Demigods Playbooks

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TANGLES

[___________________________] doesn’t get what you do, but at least they’re pretty.
❑ TIGHTENED ❑ RESOLVED
THE ARCANE
Witch, Wizard, Sorcerer, Mage: whatever you call yourself, wielding the forces of magic itself is
You have a grudging respect for [___________________________]’s skills. your game. You have cold insight into the very Weave of Fate and are adept at tweaking it to your
❑ TIGHTENED ❑ RESOLVED will. Pull on this thread, snip that frayed end, and wind it back together in the pattern you desire.

You’ve battled the supernatural shoulder to shoulder with


[___________________________] and trust them explicitly. CHARACTER NAME PRONOUNS
❑ TIGHTENED ❑ RESOLVED

Your pride has kept you from telling [___________________________] your true
feelings for them.
❑ TIGHTENED ❑ RESOLVED
DIVINE PARENT PANTHEON

[___________________________] knows the dark secret you keep locked away.


❑ TIGHTENED ❑ RESOLVED
SPINDLE
You accidentally injured [___________________________] with your powers, but
they don’t know it was your fault. What Is it:
❑ TIGHTENED ❑ RESOLVED

Why You Cared:


ADVANCEMENTS
Spend five threads to check a box and advance. You can choose them in any
order, but can only check each box once. You have to check five boxes up here BACKSTORY
before choosing advances from below the line.
Your look:
❑❑ Take +1 Prowess (max +2)
❑❑ Take +1 Mettle (max +1)
❑❑ Take +1 Awe (max +2)
❑❑ Take +1 Judgement (max +2) Informed by:
❑Take +1 Wyrd (max +3)
playbook: [______________________________________]
❑Choose a new Gift from any playbook:
playbook: [________________________________]
❑Take the Workshop from the Artisan playbook:
❑Take another move from your playbook Pantheon feels:
❑Take another move from your playbook
playbook: [________________________________________]
❑Take a move from another playbook:
❑Open a door to your Sanctum from any doorway
Mortal parents:

After you take five advances from above the line, you can take advances from
down here.
❑Take +1 Wyrd (max +4)
❑Learn three more Cantrips:
Cantrips:
1. [____________________] 2. [____________________] 3. [____________________]
❑10+ on Spellcasting no longer requires a Cost
❑Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1
❑Advance three basic moves to Godlike status
❑Advance the other two basic moves to Godlike status

DemigodsPBTA.com
ATTRIBUTES Start with these Values GIFTS choose 3 ARCANE MOVES take Spellcasting and 2 more
Prowess +0, Mettle -1, Awe +0, Judgement +1, ❑ Animal Form (harmless) ✅ Spellcasting:
Spellcasting: When you cast a spell, describe what it should do using the Effects you want and the Costs
Wyrd +2. Then add +1 to one of them. ❑ Divine Intellect you’re willing to take. Roll 2d6 + Wyrd to cast the spell. Most spells take a little time to finish. Effects
❑ Epic Armor and Costs can be chosen more than once per spell.
PROWESS ❑ Epic Steed
On a 10+ pick 2 Effects and 1 Cost.
SMITE YOUR ENEMIES ❑ Epic Weapon
On a 7-9 pick 1 Effect and 1 Cost.
❑ Familiar (harmless)
On a 6- pick 2 Costs, and the Herald will fill in the rest. (spoiler: it’s bad)
❑ Ritual Spellbook
METTLE ❑ Secret Society Membership Effects: Costs::
Costs
PERFORM UNDER PRESSURE
❑ Take another move from your playbook ❑ Cast the spell instantly ❑ Casting takes longer than usual
❑ Communicate impossibly ❑ Deal 1 Harm to an ally, ignoring armor
AWE
SWAY SOMEONE HARM ❑ Hide something ❑ Draw unwanted attention
❑ Inflict 2 Harm ❑ Take 2 Harm, ignoring armor
❑ Inflict 1 Harm to a small group ❑ Inflict collateral damage
JUDGEMENT ❑❑❑❑❑❑❑ ❑ Restrict Movement ❑ The spell ends earlier than expected
READ THE WEAVE ❑ Reveal a secret ❑ Something is hidden from you
-1 to all rolls
WYRD ❑ Cantrips:
Cantrips: You’ve mastered several basic spells ❑ Portal:
Portal: Open a noisy gateway to a familiar, sta-
BEND FATE DEATH MOVE that require little to no effort on your part. tionary, safe place on the mortal plane. It takes
Pick three harmless spells you’ve practiced to about a minute to open and will collapse after
A FRAYED KNOT perfection. They don’t require rolls. another minute. If you go somewhere unfamil-
Favor ❑ ❑ Disfavor While you are dead, your shade in the mortal iar, in motion, or dangerous roll 2d6 + Wyrd.
Wyrd.
world disperses among your Weave. Your Pick 3 Cantrips:
Cantrips:
On a 10+ your portal is precise and you can see
consciousness is present with every member ❑ Close-up magic through to the other side.
at the same time, over any distance. You can
❑ Distract On a 7-9 the portal is connected but you can’t
pass messages at will.
❑ Empathize see the other side.
❑ Illuminate or extinguish On a 6- you’re in for a treat. It goes somewhere
ACENDANCE MOVE ❑ Move small objects fun and unexpected!
❑ Lock or unlock
GIFTED: If you have a Ritual Spellbook take +1
GIFTED:
❑ Other: [_____________________]
❑❑❑ GIFTED: If you have a Familiar, it can cast your
GIFTED:
on Portal rolls.

(check a box to use, then select a consequence) cantrips.


❑ Sanctum: You have a safe, secure, isolated place
to work your mystical arts. You, your collec-
WEAVER
❑ Counterspell:
Counterspell: Roll 2d6 + Judgement to dispel tion of oddities, and the people you allow in
The threads of Fate come together for this ongoing magical effects. are untraceable while inside.
one inscrutable purpose. Pull on this thread,
On a 10+ the effect dissolves and you SPINDLE: If your sanctum is part of the Spindle,
SPINDLE:
THREADS snip that frayed end, and weave it all back to
understand it well enough to rebuild it. it has unique insights about the events of
your desire. You craft a spell of epic propor-
tions, describe the outcome. On a 7-9 the effect is shut down for the scene your Binding.

❑❑❑❑❑ Permanent Consequences:


but will reactivate eventually.
On a 6- you believe the effect has been
❑ Shields Up: When you spend a thread to reduce
❑ All spellcasting draws unwanted attn. dispelled. It has not.
GAIN A THREAD ❑ Reduce max Harm to 6 boxes GIFTED: If you have Divine Intellect, roll with
GIFTED:
Harm, you may reflect it back at the source of
that Harm.
Always Once Per Session ❑ Move Harm penalty to 3 Harm Fate’s Favor.
❑ Reduce your lowest attribute by one GIFTED: If you have Epic Armor you can reflect
GIFTED:
Roll doubles ❑ Cast a spell that damage to any target, not just the source.
❑ Investigate a mystery ❑ Take Fate’s Disfavor to SWAY mortals
Be epic ❑ Esoteric Etcetera:
Etcetera: You know things. Secret
❑ Chastise recklessness things. Dangerous things. When you PIERCE
❑ Explain how magic works After the third use of your ascendance move ❑ Rosetta Stone: When you observe a language
THE VEIL about something truly obscure take
your character ascends to their pantheon and for a few minutes you can pick it up flawlessly.
leaves the game. a +1 to the roll.
This goes for sign language, dialects, and
SPEND THREADS MAKE A NEW CHARACTER. GIFTED: If you have Secret Society Membership
GIFTED: nearly any kind of written communication.
Spend 1 Spend 5 roll with Fate’s Favor instead of the +1.
❑ The Voice:
Voice: You may use Wyrd instead of Awe
Fate’s Favor Buy an Advancement from to SWAY SOMEONE,
SOMEONE, but if you do they will
Alter the Scene your playbook eventually realize that you manipulated them
Avoid 1 Harm and will remember that.
TANGLES
You made an Epic Item for [___________________________] and they owe you.
❑ TIGHTENED ❑ RESOLVED
THE ARTISAN
The Golden Fleece, Mjölnir, and the Chandrahas are all divine creations made for the gods,
[___________________________] relies on your expertise and you have a mutual but it was the Artisan among them who crafted such wonders. You are the one who shapes the
respect. threads of Fate into works of art, weapons, armor, and devices useful to you, your Weave, and
❑ TIGHTENED ❑ RESOLVED your Pantheon. Stand back, eye protection on: it’s time to craft.

You’re head over heels for [___________________________] but you don’t think they CHARACTER NAME PRONOUNS
know.
❑ TIGHTENED ❑ RESOLVED

If [___________________________] drags you to another party you’re going to


DIVINE PARENT PANTHEON
scream.
❑ TIGHTENED ❑ RESOLVED

You and [_______________________] are on a hunt for a rare material of some kind.
❑ TIGHTENED ❑ RESOLVED SPINDLE

You confided a deep secret in [___________________________]. Will they keep it? What Is it:
❑ TIGHTENED ❑ RESOLVED

Why You Cared:


ADVANCEMENTS
Spend five threads to check a box and advance. You can choose them in any order,
but can only check each box once. You have to check five boxes up here before BACKSTORY
choosing advances from below the line.
❑❑ Take +1 Prowess (max +2)
Your look:
❑Take +1 Mettle (max +3)
❑❑ Take +1 Awe (max +1)
❑❑ Take +1 Judgement (max +2)
Informed by:
❑❑ Take +1 Wyrd (max +2)
❑Choose a new Gift from your playbook: [______________________________________]
❑Choose a new Gift from any playbook: [______________________________________]
❑Take another move from your playbook Pantheon feels:
❑Take another move from your playbook
❑Take a move from another playbook: [______________________________________]
❑Take a move from another playbook: [______________________________________]
❑Add another Facility to your Workshop Mortal parents:

After you take five advances from above the line, you can take advances from
down here.
❑Take +1 Mettle (max +4)
❑Remove a Hinderance from your Workshop
❑Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1
❑Advance three basic moves to Godlike status
❑Advance the other two basic moves to Godlike status

DemigodsPBTA.com
ATTRIBUTES Start with these Values GIFTS choose 3 ARTISAN MOVES choose 3
Prowess +1, Mettle +2, Awe -1, Judgement +0, ❑ Alchemical Texts ❑ Assistant:
Assistant: You have a mortal assistant who ❑ Deus Ex Machina:
Machina: Roll 2d6 + Judgement
Wyrd +0. Then add +1 to one of them. ❑ Automaton (harmless) is aware of the supernatural. Name and when you touch a device to project your
❑ Bottomless Bag describe them. If they die or move on from will into it. On a hit, you can control it.
PROWESS ❑ Divine Intellect your service, cross this out and take an You remain in a trance until you withdraw
SMITE YOUR ENEMIES ❑ Epic Armor advancement. or can’t touch the device.
❑ Epic Steed
❑ Epic Tools GIFTED: If you have an Automaton, it can also be
GIFTED: On a 10+ take +1 ongoing to use the object
METTLE ❑ Epic Weapon your Assistant - a tireless, self-aware machine. while inhabiting it.
PERFORM UNDER PRESSURE On a 7-9 you can use the object as if an
On
❑ Unquenchable Flame
❑ Brew Master:
Master: You carry 3 Stock. Spend Stock expert were operating it.
AWE to brew a potion in a few minutes. It must
SWAY SOMEONE HARM be consumed right away, and is single dose.
GIFTED:
IFTED: If you have Divine Intellect you retain
consciousness while inhabiting the object.
No sharesies, sorry. Spend Stock to heal that
much Harm, or brew a potion like the ones
JUDGEMENT ❑❑❑❑❑❑❑ below. Effects last for the scene. ❑ Driver:
Driver: Vehicles speak to you. They share their
READ THE WEAVE deepest hopes and dreams, and you make
-1 to all rolls
1 Stock: 2 Stock: 3 Stock: them reality. You roll with Fate’s Favor to pilot
WYRD Acute Senses Invisibility Doppleganger any vehicle from chariot to space shuttle.
BEND FATE DEATH MOVE Learn language Epic Vaccine Fly/Swim/Climb
Anti-venom Fly/Swim/Climb Breathe water
HAUNTED DOLL ❑ Mentor:
Mentor: Someone helped you get this far. Note
Favor ❑ ❑ Disfavor While you are dead, your shade in the mortal When
W hen you resupply your stock, roll 2d6 + Judgement their area of expertise (magic, artifacts, mon-
world inhabits an object or device belonging and spend a scene gathering materials. sters, etc). If they die, or you move beyond
to one of your Weave, like their cell phone, needing their help, cross out this move and
 n a 10+ refresh 3 Stock.
O take an advancement.
car, sword, or armor. Roll PROVIDE AID to
On a 7-9 refresh 2 Stock, OR take 1 Harm,
On
enhance its use while inhabiting it.
ignoring armor, to refresh 3 Stock.
❑ Workshop:
Workshop: You have a work space specific to
On a 6- take 0 to 3 Harm, and refresh that
the types of things you know how to make.
ACENDANCE MOVE amount of Stock.
Describe its attributes.
GIFTED: If you have Alchemical Texts you can
carry 5 Stock with you.
❑❑❑ Pick 3 Facilities:
❑ alchemical resupply ❑ fine tools
(check a box to use, then select a consequence)
❑ By My Own Hand:
Hand: When you SMITE with an ❑ heavy tools ❑ hidden ❑  mobile
Epic Weapon that you made you can use Met- ❑ high tech tools ❑ vast library
ARCHITECT
tle instead of Prowess
Prowess.. If you do, you must
The architecture of reality slides together Pick 2 Hindrances:
choose Exchange Harm.
and everything finally makes sense. Change ❑ dangerous to use ❑ expensive fuel
THREADS something about an object. Something big
❑ Crafty:
Crafty: When you modify a device, describe what ❑ disorganized space ❑ hunted
or small, but the object will never be the ❑ hard to get to
it should do by picking 2 Features and 2 Bugs
same. Describe how. Alternatively, this can ❑ supernatural clients show up
from the lists below. When the device has
❑❑❑❑❑ instantly craft an Epic Item out of nothing.
Permanent Consequences:
been defined roll 2d6 + Mettle.
Mettle. GIFTED:
IFTED: If you have a Bottomless Bag check
‘mobile workshop’ for free. Step into the bag
GAIN A THREAD ❑ Devices get weird around you
Features: Autonomous, Disorienting,
Distracting, Harmful, Long Range, to access your workshop.
Always Once Per Session ❑ Reduce max Harm to 6 boxes Restraining SPINDLE: If your Workshop is part of the
SPINDLE:
Roll doubles ❑ Fail a roll ❑ Move Harm penalty to 3 Harm Bugs: Collateral Damage, Loud, Messy, Hand Spindle choose an additional Facility and
❑ Make something cool ❑ Reduce your lowest attribute by one Held, Inaccurate, Needs Fuel, Vampiric Hindrance. Explain why the events of your
Be epic
❑ Explain how a device works ❑ Take Fate’s Disfavor to SWAY mortals Binding caused this.
 n a 10+ keep 2 Features and no Bugs.
O
❑ Break something you On a 7-9 keep 1 Feature and 1 Bug.
shouldn’t After the third use of your ascendance move On a 6- keep 2 Bugs, no Features,
your character ascends to their pantheon and ❑ Zoom and Enhance:
Enhance: Roll 2d6 + Mettle to
and then duck.
SPEND THREADS leaves the game.
GIFTED: If you have an Epic Tool
improve any device someone else is using for
the scene.
Spend 1 Spend 5 MAKE A NEW CHARACTER. for the job roll with Fate’s Favor. On a 10+ they get a +1 ongoing using it
Fate’s Favor Buy an Advancement from for the scene.
Alter the Scene your playbook On a 7-9 they get a +1 forward the next time
Avoid 1 Harm they use the item.
THE CELESTIAL
TANGLES
[___________________________] has seen you at your worst, disheveled and
confused.
❑ TIGHTENED ❑ RESOLVED The Celestial is the huntress, the investigator, the one peeking behind the velvet curtains.
Your destiny lies in the heavens. Whether that means the stars, the moon, the planets, or the
You’ve seen a dark future thread tangled around [___________________________] . sun, you make your rounds looking for anything out of place. Your view from on high also
❑ TIGHTENED ❑ RESOLVED gives insights into the future and the true nature of the people around you.
Secrets beware: The Celestial is watching.
You were wrong about [___________________________] and you can’t figure out
why.
❑ TIGHTENED ❑ RESOLVED CHARACTER NAME PRONOUNS

You ache for [___________________________] but have seen what will happen if you
reveal your true feelings.
❑ TIGHTENED ❑ RESOLVED
DIVINE PARENT PANTHEON

You know the secret [___________________________] keeps in their heart.


❑ TIGHTENED ❑ RESOLVED

SPINDLE
Someone in [___________________________]’s pantheon is plotting against them,
but you don’t know all the details. What Is it:
❑ TIGHTENED ❑ RESOLVED

ADVANCEMENTS Why You Cared:

Spend five threads to check a box and advance. You can choose them in any order,
but can only check each box once. You have to check five boxes up here before BACKSTORY
choosing advances from below the line.
❑❑ Take +1 Prowess (max +1) Your look:
❑❑ Take +1 Mettle (max +2)
❑❑ Take +1 Awe (max +2)
❑Take +1 Judgement (max +3)
❑❑ Take +1 Wyrd (max +2) Informed by:
❑Choose a new Gift from any playbook: [______________________________________]
❑Take another move from your playbook
❑Take another move from your playbook
❑Take a move from another playbook: [______________________________________]
Pantheon feels:
❑Take a move from another playbook: [______________________________________]
❑Add a Once Per Session thread from an unused playbook: [_____________________________]
Mortal parents:
After you take five advances from above the line, you can take advances from
down here.
❑Take +1 Judgement (max +4)
❑Erase one check mark on your Ascendance Move, but not the Consequence
❑Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1
❑Advance three basic moves to Godlike status
❑Advance the other two basic moves to Godlike status

DemigodsPBTA.com
ATTRIBUTES Start with these Values GIFTS choose 3 CELESTIAL MOVES choose 3
Prowess -1, Mettle +0, Awe +1, Judgement +2, ❑ Animal Companion (2 Harm) ❑ Black Hole Stun:
Stun: Roll 2d6 + Awe to overwhelm ❑ Read The Stars:
Stars: Take a +1 on all
Wyrd +0. Then add +1 to one of them. ❑ Cloak of Wisdom a mortal’s mind with the infinite vastness PIERCE THE VEIL rolls.
❑ Divine Presence of the stellar background, assuring honest
GIFTED:
IFTED: If you have Third Eye, roll with Fate’s
PROWESS ❑ Epic Armor answers to your questions. After they answer
Favor instead of the +1.
SMITE YOUR ENEMIES ❑ Epic Ranged Weapon your questions they’ll most likely pass out.
❑ Epic Steed
❑ Third Eye On
O n a 10+ you can ask any two questions. ❑ Tracker:
Tracker: Roll 2d6 + Judgement when you divine
METTLE ❑ Psychometry On a 7-9 you can ask any one question.
On someone’s movements through signs and
PERFORM UNDER PRESSURE On a 6- they either pass out or run for their life,
On
❑ Soundless Movement portents. If you have something important to
as far as they can go. the quarry take a +1 to your roll.
AWE
SWAY SOMEONE HARM GIFTED:
IFTED: If you have Divine Presence, on a hit On
O n a 10+ you see into the near future and know
ask an extra question. where they’ll be in an hour.
On a 7-9 you know where they are right now,
On
JUDGEMENT ❑❑❑❑❑❑❑ ❑ Eclipse:
Eclipse: When you remain still you fade from and where they’ve been recently.
READ THE WEAVE mortal perception. People can even bump On a 6- you get a vague idea of where they’ve
-1 to all rolls
into you and not notice, until you make your been recently, but it’ll take some old fash-
WYRD move. ioned legwork to find out more.
BEND FATE DEATH MOVE GIFTED:
IFTED: If you have an Animal Companion it
ONE STEP BEYOND ❑ Fight Smarter:
Smarter: You may use Judgement instead can track while you’re doing something else.
Favor ❑ ❑ Disfavor While you are dead, the veil is truly torn back
of Prowess when rolling SMITE YOUR
from your senses. Your shade in the mortal ENEMIES,, but may not pick Protect Yourself
ENEMIES
❑ Trusted Advisor:
Advisor: Give an additional +1 if you’re
world treats a PIERCE THE VEIL 6- as a or Crush Them from the SMITE options.
able to PROVIDE AID through ideas or
7-9, and a 7-9 as a 10+. You may also ask an insight instead of physical actions.
additional question from the list. ❑ Longview:
Longview: You are able to look across vast dis-
GIFTED: If you have a Cloak of Wisdom roll
GIFTED:
tances with perfect clarity, assuming nothing
PROVIDE AID with Fate’s Favor.
is blocking your line of sight.
ACENDANCE MOVE
SPINDLE: If you look out from the Spindle, you
SPINDLE: ❑ Oracle:
Oracle: Describe what you want to
are able to see and hear through the senses see in the near future or recent past,
❑❑❑ of anyone in your Weave, wherever they are, if
they allow it.
and roll 2d6 + Judgement.
Judgement.
(check a box to use, then select a consequence) On a 10+ the vision is mostly clear, and gives
insightful direction. Take a +1 ongoing when
ORACLE ❑ One Shot:
Shot: When attacking someone you know following the signs.
The stars align as every strand spools to have committed a morally repugnant On a 7-9 the portents are muddy but the general
On
out before you. Step calmly through the crime, you don’t miss. Curve the bullet, bank idea is clear. Take +1 forward on the next part
THREADS mayhem, predicting every twitch and gust of your arrow, whatever it takes. Roll to SMITE
YOUR ENEMIES but treat a 6- as a 7-9 result.
of your plan.
wind to set things back on the course you’ve On a 6- you still receive some direction, but the
determined is correct. All this has happened GIFTED:
IFTED: If you have an Epic Ranged Weapon Herald should litter it with confusion and
❑❑❑❑❑ before, and will happen again, but this time
you’re in control.
you may choose to restrain the target instead
of Exchanging Harm.
dread.

GAIN A THREAD Permanent Consequences:


Always Once Per Session ❑ 13+ on PIERCE THE VEIL deals 1 Harm
❑ Reduce max Harm to 6 boxes
Roll doubles ❑ Reveal the truth
❑ Move Harm penalty to 3 Harm
Be epic ❑ Track someone down
❑ Reduce your lowest attribute by one
❑ Present a new perspective
❑ Take Fate’s Disfavor to SWAY mortals
❑ Pass judgment on
someone
After the third use of your ascendance move
SPEND THREADS your character ascends to their pantheon
and leaves the game.
Spend 1 Spend 5
MAKE A NEW CHARACTER.
Fate’s Favor Buy an Advancement from
Alter the Scene your playbook
Avoid 1 Harm
THE ELEMENTAL
TANGLES
You are fascinated by [___________________________]’s charismatic way with
people.
❑ TIGHTENED ❑ RESOLVED The Elemental embodies a specific element and is in a constant struggle between their
mortal and primordial natures. Often relating better to your element than humanity, you
[___________________________]’s manner is a complete mystery to you. occasionally find yourself on the wrong end of a social interaction.
❑ TIGHTENED ❑ RESOLVED
Pick an element to control like Air, Earth, Fire, Water, or something else. You cannot be
injured by an element you’ve mastered and can manipulate it in basic ways.
You accidentally injured [___________________________] with your element.
❑ TIGHTENED ❑ RESOLVED

CHARACTER NAME PRONOUNS


You got close to [___________________________] but it fell apart after a
misunderstanding.
❑ TIGHTENED ❑ RESOLVED

DIVINE PARENT PANTHEON


You rely on [___________________________] to be your “elemental whisperer”,
clarifying for you when you’re not making sense.
❑ TIGHTENED ❑ RESOLVED

SPINDLE
You’ve tussled with [___________________________] and respect their abilities.
❑ TIGHTENED ❑ RESOLVED
What Is it:

Why You Cared:


ADVANCEMENTS
Spend five threads to check a box and advance. You can choose them in any order,
but can only check each box once. You have to check five boxes up here before BACKSTORY
choosing advances from below the line.
❑Take +1 Prowess (max +3) Your look:
❑❑ Take +1 Mettle (max +2)
❑❑ Take +1 Awe (max +2)
❑❑ Take +1 Judgement (max +1)
❑❑ Take +1 Wyrd (max +2)
Informed by:
❑Choose a new Gift from any playbook: [______________________________________]
❑Take another move from your playbook
❑Take another move from your playbook Pantheon feels:
❑Take a move from another playbook: [______________________________________]
❑Take a move from another playbook: [______________________________________]
❑Take an Epic Shield
Mortal parents:
After you take five advances from above the line, you can take advances from
down here.
❑Take +1 Prowess (max +4)
❑Creatures that should be immune to your element are not immune when you wield it
❑Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1
❑Advance three basic moves to Godlike status
❑Advance the other two basic moves to Godlike status

DemigodsPBTA.com
ATTRIBUTES Start with these Values GIFTS choose 3 ELEMENTAL MOVES choose 3
Prowess +2, Mettle +1, Awe +0, Judgement -1, ❑ Divine Speed ❑ Avatar Of Destruction:
Destruction: You can wreathe yourself ❑ Rush In:
In: Roll 2d6 + Mettle to charge your ene-
Wyrd +0. Then add +1 to one of them. ❑ Elemental Familiar(2 Harm) in your element but the collateral damage my, crossing the battlefield in the blink
❑ Epic Armor is a constant danger as everything within of an eye.
PROWESS ❑ Epic Shield arm’s reach is continuously pummeled. Deal
On
O n a 10+ your enemy is stunned, letting the next
SMITE YOUR ENEMIES ❑ Epic Steed 2 Harm to anything and anyone near you
❑ Epic Weapon person to SMITE them roll with Fate’s Favor.
while you maintain the effect. Take 2 Harm to
❑ Master Another Element On a 7-9 you and your enemy are stunned from
On
METTLE ❑ Produce Element
start the effect, and 2 more Harm to end it,
the impact. Give a +1 to the next person to
PERFORM UNDER PRESSURE ignoring armor in both cases.
❑ Take a Move from the Warrior playbook SMITE them, but it can’t be you.
On a 6- you’re off target and find yourself in a
AWE ❑ Cataclysm:
Cataclysm: Roll 2d6 + Wyrd to pull the world tight spot.
SWAY SOMEONE HARM down around your ears. A column of fire, an
GIFTED:
IFTED: If you have Divine Speed, you can
earthquake, violent bursting pipes - you wreak
inflict 2 Harm on a hit.
havoc on everything within 10 meters of you.
JUDGEMENT ❑❑❑❑❑❑❑ Collateral damage is guaranteed and you will
READ THE WEAVE ❑ Safe Passage:
Passage: You can travel safely through your
pay a cost.
-1 to all rolls element. You can go any distance as long as
WYRD On
O n a 10+ everyone in range takes 6 Harm. You your element is uninterrupted. If it’s just you,
BEND FATE DEATH MOVE take 2 Harm, ignoring armor.
On a 7-9 everyone in range takes 4 Harm. You
On
you don’t need to roll. Roll 2d6 + Mettle to
bring your friends.
DEAD AIR take 2 Harm, ignoring armor.
Favor ❑ ❑ Disfavor  n a 10+ you get everyone there, no problem.
O
While you are dead, your shade in the mortal On a 6- everyone in range takes 2 Harm You
On
On a 7-9 everyone but you takes 1 Harm, but
world can manipulate your element in an- take 2 Harm, ignoring armor. Ask the Herald
you all get there.
noying and occasionally useful ways. You can how the effect goes out of control.
On a 6- you arrive stunned for a moment, and
On
use PERFORM UNDER PRESSURE to affect GIFTED:
IFTED: If you have an Epic Shield, you take 1 all of you take 2 Harm, ignoring armor.
your environment in some way.
less Harm.
GIFTED: If you have an Epic Steed, you roll with
GIFTED:
Fate’s Favor.
ACENDANCE MOVE ❑ Fire Talk With Me:
Me: You can PIERCE THE VEIL
with Fate’s Favor if the subject has been SPINDLE: If you leave from the Spindle, it is al-
SPINDLE:
in direct contact with your element. The ways considered to be connected to a nearby
❑❑❑ information will be relative, however. A gust
of wind can’t tell you their phone number, but
source of your element.
(check a box to use, then select a consequence)
it might remember what they smoked, or part ❑ Swipe Left:
Left: Roll 2d6 + Prowess to fling a
of a conversation. small group of enemies out of your way.
TEMPEST Collateral damage isn’t just a philosophy,
You embody your element completely as it’s a way of life!
❑ Good With Animals:
Animals: People might confound
your humanity fades to the background and
you, but animals are nice. You can converse On
O n a 10+ deal 2 Harm to everyone in the group,
THREADS you become capable of incredible feats.
with animals native to your element. They’re knocking them prone.
Become the flame, bend the wind to your
likely to do as you ask, but roll 2d6 + Mettle On a 7-9 you knock them prone but
will, part the waves, or shake the earth. You
instead of Awe if you need to SWAY an ani- they’re unharmed.
❑❑❑❑❑ are the master of your domain.
Permanent Consequences:
mal native to your element.
GIFTED:
G IFTED: If you have an Epic Weapon,
GAIN A THREAD ❑ Must pick Exchange Harm when you ❑ I, Of The Storm:
Storm: When using your element to
you may choose one option from
SMITE YOUR ENEMIES.
ENEMIES.
Always Once Per Session SMITE YOUR ENEMIES intimidate take +1 to SWAY SOMEONE,
SOMEONE, but
Roll doubles ❑ Cause collateral damage ❑ Reduce max Harm to 6 boxes you’re not likely to be friends afterward.
❑ Say something awkward ❑ Move Harm penalty to 3 Harm
Be epic
❑ Put your element on display ❑ Reduce your lowest attribute by one
❑ Rub Some Dirt On It:
It: Roll 2d6 + Mettle to bind
❑ Describe your element ❑ Take Fate’s Disfavor to SWAY mortals
up wounds. Cauterize it, wash it, seal it with
in wonder dirt - whatever works for you, then tell them
After the third use of your ascendance move
to walk it off.
SPEND THREADS your character ascends to their pantheon
and leaves the game. On
O n a 10+ two people each heal 2 Harm.
Spend 1 Spend 5
On a 7-9 two people each heal 1 Harm.
On
MAKE A NEW CHARACTER.
Fate’s Favor Buy an Advancement from
GIFTED:
IFTED: If you have Produce Element you can
Alter the Scene your playbook
heal all nearby Weave members.
Avoid 1 Harm
THE MUSE
TANGLES
[___________________________] would be a hit at parties if they’d just listen to your
advice.
❑ TIGHTENED ❑ RESOLVED The talent producers, You make everyone look good,
The too smooth seducers, Especially yourself.
You’ve made out with [___________________________] but there’s no real The ones who take home The kingmaker, the shot taker,
connection there. Anyone but losers; You invented top shelf.
❑ TIGHTENED ❑ RESOLVED

[___________________________] knows about that thing you did, that one time.
❑ TIGHTENED ❑ RESOLVED CHARACTER NAME PRONOUNS

[___________________________]‘s cynical outlook is exhausting for you.


❑ TIGHTENED ❑ RESOLVED

DIVINE PARENT PANTHEON


You learned about [___________________________]’s greatest ambition. Are you
encouraging them to follow up on it?
❑ TIGHTENED ❑ RESOLVED

SPINDLE
[___________________________] is your best friend and keeps you level when you
get full of yourself. What Is it:
❑ TIGHTENED ❑ RESOLVED

ADVANCEMENTS Why You Cared:

Spend five threads to check a box and advance. You can choose them in any order,
but can only check each box once. You have to check five boxes up here before
BACKSTORY
choosing advances from below the line.
❑❑ Take +1 Prowess (max +1) Your look:
❑❑ Take +1 Mettle (max +2)
❑Take +1 Awe (max +3)
❑❑ Take +1 Judgement (max +2)
❑❑ Take +1 Wyrd (max +2) Informed by:
❑Choose a new Gift from any playbook: [______________________________________]
❑Take another move from your playbook
❑Take another move from your playbook
❑Take a move from another playbook: [______________________________________] Pantheon feels:
❑Take a move from another playbook: [______________________________________]
❑Take on a mortal protege/assistant devoted to you
❑Take #OutfitOfTheDay from the Trickster playbook
Mortal parents:

After you take five advances from above the line, you can take advances from
down here.
❑Take +1 Awe (max +4)
❑Take the Celebrity and/or Wealth Gifts, if you don’t have them already
❑Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1
❑Advance three basic moves to Godlike status
❑Advance the other two basic moves to Godlike status

DemigodsPBTA.com
ATTRIBUTES Start with these Values GIFTS choose 3 MUSE MOVES choose 3
 rowess -1, Mettle +0, Awe +2, Judgement +0,
P ❑ Aura of Inspiration ❑ #Blessed:
#Blessed: Things just work out for you. There’s ❑ Short Skirt, Long Jacket:
Jacket: Roll 2d6 + Wyrd to
Wyrd +1. Then add +1 to one of them. ❑ Celebrity always a parking spot right out front, a table blend into nearly any social environment.
❑ Divine Charm ready, and your name is definitely on the VIP
On
O n a 10+ employees assume you work there,
PROWESS ❑ Epic Armor list. If there’s a mortal inconvenience in the
partygoers remember meeting you some-
SMITE YOUR ENEMIES ❑ Epic Instrument narrative, let the Herald know how it works
❑ Epic Steed where. You definitely belong here.
itself out. Any attack that only deals 1 Harm
❑ Epic Weapon On a 7-9 you’ll need to pick up some slack.
METTLE ❑ Perfect Focus
(before armor) misses you every time.
Describe what you do to make it look like you
PERFORM UNDER PRESSURE belong here.
❑ Wealth
❑ Entourage:
Entourage: You have a group of loyal staff. On a 6- you’re dragged into some drama or obli-
On
AWE Describe whether these four or five people gation unless you want to blow your cover.
SWAY SOMEONE HARM are actually your friends, or just employees.
They know your industry well and can get a ❑ The “I” In Team:
Team: You may roll Awe instead of
lot done for you. Tangles when using the PROVIDE AID move.
JUDGEMENT ❑❑❑❑❑❑❑ If you do, on a hit they get an additional +1 on
READ THE WEAVE GIFTED:
IFTED: If you have Wealth and/or Celebrity this
top of the AID result.
-1 to all rolls group is a small business of 20-30 people. If
WYRD you have both it’s more like 50. GIFTED:
IFTED: If you have Aura of Inspiration, they
BEND FATE DEATH MOVE gain a Thread on any hit, not just 10+.
❑ Fascinate:
Fascinate: Roll 2d6 + Awe when making eye
EXQUISITE CORPSE
contact with a mortal to create a minor ❑ Turn It Up:
Up: Any party or performance you take
Favor ❑ ❑ Disfavor While you are dead, your shade in the mortal hypnotic effect. part in is cranked up to eleven. Food and
world can still use the PROVIDE AID move, drink doesn’t run out until the scene ends. If
but without any of the benefits your playbook On
O n a 10+ you can look away and move around.
you want to ward the party against violence
may provide. They remain still, watching you. It ends if you
roll 2d6 + Wyrd.
Wyrd. You can only ward a particu-
break line of sight or anyone touches them.
lar party once.
On a 7-9 you must maintain eye contact, but
On
they can’t move or look away unless someone On
O n a 10+ no one can commit violence at the
ACENDANCE MOVE touches them. party until you leave, or for the duration of
the scene.
On a 7-9 you can quell an immediate danger or
❑❑❑ ❑ Influencer:
Influencer: You can roll SWAY SOMEONE
when speaking to an audience, even through fight, but it won’t last.
(check a box to use, then select a consequence) mass media. This does not work with text or GIFTED:
IFTED: If you have an Epic Instrument you can
still images though, only video can convey make an ad-hoc party almost anywhere with
CONTENT CREATOR your power. just a few people if they’re into it.
You reach into the hearts of everyone present
SPINDLE: If you ward a party at the Spindle,
SPINDLE:
and lay bare their emotions. While they ex- ❑ Protégé:
Protégé: You’ve taken a mortal under your wing. treat a 6- like a 7-9, and a 7-9 like a 10+.
THREADS perience perfect empathy, you can see each You help them with their career, and they
person’s greatest desire or goal. Choose one would do almost anything for you. If they die,
of them and will it into being - a great play, a ❑ Woke Up Like This:
This: Take +1 when you roll to
move on, or lose faith in you, cross out this
❑❑❑❑❑ painting - you make it real.
Permanent Consequences:
move and take an Advancement.
SWAY SOMEONE.
SOMEONE.
GIFTED:
IFTED: If you have Divine Charm, roll with
GAIN A THREAD ❑ Mortals flock to you for autographs
Fate’s Favor instead of the +1.
Always Once Per Session ❑ Reduce max Harm to 6 boxes
Roll doubles ❑ Throw a party ❑ Move Harm penalty to 3 Harm
❑ Take the spotlight ❑ Reduce your lowest attribute by one
Be epic
❑ Urge someone to greatness ❑ Take Fate’s Disfavor to SWAY mortals
❑ Help someone
accomplish a goal After the third use of your ascendance move
your character ascends to their pantheon
SPEND THREADS and leaves the game.
Spend 1 Spend 5 MAKE A NEW CHARACTER.
Fate’s Favor Buy an Advancement from
Alter the Scene your playbook
Avoid 1 Harm
THE REAPER
TANGLES
You had a vision of [___________________________]’s death. Describe how, but not
where or when.
❑ TIGHTENED ❑ RESOLVED No one understands death and dying the way you do. A Reaper is not a killer though—your
job starts after the killing is done. You’re a guide for those who are ready to pass beyond this
You escorted [___________________________]’s family member to their afterlife. world. You’ve been consumed with thoughts of the dead for as long as you can remember,
❑ TIGHTENED ❑ RESOLVED either as morbid fascination, or with a lust for life that fuels endless revelry. Whether they
fear you or not, death comes for everyone in the end.
You bartered with another Reaper for [___________________________]’s life and
won. How did they die that time?
❑ TIGHTENED ❑ RESOLVED CHARACTER NAME PRONOUNS

You and [___________________________] have thrown some epic parties together.


❑ TIGHTENED ❑ RESOLVED

DIVINE PARENT PANTHEON


[___________________________] ignored your premonition and has the scars to
prove it.
❑ TIGHTENED ❑ RESOLVED

SPINDLE
You have feelings for [___________________________] but haven’t made your
move yet. What Is it:
❑ TIGHTENED ❑ RESOLVED

Why You Cared:


ADVANCEMENTS
Spend five threads to check a box and advance. You can choose them in any order,
but can only check each box once. You have to check five boxes up here before BACKSTORY
choosing advances from below the line.
❑❑ Take +1 Prowess (max +2) Your look:
❑❑ Take +1 Mettle (max +1)
❑❑ Take +1 Awe (max +2)
❑Take +1 Judgement (max +3)
❑❑ Take +1 Wyrd (max +2) Informed by:
❑Choose a new Gift from any playbook: [______________________________________]
❑Take another move from your playbook
❑Take another move from your playbook
Pantheon feels:
❑Take a move from another playbook: [______________________________________]
❑Take a move from another playbook: [______________________________________]
❑If you have an Animal Form, it can do 2 Harm now
Mortal parents:
After you take five advances from above the line, you can take advances from
down here.
❑Take +1 Judgement (max +4)
❑Gain the Boatman’s Bribe. Spend it to bring back someone who just died, and erase the mark. You
can retake this Gift, as long as it’s unmarked
❑Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1
❑Advance three basic moves to Godlike status
❑Advance the other two basic moves to Godlike status

DemigodsPBTA.com
ATTRIBUTES Start with these Values GIFTS choose 3 REAPER MOVES choose 3
Prowess +0, Mettle -1, Awe +1, Judgement +2, ❑ Animal Form (harmless) ❑ Ask Questions Later:
Later: Roll 2d6 + Awe to ask a ❑ Part the Veil:
Veil: It’s easy for you to send the recent-
Wyrd +0. Then add +1 to one of them. ❑ Aura of Dread dead person a question. You may not call ly departed off to their appropriate afterlives,
❑ Book of the Dead on the same person twice. This works best if but this move lets you visit any belief system’s
PROWESS ❑ Cloak of Obscurement you have the person’s body, but if you need land of the dead, whenever you like. This
SMITE YOUR ENEMIES ❑ Epic Armor to do it by remote (if they’re long dead, for just works if you’re alone. If you’re bringing
❑ Epic Steed instance) roll with Fate’s Disfavor. friends, roll 2d6 + Wyrd.
Wyrd.
❑ Epic Weapon
METTLE ❑ Mostly Dead On
O n a 10+ you may ask them 2 questions. On
O n a 10+ you and your friends wind up at the
PERFORM UNDER PRESSURE On a 7-9 you may ask 1 question. entrance together.
❑ Take a Move from the Muse playbook
On a 6- you may take 1 Harm to ask 1 question, On a 7-9 choose:
On
AWE or choose to let it go.
SWAY SOMEONE HARM ❑ You’re separated from your Weave
GIFTED:
IFTED: If you are Mostly Dead, you treat a 7-9 ❑ You’re all in the wrong underworld
as a 10+. ❑ You just alerted half the underworld to
JUDGEMENT ❑❑❑❑❑❑❑ your arrival
READ THE WEAVE ❑ Best of Seven:
Seven: You are able to challenge anyone On a 6- brace yourself. This handbasket is way
-1 to all rolls
to a contest of skill that can’t rely entirely on off course.
WYRD luck. Set terms (to the death, wagers, etc),
BEND FATE DEATH MOVE and if they agree, you will both be held to the ❑ What Has Been:
Been: Roll 2d6 + Judgement to de-
ON A PALE HORSE contest. Never go in against a Reaper when termine someone’s guilt on a specific matter,
Favor ❑ ❑ Disfavor death is on the line. or their deepest regret. Make your accusation
While you are dead, your shade in the mortal and weigh their soul.
world is able to phase between corporeal
and incorporeal states. You cannot use any ❑ In The Balance:
Balance: Ask an injured person for a On
O n a 10+ you know if they are guilty of the
of your moves or gifts, but you are physically trade: a drink, a kiss, a prayer, or something accusation made.
present with your Weave and must remain else. If they accept, roll 2d6 + Awe.
Awe. On a 7-9 you get a sense of their guilt, but
with at least one of them at all times. On
O n a 10+ they heal 3 Harm. nothing specific.
On a 7-9 they heal 3 Harm and you take 1 Harm, GIFTED:
IFTED: If you have a Book of the Dead, you will
ACENDANCE MOVE ignoring armor. also have a clear idea of the best way to help
On a 6- they heal 2 Harm and you take 1 Harm, this person clear their conscience.
ignoring armor.
❑❑❑ SPINDLE: If you offer and complete the trade at
SPINDLE: ❑ What Will Be:
Be: Stun a small group as their lives
(check a box to use, then select a consequence) the Spindle, they heal 2 more Harm. flash before their eyes. Roll 2d6 + Judgement.
Judgement.

HARBINGER On
O n a 10+ the group is stunned for the scene,
❑ Lust for Life:
Life: You’re the kind of Reaper who pondering their own mortality unless some-
You are become Death, immortal chooser turns peoples’ dread of death into appre- one interferes with them.
of the slain. For this moment you are imper-
THREADS vious to Harm. Wade through the mayhem
ciation for the time they have left. Anyone On a 7-9 the group is stunned until interfered
joining you for a drink, smoke, or some other with, or a minute passes.
and raise fallen allies to live again. This party celebration will heal 1 Harm during your
isn’t over until you say it’s over. GIFTED: If you are in Animal Form, the
GIFTED:
❑❑❑❑❑ Permanent Consequences:
first toast. If they give you a gift (a drink, a
promise, food—you decide if it’s something
weak-minded are likely to flee from your
presence.
you want) they heal 2 Harm instead.
GAIN A THREAD ❑ You see spirits of the dead all the time
Always Once Per Session ❑ Reduce max Harm to 6 boxes GIFTED:
IFTED: If you have Aura of Dread, you can
❑ Whirlwind:
Whirlwind: You may choose to roll with Judge-
❑ Move Harm penalty to 3 Harm switch it to Celebration or Dread at will.
Roll doubles ❑ Save a life ment instead of Prowess to SMITE YOUR
❑ Reduce your lowest attribute by one ENEMIES,, however this will incur collateral
ENEMIES
Be epic ❑ Throw a party ❑ Take Fate’s Disfavor to SWAY mortals
❑ Make morbid remarks damage, and you can’t select the Protect
❑ Ease someone’s suffering Yourself option.
After the third use of your ascendance move
your character ascends to their
pantheon and leaves the game. ❑ You See Dead People:
People: Everywhere you go, the
SPEND THREADS spirits of those who haven’t moved on are
MAKE A NEW CHARACTER. visible to you. When you PIERCE THE VEIL
Spend 1 Spend 5
you may direct your questions directly to any
Fate’s Favor Buy an Advancement from
spirits present.
Alter the Scene your playbook
Avoid 1 Harm
TANGLES
[___________________________] caught you in a lie one time and earned your respect.
❑ TIGHTENED ❑ RESOLVED
THE TRICKSTER
In most cultures Tricksters are teachers and guides. Whether your parent was someone like
You and [___________________________] pulled a hellish prank that one time. Will Coyote, Loki, or Ārohirohi you advise, hint, and cajole to bring these mortals enlightenment.
it come back to bite you? Tricksters are not always funny gods, but you do see the world differently from most everybody
❑ TIGHTENED ❑ RESOLVED
else. You will do almost whatever it takes to achieve your goals. This is lucky when your friends
want the same things you do, and awkward when they don’t.
You just can’t resist pushing [___________________________]’s buttons.
❑ TIGHTENED ❑ RESOLVED

You ticked off [___________________________]’s pantheon but they don’t know it CHARACTER NAME PRONOUNS
was you.
❑ TIGHTENED ❑ RESOLVED

[___________________________] will make an excellent shield when the trouble DIVINE PARENT PANTHEON
finally comes down.
❑ TIGHTENED ❑ RESOLVED

It seems like [___________________________] understands why you do what you do. SPINDLE
You’ll have to keep an eye on them.
❑ TIGHTENED ❑ RESOLVED What Is it:

ADVANCEMENTS Why You Cared:

Spend five threads to check a box and advance. You can choose them in any order,
but can only check each box once. You have to check five boxes up here before BACKSTORY
choosing advances from below the line.
❑❑ Take +1 Prowess (max +2) Your look:
❑❑ Take +1 Mettle (max +2)
❑❑ Take +1 Awe (max +2)
❑❑ Take +1 Judgement (max +1)
❑Take +1 Wyrd (max +3)
Informed by:
❑Choose a new Gift from any playbook: [______________________________________]
❑Take another move from your playbook
❑Take another move from your playbook
Pantheon feels:
❑Take a move from another playbook: [______________________________________]
❑Take a move from another playbook: [______________________________________]
❑Take #Blessed from the Muse playbook
Mortal parents:
After you take five advances from above the line, you can take advances from
down here.
❑Take +1 Wyrd (max +4)
❑Take Cantrips from the Arcane playbook
❑Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1
❑Advance three basic moves to Godlike status
❑Advance the other two basic moves to Godlike status

DemigodsPBTA.com
ATTRIBUTES Start with these Values GIFTS choose 3 TRICKSTER MOVES choose 3
Prowess +0, Mettle +0, Awe +1, Judgement -1, ❑ Animal Form (harmless) ❑ #OutfitOfTheDay:
#OutfitOfTheDay: You’re always dressed and ❑ Oh You Mean This Gate Key:Key: You are able to
Wyrd +2. Then add +1 to one of them. ❑ Epic Armor styled the way you want to be. Your hair, produce a small object which is useful in
❑ Epic Steed makeup, and clothes morph to be perfect for the immediate situation, but is not 100%
PROWESS ❑ Epic Weapon the given occasion. Casual or formal is up to correct, and only works once. For example, a
SMITE YOUR ENEMIES ❑ Magical Resistance you. If you try to mimic a recognizable uni- key which opens the door but jams the lock,
❑ Mimicry form or outfit, it will look mostly convincing, an ID badge that works if you don’t look too
❑ Prestidigitation
METTLE ❑ Puzzle Device
but always be slightly off in some small detail. closely, or a swipe card that goes blank after
PERFORM UNDER PRESSURE use.
❑ Silver Tongue GIFTED:
IFTED: If you have Mimicry, you may use
this ability to resemble a specific person GIFTED:
IFTED: If you have a Puzzle Box, the object
AWE and their outfit. works perfectly the first time, no glitches.
SWAY SOMEONE HARM The object can be used two more times after
❑ Fake News:
News: When telling half-truths or outright that, but no promises on the result. Roll
JUDGEMENT ❑❑❑❑❑❑❑ lies take a +1 to SWAY SOMEONE.
SOMEONE. PERFORM UNDER PRESSURE when you
use it again.
READ THE WEAVE GIFTED: If you have a Silver Tongue, roll with
GIFTED:
-1 to all rolls
Fate’s Favor instead of the +1.
WYRD ❑ Takes One To Know One:
One: Roll Wyrd instead
BEND FATE DEATH MOVE ❑ Larceny:
Larceny: Take +1 when rolling PERFORM
of Judgement to PIERCE THE VEIL with
a person.
EVEN NOW UNDER PRESSURE to sneak, pick locks,
Favor ❑ ❑ Disfavor While you are dead, your shade in the mortal
or generally get away with something you
❑ The Hard Way:
Way: When you present a course of
world is deftly able to annoy people. Some- shouldn’t be doing.
action to your Weave you don’t need to roll
times your actions might even be construed GIFTED:
IFTED: If you have Prestidigitation roll with SWAY SOMEONE.
SOMEONE. Each member can choose
as helpful. Tie shoelaces together, swing Wyrd instead of the +1. to take 1 Harm (ignoring armor) to receive +1
the door the wrong way, catch a gun in its ongoing while pursuing your plan. That Harm
holster. You put the heist in poltergeist. can’t be healed until you sleep, which also
❑ Location, Location, Location:
Location: Perform a small
ritual to travel instantly to any person or place ends the +1 ongoing.
ACENDANCE MOVE you know. Describe the ritual, such as drinking SPINDLE: If you present your course of action at
SPINDLE:
tea, three running strides, clicking your heels the Spindle, you can choose to take 2 Harm,
together, or something along those lines.
❑❑❑ ignoring armor, to provide the +1 ongoing.
This is in place of the 1 Harm each member
(check a box to use, then select a consequence) would take. It can’t be healed until you sleep.
❑ Nothing To See Here:
Here: When leaving the scene
of your own hijnks, people don’t notice you.
BAIT AND SWITCH
You’re not invisible, but everyone seems to ❑ What’s That Over There:
There: You may use Awe in-
Why would you ever want to be the center of have bigger things on their minds. stead of Prowess to SMITE YOUR ENEMIES,
ENEMIES,
attention? Your Ascendance move lets you
THREADS use someone else’s Ascendance. You can
GIFTED: If you are in Animal Form take a souve-
GIFTED: but you can’t choose Exchange Harm if you do.

either mimic it and control it yourself, or nir with you. It’s usefulness will be clear later.
let someone else use theirs on your dime.
❑❑❑❑❑ Wouldn’t it be a shame if the wrong person
was blamed?
GAIN A THREAD Permanent Consequences:
Always Once Per Session
❑ Fate’s Disfavor on PIERCE THE VEIL
Roll doubles ❑ Trick someone ❑ Reduce max Harm to 6 boxes
Be epic ❑ Cause a distraction ❑ Move Harm penalty to 3 Harm
❑ Tell an unnecessary lie ❑ Reduce your lowest attribute by one
❑ Teach someone a lesson ❑ Take Fate’s Disfavor to SWAY mortals

After the third use of your ascendance


SPEND THREADS move your character ascends
Spend 1 Spend 5 to their pantheon and
Fate’s Favor Buy an Advancement from leaves the game.
Alter the Scene your playbook MAKE A NEW CHARACTER.
Avoid 1 Harm
TANGLES
[___________________________] seems oblivious to the natural world.
❑ TIGHTENED ❑ RESOLVED
THE VERDANT
The Verdant in every pantheon is the reason things grow. You are the steward of fertility,
You’ve had an on-again / off-again relationship with [___________________________] vitality, and life. As an avatar of nature, you’re very substance is able to grow and change as
for a while now. Why isn’t it working? needed. Whether shifting shape, talking to trees, or healing wounds, you adapt and face down
❑ TIGHTENED ❑ RESOLVED any threat. Life finds a way.

You and [_____________________] pulled off a newsworthy bit of destructive eco-activism.


❑ TIGHTENED ❑ RESOLVED
CHARACTER NAME PRONOUNS

You can always count on [___________________________] when it’s time to party.


❑ TIGHTENED ❑ RESOLVED

[___________________________] could learn something from connecting with the DIVINE PARENT PANTHEON
wilds. Will you show them the way?
❑ TIGHTENED ❑ RESOLVED

You can’t seem to wrap your head around [___________________________] and you’re SPINDLE
not sure you want to.
❑ TIGHTENED ❑ RESOLVED What Is it:

ADVANCEMENTS Why You Cared:

Spend five threads to check a box and advance. You can choose them in any order,
but can only check each box once. You have to check five boxes up here before
BACKSTORY
choosing advances from below the line.
❑❑ Take +1 Prowess (max +2) Your look:
❑Take +1 Mettle (max +3)
❑❑ Take +1 Awe (max +1)
❑❑ Take +1 Judgement (max +2)
❑❑ Take +1 Wyrd (max +2) Informed by:
❑Choose a new Gift from any playbook: [______________________________________]
❑Take another move from your playbook
❑Take another move from your playbook
❑Take a move from another playbook: [______________________________________] Pantheon feels:
❑Take a move from another playbook: [______________________________________]
❑Take Divine Might from the Warrior playbook
❑Heal 1 more Harm when using Regrowth
Mortal parents:

After you take five advances from above the line, you can take advances from
down here.
❑Take +1 Mettle (max +4)
❑Choose a rote form for Shapechanger. You can always change into that form as if you rolled a 10+.
It will always have the same two options.
❑Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1
❑Advance three basic moves to Godlike status
❑Advance the other two basic moves to Godlike status

DemigodsPBTA.com
ATTRIBUTES Start with these Values GIFTS choose 3 VERDANT MOVES choose 3
 rowess +1, Mettle +2, Awe -1, Judgement +0,
P ❑ Adaptable ❑ Beastmaster:
Beastmaster: Gain two Animal Companions ❑ Secret Garden:
Garden: You have access to a hidden
Wyrd +0. Then add +1 to one of them. ❑ Animal Companion (2 Harm) (2 Harm) and an Epic Steed. green space. It’s tucked away in a pocket
❑ Divine Constitution plane of existence and is only accessible by
GIFTED: If you already have an Animal Compan-
GIFTED:
PROWESS ❑ Divine Senses
ion, one of your three pets is fully sapient and
a ritual you choose. You can get there from
SMITE YOUR ENEMIES ❑ Epic Armor anywhere, and exit back to where you came
❑ Epic Steed can speak your native tongue.
in. Anyone can come and go until you close
❑ Epic Weapon
METTLE ❑ Tree Walking
GIFTED: If you already have an Epic Steed, you
GIFTED: the door.
PERFORM UNDER PRESSURE still only have one Steed, but it is sapient and
❑ Vital Aura SPINDLE: If your Secret Garden is part of the
SPINDLE:
can do 2 Harm.
Spindle’s location, when you exit you can
AWE either go back to where you came in, or exit to
SWAY SOMEONE HARM ❑ Clever Girl:
Girl: You have a knack for tracking prey. the Spindle.
Roll with Mettle instead of Judgement when
you PIERCE THE VEIL to follow or find
JUDGEMENT ❑❑❑❑❑❑❑ someone, and ask 1 extra question on a hit.­
❑ Shapechanger:
Shapechanger: You can change into animal
READ THE WEAVE and plant forms, melding your possessions
-1 to all rolls GIFTED:
IFTED: If you have Divine Senses, they will need with you. To be an unremarkable, harmless
WYRD supernatural help to throw you off their scent. creature or plant, no roll is needed. When you
BEND FATE DEATH MOVE want to get fancy, roll 2d6 + Mettle.
Mettle.
❑ Feast:
Feast: You can create a feast fit for the gods out of On
O n a 10+ choose two options from the list.
CIRCLE OF LIFE
practically nothing. You just need a symbolic bit You can also change back and forth for the
Favor ❑ ❑ Disfavor While you are dead, your shade in the mortal of food to get started—a few berries, a loaf of duration of the scene.
world can inhabit a small, harmless animal bread, or a bottle of wine, for example. Everyone On a 7-9 choose one option from the list. You
On
and stay near someone in your Weave. You who eats together will add 1 box to the front of can hold the form for the duration of the
can talk to animals and members of your their Harm track through the next scene, and scene, or until you change back, whichever
Weave in this form. have Fate’s Favor on their next roll involving comes first.
physical strength, endurance, or agility.
❑ Pick an extra option when you
ACENDANCE MOVE ❑ Ferocious:
Ferocious: Fighting you up close is a serious
SMITE YOUR ENEMIES
❑ The form deals +1 Harm
mistake. Claws, teeth, stinger tail (where did ❑ The form has +1 armor
that even come from?!), your basic attacks do
❑❑❑ 3 Harm instead of 2.
❑ Fly high or swim deep
❑ Move with extraordinary speed
(check a box to use, then select a consequence)
GIFTED:
IFTED: If you have an Epic Weapon, it does 5 ❑ You’re several tiny animals
Harm instead of 4. ❑ You’re a swarm of insects.
STAMPEDE:
On a 6- ask the Herald to pick one:
On
The living world needs you now more than
❑ For the Swarm:
Swarm: You can summon and command
ever, and you can see exactly what needs to ❑ You’re stuck in this form for the dura-
THREADS be done. Call forth the vines and brambles,
a swarm of insects, rats, spiders or small birds tion of the scene
summon the hordes of animals, and reap for the duration of the scene. Your current ❑ You take a hybrid-form for the scene
sweet justice on those who wreak havoc on location will inform what type of swarm can be
❑❑❑❑❑ the Earth. summoned. They can inflict 1 Harm, but their
usefulness usually lies elsewhere. They will ex-
(wolfman, swamp-thing, etc)
❑ Take 2 harm, ignoring armor, and treat
Permanent Consequences: the roll like a 7-9
GAIN A THREAD hibit a collective intelligence, and loyalty to you.
❑ Animals flock to you at all times GIFTED:
IFTED: If you have Epic Armor it still applies
Always Once Per Session while changed.
❑ Reduce max Harm to 6 boxes ❑ Regrowth:
Regrowth: Roll 2d6 + Wyrd to channel life force
Roll doubles ❑ Defend the wilds ❑ Move Harm penalty to 3 Harm directly into yourself and others, accelerating
Be epic ❑ Act like a plant or animal ❑ Reduce your lowest attribute by one ❑ Spies Everywhere:
Everywhere: When you PIERCE THE
their natural healing process.
❑ Talk with a plant or animal ❑ Take Fate’s Disfavor to SWAY mortals VEIL,, you may direct your questions directly
VEIL
❑ Share too much On
O n a 10+ you heal 4 Harm distributed among to the local plants and wildlife. Plants and ani-
information After the third use of your ascendance people as you choose. mals are terrible conversationalists, but they
move your character ascends On a 7-9 you heal 3 Harm distributed as you will do their best with any questions they’re
SPEND THREADS to their pantheon and choose. able to answer.
Spend 1 Spend 5 leaves the game. On a 6- you can choose to take 1 Harm and heal
one person for 2 Harm.
Fate’s Favor Buy an Advancement from MAKE A NEW CHARACTER.
Alter the Scene your playbook GIFTED:
IFTED: If you have Vital Aura, heal 1 additional
Avoid 1 Harm Harm on a hit.
TANGLES
[___________________________] has real combat experience that you admire.
❑ TIGHTENED ❑ RESOLVED
THE WARRIOR
A warrior is often many other things as well: a poet, a chef, a parent, or a teacher to name
You find [___________________________]’s impulsiveness to be off-putting. just a few. While always a last resort, in your heart of hearts you know that sometimes violence
❑ TIGHTENED ❑ RESOLVED is the best solution, and you’re the one prepared to carry it out. Your response will be tactical,
thoughtful, and crushingly victorious.
You have a friendly rivalry with [___________________________], always trying to one-
up each other.
❑ TIGHTENED ❑ RESOLVED
CHARACTER NAME PRONOUNS

You shared a moment with [___________________________] after a harrowing battle.


Are you hoping for another?
❑ TIGHTENED ❑ RESOLVED
DIVINE PARENT PANTHEON
You’ve never actually seen [___________________________] fight. Can you trust them?
❑ TIGHTENED ❑ RESOLVED

You feel yourself drawn to [___________________________]. What is it about them? SPINDLE


❑ TIGHTENED ❑ RESOLVED
What Is it:

ADVANCEMENTS Why You Cared:

Spend five threads to check a box and advance. You can choose them in any order,
but can only check each box once. You have to check five boxes up here before
BACKSTORY
choosing advances from below the line.
❑Take +1 Prowess (max +3) Your look:
❑❑ Take +1 Mettle (max +2)
❑❑ Take +1 Awe (max +2)
❑❑ Take +1 Judgement (max +2)
❑❑ Take +1 Wyrd (max +1) Informed by:
❑Choose a new Gift from any playbook: [______________________________________]
❑Choose a new Gift from your playbook: [______________________________________]
❑Take another move from your playbook
❑Take another move from your playbook Pantheon feels:
❑Take a move from another playbook: [______________________________________]
❑Take a move from another playbook: [______________________________________]
❑Take Divine Consitution from the Verdant playbook
❑Take Divine Speed from the Elemental playbook Mortal parents:

After you take five advances from above the line, you can take advances from
down here.
❑Take +1 Prowess (max +4)
❑Gain +1 armor
❑Change your playbook to a new one, keeping Gifts, and replacing moves 1-for-1
❑Advance three basic moves to Godlike status
❑Advance the other two basic moves to Godlike status

DemigodsPBTA.com
ATTRIBUTES Start with these Values GIFTS choose 3 WARRIOR MOVES choose 3
Prowess +2, Mettle +0, Awe +1, Judgement +0, ❑ Divine Might ❑ Intimidation:
Intimidation: When you wield fear to your ❑ Reinforcements:
Reinforcements: Roll 2d6 + Awe to contact your
Wyrd -1. Then add +1 to one of them. ❑ Epic Armor advantage, roll with Prowess instead of Awe pantheon and request support. It might be
❑ Epic Melee Weapon to SWAY SOMEONE,
SOMEONE, but don’t expect to be a unique item they have, or a small group of
PROWESS ❑ Epic Ranged Weapon best buddies after that. fighters appropriate to your mythology.
SMITE YOUR ENEMIES ❑ Epic Shield
❑ Epic Steed GIFTED: If you have a Sigil of Command take an
GIFTED: On a 10+ they send what you asked for, only
❑ Pantheon Royalty additional +1 to SWAY SOMEONE.
SOMEONE. expecting glorious victory.
METTLE ❑ Sigil of Command On a 7-9 they send what you asked for, but they
On
PERFORM UNDER PRESSURE will expect you to do something for them
❑ Take a Move from the Artisan playbook ❑ Iron Heart:
Heart: You have 2 additional Harm boxes
at the front of your Harm track. Always mark later.
AWE On a 6- they’re not mad that you asked, they’re
On
SWAY SOMEONE HARM these boxes first. You can take 5 Harm before
taking -1 to all rolls. If you get to 9 Harm you just disappointed.
die as usual. GIFTED: If you are Pantheon Royalty, make this
GIFTED:
JUDGEMENT ❑❑❑❑❑❑❑
READ THE WEAVE ❑ ❑ roll with Fate’s Favor.

-1 to all rolls GIFTED: If you have an Epic Shield you can


GIFTED: ❑ To The Death:
Death: Challenge someone to a duel. If
WYRD choose to lose the shield for the rest of this they accept, you are mystically bound to fight
BEND FATE DEATH MOVE fight (you’ll find it later) to ignore all of the one-on-one until one of you surrenders, dies,
Harm from one attack. or someone interferes with the fight.
PERFECT HOST
Favor ❑ ❑ Disfavor While you are dead, your shade in the mortal ❑ Polyarmory:
Polyarmory: Nearly anything is a deadly weapon ❑ Unstoppable:
Unstoppable: Once you start moving, few
world is able to lend its prowess to members
in your hands. An oar, a playing card, a sturdy mortal barriers will stop your momentum.
of your Weave. With a successful PROVIDE
towel - you name it and it’s dangerous. The Usually you won’t need to roll for this, unless
AID roll you may add your Prowess stat to
object you pick up won’t last long for how the Herald deems the barrier exceptionally
someone else’s for the rest of that fight, with
you’re using it but it’ll go out in a blaze of reinforced. In that case, roll 2d6 + Prowess.
Prowess.
the standard maximum of +4 to any single roll.
glory and you can grab something new. Deal 3
Harm with almost any physical object.  n a 10+ break on through to the other side.
O
On a 7-9 you break down the barrier but take 2
ACENDANCE MOVE GIFTED:
IFTED: If you have Epic Weapon (Melee for up Harm, ignoring armor.
close or Ranged for thrown objects), anything On a 6- choose: Take 2 Harm, physically and to
you pick up will deal 4 Harm. your pride, as you bounce off OR take 4 Harm
❑❑❑ and blast through. In either case the Harm
(check a box to use, then select a consequence) ❑ Practical Tactical Brilliance:
Brilliance: If there’s an art ignores your armor.
to war then the battlefield is your canvas. GIFTED:
IFTED: If you have Divine Might you can
GRANDMASTER Let your masterpiece unfold. Roll charge through most supernatural barriers
Like a chess master, every aspect and strat- 2d6 + Prowess to gain Holds. too.
THREADS egy of the battlefield unfolds before you and Spend Holds on the effects below.
you reveal the plan you had the whole time.  n a 10+ Hold 3.
O ❑ War Never Changes:
Changes: You may roll with Prowess
You turn the tide of the battle and win the
❑❑❑❑❑ day. Describe how.
On a 7-9 Hold 2.
On
On a 6- choose: Hold 1 and take 1 Harm ignor-
instead of Judgement when you PIERCE
THE VEIL anywhere a fight took place, with a
Permanent Consequences: ing armor, OR Hold none. person who just fought or is about to, or an
GAIN A THREAD artifact used in combat.
❑ Become obssessed with preparedness Spend 1 Hold to:
to:
Always Once Per Session ❑ Reduce max Harm to 6 boxes
❑ Take Harm in place of a nearby
Roll doubles ❑ Start a fight ❑ Move Harm penalty to 3 Harm ❑ Wreck Room:
Room: You have a safe house, training
Weave member
Be epic ❑ Finish a fight ❑ Reduce your lowest attribute by one space, armory, or something similar. Note
❑ Add +2 to a Weave member’s SMITE roll
❑ Explain a battle strategy ❑ Take Fate’s Disfavor to SWAY mortals what it is, and go there when you need to
❑ You or a Weave member picks an
❑ Defuse a tense situation plan, ley low, or get something.
additional option from a SMITE roll,
After the third use of your ascendance
even on a 6- SPINDLE: If this is in the Spindle, the room is
SPINDLE:
move your character ascends
SPEND THREADS to their pantheon and
intelligent and can help you train, anticipate
leaves the game. your needs, and even give advice.
Spend 1 Spend 5
Fate’s Favor Buy an Advancement from MAKE A NEW CHARACTER.
Alter the Scene your playbook
Avoid 1 Harm

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