katana)
remove a limb. Chainsaws are nasty. used around the world. Blades are roughly longer
than two feet, but each different culture designs
Knife: Knives are one of the deadliest weap- them differently. Some have curves, while others
ons, favored by silent killers due to their size and have hooks or extra ridges.
quickness. Some knives are built for combat, but
others are not (like kitchen knives). Sword (Broad): Wielded by only the stron-
gest warriors, these swords have blades and hilts
Mace: A mace is archaic, yes, but is similar to twice as long as other swords. They must be
a metal baseball bat as well. The mace end may be wielded with two hands and bring a lot of pain.
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. Wield-
ed with a barrage of fast
movement, they are hard to
control, but truly deadly in
the right hands.
Sledgehammer: A
large, two-handed ham-
mer, called a war hammer
in archaic times. It is heavy,
making it difficult to wield
and slow to strike.
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Whip: Four to eight feet long, whips gives
optimal range in combat. They also cause debilitat- Revolver (Light): Handgun that holds up to
ing pain with each strike, invoking a cumulative -2 6 bullets in a revolving cylinder. The light revolver
penalty from Pain to the target’s next attack. is light, cheap and a common gun. Example: Colt
M1889.
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Melee
Weapon Chart
Name Damage Strike Parry Throw Cost Size Special
Ax 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 See Shield notes (pg.
143)
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 +5 Durability if
Master-crafted
Sword (Broad) 4 (L) +1 +1 +0 3 3
Whip 0 (NL) +2 +0 +0 1 2 See Whips notes (pg.
144)
Ranged
Name Damage Marks/ Range Pay- Cost Size Special
Throw load
Assault Rifle 4 (L) +2 100/200/300 35 3 3 Auto-fire capable
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 Takes 1 entire action
to reload
Javelin 2 (L) +2 30/55/80 N/A 1 3
Machine Gun 6 (L) +2 50/100/150 100 3 3 Auto-fire capable
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
Sling Shot 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
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Combat
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
Despite what pacifists and parents might action first, giving their opponent the opportu-
say, not all problems can be solved by simply nity to react accordingly. If they have the same
walking away or fought with words instead of AGY, they compare IQ and then Initiative
fists. No, sometimes spats turn into arguments scores. If they are equal in every way, they just
that turn into full-on fighting before anyone roll again to see who rolls highest.
knows what happened. As soon as you take a If a character has multiple Actions per
god’s new responsibilities into account, defend- Round (splitting their actions or use of Mani-
ing their territory from other gods and smiting festations), their Initiative is staggered. Their
the forces of chaos that surround them wher- first Action takes place on their normal Initia-
ever they go, this takes it up about ten notches. tive value and then each subsequent Action
Following are the rules for how to stage a occurs at -5 Initiative.
fight in Part-Time Gods, but there are a few Even if a fight has already broken out, a
things that should be mentioned first. The character can still enter the fray and join into
GM’s job is to create the scene for the players. the battle. When this happens, they roll their
This means describing the locale, taking envi- Initiative normallly and compare it to how the
ronment into account and giving the players others rolled, taking their place in order as they
a good idea of all the things in the scenario so normally would.
they can act accordingly. The players then must Example: Johnny, Kim and Paul all roll
take their character concept, Bonds, skills, Initiative checks. Jonny rolls 18, Kim rolls 23
weapons and powers into account to plan out and Paul rolls 16. For this Round, Kim will act
their actions and roleplay a battle as realisti- first, then Johnny and then Paul. If Kim also
cally as possible. They are encouraged to ask as has 2 Actions for the Round, her second Action
many questions as necessary. GMs should give takes place at Initiative 18 as well. When they
as much information up front as possible, so are done, they reroll initiative for the next
the players have all the tools they need to craft Round.
the scene together.
Surprise Attacks
Initiative Some fights are one-on-one, fought fairly
in an honorable duel. Others happen with a
During a fight, time can appear to move bit more subterfuge involved, whether it is a
slowly, almost coming to a stop as each Action well-placed ambush or a sucker punch to the
is weighed for strategy and effect. Using the jaw. To avoid being caught by surprise, the
DGS-Lite, combat is separated into Rounds. victim makes an INS + Perception check versus
Each Round lasts approximately 5 seconds and the attacker’s AGY + Stealth check. A success
each participating character gets 1 Action they means they avoid the surprise attack and can
can take within this time. respond to combat per normal. A failed check
Whenever combat rears its ugly head, the means they cannot react to the first attack
first step is to figure out how quickly characters during combat. The attacker must only make a
can react in the Round. To determine this, all Simple (10) on their attack to hit and deals +1
participants in the fight roll their Initiative damage if they succeed. Remember ties always
(1d20 + AGY + IQ + Modifiers) and take their go to the defender.
turns according to how they rolled, from high-
est to lowest. Rolling high gives a fighter the
advantage of acting first and maybe taking out Actions vs. Reactions
their opponent before they have a chance to
act, or the chance to run away before they are When Initiative has been determined, it is
seriously hurt. time for the characters to leap to action. The
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based on the type of arrow being used (Stan- alty, but would deal damage appropriately. See
dard 2 (L) or Targeted 4 (L) - Cost 3). 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 (AGY + Fists +3)
target in a sensitive place, whether it is a kick The character attempts to simply touch
to the crotch, the flick of a cigarette, hitting their opponent, usually to initiate a touch-
the back of the leg or the tender part of the based power. If they must touch skin to skin,
shoulder. If the strike they may need to use Targeted Strikes in order
lands, the opponent gets a to go around armor or clothing. This AcAc-
Pain check with a Difficulty tion does not inflict damage.
equal to 10 + the difference
in their checks or suffers a -2 cu- Use Manifestation
mulative penalty (up to -6) to all
checks due to pain for the next Skill
3 rounds. (See pg. 125-138 for checks)
The character uses one of
their divine powers. In most
Sweep cases, this requires only 1
(AGY + Fists -2, Damage -1) Action, but Manifestations
The character attempts that need more time to
to sweep their opponent off build may take multiple
their feet, dealing damage Rounds to complete.
and causing them to fall to
the ground. The target re-
ceives an AGY + Acrobatics Use Standard Skill
check to keep their balance (See pg. 82 for checks)
and only takes damage The character uses a
if successful. Otherwise, Standard Skill in combat.
they drop and must make a Use of a non-combat skill
Stand Action to continue in takes extra effort in the face
the fight. of quick attacks and needing to
avoid getting hit. The GM can
circum-
give a penalty based on circum
Tackle stances.
(POW + Fists, Damage +1)
The character attempts to tackle an
opponent to the ground. Opponent resists Reaction Maneuvers
with a Dodge (cannot be Parried). Both
characters end up on the ground and the Absorb Attack
character can grapple the target’s legs or (IQ + Fortitude, -1 Stamina point)
torso without the need for a check. Instead of getting out of the way,
the character chooses to take the hit and
Throw Weapon hopes to absorb the damage. If their check
(POW + Athletics, Damage on pg. 145) succeeds, they can ignore an amount of Non-
The character hurls a weapon at an oppo- Lethal damage equal to their VIG Level. Does
nent. Those designed for ranged combat, such not work against Lethal damage.
as a discus, javelin or even a football can be
used quite easily. However, throwing a weapon Catch
not designed for ranged combat (i.e. a sword) (AGY + Athletics)
suffers a penalty of 2x the weapon size. So, The character attempts to catch something
throwing a sword (size 2) would suffer a -4 pen- that is thrown, be it a weapon to use or catch-
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ing a baseball. Without the use of a protective
glove of some kind, they are at a -4 penalty to Break Grapple
catch something actively thrown at them in (POW + Fists)
order to cause harm. The character uses their turn in an attempt
to break a Grapple that has been used on them.
Dodge If successful, they are free, even if being held
(AGY + Acrobatics, -2 vs. Ranged) by multiple opponents. Opponent resists with
The character leaps, drops, ducks, side- POW + Fists.
steps or otherwise gets out of the way of an
attack coming at them. Dodging Fists or Melee Back Breaker
attacks are easy enough, but avoiding attacks (POW + Fists -5, Damage +3)
from ranged weapons suffers a -2 penalty. The character lifts their opponent and
slams their back down onto their knee, crack-
Entangle ing it and causes debilitating pain. The target
(AGY + Fists -3) takes damage as normal and suffers a -2 Pain
The character attempts to catch their penalty to all checks for the next 3 Rounds
attacker’s fist, arm or leg. This can be done They are also now on the ground and must
against a weapon, if they either have their make a Stand Action in order to fight again.
own weapon or some other tool (like a jacket Opponent resists with POW + Fists.
or rope). The character receives a +3 bonus to
their next Fists or Melee attack, Disarm at- Meat Shield
tempt, Knockback or Grapple attempt. (POW + Fists -3)
The character uses their target as a shield
Parry against another incoming attack. If successful,
(AGY + Fists or Weapons) their surrogate takes the damage instead. If
The character knocks away or blocks an failed, the character takes damage per normal.
incoming attack with their free limbs (hands, Opponent resists with POW + Fists.
feet, knees, etc.) or with a weapon. Fist against
fist or weapon against weapon are easy. Parry- Pin
ing a weapon that deals Lethal damage while (POW + Fists -6)
unarmed, however, suffers -6 penalty. If the After grappling their target, the character
fighter fails, they take full damage. If parrying is able to get them on their back and pin them
an unarmed attack with a bladed weapon, the down to the ground. Neither the character nor
attacker takes half damage (rounded up) if the victim can perform any other Action while in
defender is successful. 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
(POW + Fists -3)
The character attempts to grab a part of chokes them. Opponent resists with POW +
the target, either their arm, leg, hand or enter- Fists. The victim takes 2 (L) each Round they
ing into full on wrestling positioning. Op- remain strangled, but can attempt to Break
ponent resists with a Dodge or Parry. While Grapple once it’s their turn. They also suffer
engaged in a grapple, the fighter and their a -4 penalty (instead of -2) to all checks while
target suffer a -2 penalty to all combat checks choking slowly to death. Characters with POW
with that limb. Multiple fighters can Grapple 8+ can perform a Stranglehold with one hand,
the same target to increase this negative up to allowing them to react to outside attacks nor-
-10. Now, up close, the character can attempt mally. If they fail, they can try again on their
awesome grappling maneuvers. next turn.
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Set-Up Maneuvers Movement
The character moves to a different posi-
tion. They can make a half Movement (rounded
Aiming up) Action and still attack without penalty in
The character uses their turn to aim for the same Round. Full Movement becomes a
their next attack (whether it is close combat Rush Action.
or ranged). When their next Action comes
around, they receive a bonus of half their Per-
ception (rounded down) to their attack. Rush
The character runs toward their opponent
with a full Movement action, creating extra
Disarm momentum for their attack. Rushing provides
(AGY + Fists or Melee -3)
a bonus of +2 to either Fists or Melee and +1
The character attempts to take a weapon
damage to their next attack. There must be
away from an opponent. If they are successful,
enough room between the combatants to
they can either assume the weapon is theirs or
gather momentum.
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 Stand
may take damage if they fail. 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
Draw Weapon penalty to that check.
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 Dealing Damage
-4 penalty to the action. They can attack their
next turn without any penalty. 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
Feint dealt. See pg. 99 for other information on
(CHM + Deception)
Health:
The character attempts to fake out their
l Non-Lethal (NL): Non-Lethal dam-
opponent, moving in one direction while their
age is dealt by blunt attacks, like punches,
next attack is actually coming from another di-
kicks, head butts, and weapons like baseball
rection. The target resists with INS + Empathy.
bats, maces and a sledgehammer. Recorded as a
If the character is successful, they receive a +2
“/” on the Health track.
bonus to their next attack and deal +1 damage
l Lethal (L): Lethal damage is dealt by
based on their opponent being caught unaware.
sharp weapons, like swords, knives or spikes,
No effect if they fail.
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
Non-Resisted Attacks order to hit their opponent, who make their
There are instances where one charac- check to resist. If the attack is successful, cal-
ter either cannot move or chooses not culating damage is easy to do:
to in the face of an oncoming attack.
Even though the target isn’t making a
Base Dmg + Maneuver Dmg
defensive check, the attack must at least
succeed at a Simple (10) attack check. + Weapon Dmg
Otherwise, they still miss.
Boost (pg. 82) also applies in combat,
providing a +1 damage bonus to the Action for
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every 5 the attacker rolls higher than their op- combatant’s ability to fight. This can include
ponent’s Reaction check. anything from their opponent sporting armor
Example: Ben the lumberjack raises his fist to performing multiple attacks to an advanta-
and goes to punch Lucas the Librarian. Ben is pretty geous terrain. Below are some of those modi-
strong (Base damage 2) and launches a Full Strike at fiers:
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 Armor Rating (AR)
(NL) - (2 from attack, 2 from base damage, 2 from Armor is a time-honored way to avoid dam-
Boost). If Ben had rolled 27, that would put him 15 age in combat, dating back to tribal days when
over Lucas and would have given a +3 damage bonus, warriors wore animal hides as protection. This
instead of +2. graduated into stone armor, then iron and steel,
Lucas’s turn comes around and he attempts to and then eventually Kevlar and modern combat
Light Attack with his sword. He has no base dam- armor. Each type receives an Armor Rating or
age and his attack provides no damage bonus, but his AR, representing how much damage the armor
sword deals +2 (L). He rolls POW + Melee +2 (gained can negate.
from Sword stats) and gets a 21 total. Ben rolls AGY AR is provided in a two-value combination,
+ Acrobatics and gets a 15 total. Lucas’s attack deals where the first number represents Non-Lethal
3 (L) – (0 from base damage, 0 from Maneuver, +2 damage soaked and the second number is Le-
from sword, +1 from Boost). thal damage soaked. For instance, armor with a
value of AR 3/2 means it automatically reduces
Non-Lethal damage taken by 3 or Lethal dam-
Modifiers age 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
There are plenty of potential complica- to use armor, but larger or bulkier armor can
tions that can come up in combat and adjust a give over penalties to other checks.
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Armor Piercing (AP)
Some weapons are adept at dealing damage
to their opponent, regardless of what type of Armor
armor they might be wearing. Armor Piercing Name AR Hind. Weight Cost
damage completely ignores a certain amount of Modern
AR that the target has. For instance, a gunshot
with AP 3 would automatically ignore 3 points Thick clothing 1/0 0 2 0
of AR. Kevlar 1/3 1 2 1
Flak Jacket 2/3 2 4 2
Assault Round Riot gear 5/5 3 6 3
Sometimes a character can get the urge to Archaic
fight so much they are fueled by pure adrena-
line. The character must declare an Assault Leather 2/2 1 2 1
Round at the beginning of the Round, even Chain mail 3/3 2 4 2
if they do not go first. Then, they receive +1 Scale mail 3/4 1 4 3
Action for the Round and a +3 bonus to at-
Full plate 4/5 4 6 4
tacks. However, they also suffer a -3 penalty to
all Reactions for the Round (including the one
Armor Rating (AR): Damage absorbed
Reaction they would normally have no penalty by the armor. First value is Non-Lethal (NL)
for). absorbed, and the second is Lethal (L) ab-
sorbed.
Hindrance: Restriction of armor. Value
Automatic Fire is applied as a -1 penalty to all physical and
There are some guns that have automatic combat rolls.
fire capabilities. In short, they fire bursts of Weight: Weight of armor. POW must be
several bullets instead of a single one. This equal to or higher, or the character suffers an
allows the character to deal more damage to additional -2 penalty to all rolls.
several people, but not all guns are capable of Cost: The Wealth required to buy the
auto-fire. Be sure to check Range, Firing into armor.
Close Combat and Cover for other possible
penalties to auto-fire.
A short burst can fire 3 bullets at a time. or even hallucination effects. This inflicts a -6
This still only targets a single opponent, but penalty to any sight-related check (of which
deals +2 damage. A medium burst fires up to there are quite a few). Complete blindness is
15 bullets, dealing +2 damage to up to 3 targets the inability to see anything at all, from being
or +4 damage at a single target, but suffers a -3 in a pitch-black tunnel to being born with-
penalty to Marksmanship. A long burst fires out sight in the first place to losing one’s eyes
approximately 40 bullets, dealing +4 damage to entirely. This gives a -12 penalty to any sight-
up to 10 targets or +8 damage to a single oppo- related checks.
nent, but suffers a -6 penalty to Marksmanship. There are ways to overcome Blind-Fighting
penalties using one’s other senses. These work
particularly well for characters with the Sharp
Blind-Fighting Senses Gift or a Specialty in Perception for
Blind-Fighting applies to times when a that particular sense.
character has to fight without the ability to see, l Touch: If the character is touching
whether it is from getting sand in their eyes or their target (like holding hands or in a Grap-
battling against an invisible foe. A lot of focus ple), they suffer no penalty to attack or defend,
is put on what one can see and this relates to since they know exactly where their opponent
combat even more so. is in relation to themselves.
There are two types of blindness, Partial l Hearing: They can attempt to listen
and Complete. Partial blindness is the result for their opponent with an INS + Perception
of blurred vision, temporary dust in the eye check, such as for their footsteps or breath-
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ing. If successful, Blind-Fighting penalties are additional 25% damage (rounded up).
reduced by half. This counts as a free action
for the character, but if they or their oppo-
nent moves, they may need to do it again. This Critical Failure
requires a Moderate (20) check or a contested If the character rolls a Natural 1 on an
check against the target’s AGY + Stealth. Action or Reaction during combat, they are
l Smell/Taste: Some characters have a making a hazardous error that can hurt their
particularly great sense of smell and can taste/ (and their comrades’) chances of success. This
smell their opponent on the air, used in the effect creates one of the following penalties
same manner as Hearing. This can’t be done (GM’s choice):
if the environment is windy or overrun with l Overexert themselves and lose 1
another strong scene (like a landfill or fish Stamina point.
market). l Lose their balance and suffer a -3 to
their next defensive check.
l Trip and fall, causing 1 (NL) and forc-
Concealment and Cover ing a Moderate (20) Balance check to stay
Many concealment factors can affect standing.
ranged combat, the least of which are things l Strategic misstep and character loses
that could conceal their target. This includes their Action for the Round.
events like darkness or heavy rain that make l Accidently attacks a comrade. The
it hard to see your opponent or strong winds character rerolls their attack and comrade
that could ruin an arrow’s chance of hitting its must make a defensive check against it.
target. This type of effect can give between a -2 l Left an opening and takes +2 damage.
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. Critical Success
This could include hiding behind a wall, a car If the character rolls a Natural 20 when
or even a group of people. The cover takes the performing an Action or Reaction during
damage for the target, but the GM should keep combat, they receive a rush of adrenaline or a
in mind exactly what they are hiding behind. second wind if you will. This provides one of
If hiding behind a simple wooden chair, it may the following bonuses (GM’s Choice):
not stop a bullet no matter how much cover l Heal back 1 Non-Lethal Health lost in
it provides. If it were a wall of stone instead, this fight
however, they’d be fine. l Regain 1 Stamina
As a general rule, the character suffers a -2 point spent in this fight
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).
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 simultane-
ously (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
l Attack deals +2 damage ing on a car hood or fighting someone who
l Deal half damage, but as Lethal (in- has fallen to the ground. Those with the High
stead of Non-Lethal) Ground receive a +2 bonus to their attacks with
l Receive a +3 bonus to their next attack. Fists or Melee.
l Attacker loses 2 (NL) damage (can be
soaked with AR)
Improvised Weapons
Some characters are adept at picking up
Defense Round anything in their surroundings to fight with.
Sometimes it’s better just to go on the They can fight with their wooden umbrella, a
defensive, particularly if the character isn’t a broken beer bottle or a folding chair, but suffer
powerhouse in combat. At the beginning of a -2 penalty to these checks, as the item isn’t
the Round the player can choose to go Defen- designed for combat.
sive. This means they cannot take any Actions,
but can react against 2 attacks for the Round
without penalty (instead of 1). They also receive Knockouts
a +3 bonus to their Defensive checks, which Anytime a character receives 6 damage
are whittled down by -1 per attack on them per (whether Lethal or Non-Lethal) or half their
normal. 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
Description Bonus damage done. This is different than falling un-
Interesting descriptions that bring the conscious after being reduced to Health 0 from
players into the scene are encouraged through- Non-Lethal damage, which does not receive a
out all of game play. Specifically, it can turn an check.
“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 Multiple Actions
behind me”. The GM can give a bonus from +1 A character can normally make one Action
to +5 depending on the quality of description and one Reaction per Round without a penalty.
given. 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
Firing into Close Combat 1 Stamina point. At the beginning of the turn,
Firing a gun, arrow or another projectile they decide how many Actions they’d like to
into ongoing combat can be difficult if you are take and take a -3 cumulative penalty to all
trying to not hit one of the fighters. When this Actions for each action in addition to the first.
occurs, the character suffers a -2 penalty per So, a character who decides to take 3 Actions
person they do NOT want to hit. For instance, would suffer a -6 penalty to all of them. They
if three gang members are attacking the char- may attempt as many actions in a single Round
acter’s friend Sam, they would suffer a -2 pen- equal to half their IQ (rounded down). Note:
alty to not hit Sam. If Sam and Jill were getting Initiative staggers normally for these Actions;
attacked, they’d suffer a -4 penalty instead. they are not all taken at the same time.
A failed check means the character makes
another attack check to see if they hit some-
one else in the fray. On a roll of a Natural Pulled Strikes
16-20, they do and it may not turn out in their The character attempts a strategic attack
friends’ favor. 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
High Ground Non-Lethal (like hitting with the flat of their
When one character stands above their op- blade) or halving their Non-Lethal damage (like
ponent, they are considered to have the High hitting a non-vital target specifically).
Ground. This can include anything from stand-
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Range with a baseball bat may change the Non-Lethal
damage to Lethal. While hitting someone in
Ranged weapons have a certain distance
in which they are most effective to use, given the eye may cause damage and also create a
as a set of three values: Short Range/Medium temporary blindness effect. Discuss the possi-
Range/Long Range. When used at Short bilities with the GM and see what best applies.
Range, there are no modifiers. At Medium
Range, however, the character is at a -2 penalty Terrain
to hit. At Long Range, they suffer a -4 penalty A fight can occur just about anywhere and
to hit and inflict -1 damage. in many different situations. A fight with sea
For hurling weapons not specifically de- witches is bound to take place on a boat, shift-
signed to be thrown (such as a sword), Range ing with the jagged waves. Fighting on rooftops
is equal to AGY + IQ / x2 / x3. They also suffer is much different than a battle in a jungle, in
a penalty to their attack equal to the weapon’s more than one way. The surrounding terrain
size x2. gives certain modifiers to combat, as seen be-
low. Penalties for rain are counted as Conceal-
Reloading ment (pg. 153) and fighting up and down hills
could create High Ground (pg. 154).
The character reloads their firearm. If the
gun uses a clip, they can load and fire without l Populated: If surrounded by a crowd,
penalty to attacking. However, if the gun is a a character may get a penalty to attack or to
revolver or one that requires more time to load, Dodge due to their full range of motion being
it may take their entire Action for the Round. stunted and possibly being shoved.
l Ice: The GM may ask for Balance
checks after too much movement on slippery,
Retreating iced-over terrain. If they fail, they need to
Running away is easy if you haven’t started make a Stand Action to get back up.
fighting yet. You simply turn your heel and zip l Dense Trees: When fighting in an area
off in the opposite direction. If a character is with trees very close together, the GM may
engaged in combat, however, they risk getting give a penalty to any ranged attacks. Even close
hit in the back. Their opponent receives a free combat attacks may get a penalty too, as weap-
attack on the retreating target, but suffer a -3 ons get stuck in and bounce off of trees in the
penalty to their attack check. Normal rules for middle of an attack.
Reactions apply to the fleeing character, but l Overgrowth/Mud/Wetness/Gravel:
they cannot take a Defensive Round as Run- In an area with lots of roots sticking out the
ning in an Action. ground or one that impedes movement or
makes it slippery, the GM may call for Balance
checks to keep from being tripped or slipping.
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 (incur- Staying Alive
ring a higher penalty).
If a character is hurt enough, they’ll have
a myriad of other nasty effects they can suf-
Torso (-2) fer from. Some of them make it quite hard to
Arm/Leg (-4) continue fighting, while others are simply an
Head or Hand (-6) annoyance for tougher characters.
Eye/Pressure Point (-8)
Bleeding
The specific effects of what happens with After taking half of their total Health in
a Targeted Strike are handled based on the Lethal damage, the character is assumed to
circumstances. Hitting someone in the head have taken enough injuries to have a major
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wound, causing bleeding. From that point on they must make another Death check each
(or until they receive medical attention), they time and add the amount of damage taken to
will take 1 (L) damage per Round from bleeding the Difficulty. A failed check or being reduced
(or more if the GM decides the wound is par- to -10 Health means the character dies.
ticularly bad). This damage cannot be soaked Example: Frank is reduced to 0 Health
or absorbed by AR. Other characters can at- due to Lethal damage. He makes a Moderate
tempt a Moderate (20) IQ + Medicine check to (20) Death check and rolls 22 (success!). How-
stop the bleeding. Depending on how chaotic ever, he was bleeding and takes 1 (L) at the
com¬bat is, the difficulty of this roll may even beginning of the next Round. His check is now
be raised to Tough (30) due to distractions that Difficulty 21 (20 + 1 damage). He rolls 24 (suc-
could cause wrong decisions. cess!). 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.
Death
A character can only take so much of a
beating before their body simply quits. Namely, Resuscitation
the character has a very real possibility of dying Living in the modern day, there are times
if they drop to Health 0 from Lethal damage. when a person has been declared technically
They can try to stay alive by spending 1 Stam- dead for a short period, but they can still
ina point and making a Moderate (20) VIG + be brought back with the power of modern
Fortitude check. If successful, they fall uncon- medicine. This requires a Medical Professional
scious, incapacitated but not dead. or someone that may have gone through CPR
If they continue to take damage (such as training. They can attempt to bring the person
bleeding or being beat while knocked out), back to life with a Tough (30) IQ + Medicine
as long as they have the right equipment. In
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some cases, like a gun shot to the head or being
burned alive, there is obviously no way to actu-
ally 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
Depravation character means a lot of hours of play and
Going without food or water for extended the player’s future plans for said character
periods is yet another way a human can die. are instantly lost. GMs are encouraged to
When this dire situation occurs, the character use death lightly in their games, possibly
slowly loses both Health and Stamina points talking about it with their players to see
over time. They can go up to 3 days just fine, what level of risk they want to have in
but they lose 1 Stamina and 2 Health for each the game. If the players are ok with spon-
additional day afterward. If they start eating taneous death, of course, then give it to
and drinking again, they regain Stamina at a them by all means, but most don’t. Keep
rate of 1 per day and regain Health as normal. in mind gods have the ability to come
For suffocation (i.e. being held underwater) fol- back from the dead multiple times with
low normal Holding Breath rules (pg. 78). high Spark (pg. 102).
Even if the death of a character comes
Falling into play, the player should be allowed
Falling from great heights can be enough to go out in style. They should be given
to kill at times, inflicting 2 (NL) for every 10 ft. one last awesome action before keeling
Falls from less than 10 ft. are negligible. So, a over or one last statement for the other
fall from 50 ft. (5 stories) would inflict 10 (NL). characters to remember them by. This
When the character lands, if they aren’t just lends an air of power to their death and it
flailing and crying out for dear life, they can can make a difference to help the others
attempt a VIG + Acrobatics check to roll when in the group survive.
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 Wall Socket 1-2 (L) Simple (10)
and without comparison. Homes, personal check against
belongings and, yes, flesh; all melt in the wake Unconsciousness
of a firestorm. Unsurprisingly, fire always deals (Knockout)
Lethal damage, usually based on how large the Taser 4 (L) Moderate (20)
fire is. check against
Unconsciousness
Lighter 1 (L) (Knockout).
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 dam-
age, the character will experi-
ence intense pain related to
their wounds. This results in
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Poison/Drugs Scars
Plenty of drugs and poisons exist, from rec- Whether gained from a momentous battle
reational drugs to sodium pentothal to cocaine against an unstoppable foe, inherited as part of
to snake venom to Drano. Their adverse effects their divine Spark or as leftovers from intense
are resisted with a VIG + Fortitude check. surgery, scars color a character’s appearance to
However, if the character doesn’t want to resist the rest of the world. It is more of a player’s
the effects of the drugs, then they can simply choice if they would like to keep a scar to
wave their check. There are a variety of effects remind them of a momentous event, but GM’s
that poisons and drugs can cause, each one can also make certain divine enemies or Relics
increasing the potency (Difficulty). Poisons can leave a scar with every attack.
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
PTG Combat Example
anywhere from 1 (L) to 5 (L) (based on how bad Eloy is GMing at a local gaming convention
it was). Drinking a cocktail of various plumbing where hundreds of people have gathered to play ro-
liquids may be a Tough (30) check in order to leplaying games. He’s gotten all his materials (dice,
avoid a second check against instant Death as notes, etc.) ready and brought pregenerated charac-
well. ters to pick from. Eloy has 3 players show up, and
Drugs will usually have other effects, such they go through the characters that he’s provided
as addictiveness (which may require INS + to see which one they’d like to play. Rafe Brox ends
up picking Colt Bastian (pg. 48), Mark Gedak picks
Discipline checks to avoid going for their next
Penelope Rivera (pg. 52) and Nicholas W. Peddicord
hit), hallucinations (which can give up to a -4 picks Benjamin Lowe (pg. 60). Everyone has already
penalty to all rolls) or euphoria (that zaps the played Part-Time Gods before, so there little setup
motivation to do anything but feel ecstasy). As involved. Eloy decides to jump right into the action
a general rule, the way one takes the poison and shows them how cool combat can be.
or drug determines their Difficulty. For in-
stance, it could be a Simple (10) for inhalation, Eloy (GM): The three of you are enjoying an
a Moderate (20) for ingesting and Tough (30) evening out on the town. Penelope has been taking
for taking intravenously, with additions based you clubbing, bouncing around from joint to joint.
on possible side-effects like those listed above. Both Colt and Benjamin are in disguise as not to be
discovered, but for obviously different reasons.
However, if the drug or poison has been cut
with other substances, it may cause additional Nicholas (Benjamin): How could I ever be-
internal damage to the victim. come president if I got caught with these two?
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To dodge, Mark rolls 1d20 and adds Penelope’s AGY (6)
Rafe (Colt): I rolled a 14, so I have a 19 with + Acrobatics (4). With a roll of a 5, the total is only a 15,
my +5. meaning the puck rolled 9 higher than Penelope, giving
him 1 Boost. The Puck deals 1 (L) and Mark marks an X
Nicholas (Benjamin): I rolled a 23 total. I on his sheet.
have a +9.
Eloy (GM): That makes it Benjamin’s turn.
Mark (Penelope): Only a 12, but my +3 gives
me a 15. Nicholas (Benjamin): I’m going to try out
this lightning blast on the puck. I wiggle my fingers
Eloy (GM): 15 was the magic number, so and charge up the stormy energy in my body and
everyone looks above and sees shadowy creatures then start a flinging!
moving through the rafters. Nicholas, since you
rolled so well, you can see that they are obviously Eloy (GM): The puck obviously attempts to
Pucks. get out of the way.
Nicholas (Benjamin): “Pucks! They must be Benjamin can definitely fire lightning from his hands,
playing around with a time Dominion. Everyone get but because he isn’t the god of lightning, he’ll take a -3 pen-
ready to fight.” alty 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
Eloy (GM): And a fight you will have. You of 15. The puck rolls its Dodge and gets 18 total.
hear the pucks scurrying around and then one leaps
down from the rafters to attack. Everyone roll Eloy (GM): The puck leaps into the air and at-
Initiative. taches itself to one of the girders holding up to club,
though it looks like the girder could just be decora-
tive. It’s Colt’s turn now.
Round 1
Rafe (Colt): It definitely seems angry, so I’m
The players roll their Initiative with 1d20 and going to start singing to distract it and keep it fo-
then adding their Initiative bonus listed on their cused on me. Attempting a Feint.
sheet. Then they give the GM their totals.
Eloy (GM): Let’s see if it works.
Nicholas (Benjamin): 24!
Rafe rolls 1d20 + CHM (6) + Deception (0) for Colt
Mark (Penelope): I got 16. 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
Rafe (Colt): 24 as well. puck gets a 10 total, meaning the next attack on the puck
will receive a +2 bonus and +1 damage.
Eloy (GM): The two pucks have +14 to their
Initiative and get a 25 and 20. Eloy (GM): The second puck leaps down now
and you can all see that it is covered with the faces
Benjamin and Colt have the same Initiative. They of clocks from head to toe embedded in its skin -
first compare AGY to see who has a higher level. They definitely the one with the Dominion of time. It
both have 4. Then they compare IQ. Since Benjamin has growls and immediately turns its attention to the
IQ 6 and Colt only IQ 4, Benjamin does get to go first. god that can shoot lightning… Benjamin. It waves
its hand and attempts some sort of effect.
Eloy (GM): The first puck is up first, land-
ing in front of Penelope. It’s a goblin-type, snarling Nicholas (Benjamin): I’ll be resisting the ef-
fangs and claws and a bent back like it has polio. fect. I spend 1 Spark Point.
It leaps at Penelope and takes a swipe with a Light
Attack. The puck rolls with a Puppetry +6 check against
Nicholas’s POW (3) + Puppetry (3) + Spark (1). Nicholas
Mark (Penelope): I’m going to Dodge the rolls a 23 total, while the puck rolls a Natural 1.
attack and slide backwards on my heel.
Eloy (GM): Not only does the puck fail, it
Light Attacks give no modifier to the attack roll, but rolled a Natural 1. That means the environment has
also provide no Base damage. Pucks have a +5 to attack a horrible reaction. Since the Dominion is time, Pe-
and Eloy rolls a 19 + 5 to total 24 for the puck’s attack.
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nelope, Nicholas and Colt see all the frozen people Eloy (GM): The puck appears as those it is
begin to wither and die, each turning into dust. The moving faster through time, each of the clocks on
three of you are left alone, since you have a Spark, its body spinning really fast. Mark, it’s your go.
but all the mortals are dead. Penelope, it’s your turn.
Mark (Penelope): Penelope’s on a roll, so I’m
Rafe (Colt): Holy crap! going to try to make the puck drunk. I stare at it
intently and let my Dominion fill its veins.
Mark (Penelope): I throw the liquor bottle in
my hand, cause I’m sure I’ve been drinking, at the Eloy (GM): It tries to resist and spends a
puck on the girder. Spark Point.
Eloy (GM): The puck attempts to get out of Mark rolls Penelope’s Fate Shaping, 1d20 + CHM (6)
the way, leaping again into the air. + 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
Mark rolls Penelope’s POW (3) + Athletics (0) + 2 21 total.
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 Eloy (GM): You make the puck momentarily
time this Round, so it suffers a -1, so its bonus is only a +5 drunk, giving him a -6 penalty to his next check.
(instead of +6). The puck gets an 8, for a total of 13.
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 Nicholas (Benjamin): Nicholas’s fingers
from weapon, +1 damage from Colt’s Feint and then an- crackle with energy again and he blasts the drunken
other +2 damage from Boosting twice (she rolled 11 higher time puck with his lightning again. This has to work
than the puck). Her total damage is 4 (NL) damage. Eloy this time.
marks 4 damage on his notes.
Pucks have 8 Health total, so that one is now Eloy (GM): The puck attempts to get out of
wounded, taking a -2 to future checks from Pain penalties. the way, overconfident though it may be with how
Also, because it suffered half its life at one time, it needs to drunk it is.
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 rolls another Blast check, 1d20 + AGY (4) +
Ruin (3) + 1 from Spark – 3 against the pucks Dodge 6, + 2
Eloy (GM): The puck gets clonked on the from Time magic – 6 from drunkenness. The puck rolls a 2,
head, losing its grip of the girder and falling to the for a 4 total. Nicholas rolls an 18, for a 22 total.
ground with its tongue sticking out. Now only one His attack is successful. To calculate damage, Nicholas
to deal with. Everyone reroll Initiative. 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
Round 2 Natural 1.
Rafe (Colt): I got 15. Eloy (GM): The puck is horribly zapped, it’s
hair singed and a few of its clocks shattered and
Mark (Penelope): 22. broken. It moves one more time in an effort to
attack, but the rest of the clocks break and it falls
Nicholas (Benjamin): Ben got 19. dead. That leaves you all in the middle of a club sur-
rounded by piles of dust and two pucks, one dead
Eloy (GM): The puck won with a 26. and one unconscious.
Nicholas (Benjamin): Damn. Rafe (Colt): I go and step on the pucks head,
squishing it under my boot. “Now that that’s done,
Eloy makes a +4 check for the puck to use Protec- we should call Sawyer to help clean this up.”
tion 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
There is a full cast of other characters with eatable (an enemies minion, perhaps), the GM
which part-time gods interact, called non- can enact Fodder rules and reduce them to the
player characters (or NPCs). This can include stats of the Average person (pg. 165)
anything from the mountain lion stalking the
characters along their path, the flirty shop girl,
or even rival gods bent on destroying the char-
acters. NPCs are tools controlled by the GM Antagonist Format
in order to add variety and depth to the game Description: Short description of
world. the antagonist, including appearance,
This chapter focuses on the threats that a motivations and personalities.
god will often face, both mortal and divine. De- Health: Their total Health value.
scriptions are purposefully left generic, allow- Stamina: Number of Stamina to
ing room for the GM to customize these NPCs spend.
to suit their story and match the characters. Spark: Their Spark Level (if any). An-
In an effort to speed up gameplay and mitigate tagonists have 2 Spark Points per Spark
number crunching, bonuses listed for NPCs Level.
already include any gained from Attributes. Skills: List of important Skills known.
Also, combat skills are gathered together into Combat: Bonuses to Initiative, Move-
separate Close combat (Fists & Melee), Range ment, AR (if any) Close combat, Range
combat (Athletics & Marksmanship) and De- combat, Defensive and Damage.
fensive checks (Acrobatics & Fists). Powers: Powers they possesses.
Payoff: The power a Puck-Eater (pg.
54) receives by eating this creature.
Fodder Other Notes: GM notes, special at-
If at any time the GM wishes to give the tacks or equipment.
characters a weaker enemy that is easily deaf-
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Antagonists
Fear Effects
Some antagonists have a natural Fear rating, Bears (Fear 14)
listed next to their name in the entry. This Bears are not only very large (up to 10 ft.
is a natural aura of fear that is exuded either tall), but also quite swift despite their size,
magically or through preconceptions of the making them truly deadly beasts to encounter
threat the antagonist represents. When first anywhere. Throughout much of mythology,
encountering an antagonist with a Fear rating, they are symbols of strength and wisdom,
the character must make an INS + Discipline ferociousness - especially in many of the Native
check against the value presented. If their American cultures. They can appear in almost
check is equal to or higher than the Fear rating, any terrain, even truer when influenced by the
the character succeeds. They may still be very divine.
scared in the moment, but remain physically Health: 25, Stamina: 3
and mentally unaffected. Skills: Fortitude +12, Intimidation +10,
A failed check against Fear leaves the char- Survival +10
acter’s heart racing and their focus suffering. Combat: Initiative +9, Movement 10, AR
They’ll being reading into every movement and 1/1, Close combat +8, Range combat +0, De-
every word spoken as potential for an attack, fense +4, Damage +3 (L)
whether the antagonist is aggressive or not. Payoff: Natural Weapons - Claws (pg. 114)
This affects the character in combat as well, or additional armor (AR 1/1)
making them suffer a -2 penalty to all Actions Other Notes: Bears have both jaws and
for their first Round against the antagonist claws with which to maul their targets. Pre-
that has frightened them. The character’s sur- tending to be dead will cause a bear to ignore
vival instinct kicks in at the second Round and the target, but this is a preemptive move. If
gets rid of any penalties. they are already in battle with the beast, there’s
no getting out of it.
Boost Variations
The GM, if they feel they want to make the Birds of Prey
NPCs stronger or weaker, can find it easy to do A favored servant of many gods, birds of
so by raising or lowering the Boost (pg. 82) on prey like ravens, vultures or hawks can be
their attacks. For a particularly weak opponent, quite dangerous in a battle. Despite their size,
they may only get +1 damage for every 6 or 7 a single bird rarely has the strength to put up
they roll over their opponent. A strong warrior a fight against a live human. Flocks of these
may get a bonus for every 4 or even 3 over their animals, however, can prove to be truly deadly.
Difficulty. They are also great for scouting or pecking at
targets to distract them..
Health: 4, Stamina: 1
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Chapter Six
ties. Wolves are wild, often found in cold or damage, based on their ability to trample their
mountainous areas, while domesticated dogs target. Likewise, a horse’s back kick automati-
are bred to aid humans in their duties or just cally causes a Knockback effect (pg. 147).
as companions. Hunger or the protection of
their territory can be a strong motivator for
these animals, as well as the command of their Large Cats (Fear 13)
owner. From the roaring lions of Africa to the
Health: 6, Stamina: 2 ferocious tigers of Asia, large cats are feared
Skills: Athletics +7, Intimidation +7, Stealth worldwide. They can be found in several forests
+6, Survival +10 and jungles in the wild, but they can be found
Combat: Initiative +12, Movement 16, in various zoos as well. Armed with claws, fangs
Close combat +6, Range combat +0, Defense and a cunning instinct, these animals stalk
+5, Damage +1 (L) their prey relentlessly before they strike, and
Payoff: +4 bonus to Survival gods taste just as good as any other human.
Other Notes: Canines are known for their Health: 18, Stamina: 2
bite and hold attack style. A successful attack Skills: Athletics +9, Intimidation +10,
from a dog can automatically change into a Stealth +12, Survival +7
Grapple, at the GM’s discretion. Combat: Initiative 12, Movement 22, Close
combat +7, Range combat +0, Defense +6,
Damage +2 (L)
Horses Payoff: Natural Weapons - Claws (pg. 114)
These regal animals have been the favored or +4 bonus to Athletics
method of travel for centuries. Likewise, there Other Notes: Large cats may attack and
are stock horses for fieldwork, racing horses perform a Tackle with the same action with no
bred for speed and even saddle horses to be penalty.
paraded around for their beauty. As most are
domesticated animals, they are often found in
farms or racing areas, but wild horses still exist Monkeys
in plains areas and are a welcome challenge for These primates live in jungles and forests in
master horse breakers. almost every corner of the world. They possess
Health: 16, Stamina: 4 great acrobatic ability to climb trees, swing on
Skills: Athletics +11, Stealth +4 vines and retreat when threatened. Some mon-
Combat: Initiative +11, Movement 35, Close keys are larger than others, giving them height-
combat +7, Range combat +0, Defense +4, ened wrestling ability as well. They are mostly
Damage +2 (NL) peaceful creatures, so characters need only
Payoff: +5 Movement worry about monkey attacks if the animal is
Other Notes: Horses receive double the hungry, frightened or is protecting their young.
normal Rush (pg. 150) bonus to attack and Health: 7, Stamina: 1
Skills: Acrobatics +9, Intimidation +5, Leg-
erdemain +7, Stealth +6
Combat: Initiative +14, Movement 10,
Pegasus Close combat +4, Range combat +6, Defense
+6, Damage +0
There is little difference mechanically
between a normal horse and a Pegasus, Payoff: +4 bonus to Acrobatics checks
except that the Pegasus has an impres- Other Notes: Monkeys are easily scared
sive wingspan and the ability to fly. and more prone to retreat than prolonged
They also possess Movement 50 when battle. If they attempt to run, they do not pro-
in flight, making them one of the fast- voke free attacks (pg. 155).
est 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
Below are descriptions of the more mun- Skills: Beast Handling +5, Discipline +6,
dane threats to a god in the modern world. Knowledge +6, Stealth +5, Survival +6
While they do not have divine power, few of Combat: Initiative +8, Movement 8, Close
them are pushovers. Defeating a single mor- combat +4, Range combat +4, Defense +4,
tal should be little problem for a god, but Damage +0
some mortals’ influence can be far reaching. Other Notes: While most Cultists simply
Also, when attacking in numbers, even regular believe themselves to be chosen, they may oc-
people can be a huge threat. Mobs have a repu- casionally be seen as worthy to their gods. In
tation for a reason. this case, they may possess a Level 1 or Level 2
Payoffs gained from Mortals can be found Relic.
on pg. 55.
Gangsters
Average People Some of the most feared types of people
in history, gangsters are businessmen at heart.
There are six billion people in the world.
Some of them are exceptional in their chosen They move into a town, establish several fronts
careers and go on to change the world. The for their criminal activity and then go on to
vast majority, however, are just everyday people buy off anyone that could stop them. There
trying to get by day to day. They are the shop- are lots of gang wars at any given time, and the
keepers, bartenders, janitors and a thousand gods can get sucked into them at times when
other people, but very few of them are combat gunfire and explosions run rampant through
trained. Motivations vary depending upon the their divine territory. Gangsters are motivated
individual, so summing up this by money and power in mass quantities, which
group isn’t easy. Money is always a
good start though. Also, if rallied
to a banner, a large enough num-
ber of normal people can send
even an army away in tears.
Health: 8, Stamina: 1
Skills: One skill at +8, all oth-
ers at +3
Combat: Initiative +5, Move-
ment 6, Close combat +3, Range
combat +3, Defense +3, Damage +0
Cultists
Worshippers come in all shapes
and sizes, but are usually just aver-
age people. When one’s beliefs
take them over, however, they
become zealous Cultists bent on
proving themselves to their mas-
ters. 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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they have no qualms about taking from anoth- pline +8, Fortitude +8, Intimidation +7, Percep-
er… divine or not. tion +7, Persuasion +5, Travel +5
Health: 9, Stamina: 1 Combat: Initiative +11, Movement 9, Close
Skills: Deception +9, Empathy +8, Intimi- combat +7, Range combat +7, Defense +6, Dam-
dation +8, Linguistics +7 age +1
Combat: Initiative +8, Movement 8, Close Other Notes: Through rigorous training,
combat +3, Range combat +7, Defense +4, Dam- police officers receive a +4 bonus when using an
age +0 Aim action (pg. 150) and can use the Pin Ma-
Other Notes: Their true power lies their neuver (pg. 149) at a -3 penalty, instead of -6.
social prowess, giving them the Connections
Gift within at least two different fields (media
and the police being their favorites). Thugs
Sometimes more intellectual antagonists
need muscle to put their plans into action,
Inmates which is where thugs come into play. Physi-
These antagonists are severely mentally un- cal force is their bread and butter, taking jobs
stable, rising to the level of psychos. Some are as bouncers, bodyguards, gang members or
schizophrenic, bi-polar or even a pyromaniac. a crime boss’s right hand man. They excel in
In no uncertain terms, they are simply unable both strength and speed, making them formi-
to function as a normal person. Where crazy dable enemies in battle. They often lack the
begins for these inmates, homicidal tendencies mental fortitude to do anything besides taking
usually follow. They have little in the way of orders, but motivations include money, revenge
motivation; Inmates do what they want then or just the need to break some bones on occa-
they feel the urge and it seldom makes any logi- sion.
cal sense. The most common motivation is to Health: 15, Stamina: 2
escape whatever facility holds them. Skills: Athletics +7, Discipline +7, Fortitude
Health: 8, Stamina: 2 +9, Intimidation +8, Legerdemain +6, Stealth +5,
Skills: Empathy +5, Stealth +5 Travel +5
Combat: Initiative +6, Movement 9, Close Combat: Initiative +12, Movement 11,
combat +6, Range combat +7, Defense +3, Dam- Close combat +8, Range combat +6, Defense
age +0 +4, Damage +1
Other Notes: Inmates have a rampant dis- Other Notes: Thugs are used to taking
regard for their own well being, allowing them every advantage they can in combat and enjoy a
to ignore any Pain penalties. double bonus from High Ground (pg. 154).
Police Officer
These antagonists exist to serve and protect
the populace. They attempt to bring peace
Touched
from unrest and are not unlike the gods fight-
The Touched are those antagonists that
ing against chaos in their territory. This can
are splits between the worlds of the divine
make police officers a god’s worst enemy, espe-
and mundane, but who are not gods. They are
cially if they get a record. Some are muscular
slightly better than humans, many having su-
from working out and improving hand-to-hand
pernatural powers, but their Spark is either still
techniques, while others have a beer belly and
asleep or is simply stagnant.
focus on firearms and expert driving to com-
pensate for physical shortcomings. Constant
rumors of corruption surround the police and Champion
some of them are susceptible to bribing. For Throughout history, the gods have chosen
the most part, however, they stand by their mortals to be their eyes and ears on Earth.
values and fight for justice. These mortals become the paragon of their
Health: 13, Stamina: 3 god’s Dominion, usually as a tool during the
Skills: Athletics +5, Best Handling +5, Disci- God Wars. When mass numbers of follow-
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ers went out of fashion, Champions became day and suddenly wants to kill divine beings.
the new way to call others under a god’s ban- God-killers are bred from birth to be ready to
ner. These beings were given a Spark to fight take on the mantle passed down through fami-
against the Outsiders and many went on to lies… truly dysfunctional families, of course.
inspire great legends of heroes and monsters. Health: 18, Stamina: 2, Spark: 2
They were the Norse Berserkers and Valkyries, Skills: Athletics +9, Acrobatics +9, Forti-
South American Amazon and other epic war- tude +10, Intimidation +12, Legerdemain +8,
riors. As the gods could no longer make new Stealth +9, Survival +10
gods, so too was their ability to create Champi- Combat: Initiative +14, Movement 11,
ons destroyed. Close combat +9, Range combat +9, Defense
Unlike other Touched, Champions are born +7, Damage +2
with their power, passed on by blood. Their Powers: God-killers have three main pow-
Spark stays latent until they reach puberty, ers that can keep them alive in a fight against
where it then pushes them to be more than the divine.
human. Champions are also stalked and hunted l Spark Sense: They have the same abil-
down by the Outsiders and other minions of ity as gods to sense other beings with Sparks
the Source, making them quick allies if a god is (pg. 107).
willing to offer some semblance of protection. l Negation: God-killers can spend their
Health: 16, Stamina: 3, Spark: 1 Spark Points to instantly negate Manifesta-
Skills: One skill at +12, all others at +5 tion effects that are directed toward them (no
Combat: Initiative +12, Movement 14, resistance check needed – pg. 125).
Close combat +8, Range combat +8, Defense l Soul Storage: After killing a god, the
+8, Damage +1 god-killer can steal the god’s Dominion. They
Powers: Champions have the ability to use are unable to actually use it, but it is stored
their Spark to boost their abilities. For 1 Spark in their soul, usually be to delivered to their
Point, they can gain a +2 bonus to all their favored god. They can store up to 3 Dominions
checks or 2 Spark Points for a +5 bonus. This at any given time.
effect lasts for the Scene. Payoff: +2 bonus to Manifestation Resis-
Payoff: +2 bonus to all checks tance checks
Other Notes: If the character is bred for Other Notes: God-killers are trained to
godhood and has siblings, their brothers and use a particular weapon type, with which they
sisters may end up as Champions. They may receive an additional +2 bonus to combat when
also have up to a Level 3 Relic at their disposal, using. They are powered by Relics, of course,
usually one associated with the Dominion to and the careful identification and elimination
which they are linked. of said Relic is key to defeating these nasty
enemies.
God-Killers (Fear 15)
When the first god was killed by a mor- Hags (Fear 11)
tal, their death gave birth to the god-killers. Dark entities exist that can grant a human
God-killers are often regarded as the dark side immense magical power. Hags are sorceresses
of Champions. However, as the Champions that have made pacts with these Outsiders,
were gifted with power, god-killers persistently but it comes at a price. No matter how young
stalked the gods at every turn, killing them and the woman, their body withers, they develop
stealing their Dominions to give to the god sores and cracked lips, their hair goes grey and
they worship. This is the reason why gods still teeth begin to rot. One usually becomes a hag
fear these antagonists even today. God-killers in order to ruin someone else’s life, bargaining
were once organized into hunting parties, but for the tools with which to do it. Hags are the
modern god-killers are prone to solitary stalk- witches of the fairy tales, capable of creating
ing. Gods often hide away to avoid the God- horrible poisons, haunting nightmares and ru-
Killers, but it often proves futile. The God- ining someone’s luck. They are often seen with
Killers have a taste for divine power, and they a familiar of some sort as well, a black cat or a
stop at nothing to find it. No one wakes up one raven specifically. They are no physical threat
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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 addi-
tional 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 Shap-
ing (pg. 137) with a +5 bonus to affect portents in person. It may be someone getting
their opponent’s checks. hit by a car before her eyes or having a déjà vu
l Poison: With a touch, the Hag can moment throughout their day. In either case, it
force a Tough (30) check against Poison. If the becomes apparent that they are not as crazy as
target fails, they suffer 6 NL damage and must they might have thought.
make a check against Knockout (pg. 154). This Gods often seek out seers in hopes of keep-
poison can be passed onto food for ingestion if ing them on retainer. Having someone to read
they wish, red apples being a favorite. omens and view the future on payroll is quite
Payoff: Pick one of the Hag’s powers. useful. Seers are not unlike regular people,
Other Notes: Hags are weakened by con- however, with their own personal motivations.
cepts of purity and holiness. They cannot take The visions come as they please whether the
a step onto consecrated grounds and virgins mortal wants them or not.
are immune to their powers. A splash of fresh Health: 8, Stamina: 2, Spark: 1
water even acts as an acid to them, causing 4 Skills: One skill at +8, Arts+4, Knowledge
(L) when dowsed. +6
Combat: Initiative +12, Movement 8, Close
Seers combat +3, Range combat +3, Defense +7, Dam-
There are times when a human has a run- age +0
in with the divine that leaves them changed Powers: Seers are wracked with often-pain-
for life. They absorb a fraction of a Spark into ful visions, reaching any number of minutes,
their soul, but not enough to give them any real months or years into the future or the past.
power. Instead, they start to experience visions Most visions come to the Seer in a flash, over-
beyond even that of a god. Of course, at first, coming their body. From the outside it looks as
they’ll write their visions off as mere dreams though the Seer has simply fainted. For 1 Spark
(or nightmares), until they begin to see their Point, the Seer can attempt to see a specific
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Outsiders
vision of an event (can only be attempted once
per day).
Payoff: Visions (pg. 116)
Other Notes: The Coming Storm has cre- The Outsiders are those mythical and leg-
ated many Seers, all of them seeing the same endary beings outside of the gods themselves.
vision for the future - engulfing darkness over These antagonists have their own Spark that
the world. None of them can tell exactly when lends them immense power. Some are bestial,
this will happen, but all cower in the fear of its while others possess a human intellect, mak-
approach. ing each one unique. Outsiders are, by nature,
loners or at least wary of approaching others
Skin Walkers outside their kind, but there are some that
Deep within Native American shamanism work directly with certain gods as well.
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
Cloaks (Fear 25)
Many legends surround cloaked beings from
blood, sweat and tears, Skin Walkers have the lands of the dead (pg. 26), one of the most
achieved a closeness to their gods that few famous of them being that of the Grim Reaper.
other worshippers ever could. This tradition While many may think that there is only a
has passed on to modern Skin Walkers as well, single entity with the duty to escort the dead
making them truly formidable opponents. to their final resting place, there are actually
With lax hunting laws and the advances of skin many of these beings. Whether called Yama
preservation, Skin Walkers are known to have by the Hindu religion or Angels of Death by
dozens of different animal forms at their dis- Christians, Cloaks are agents from the lands
posal, flying with the grace of a falcon one day of the dead, usually in service to whatever god
and attacking an enemy with the strength of a of death rules the realm. They don’t, however,
bear the next. reside on Earth. Instead, they enter through a
Health: 13, Stamina: 2, Spark: 1 portal, retrieve their required soul with single-
Skills: Athletics +6, Beast Handling +10, minded efficiency and return just as quickly. If
Deception +7, Fortitude +9, Survival +9, Travel a god decides to get in their way, they should be
+8 prepared to deal with a very powerful enemy.
Combat: Initiative +10, Movement 12, Health: 35, Stamina: 5, Spark: 6
Close combat +6, Range combat +6, Defense Skills: Crafts +10, Discipline +12, Empathy
+5, Damage +0 +15, Knowledge +14, Linguistics +13, Perception
Powers: Skin Walkers, through use of a +12, Stealth +15, Travel +10
special ritual that takes about 10 minutes to Combat: Initiative +22, Movement 15,
complete, can transform into any animal that Close combat +14, Range combat +11, Defense
they possess the skin for. They can then stay +16, Damage +4
in this form indefinitely if they so choose, but Powers: Cloaks have access to a range of
they lose their ability to speak (and often op- powers, including the following:
posable thumbs) while transformed. l Immortality: Cloaks are agents of
Payoff: +4 bonus to Beast Handling death, making them hard to actually kill. If
Other Notes: In their animal form, the reduced to Health 0 on Earth, they are trans-
Skin Walker compares their skills/combat ported back to their home realm and can
bonuses with the animal they are transforming return to Earth in a day’s time to finish what
into and takes the better of the two. They also they started. The only real way to destroy a
assume the Fear of the animal in question, if Cloak for good is to follow it to its realm and
any. 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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This can even be done to teleport out of the every few decades or centuries, they seem to
way of oncoming attacks – yet another reason be quite insane. Their primary motivation for
why defeating them is quite difficult. anything they do is to find a way to trick their
l Invisibility: These Outsiders need current “master” to set them free with one of
not even be seen if they do not wish to. Gods their wishes.
can sense them naturally with Spark Sense, but Health: 16, Stamina: 3, Spark: 3
they are only visible to gods with Otherworldly Skills: Arts +12, Crafts +10, Deception +13,
Sight (pg. 114) when using this ability. Discipline +9, Empathy +10, Beckon +12, Shap-
l Death Touch: By spending 1 Spark ing +12
Point, they can instantly kill any mortal with a Combat: Initiative +13, Movement 18,
touch. This ability cannot be used on any being Close combat +10, Range combat +9, Defense
with a Spark. +10, Damage +1
Payoff: The ability to open a portal to the Powers: In addition to having access to the
land of the dead from which the Cloak usually Beckon and Shaping Manifestations with a Do-
resides or they may extend their own life by 25 minion set to whatever their “master” wishes,
years. Djinn can also appear as any other person or
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.
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Hell Hounds (Fear 17) to them. They are very aggressive and are not
above attacking someone, even without provo-
The three-headed dogs that guard the doors
cation.
to hell are quite real with ripping fangs and of-
Health: 20, Stamina: 3, Spark: 1
ten a collar attached to an owner. Hell Hounds
Skills: Athletics +9, Fortitude +13, Intimida-
are known for being owned by gods of death,
tion +11, Stealth +4, Survival +12
their pups given away to members of their
Combat: Initiative +12, Movement 18,
pantheon as gifts, not always well received.
Close combat +10, Range combat +0, Defense
These creatures are gruff, barely trainable and
+6, Damage +3 (L)
particularly nasty to anyone that isn’t a god.
Powers: Hell Hounds are immune to any
Even as pups, they are the size of a fully mature
damage from fire and mind-control (if they
dog from a mundane breed, fully capable of
have an owner already).
ruining a god’s apartment. They are similar to
Payoff: Immunity to fire damage or +2
snake, however, in that they grow to meet their
bonus to Survival and Intimidation
environment. So a house hell-hound will stay
Other Notes: They can be knocked uncon-
small, while one in the wild can grow up to 15 ft
scious by ingesting 1-pound of horsemeat. It
tall. Strangely, however, they are eerily protec-
lulls them to a deep sleep where nothing short
tive of children.
of piercing their skin with a blade can wake
While they are without the right chords
them.
to communicate with human language, Hell
Hounds fully understand any language spoken
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Hydras (Fear 20, +2 per head) belches up a patch of thick smoke about 40 ft.
One of only a few dragon beasts still in in diameter. It is impossible to see more than
existence on Earth, they are large reptilian a few feet in front of one’s face and stings the
monsters approximately 20 ft. feet tall and are eyes, giving partial blindness penalties of -6.
born with a single head. If their head is cut Payoff: Immunity to poison and automati-
off (intentionally or not), two more will grow cally regenerating limbs if they are cut off.
back in its place. The legendary nine-headed Other Notes: Hydras are unique creatures
hydra fought by Hercules is suspected to be the that become more powerful as it battles. No
strongest this Outsider becomes, though oth- one should take on a hydra alone - even Hercu-
ers believe there are hydras in alternate realms les had assistance.
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
Jikininki (Fear 0/15)
The Source’s power can create truly evil
defensive and reclusive nature is easily blown Outsiders, both monstrous and passable. The
out of proportion the moment someone men- Jikininki appears human, but few know that
tions a hydra, however, as they are believed this form is stolen from the dead. Japanese
to be bloodthirsty beasts. Due to their size, mythology speaks of evil spirits of the dead
their diet is limited to more rural peoples, that were denied access to heaven by the gods.
hikers who took the wrong path or whoever Instead of simply fading away, the Jikininki
their wayward cultists might bring to cull their took physical form and found that feeding on
fury. Even though they do not possess human the flesh of the recently dead allowed them
intelligence or speech, they are still worshipped to keep their shape. The face of the corpse,
worldwide. however, is left unharmed so that the Jikininki
Health: 20 (+6 per head), Stamina: 5, can wear it and seamlessly assume its identity.
Spark: 4 On the surface, it may attempt to simply con-
Skills: Empathy +14, Fortitude +22, Intimi- tinue on with the dead person’s life. Beneath
dation +18, Survival +14 the flesh mask, it is a vile creature made up of
Combat (per head after the first): Initia- worms and rotten flesh. They are strong war-
tive +10, Movement 16, Close combat +10, riors that can give most physical gods a run for
Range combat +10, Defense +10, Damage +2 (+1 their money. When living beside humans, they
per head) attempt to take the lives of rich and successful
Powers: Each of the Hydra’s heads after people so they can enjoy the fruits of someone
the first provides a +2 bonus to all combat else’s labor for a short time.
checks. It also receives +1 attack per Round Health: 21, Stamina: 4, Spark: 3
for every two heads after the first. Health and Skills: Athletics +11, Deception +11, Lin-
Damage increases as well, as listed above. For guistics +12, Medicine +8, Perception +10,
example, a three-headed hydra would have Stealth +12
Close combat +14 and 2 attacks per Round. Combat: Initiative +15, Movement 15, Close
Each head can also have one of the following combat +9, Range combat +6, Defense +9,
additional powers: Damage +2
l Poison Breath (Boost 5): The hydra Powers: After someone has died, a Jikinin-
releases a torrent of acidic poison at the target, ki can devour the body and steal the person’s
dealing 5 (L) and degrading any AR by -1/-1 per face. This process also shifts the Outsider’s
hit. body to match their shape, color and gender
l Fire Breath (Boost 4): It fires a gout accordingly. The body, however, cannot have
of flame that deals 4 (L) and instantly burns been dead for more than a week. The Jikininki
anything combustible. cannot devour a body that has been embalmed
l Ice Breath (Boost 5): It breathes a or blessed by a holy man. Due to their vile
gust of frozen air at the target, dealing 3 (L) nature, the Beast Ward Entitlement (pg. 111) is
and giving a -2 penalty to checks from frostbite always active in their presence.
each time they are struck with this attack. Payoff: Beast Ward.
l Smog Breath (Boost 6): The hydra Other Notes: A mask can last for up to
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month, but begins to decay slightly over that destruction and were turned on several pan-
time. After a week, people they encounter theons during the God Wars as well. Modern
may notice slight cracks in their façade with a Minotaurs stick to collectives in secluded glens
Tough (30) INS + Perception check (lowering or mountain villages, keeping the story of the
to Moderate (20) and Simple (20) the following first Minotaur as a constant reminder of how
weeks). important family can be. They are fully capable
of speech and intelligent thought, allowing
them to make deals for land and resources that
Minotaurs (Fear 18) keep them separated from mortals for long
The first Minotaur was born from the cou- periods. Their clearest motivation is protection
pling of the wife of King Minos and a sacred of their own.
bull, by the hand of an angry Poseidon’s magic. Health: 30, Stamina: 10, Spark: 3
It grew up isolated inside a sprawling maze and Skills: Athletics +16, Arts +7, Beast Han-
eventually died a sad death at the hand of The- dling +12, Fortitude +14, Intimidation +18,
seus in history, but that is not the end of the Medicine +8, Survival +12
story. Poseidon started doing this same thing Combat: Initiative +15, Movement 24, AR
to several other failed worshippers who did not 2/1, Close combat +13, Range combat +9, De-
have the wealth to create ample jails for these fense +11, Damage +3
beasts. Minotaurs became Outsiders of pure 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 Mi-
notaurs are turning into feral beasts
when struck by new a fresh dose of
the Source’s power.
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Chapter Six
Close combat +6, Range combat +8, Defense Tengu (Fear 18)
+7, Damage +0 Leaping from Chinese to Japanese to Hindu
Powers: Any song played by a Satyr, mythology, the idea of the Tengu warrior has
whether sung or played on an instrument, is spread throughout the world. Each flap of
laced with their Spark. Those that hear their this humanoid bird’s massive wings causes the
song, give themselves over to pleasure, which crash of thunder and they bring war with them.
has been known to cause riots in some loca- During the God Wars, they were the premiere
tions and orgies in others. Gods can resist this combatants that each god sought to have fight
effect with a Moderate (20) INS + Discipline + for them, but the Tengu stuck mostly to the
Spark check. Success makes them immune for Asiatic countries during their travels. The last
1 full day. Tengu are thought to have been destroyed right
Payoff: +4 bonus to Performance or +6 before the God Wars officially ended, but they
Movement have shown themselves again with the Coming
Other Notes: Legends speak of Satyrs Storm – and they are not confined to a certain
wandering the land with eternal erections, kid- region this time. Tengu will fight anything be-
napping human women to have their way with. fore them, mortal, god or Outsider and have no
While the former is untrue, all Satyrs (male and qualms about whether they win or lose. They
female) suffer from the Lecherous Drawback have also found a love of modern weapons,
(pg. 98), making the latter very plausible. 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 pres-
ence known wherever they are, caus-
ing 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, in-
cluding 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.
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ligent and wise beings sought by some for through. Their goal in life is to cause as much
their incredible kindness and healing abilities. havoc and disorder as they can. To this end,
Others, however, seek only to kill the Unicorns they kill anything in their way, incite riots and
and take their horn for magical rituals or to bring misery wherever they go. Pucks seem-
turn a quick profit. For this reason, Unicorns ingly spring into being from out of nowhere,
seclude themselves in secret forests and glens but most agree that they must come from a di-
deep or in other realms that require hard-to-ac- mension made for their kind. Some divine sects
quire sacrifices to reach. Unicorns often show have been in search of this realm for centuries,
themselves to those of pure body and spirit, but the Source’s can prove difficult to decipher.
including virgins, monks, small children or the They exist slightly out of phase with the mortal
mentally disabled. world, making them mostly invisible (though
Health: 22, Stamina: 4, Spark: 5 some catch a glimpse from the corner of their
Skills: Athletics +15, Knowledge +12, Lin- eye). This seems to be a defense mechanism,
guistics +14, Medicine +12, Survival +12 as they are much weaker physically than other
Combat: Initiative +12, Movement 40, Outsiders.
Close combat +7, Range combat +0, Defense
+10, Damage +2 (L) Goblins (Fear 11)
Powers: Unicorns have the ability to heal These are the general Pucks that a character
any wound (up to 4 Health per Spark Point would encounter. Goblins are known first and
spent), including regenerating lost limbs. They foremost for their love of pranks. They live
can also Read Minds (pg. 134) to sense a per- to toy with humans in their everyday life and
son’s intent and morality. then laugh when the outcome turns into pure
Payoff: Healing touch (pg. 113) or +10 disaster. Of course, their idea of a prank might
Movement include seeing what a bullet will do to a child’s
Other Notes: The Fear that a Unicorn heart or how many people die when they cut a
exudes is more akin to Awe, luring the on- crane’s cables on a construction site. Goblins
looker in a feeling of wonder instead of filling are in it for their own amusement, after all.
them with dread. Unicorns also receive all the Powers: Goblins have the ability to in-
bonuses of a mundane horse (pg. 164). stantly construct elaborate contraptions to
emulate traps or pranks with a +12 bonus to
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through anything, giving them a +9 bonus to ghosts that might jump inside of a human’s
Close combat (instead of +4), ignoring AR and body spiritually, a Possessor Puck simply jump
dealing +3 (L). on their victim’s head and bites down hard to
inject their toxin directly into the brain. Their
Hiders (Fear 10) invisibility allows them to control the person
Pucks are, as a rule, invisible. There is a for as long as they are entertained. They are
breed, however, that can only hide inside of also the smallest of the Pucks at about a foot
things. Hiders are completely visible unless tall.
they have phased into some sort of structure, Powers: They can take complete control
such as a table, a wall, etc. This type of Puck is of their target. Possessors can stay attached for
known for eavesdropping on people’s conver- up to a day per Spark Point spent. If the target
sations to hear exactly what they do not want has a Spark, they may attempt a Moderate (20)
to happen. Then they make it their mission to INS + Discipline + Spark Level check to resist.
bring the person’s worst fears to life. Of course,
knocking on the surface four times knocks Average Puck Template
them out of their phase and they must run Health: 8, Stamina: 2, Spark: 2
away to hide someplace else. Skills: Athletics +12, Acrobatics +10, Forti-
Powers: Hiders can phase through any ma- tude +2, Legerdemain +10, Stealth +10, Survival
terial, so there is no type of physical structure +4, One Manifestation skill at +6, One Mani-
that can hold them. They also have a +9 bonus festation skill at +4
to Defense (instead of +5), as attacks will often Combat: Initiative +14, Movement 12,
pass right through them. Close combat +5, Range combat +6, Defense
+6, Damage +0
Possessors (Fear 10) Payoff: Instead of gaining any particular
Possessors love to have fun with humans, by ability, the Puck-Eater can double the duration
invading their minds and making them do hor- of other effects by ingesting Puck flesh imme-
rible things that they wouldn’t normally. Unlike diately afterward.
Spirits
Spirits have been a con-
stant force in legends and
myths from every culture
in the world. They are,
however, treated differ-
ently 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 invis-
ible 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 spirits spring to life from the Spark given by
incorporeal, they cannot be eaten by a Puck- the Source and are known to guarding certain
Eater and give no Payoff. environments.
Powers: For 1 Spark Point, they can mani-
Ghosts fest as beings of pure elements, but they are
The most common spirits on Earth are the more likely to momentarily manipulate their
ghosts of the dead. When a human dies, their root element for their attacks. Water elemen-
spirit leaves their body and is called by the land tals creating whirlpools or plant elementals
of the dead that they belong to (usually based wrapping their target in vines are both great
on the religion they followed in life). Encoun- examples. Elementals may also make a target
tering a god is usually during this quest or if immune to damage of their chosen element.
they have refused the calling and have decided
instead to haunt an area. Some ghosts have Emotionals
long sense made their way to the afterlife, but The Source’s power creates all manner of
can be called to give guidance or blessings. creature. This type of spirit is created from
Powers: Ghosts most often affect the a collective subconscious all feeling the same
world through possessing a mortal host, but emotion. A sport stadium may create a spirit of
particularly skilled poltergeists can possess in- excitement, while a funeral can create a spirit
animate objects as well. Spending 1 Spark Point of grieving from nothing. From that moment
allows them to instantly take over their target’s on, the spirit travels the land and brings their
body. If the target has a Spark, they may at- emotional attunement with them. When the
tempt an INS + Discipline + Spark Level check huge rush of emotion dwindles, however, they
to resist (Simple for Lesser spirits, Moderate leave a trail of emotionless victims behind
for Average and Tough for Greater). The ghost them.
may also manifest momentarily to throw things Powers: Emotional spirits can take the
or affect the physical world for an instant be- form of a person that befits their emotion (i.e.
fore they flicker back out into intangibility. a saddened widow or a perky partier). For 1
Spark, they feel the area with their emotion.
Animals When that feeling fades, they can also spend 1
These spirits are totem animals, once wor- Spark Point to drain the target of that emotion
shipped by ancient tribes. Sometimes animal entirely. This can leave a person unable to feel
spirits are actually ghosts of dead pets, but fear or happiness or even pride. The taste of
they are most often guardian spirits. As there is their emotion is very tantalizing for them.
apparently no afterlife designated for animals,
these types of spirits abound to those willing to Muses
pay attention. Certain spirits are the representation of
Powers: For 1 Spark Point, animal spirits ideas rather than anything physical or emotion-
are known for manifesting to fight beside the al. Muses are known for seeking out mortals
person they choose to protect (stats equal to that fall in line with their chosen idea (or those
mundane animals). They can also spend 1 Spark that are exactly the opposite) and forcing
Point to lend an aspect of their animal to a thoughts into their minds. The most famous
person, such as heightened smell of a dog or muses are those for artists, the spirit feeding
the ability to land safely from a cat. them inspiration to create their next work.
Other spirits, like those of murder, can have
Elementals much more drastic effects. They are known to
Some spirits are connected to particular follow their chosen mortal around for years,
elements, being completely unable to affect the forcing more and more out of them until they
physical world without the help of said ele- have nothing left to give or are of no further
ment. Earth elementals may appear as walking use to the spirit.
mountains, while fire elementals may become Powers: Muses can, for 1 Spark Point,
a face speaking from the campfire. These make a mortal instantly feel the compulsion
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for some sort of activity. How the individual the Cyclopes of Olympia were the best black-
reacts to this urge varies by the target, but they smiths and architects around. Cyclopes are
will follow through eventually, especially if the identified by their single, large eye, but many
spirit continues to pump more and more Spark are amazed that their vision is not affected at
points into them. If they do take physical form, all. During the God Wars, the Cyclopes worked
they appear as the perfect embodiment of their with several pantheons, supplying weapons and
concept. helping to fortify their castles. In exchange,
they received several relics to aid them in their
life’s endeavors. They live today in hidden en-
Lesser Spirit (Fear 12) claves of about a dozen Cyclopes at any time.
Health: 10, Stamina: 1, Spark: 1 Dominion: Crafts
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
Average Spirit (Fear 16) and gods alike. Fire Giants appear as beings of
Health: 20, Stamina: 3, Spark: 3 molten lava, with still-burning flames brimming
Combat: Initiative +14, Movement 15, through cracks in their skin. During the God
Close combat +8, Range combat +8, Defense +7, Wars, they were known to lay claim to large
Damage +2 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.
Greater Spirit (Fear 20) Fire Giants are quick to temper and are known
Health: 30, Stamina: 5, Spark: 5
for battling between each other frequently
Combat: Initiative +18, Movement 20,
in order to blow off steam. Today, they live in
Close combat +12, Range combat +12, Defense
villages carved underneath Earth’s volcanoes.
+10, Damage +4
Dominion: Fire
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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
There are many themes that fill the pages in her basement. Random people on the street
of Part-Time Gods, but the core theme of the may phase through the gods, revealing that
game is clinging to one’s humanity as a god. It’s they are ghosts. Your best friend may even take
about understanding what is truly important. off the hat he always wears to display his Satyr
It’s about finding an equilibrium between one’s horns.
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
Moods
worlds they could one day travel to, will the
character choose their connection to being
human (through their Bonds) or pursue divine
Drama
Part-Time Gods easily comes across as a
strength at any cost? It is not an easy decision soap opera, and this is intentional. Fostering
to make, and most justify power as a means to relationships is very important to Part-Time
an end. Gods. Even if a rival god is your enemy, that
Another major theme is unlocking secrets. relationship matters, and it’s often just as vital
Each step the characters take toward their full to the character as any lover or family member.
godhood, reality twists ever more and more is This is the focus of Bonds for the god’s human
revealed to them (and some revelations they side, but shouldn’t be ignored when exploring
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Storytelling
godly duties and the colorful cast of characters l Dead Like Me: This little show went
the gods might encounter on their adventures. well before its time, only having 2 seasons, but
The ever-changing landscape of drama, conflict was the first spark of where Part-Time Gods
and passion is the game’s bedrock. 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
Action of her worries, however, because she comes to
and finds out that she is now a Grim Reaper.
Even though Part-Time Gods is filled to
the brim with drama, there is no true story Responsibility for taking souls and delivering
without action. Conflict doesn’t have to be a them to the dead is a lofty duty, but doesn’t
gunfight or a street brawl. Action is simply the come with a dental plan. It is full of comedy,
result of Conflict (of any type). If the charac- suspense and death, all wrapped up in very
ter is walking down the street, Conflict can enjoyable series that is perfect to watch before
be created if they sense someone shadowing a game of Part-Time Gods.
them, spurring them to Action. The characters l Works of Neil Gaiman: He is one
shouldn’t feel bored or bogged down with the of my favorite authors, because of his bril-
amount of Action or Drama. Just like the gods liant mind and bursting creativity. Everything
must do with their mundane and divine lives, Neil Gaiman has written has influenced parts
the GM needs to be careful to balance all the Part-Time Gods. He has a wonderful way with
different moods of the game. melding the real and the unreal, the magical
and mundane. American Gods is a very direct
representation of how the gods could operate
Comedy on Earth, full of their own scheming and still
toying with humanity. Neverwhere is a book
There are many very serious themes and
about hidden worlds full of fantastic people
moods in Part-Time Gods, but nothing can be
that fear very real threats. It tells the tale of a
drama and action all the time. Just as with real
group of travelers on the run from monsters
life, you can find a hint of humor in almost
for the very potent ability that the protago-
anything. Players and their characters should
nist possesses. Sandman is an ingenious comic
be able to show a bit of levity at times, laughing
about beings that embody certain ideas, the
along with the interactions they have with the
main one being Dream. In a pinch, however,
other characters or perhaps a funny-looking
anything Neil Gaiman writes can be used as in-
NPC. Too much humor can lead to a game of
spiration for a game of Part-Time Gods. If you
silly puns and slapstick, though, so GMs are
haven’t already, pick up one of his books.
encouraged to use humor sparingly so it doesn’t
l Percy Jackson and the Olympians:
lose its intended purpose – the lighten the
Both a movie and a series of books, it follows
mood every so often.
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
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Chapter Seven
Lane being a core example, as well as Super- Bonds into the game, as well as any enemies
man’s protection of Metropolis. However, that they might pick up along the way. This
DC heroes are more often about a lineage, type of game is great for showing the stepping
useful for stories where a god in Part-Time stones that the characters use to become gods,
Gods may have their Dominion passed on to including why they might choose a certain The-
them. Decades of stories, deaths, betrayals and ology and how they learn their Dominion. It’s
excitement can make for a great precursor for a one to say “he found out he’s the god of time at
Part-Time Gods game. work because the clocks stopped” and actually
playing the character’s reactions to such events.
Initiation stories are also great for players
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Storytelling
collaborative story possible. Here are a few skill that comes with time and practice. Hon-
suggestions for running a successful game. estly, though, if you need a moment, just call
for a 15-minute break while you decide how to
1. Have Fun! proceed. Your players will understand.
As the GM, it is your privilege to craft a
story that you and your friends will all enjoy. 2. The Characters Are the Story
Any game should be played with the intent of No matter how tempting it is to create the
having fun above all else. The moment that cool¬est NPCs with epic abilities or mysterious
creating the story and playing through a setting origins, only the player’s characters matter in
starts feeling like a chore or your players stop the end. They are the central focus of the story.
having fun is the moment that your game will The game must be shaped by the characters’
falter. If this scenario strikes, it’s good to take decisions. If the pantheon travels to fantas-
a break (perhaps go for a food run or watch an tic worlds, save innocents or conquer grand
episode of a TV show you all like) and regain enemies, the setting, environment and people
your bearings. Everyone will have more fun if around the characters should change to reflect
the GM is focused and having fun as well. Bot- these choices. The characters are provided XP
tom line: having fun is what it’s all about. Even for personal change. So too should their world
a totally intricate story, full of twists, turns and change accordingly to match their choices.
mystery needs to take a backseat if the players No player wants a game where noth¬ing they
are not having fun. The players may be in the do matters. It is perfectly fine to have events
mood for a fight or for a moment of character happening in the background of a story, “off-
interaction or perhaps a bout of investigation. screen”, but the events should only come into
The story could be focusing too much on plot play as much as they affect the characters.
and not enough on the pantheon itself. It’s
helpful to be able to change course on the fly, a
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3. Don’t Control Everything 5. Be Descriptive, Not Definitive
Some GMs become aggressive dictators One of the GM’s major roles is to filter
over games. Others take an adversarial role of descriptive information in the best way to cre-
GM vs. players. Both of these approaches are ate a mood for each Scene. Describe the feel
actively discouraged when play¬ing Part-Time of the environment and the NPCs characters
Gods. Yes, GM generally stands for “Game encounter, but you should be sure to leave out
Master”, a title worthy of someone who creates “exacts” and avoid being too “definitive”. For
a world and takes the role of everyone in it. It’s example, compare these two descriptions of
often more accurate, however, to think about the same scene:
your function as the “Game Motivator” or
“Game Mentor” instead. It’s your job to direct You walk into the hotel and see your Puck-Eater
the action, plots and stories, but it’s the players contact standing next to the vending machine.
that have true control over the game’s direc-
tion. You as the GM may control the world, Or
but you do not control the char¬acters. Re-
member tip #2. When reaching a point where You enter the not-so-grand Grand Palms Hotel,
players have choices, ALWAYS ask them what noticing too many cracks in its structure to feel safe
their characters do or say in response. Never inside for too long. The place doesn’t look like it’s been
assume that they take one course or another. tidied in weeks and even the concierge desk is empty.
The lights flicker from poor fluorescents along the
4. Involve Bonds, Involve Everyone walls and the smell of urine permeates the room.
All players deserve to take the spotlight There’s a man leaning against the wall next to the
dur¬ing the story at one point of another. At soda vending machine. He’s got tattoos all along is
times, one character may have more at stake arms and is recreating a drum beat with his hands
in the current plot point than another, but and reverb guitar with his mouth. You take quick
the other characters wouldn’t be there if they notice of his slightly sharpened teeth.
didn’t also have a reason. This is when a char-
acter’s Passions and Failings can come into play. Several elements are missing from the first
The link to their Bonds is their inner nature ex¬ample. It doesn’t evoke emotion or imag-
and reflects their true motivations. The best ery and the NPC is defined much too quickly
way to incorporate characters into a story is and easily. The second de¬scription uses cues
to use their Bonds to link them. When you do like “sharpened teeth” to make the characters
this, every character cares about the outcome assume it is a member of the Puck-Eaters. The
of the current story. GM then has the option to introduce a Puck-
For instance, there are a multitude of Eater, an Outsider disguised as a human, or
reasons that a character may be motivated to even just a fan vampire movies that happens to
search for a kidnapped person. One character be in the hotel. Being descriptive keeps mys-
linked to the area with a Place Bond of Protec- tery alive and makes things more interesting.
tion may see the victim as important to their
neighborhood cause. One with the Power Fail-
ing 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.
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Nathaniel Garth
Julie Hodgson God of the Blues
Goddess of Charity The great Nathaniel was only recently
The territory of this wholesome, beautiful 40, but exhibited all the qualities of an ex-
god is full of people who give to their commu- pert blues player. Nathaniel was so good, in
nity and has one of the lowest rates of home- fact, that his love for the blues spontaneously
lessness or deaths from hunger. Taking a closer produced his current Dominion of “the blues”.
look, however, perhaps as the characters must He travels from town to town with his favorite
meet with her as a contact for their adventure, guitar, Snake Eyes, playing for anyone willing
they’ll see a cruel woman. Julie is quite pros- to listen and hypnotizes the people with his
perous herself, as she simply wills people to be electric rhythms. As good as all this sounds, he
charitable toward her and hand over all their is also constantly stalked by demons, personal
goods. This goddess is a great way to show how and of the Outsider variety, and may be looking
a seemingly “good” Dominion can still lead to for the player’s characters to assist him.
corruption.
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, Shap-
ing +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 jus-
tice beckons at every turn and Richard’s
enemies grow in number every day.
Failings
Education – 2 – Hoarder: Rich-
ard 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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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, Lin-
guistics +5, Medicine +3, Perception +4, Persuasion +5, Tech-
nology +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 - Char-
ity: 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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Character Sheet
Theology: Drifting Kingdoms, Occu-
pation: 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, Leg-
erdemain +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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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, Marksman-
ship +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 pre-
vents it.
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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 Han-
dling +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), Otherworld-
ly 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 ani-
mals)
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 Kris-
tine 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.
198
Clete Collum (order #2798918) 9
Storytelling
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 (Writ-
ing), 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), Vi-
sions (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.
199
Clete Collum (order #2798918) 9
Chapter Seven
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, Linguis-
tics +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, Move-
ment 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.
200
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Storytelling
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 god-
hood 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 sur-
prise 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: Initia-
tive +14, Strength +7,
Movement 20, Base
Damage 0
Bonds
Creative Types -
1 - Joy: Gary keeps in
contact with his circle
of other artists, inven-
tors 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 - De-
votion: His wife Jenni-
fer and two daughters,
Mya and Lydia, are the
most important thing
in his life.
201
Clete Collum (order #2798918) 9
Appendix
Kickstarter Backers
Gary Jurman Jason Pitre
Kyle N Horner J.C. Cohen
Seraphina Brennan John Swann
Nelson Barajas Casidhe Nebulosa
Kristine Roper Matthew Edwards
Richard Logue Andrew Ange
Lee Langston Greg Weir
Michael Brightbill Jeremy Clifton
Chris Mobberley Terance E Slaughter
Lance T. Udell David R. Murrell
Jacob Segal David Rybacki
Brian Galley Adam Rajski
Julie Hodgson Heath White
Samantha “Wildflower” Bryant Lorin Grieve
Nicholas W. Peddicord Scott Acker
Rafe Brox Tyson Vanover
Nathaniel “Dolomite23” Garth Pat Anderson
Boabdil Perez George Martinez Jr.
Mark Gedak Jim Sweeney
Michael Stum (@mstum) Liam Murray
Herman Duyker Tommy Brownell
Kyle Broekers Michael Bottomley
Paco Garcia Jaen Theodore Jay Miller
James Hardie K. Reed Zesiger
Keel Shane Mclean
Stephan Szabo Mathew Krest
Daisy Farnum Kyna Marie
Lars Schear Stacy M. Gossett
David Gracia Vázquez Jakamoto
Chris Nord Anne-Louis de Marcigny
Matthew G. Swetnam Christopher Gunning
Kyle Pinches Robert Slaughter
Candice Bailey Adrian Klein
Sam & Skaja Wills Aleksander Razumny Nordgarden Rødner
Brian Cooksey Christopher Lee Simmons
Robert Cawley Rich Canino
Patrick R Dunn Jonathan Grimm
John Morrow W. “Shaman” Obenshain
Steven C. Israel Ben Meginnis
Jody Kline Victor Wyatt
Douglas Snyder Wheloc
Mario Dongu James Dillane
Benjamin Rodenfels Jake Kuska
Mark A. Ayen Thomas Ryan
H Lynnea Johnson Malachi de Ælfweald
Dylan Steer Michael Hawkins
Michael Ostrokol Benoit Devost
Eric Heimburg Veronica Blessing
The Honorable Brandon Gollihue Michael Blanchard
202
Glossary
1d20: One twenty-sided die. Difficulty: The target number needed to
achieve a task. If player’s check total is equal to
Action: In combat, any task the character or higher than the Difficulty, the task is suc-
instigates. This can be anything from throwing cessful.
a punch to picking a lock.
Dominion: The piece of the universe the god
Armor Rating (AR): The amount of pro- has control over, usually a noun or verb.
tection that ar¬mor and some magical effects
provide. The first number represents Non-Le- Drawback: Negative characteristics that can
thal damage absorbed and the second number be applied to a character in exchange for Bonus
represents Lethal damage absorbed. See pg. 151. Points. See pg. 95.
Attributes: Numerical values that represent Durability: Health for inanimate objects. See
the base abilities of a character, without train- pg. 140.
ing. See pg. 77.
Entitlement: Natural divine abilities, like
Bond: Important people, groups and places to strength or telepathy, that are not necessarily
a character. See pg. 70. linked to the god’s Dominion. see pg. 110.
Bonus Point (BP): Points spent to purchase Experience Points (XP): Represents growth
Gifts or extra Attribute and Skill points. See of charac¬ters and can be spent to raise exist-
pg. 89. ing abilities or learn new ones. See pg. 103.
Boost: When a check roll 5 higher than the Failing: Negative aspect of a lost Bond. See
target Difficulty, resulting in bonuses. See pg. pg. 74.
82.
Fodder: A weak NPC used to represent the
Character: Fictional role created by players easiest of enemies. See pg. 162.
that exist in the setting and world created by
the GM. Game Master (GM): The GM is the mem-
ber of the role¬playing group that creates and
Check: A check is where the character rolls controls the world that the characters interact
1d20 and attempts to meet or beat the Difficul- within. GM Advice, pg. 190.
ty. Players usually roll Attribute + Skill + 1d20.
Gift: Positive characteristics that can be ap-
Concept: A short description for a character, plied to a charac¬ter for the cost of Bonus
such as “traveling circus performer” or “lady of Points. See pg. 90.
the night”. See pg. 62.
Harmony: When two skills can be used to ac-
Critical Failure: When the player rolls 1 on complish a task together. See pg. 83.
1d20, this means an automatic failure in a big
way. See pg. 82. Health: Numerical value of the character’s
ability to take damage before dying. If Health
Critical Success: When the player rolls 20 drops to zero by Non-lethal damage, they are
on 1d20, this means an automatic success or knocked out. If Health drops to zero by Lethal
other effects. See pg. 82. damage, they are close to Death. See pg. 99.
Damage: Points subtracted from Health, Initiative: Used to gauge when a character
bringing the character closer to death or un- acts first within a Round of combat. See pg.
consciousness. See pg. 150. 146.
204
Glossary (Continued)
Legendary: A target Difficulty 40. Players Range: The effective distance for firing a gun,
must roll equal to or higher than 40 with an throwing a weapon/object or using Manifesta-
Attribute + Skill + 1d20 check. tions.
Lethal: Damage from swords, fire, bullets, and Reaction: In combat, any task the character
other sources that can kill you quickly. See pg. takes in response to an Action against them.
150.
Round: Initiative is rolled at the start of each
Manifestation: Represents a god’s ability to Round and new one beings when everyone has
manipulate their Dominion in certain ways. taken their Actions. See pg. 146.
See pg. 122.
Session: When your roleplaying group sits
Moderate: A target Difficulty 20. Players down to play.
must roll equal to or higher than 20 with an At-
tribute + Skill + 1d20 check. Simple: A target Difficulty 10. Players must
roll equal to or higher than 10 with an Attri-
Movement: Gauges the character’s running bute + Skill + 1d20 check.
speed in feet. See pg. 100.
Skills: Numerical values that represent a char-
Natural 1: Rolling a 1 on 1d20. See Critical acter’s learned abilities. See pg. 79.
Failure.
Spark: Ranging from 1 to 10, Spark represents
Natural 20: Rolling a 20 on 1d20. See Critical a character’s Divine power. See pg. 102.
Success.
Spark Points: Points derived from their
Non-Lethal: Damage from punches, blunt Spark that can be used to boost or resist magi-
weapons, fall¬ing, or other sources that can cal effects.
knock you out quickly or kill you slowly. See
pg. 150. Stamina: The numerical value of the char-
acter’s mental and physical endurance before
Non-player Character (NPC): An NPC collapsing. See pg. 100.
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
Occupation: The character’s background of each story arch, players should be awarded
vocation that lends to their starting abilities. bonus XP.
See pg. 63.
Teamwork: When two characters work to-
Outsiders: Creatures and monsters that have gether on one task. See pg. 83.
the same Spark of divinity as a god. See pg. 169.
Theology: Secret societies of gods, each with
Pantheon: The group of characters that claim their own outlook on godhood. See pg. 29.
a city as their territory. See pg. 21.
Tie: Whenever two players (or a player and the
Passion: Positive aspects of Bonds. See pg. 71. GM) roll the same number total on a contested
roll. Defenders always win ties.
Player: You are the player, the one who as-
sumes the role of the character. Tough: A target Difficulty 30. Players must
roll equal to or higher than 30 with an Attri-
bute + Skill + 1d20 check.
205
Index
A E
Action Maneuvers.....................................147-148 Electrocution....................................................157
Animals......................................................163-164 Entitlements...............................................110-116
Armor List.........................................................152 Experience Points.....................................103-104
Armor Piercing..................................................152 Extended Checks...............................................81
Armor Rating.....................................................151
Assault Round...................................................152
Attributes.......................................................77-79 F
Automatic Fire..................................................152 Failings...........................................................73-76
Falling.................................................................157
Fear....................................................................163
B Fire.....................................................................157
Becoming a God...........................................17-20 Fodder................................................................162
Bleeding......................................................155-156
Blind-Fighting...................................................152
Bonds..............................................................70-77 G
Bonus Points (BP)..............................................89 Gear List....................................................140-141
Boost.............................................82, 123, 150, 163 Gifts...............................................................89-95
Breaking Objects.............................................140 GM Advice................................................190-192
God Wars........................................................12-15
Grapple Maneuvers..........................................149
C
Character Creation Steps...................63, 105-106
Combat Example.......................................159-161 H
Combat Steps...................................................147 Harmony Bonus..................................................83
Coming Storm................................................15-16 Health.................................................................99
Concealment/Cover..........................................153 High Ground.....................................................154
Conceptual Thoughts...................................62-63 Holding Breath...................................................78
Contested Checks.............................................80
Cooperative Attacks.........................................153
Critical Success................................82-83, 153-154 I
Critical Failure........................................82-83, 153 Immortality................................................108-110
Initiative...........................................................146
Insanity........................................................157-158
D Inspirations.......................................................185
Damage.............................................................150
Death............................................108-110, 156-157
Defense Round.................................................154
K
Knockouts.........................................................154
Depravation......................................................157
Description Bonus...........................................154
Developing Stories....................................186-189
Difficulty.............................................................80
M
Manifestations............................................122-138
Disease...............................................................158 - Aegis....................................................125-127
Divine Realms................................................25-27 - Beckon...............................................127-129
Dominions............................................20, 119-122 - Journey...............................................129-130
Drawbacks..............................................89, 95-99 - Minion................................................130-132
- Puppetry..............................................132-133
- Oracle.................................................134-135
- Ruin.....................................................135-137
- Shaping...............................................137-138
Index (Continued)
Manifestation Modifiers............................123-125
Manifestation Resistance.................................125
S
Sense Spark.......................................................107
Melee Weapons.........................................142-144
Set-Up Maneuvers............................................150
Moods.......................................................1184-185
Skills...............................................................79-89
Mortal Threats...........................................165-166
Skills List............................................................82
Movement........................................................100
Skill Specialties...................................................83
Multiple Actions...............................................154
Source..............................................................11-12
Spark and Spark Points....................................102
O Staging Your Story.....................................189-190
Stamina......................................................100-101
Occupations..................................................63-69
Outsiders....................................13, 24-25, 169-179 Staying Human..............................................27-28
- Cloaks......................................................169 Surprise Attacks...............................................146
- Djinn........................................................170
- Dwarves....................................................171
- Elves..........................................................171
T
Targeted Striks..................................................155
- Flying Foxes..............................................172
Teamwork...........................................................83
- Giants.................................................182-183
Terrain................................................................155
- Gorgons....................................................172
Territory...............................20-21, 29-61, 107-108
- Hell Hounds.............................................173
Themes..............................................................184
- Hydras.......................................................174
Theologies................................................16-17, 22
- Jikininki....................................................174
- Ascendants..............................16, 30-33, 194
- Minotaurs.................................................175
- Cult of the Saints....................16, 34-37, 195
- Manananggal.............................................175
- Drifting Kingdoms.................17, 38-41, 196
- Ningyo......................................................176
- Masks of Jana...........................17, 42-45, 197
- Phoenix....................................................176
- Order of Meckhenet..............17, 46-49, 198
- Pucks...........................................25, 179-180
- Phoenix Society.......................17, 50-53, 199
- Rakshasa...................................................177
- Puck-Eaters.............................17, 54-57, 200
- Satyrs.........................................................177
- Warlock’s Fate..........................17, 58-61, 201
- Spirits.................................................180-182
Tools....................................................................83
- Tengu........................................................178
The Touched.............................................166-169
- Unicorns...................................................178
P V
Vehicles.......................................................141-142
Pain Penalties....................................................158
Pantheons.......................................................21-22
Passions...........................................................71-72
Poison/Drugs.............................................159, 163
W
Wealth.................................................94, 139-140
Prayers...............................................................108 Weapon Chart..................................................145
Worshippers............................................23-24, 95
R
Reaction Maneuvers.................................148-149
Range.................................................................155
Ranged Weapons...............................................44
Relics...........................................................116-119
Retreating..........................................................155
Bonds ATTRIBUTES
______________________________ Power (POW) ____ Vigor (VIG) ____ Insight (INS) ____
______________________________ Agility (AGY) ____ Intellect (IQ) ____ Charm (CHM) ____
______________________________ SKILLS
______________________________ lvl +/- lvl +/-
______________________________ Acrobatics ____ ____ Legerdemain ____ ____
______________________________ Arts ____ ____ Linguistics ____ ____
Athletics ____ ____ Marksmanship ____ ____
Failings Beast Handling ____ ____ Medicine ____ ____
______________________________ Crafts ____ ____ Melee ____ ____
______________________________ Deception ____ ____ Perception ____ ____
Discipline ____ ____ Performance ____ ____
______________________________ Empathy ____ ____ Persuasion ____ ____
______________________________ Fists ____ ____ Stealth ____ ____
Fortitude ____ ____ Survival ____ ____
Dominions Intimidation ____ ____ Technology ____ ____
______________________________ Knowledge ____ ____ Travel ____ ____
______________________________ Specialties: _______________________________________________
______________________________ _________________________________________________________
______________________________ MANIFESTATIONS
lvl +/- lvl +/-
Entitlements
Aegis ____ ____ Puppetry ____ ____
______________________________ Beckon ____ ____ Oracle ____ ____
______________________________ Journey ____ ____ Ruin ____ ____
______________________________ Minion ____ ____ Shaping ____ ____
______________________________
GIFTS DRAWBACKS
COMBAT and MISC. ________________________________________________
Initiative ______ Base Damage ______
________________________________________________
________________________________________________
Strength _________ Movement ______
________________________________________________
Lifting/Carrying _______ ARmor ______
________________________________________________
Name Check Damage ________________________________________________
_____________________________
_____________________________ 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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