Godsend
Godsend
LEGACY
i
Godsend
Khelren
1
Writing
Khelren
Layout and Line Development
Minerva McJanda
Editing
Rebecca Curran
Art
Jess Taylor, Tithi Luadthong
April 2018
A UFO Press Publication.
ufopress.co.uk [email protected]
Twitter: @ufopressrpg facebook.com/UFOpressRPGs
© 2018 UFO Press. All rights reserved
Based on Legacy: Life Among the Ruins 2nd Edition by Minerva McJanda
and Douglas Santana Mota.
Published in partnership with Modiphius Entertainment.
Printed by CPI Antony Rowe, UK
Modiphius Entertainment Product Number: MUH051343
ISBN: 978-1-912200-81-8
2
Contents
Chapter I: Chapter IV:
Playing Godsend 4 Avatar Callings 56
The End times 5 The Angel 59
How to play Godsend 5 The Harbinger 63
Pantheon Creation Example 10 The Incarnation 67
Example of play 13 The Juggernaut 71
The Martyr 75
Chapter II: The Pandora 78
Moves 22 The Prometheus 82
Basic Divinity Moves 23 The Prophet 87
Peripheral Divinity Moves 23
Basic Avatar Moves 25 Chapter V:
Peripheral Avatar Moves 27 Apostles 90
Story Moves 27 Apostles of Death 92
Apostles of Justice 93
Chapter III: Apostles of Knowledge 94
Divine Domains 30 Apostles of Nature 95
Death 33
Apostles of Trickery 96
Justice 37
Apostles of War 97
Knowledge 41
Nature 45 Chapter VI:
Trickery 49 Running Godsend 98
War 53 Being the GM 99
GM advice 102
The first session 103
Perils 105
Relics and Artefacts 110
3
CHAPTER I
If you don’t feel at ease shifting your viewpoint, ruining with one character
what you did with another, you can instead have one player embody a
Divinity and the rest take the role of their Avatars. You’ll have to tweak the
rules, and create a pantheon with more NPC divinities. The GM will have to
create more adversity for the allied player group, but nothing should break.
When you play as a Divinity, you influence the world on a much grander scale.
Compared to the whole of humanity, a mortal life is nothing; compared to eternity, a
century is nothing. Your Moves create Perils and NPCs, making the world full of life
and conflict, and you drastically alter the map as time passes. You will appear to your
Avatar and try to convince them to do what you wish.
When you play as an Avatar, you work to enact the will of your Divinity… or do
you? Even if you have been granted huge powers, you’re still somewhat mortal. You
still continue to live amongst humanity, seeing their sufferings, watching their brave
efforts ruined by the ire of gods. Strife may exist between a god and their chosen.
This may be represented by the evolution of the role of the Avatar within their
Divinity’s clergy: one day they may be the spiritual leader, but after a crisis of faith,
they may become a heretic, and after being cursed by their god, be considered
completely lost and fallen.
Sometimes you will work together with other avatars, or at least be present in the
same scenes. Other times, a scene may focus on only one character, in which case the
other players create supporting characters called Apostles.
Apostles are mere mortals lucky enough to assist or witness the glory of an Avatar.
They are characters that you can quickly create, use, reuse or discard after their scene.
The story must flow naturally: if Avatars follow separate routes, Apostles are a good
way to gather all the players in the same scene when it wouldn’t make sense for their
regular characters to be present.
You’ll play during four Ages, each representing a span of many centuries. You
shouldn’t change Divinities during this time, but Avatars can come and go. When
they die, they may merge with their Divinity and influence them. Or part of the
former Avatar, in the form of a Relic, may bring past memories and experiences
to the new chosen. A new Age is a perfect moment to choose a different Avatar
playbook, if you wish.
PLAYER AGENDA
When playing Godsend, it’s useful to keep some guidelines in mind. If you
follow them, you’ll play the game the way it’s meant to be played and make
sure everybody has fun. When you don’t know what to do next, take a look at
them:
It’s okay if you don’t remember them all the time and even if you break
them occasionally. These guidelines are the backbone of what is overall a
mechanics-light game – trust them to tie everything together.
For the first session, you’ll also have some more specific guidelines.
Ico decides Cord is her rival, and she defeated Ambrose in a duel making him lesser:
Ambrose
Ambrose decides that Cord is his spouse, though their relationship is unchanged. He also
decides that he defeated Vala in a fight, so she's his lesser:
Ico Cord
Ambrose
Vala
Vala gave Ico the gift of law, and is Cord's sister, but neither of these change her standing.
Cord decides that Ico is his secret lover, and that he tricked the ancient titan Atlas (a new
non-player god) into creating the world for humanity. This puts them both above him:
Ico Atlas
Ambrose Cord
Vala
This gives Ico Faith +1, Ambrose and Cord Faith 0, and Vala Faith -1.
Qualities and Detriments are mainly here to help your group assess the
strengths and weaknesses of an avatar, creature or location, although they
have mechanical impact for Apostles (see page 91).
Then decide their Backstory. You’ll name your character and describe them to the
other players. Everyone introduces the mortal they were and what happened in their
life, before their Divinity picked them. Afterwards, you decide your personal history
and relationship with the other Avatars.
Example of play
The following example of play heavily refers to Chapter II for the different Moves,
Chapter III, IV & V for the playbooks, and even Chapter VI for the GM rules.
Reading those chapters will make this section more understandable. However, as it
focuses on showing the flow of a standard Godsend game, it’s included here to give
you a taste of the action.
I’ve gathered three players: Bruce, Luke and Tom. To keep this example as short as possible,
I’m not going to focus too much on Bruce. Sorry, Bruce! We decide to set the game in a
pseudo-mythological setting, similar to Ancient Greece. We establish that Avatars are rare
and powerful, able to win a fight against an entire army.
Bruce chooses the Trickery Domain and creates Darkstar, “Who breaks the laws”, God of
Trickery and Luck. She sketches on the map a large area which will be “a land of illusions
where dreams and nightmares become prophetic”, “a temple opened only during the night”
and “a rebellious faction that threatens the current authority” and fleshes them out a bit.
I add the Detriment: illusion tag to the area Bruce created, and remember the temple's
location as that is where Darkstar's Followers will appear. Finally, I create a Peril for the
rebellious faction. As it is the first session, I don’t have time to add more details to this now.
However, I note that they are probably a Faction-type of Peril.
Then, Luke creates Amenei, “Who ends life”, the God of Death and Judgment. He draws
on the map a large area of “frozen landscape where the sun never rises”, his shrine is located
in “the skeletal remains of a huge legendary beast” and – what will become very important
for this first session – “an army of undead, led by the Avatar of a dead deity”. He gives
some details for the latter: a huge Minotaur has stolen the essence of their former deity,
the goddess of Nature. Nice! That’s a great Peril to me, probably a Titan or maybe even a
Confrontation (because they may be surrounded by an army of undead and located in a
dangerous place).
Finally, Tom creates Sari, “Lady of Foresight”, the Goddess of Knowledge and Strategy. She
places on the map “a dark obsidian tower where magic is practiced”, their shrine is in “a long-
dormant volcano” and “tempests of magic, bringing corruption”.
MOVES
For the most part, you play Godsend by taking it in turns to describe what your
Divinities and Avatars do and say, while the GM describes the world around you.
Sometimes your description will trigger a move: a chunk of rules that narrows down
that conversation into a particular set of stakes and outcomes. Everyone should be
on the lookout for move triggers – when a trigger is hit, work through the choices it
presents, tie them back into the fiction, and then carry on telling your story together.
Moves 23
Implore a higher deity
When you beg for help from a divinity higher than you in the pantheon, give them 1
Oath on you and tell them the injustice or shame you’re facing. Hold 2: while you
keep this hold, they can’t act against you or your Avatar.
They can spend one of your hold whenever they take concrete steps to fulfil your
request for aid.
If they are not helping swiftly enough for your liking, you may spend 1 hold to
choose an additional calamity when their Avatar uses a move.
Do as the divine heart desires
When you issue an order to your Avatar…
Either they follow your decree; all is well, the divine order is maintained.
Or they don’t follow your decree, and you rightfully resent that arrogance. Lose 1
point of Faith. You may also curse the unfaithful.
Curse the unfaithful
When you punish your Avatar, say what curse you bestow upon them. They are now
forever afflicted by that curse.
The format of the curse should be similar to a Move. For instance: “When you want to lie,
don’t” or “When you want to lie, vomit snakes, lizards, toads and spiders” or “When you tell
a prophecy, people won’t believe you”. The simpler, the better.
Favour a mortal
Once in an Age you may favor a mortal being, fascinated by their beauty or their skill.
Say who they are and how they enthralled you; place them on the map.
If they are important for the fate of the world (your call), your Fate goes one step
towards your goal. However if they betray you or are killed, your Fate goes two steps
away from it.
Be full of grace
When you reach Faith +4, reset to Faith +0, ascend to a higher position in the
pantheon, and trigger The End is Nigh.
Fall into Nothingness
When you reach Faith -4, reset to Faith +0 and lose a Basic Divinity Move.
Once per campaign, you can instead reset to Faith -1, but you must change your
Epithet and Sub-Domain and move lower in the Pantheon.
If you have no remaining Basic Divinity Moves, you lose your Domain and are slowly
forgotten by the world.
24 Moves
Basic Avatar Moves
Overcome the tides of destiny
When you try to oppose destiny or when you try to accomplish epic deeds, you barely do
it, whatever the odds were.
Choose also any number of additional benefits up to your Wisdom:
You do it with grace and ease, doing what no mortal could have ever done.
Destiny has changed; the GM will tell you which obstacle or trial on your path is no
longer relevant for now.
Your action has more potency in the face of destiny than you expected; move your
Divinity’s Fate one step towards Salvation or Ruin.
Finally, choose any number of calamities up to your Valour that won’t happen:
You are fatally wounded in the process – you are harmed.
You reveal one of your weaknesses, to all or to your worst enemy. Say what it is.
You attract unwanted attention; the GM will make a Move.
The calamities you haven’t chosen happen; the GM will flesh out the details.
Perform a miracle
When you channel the power of your Divinity to bend the fabric of reality itself, say
what you try to accomplish. You manage to alter the world more or less as you wanted;
update the map and add a Quality or erase a Detriment.
Choose also any number of additional benefits up to your Will:
You fully accomplish what you wanted; the miracle is permanent and affects exactly
what you wanted.
People see the greatness of your Divinity and they begin to worship them; your
Divinity’s Faith becomes stronger.
You have a prophetic vision; the GM will tell you something interesting.
Finally, choose any number of calamities up to your Charisma that won’t happen:
You exhaust yourself; take -1 on one of your Stats until the end of this Age.
An important sacrifice to your Divinity has to be made; your Divinity’s Faith
becomes weaker.
Something or someone important to you or your Divinity suffers unfortunate
consequences; the GM will make a Move.
The calamities you haven’t chosen happen; the GM will flesh out the details.
Moves 25
Unleash the fury of war
When you engage in battle against a powerful opponent (an army, a champion, another
Avatar, etc) that you can harm, you achieve your objective.
Choose any number of additional benefits up to your Valour:
You fully defeat your enemy, preventing them from fleeing, recovering and
regrouping; you won’t have to unleash the fury of war against them again.
People see the might of your Divinity and they begin to worship them; your
Divinity’s Faith becomes stronger.
You learn something about your true enemy; the GM will tell you something about
a Peril.
Finally, choose any number of calamities up to your Will that won’t happen:
You are fatally wounded in the process – you are harmed.
Something or someone important to you or your Divinity suffers unfortunate
consequences; the GM will make a Move.
The field of battle is ruined for this Age and the Age to come. Update the map
with a large area (Detriment: devastated). If any terrain feature was located here
beforehand, erase it.
The calamities you haven’t chosen happen; the GM will flesh out the details.
Speak the tongue of gods
When you try to convince an important NPC and they are susceptible to your words,
they’ll do what you’ve asked.
Choose also any number of additional benefits up to your Charisma:
You may permanently count them as ally, unless you betray them; you won’t have to
speak the tongue of gods again with them.
Their own allies consider you favourably.
They tell you something useful; the GM will tell you what.
Finally, choose any number of calamities up to your Wisdom that won’t happen:
They ask for a tough price to pay to ensure their loyalty.
You have shown your own limits in needing help; your Divinity’s Faith becomes
weaker.
This new alliance spreads fear and hostility, enemies of your ally plot their own
schemes; the GM will make a Move.
The calamities you haven’t chosen happen; the GM will flesh out the details.
26 Moves
Peripheral Avatar Moves
Harm
When you are fatally wounded, choose one:
Die and trigger Apotheosis.
Survive but be weakened by your trial; get -1 to one of your Stats.
Survive but reveal that your Divinity can’t protect you; your Divinity’s Faith becomes
weaker.
Survive and change your Role.
You can pick any option only once.
Apotheosis
When you die, choose two as you ascend to the divine realm:
You influence your Divinity as you partially merge together; you can change their
Epithet, their Sub-domain, or cause them to seek Salvation instead of Ruin or vice
versa. They can refuse, but to do so they must fall into Nothingness.
Your death somehow influences the destiny of the world; your Divinity’s Fate goes
one step towards Salvation or Ruin.
You leave behind you a testament of your glory, a Relic.
Relics
When you leave behind a Relic, choose one of your Avatar Moves and link it to one of
your possessions or to a part of your body.
When you claim a Relic of a former Avatar, you gain the Move associated with it,
some of their memories and part of their personality. Say how it changes you.
Story Moves
Focus on the mortal realm
When we need to focus on dramatic events happening on the mortal realm and
involving at least one Avatar…
1. Establish the scene: say which Avatars are present, where they are on the map, and
what they are doing.
2. Focus on the Avatar most involved in current events, and find out what they want
to do during this scene.
3. Focus on the Avatar that has been least involved in recent scenes and find out
what they want to do in this scene. If they don’t see anything to do, they may play
an Apostle of the more involved Avatar or arrive later during the scene when they
find a reason to be present.
4. Focus on the remaining Avatars and find out if they want to be present in this
scene. If they don’t see anything to do, they may play an Apostle of the less
involved Avatar or arrive later as above.
If somebody played an Apostle, they may roam the land after that scene.
Moves 27
Roam the land
When some Avatars were not involved during previous scenes and had nothing to do on
their own, each player who wasn’t involved picks one:
They change their Role in their Divinity’s clergy.
They went preaching and working miracles; their Divinity gets +1 Faith.
They learned new information; the GM will tell them something useful or
interesting, or reveal a Peril.
They made the world better or worse; erase or add a Quality or Detriment.
Optionally: when some Divinities were not involved during previous scenes and had
nothing to do on their own, each of those Divinities picks one:
They inspired the devoted.
They favoured a mortal.
They built a new shrine; say what it is and place it on the map.
They performed valuable service for an equal or inferior deity unknown before now.
Describe the deity, their Domain, and what you did – gain 1 Oath on them.
In each case, quickly say what happened and move on to the next scene.
If multiple plot lines are happening at the same time and your Avatar is
involved in one of them, not being involved in the last scene doesn’t mean
that 'you had nothing to do on your own' and trigger this move.
This Move should mainly be triggered by players who have been playing an
Apostle, or to fill long periods of inactivity for their characters.
28 Moves
End of session
At the end of every session, each Avatar chooses one:
You have become closer to another Avatar. Give them a Quality or a Detriment and
explain how they are the epitome of this epithet.
You have a better understanding of your pivotal role in these troubled times. Erase
one of your Qualities or Detriments.
You have become closer to some mortal. Sketch out an NPC and say how they are
favourable to you. The GM will flesh out the details.
The End is Nigh
When years and generations pass by, the world enters a new Age. Apostles and
Followers disappear but Avatars survive, unless their player wishes otherwise.
If the Divinity triggering this Move with Be Full of Grace has a positive Fate, they
choose one blessing for each point of Fate over 0 (up to 3):
An NPC or Apostle becomes a legend, and their heroism brings hope to the land.
You offer a new invention to humanity; add a relevant Quality to a small area.
You interfere in a mortal’s life as a valuable service to another Divinity; they hold one
less Oath over you. The mortal is an NPC in the coming Age.
If the Divinity triggering the Move has a negative Fate, they choose one blight for
each point of Fate under 0 (up to 3):
An NPC dies in atrocious or shameful circumstances; their lineage is lost.
A new Peril emerges. Say what it is and which objective or purpose they have.
A minor divinity is forgotten; their domain becomes chaotic and others may covet it.
Other Divinities may spend 1 Fate to choose a blessing or a blight.
Afterwards, reset the Fate of each Divinity to 0, and reset their Faith: the lowest
Divinity has Faith -1, the highest has Faith +1, and the others have Faith +0.
The End of Time
When the fourth Age ends, the Divinity triggering The End is Nigh instead brings
about their current goal: Salvation or Ruin.
If they bring Ruin, they narrate how the world is devastated, according to their
Domain, and if mankind survives or not.
If they bring Salvation, they describe how and then each player narrates what
happens to their Avatar and their Divinity.
Moves 29
CHAPTER III
DIVINE DOMAINS
Godsend presents six different divine domains for your gods to draw on. When you
make your god, you’ll pick one of these playbooks and use them to guide their look,
cult, legend and abilities.
Death Nature
Ruler of the underworld, As the sun rises and
commander of the dead, sets, as the seasons turn,
master of the scales, and as birth leads to death
sovereign of shadows. leads to new life, you
sit at the centre of the
wheel commanding all.
Justice Trickery
The laws of mortals are Faith requires
but a profane reflection unpredictability: if each
of the universe’s cosmic prayer had the desired
order. Those who break result, that’d just be
your commands must face science. So you keep
justice. mortals guessing, and
keep the other divinities
squabbling. It’s all in
their best interests, of
course.
Knowledge War
You bring insight. You There is no greater
bring civilization. It sacrifice a mortal can
is thanks to you that pay than their own life,
mortals do not huddle and there is no god who
cold in caves clad in rags, receives more desperate
and they will show fealty. prayers than a god of
war. You are crimson
and steel, and you are
glorious.
Divine Domains 31
32
Death
The Netherworld lies beyond a vast Ocean, or maybe under the earth, or even in a
different plane of existence. There stands a severe throne and on that throne sits a dark
figure, a powerful sovereign. You.
Look
Choose one of each, or make your own:
Symbol: a bloodied skull, a scythe and a sickle crossed inside a circle, three bright
stars upon a dark night, a black jackal holding weighing scales.
Appearance: masculine, feminine, ambiguous, animal.
Face: severe, rotting, beautiful, cadaverous.
Eyes: forgiving, blind, distant, sardonic.
Voice: cackling, whispering, broken, soothing.
Wear: a dark robe, white linen wrappings, nude, a sceptre made of myrrh whose
thorns drip with blood.
Cult
Choose one of each, or make your own:
Sacred rites: to sacrifice a black ram; to read publicly the Book of the Dead; to travel
at the end of one's life to a secluded place and wait for death.
Sacred laws: worship the family ancestors; embalm the dead, the undead are sacred;
bury the dead with their worldly possessions.
Main worshippers: necromancers and the undead; physicians and sick people; an
elite who will reincarnate.
Landmarks
Draw a sign of one from each on the map, or make your own:
Wonder
A necropolis where all kings are buried, and where the undead can live safely.
A river of blood, where the spirits of the dead come answer the questions of the
living for a dreadful price.
A frozen landscape where the sun never rises, always clouded in darkness and
blizzard where grows the tree bearing the fruit of immortality.
Shrine
The skeletal remains of a legendary beast, with an altar sitting where its heart was.
A glade inside a gloomy swamp, surrounded by will-o’-the-wisps.
A dark grotto used as a catacomb, its walls decorated with blood glyphs.
Threat
A terrible plague whose remedy remains unknown.
An army of undead, led by the Avatar of a dead deity.
A giant serpent eating the souls of the dead, preventing them from passing
peacefully into the Netherworld.
Divine Domains 33
Epithet
Choose one:
Who ends life: When you see destiny’s threads and “there’s a sacrifice”, you can
name someone else who must suffer harm instead.
Lord of the Great Dwelling: When you favour a mortal and that mortal is killed,
your Fate goes towards your goal.
Master of the shadow-dwelling place: To fall into nothingness, you need to
reach Faith -5.
Sub-domain
Choose one (you can’t take a Sub-domain already taken by another Divinity):
Disease: Mankind has always been susceptible to disease, and the chaos of the end
times makes this especially pervasive. At the beginning of a new Age, a disease spreads
amongst a population; add the Detriment: disease.
Judgment: Truth must be told. At the beginning of a new Age, give 1 hold to
your Avatar. They can spend that hold to ask a question to someone that must be
answered with truth.
Fertility: Mortals grow, but the earth is such a small place that conflict is inevitable.
At the beginning of a new Age, a population grows out of control, merging under one
rule with another neighbouring population; the GM may create a relevant Peril.
Pantheon
Say which deity played a part in your death. They get 1 Oath on you but you are
currently higher in the pantheon than them.
Say which deity is your sibling (brother or sister). Give each other 1 Oath and your
relationship is unchanged.
Revelation
When your Avatar is chosen…
Either you think they are faithful, and grant them your blessings; they gain Wisdom+1
but your Faith becomes weaker. When they die, they can’t choose to influence you.
Or they become your Avatar despite your will; they first have to prove themselves
worthy of your support. Your Faith becomes stronger. When they die, they may
choose to influence you.
Fate Move
Each time a powerful individual ends up in your dwelling sooner than they should
have, your Fate goes a step towards your goal.
34 Divine Domains
End of Time
Start at 0 Fate. At character creation, choose if your goal is the world’s Salvation or
Ruin.
Also, when The End is Nigh, you may choose amongst these blessings:
An important character (PC or NPC) is brought back from the dead.
A Peril Faction is hunted down by winged furies that you’ve sent; their numbers
dwindle (reduce their size Quality by one step).
And amongst these blights:
A terrible plague afflicts a city, which has been quarantined. Add the Detriment:
disease and erase all of its Qualities.
A defeated Peril returns from the dead, somehow changed and corrupted, but more
powerful and vengeful than ever.
Artefacts
When you create a Major Artefact, spend 1 Faith and say what it looks like. Tell a
short legendary event that involves it. When your Avatar claims it, they hold 1. Your
Avatar may spend this hold to protect themselves from a fatal wound (and thus avoid
triggering harm).
When you create a Minor Artefact, say what it looks like and give it a Quality.
Followers
When you create Followers, say who they are (usually taken from your main
worshippers) and where they are on the map. They usually have a Quality depending
on who they are, Quality: band, and the Detriment: fatalist.
Also, choose one:
They add a Detriment somewhere; say which one and update the map.
They erase a Detriment somewhere; the GM will say which one and update the map.
Divine Domains 35
36
Justice
The universe is order. The gods are there to uphold the laws that mankind must obey, but
even they must follow their own rules. Those who break these laws commit not only a
crime but also a sacrilege. They must be harshly punished.
Look
Choose one of each, or make your own:
Symbol: a dove upon a laurel crown, an eye engraved on weighing scales, a rising
sun, a hand swearing upon a marble tablet.
Appearance: masculine, feminine, asexual, animal.
Face: graceful, flawless, emotionless, furious.
Eyes: blazing, merciless, blind, stern.
Voice: cold, imperious, harmonious, resenting.
Wear: a white robe without any ornament, tally stick and scales, a sword and a
golden shield, adorned with a halo of blinding light.
Cult
Choose one of each, or make your own:
Sacred rites: to bathe for five days during a cleansing ceremony; to melt weapons
that have shed blood and forge them anew; to sacrifice a heifer.
Sacred laws: never lie and always act with honour; punish those who have betrayed
civilization and broken its laws; accept truce when offered.
Main worshippers: judges and public servants; citizens and townsfolk; nobility,
metalworkers and architects.
Landmarks
Draw a sign of one from each on the map, or make your own:
Wonder
A wondrous city, a shining beacon of civilization and crossroad for trade and
diplomacy.
An impregnable fortress and its subterranean network, offering the people protection.
A sacred paving stone, keeping forever closed a source of evil.
Shrine
A peaceful temple inside a marble palace, next to the tribunal.
A sacred trireme, swift and old.
The road between two impressive cities, bound by sacred stones.
Threat
A jail where fallen angels have been imprisoned, about to open its gates.
An army of giants, gathering underneath, making the earth rumble.
An insidious surge of madness and berserk rage, making people lie and kill.
Divine Domains 37
Epithet
Choose one:
The Impartial Judge: When a sacred law of any Divinity is broken, your Avatar
may choose an additional benefit or one less calamity when they act to punish the
lawbreaker.
The Inescapable: When a sacred law of any Divinity is broken, your Followers
always know where the lawbreaker can be found and no one will give them shelter.
Lord of the Sacred Eye: When the GM introduces a demigod, mythic creature or
titanic monster as a Peril, you will always know its weakness.
Sub-domain
Choose one (you can’t take a Sub-domain already taken by another Divinity):
Civilization: Teaching arts, bestowing inventions, and offering divine gifts will lead
mankind to progress. At the beginning of a new Age, a population discovers how
to deal with one of its Detriments. They erase this Detriment and gain a relevant
Quality. However, they arouse envy; the GM creates a Peril.
Judgment: Truth must be told. At the beginning of a new Age, give 1 hold to
your Avatar. They can spend that hold to ask a question to someone that must be
answered with truth.
Luck: Destiny cannot be influenced but some possess more than others; the fools
call that luck. At the beginning of a new Age, give 1 hold to your Avatar. They can
spend that hold to choose an additional benefit or to prevent a calamity from
happening.
Pantheon
Say which deity you defeated in a duel of might. You get 1 Oath on them and you are
higher in the pantheon than them.
Say which deity is your rival. Give each other 1 Oath and your relationship is
unchanged.
Revelation
When your Avatar is chosen…
Either you think they are faithful, and grant them your blessings; they gain Valour+1
but your Faith becomes weaker. When they die, they can’t choose to influence you.
Or they become your Avatar despite your will; they first have to prove themselves
worthy of your support. Your Faith becomes stronger. When they die, they may
choose to influence you.
Fate Move
Each time the laws you uphold are honoured by mortals despite an untruthful way
being easier, your Fate goes a step towards your goal.
38 Divine Domains
End of Time
Start at 0 Fate. At character creation, choose if your goal is the world’s Salvation or
Ruin.
When The End is Nigh, you may choose amongst these blessings:
A place becomes a sanctuary where absolutely no violence can be done; add the
Quality: haven to a place on the map.
You erect a protective statue and give it to someone. Name an NPC: no harm can be
done to them when they are near this statue.
And amongst these blights:
Divine agents are banned from a certain area; you can use curse the unfaithful
on any Avatar that enters a small area on the map.
Minor deities of revenge are actively chasing down those who deserve punishment;
the GM will create a new Peril.
Artefacts
When you create a Major Artefact, spend 1 Faith and say what it looks like. Tell a
short legendary event that involves it. When your Avatar claims it, they hold 2. Your
Avatar may spend 1 hold to choose an additional benefit when they overcome the
tides of destiny.
When you create a Minor Artefact, say what it looks like and give it a Quality.
Followers
When you create Followers, say who they are (they are usually taken from your main
worshippers) and where they are on the map. They usually have a Quality depending
on who they are, Quality: band, and the Detriment: judgemental.
Also, choose one:
They add a Detriment somewhere; the GM will say which one and update the map.
They erase a Quality somewhere; the GM will say which one and update the map.
Divine Domains 39
40
Knowledge
Gods give gifts of knowledge, crafts, arts, and inventions to mankind. They gave
fire. They taught how to tame horses. Gods know everything that was, is and will be.
Mortals are the students of the gods. And they still have a lot to learn.
Look
Choose one of each, or make your own:
Symbol: a scroll and a pen, a forging hammer crossed by a weaver’s spindle upon a
sextant, an eye inside a crystal ball surrounded by five stars, a finger on closed lips.
Appearance: masculine, feminine, asexual, animal.
Face: wrinkled, concealed, friendly, pale.
Eyes: wise, lost, sharp, kind.
Voice: calm, mellifluous, weary, trembling.
Wear: a satchel and several silver scroll containers, leopard hide over blue robes, a
magic wand and a lyre, an elaborate headdress.
Cult
Choose one of each, or make your own:
Sacred rites: to carry a veiled basket filled with unknown objects to an underground
cavern, and trade it there for another basket; to weave the most beautiful vestment
for a statue representing the deity; to immolate a young child.
Sacred laws: preserve writings and knowledge at all cost; a promise to never repeat a
secret is sacred; seek wise counsel before acting.
Main worshippers: scholars, philosophers and teachers; craftspersons, guild members
and musicians; wizards and spies.
Landmarks
Draw a sign of one from each on the map, or make your own:
Wonder
A library gathering all recorded knowledge in the world.
A university where the great minds of the world are teaching inquisitive students.
A dark obsidian tower where magic is practiced, and secret rituals and mysteries are
taught.
Shrine
A secret place, known only by the initiates, only marked by haphazardly scattered
and strangely marked rocks.
A temple near boiling sulphur water, known to deliver oracles.
A long-dormant volcano.
Threat
A secret order of assassins, planning to kill an important figure.
Tempests of magic, swirling toward civilization, bringing chaos and corruption.
An ancient prophecy about the End of Time, gathering more and more followers.
Divine Domains 41
Epithet
Choose one:
Of many devices: The Artefacts you grant have an additional hold.
Who sees all: When you see destiny’s threads, the GM chooses one option and
you choose and tell the other.
Lord of Foresight: When you trigger the End is nigh, you may choose one more
blessing or blight.
Sub-domain
Choose one (you can’t take a Sub-domain already taken by another Divinity):
Magic: At the beginning of a new Age after someone else triggered The End is Nigh,
your Fate goes towards your goal.
Secret: It doesn’t matter if it’s well-hidden or not, you know. You just do. At the
beginning of a new Age, ask the GM about something hidden and they will tell you.
Strategy: At the beginning of a new Age, say who has the most powerful military and
say what is needed to defeat them.
Pantheon
Say which deity accepted one of your precious gifts. You get 1 Oath on them and your
relationship is unchanged.
Say which deity is your sibling (brother or sister). Give each other 1 Oath and your
relationship is unchanged.
Revelation
When your Avatar is chosen…
Either you think they are faithful, and grant them your blessings; they gain Wisdom+1
but your Faith becomes weaker. When they die, they can’t choose to influence you.
Or they become your Avatar despite your will; they first have to prove themselves
worthy of your support. Your Faith becomes stronger. When they die, they may
choose to influence you.
Fate Move
Each time an important secret is revealed or a wondrous landmark is constructed, your
Fate goes a step towards your goal.
42 Divine Domains
End of Time
Start at 0 Fate. At character creation, choose if your goal is the world’s Salvation or
Ruin.
When The End is Nigh, you may choose amongst these blessings:
A city becomes prosperous and enters a golden age; add the Quality: growing and
Quality: enlightened to a small zone.
A place is a sanctuary to truth: no one there can lie.
And amongst these blights:
A Peril learns how to become more powerful or knows how to attack a weakness; the
GM will make it harder to struggle with or will make a GM Move.
The sources of magic become chaotic, the use of magic may result in the exact
opposite of what was intended; add to the whole map the Detriment: chaotic magic.
Artefacts
When you create a Major Artefact, spend 1 Faith and say what it looks like. Tell a
short legendary event that involves it. When your Avatar claims it, they hold 1. Your
Avatar may spend this hold to ask any question about a Peril. If they use this answer
when they confront the Peril, they may choose an additional benefit.
When you create a Minor Artefact, say what it looks like and give it a Quality.
Followers
When you create Followers, say who they are (they are usually taken from your main
worshippers) and where they are on the map. They usually have a Quality depending
on who they are, Quality: band, and the Detriment: nosey.
Also, choose one:
They add a Detriment somewhere; the GM will say which one and update the map.
They erase a Quality somewhere; the GM will say which one and update the map.
Divine Domains 43
44
Nature
Sun. Moon. Mother. Child. Summer. Winter. Water. Earth. Flood. Drought. Life.
Death. You are dual, primal, omnipresent and nothing can stand in your way.
Look
Choose one of each, or make your own:
Symbol: a sheaf of grain upon a solar disk, a sturdy oak tree, the head of a furious
horse, a sickle and a shepherd’s crook.
Appearance: masculine, feminine, ambiguous, animal.
Face: kind, lively, full, severe.
Eyes: bright, caring, cool, forgiving.
Voice: growling, soft, fiery, sorrow.
Wear: a simple robe, a mantle of thousand blooming flowers, stinking animal pelts, a
single-jewelled sceptre bright as the Sun.
Cult
Choose one of each, or make your own:
Sacred rites: to participate in orgiastic ceremonies; to celebrate a floral festival; to
spill on the ground the blood of a virgin.
Sacred laws: never kill a wild animal; only work by day; never shout or lie near flames.
Main worshippers: farmers and shepherds; secluded druids and priestesses, hidden
in the woods; married women and mothers.
Landmarks
Draw a sign of one from each on the map, or make your own:
Wonder
A vast and thick forest, full of giant animals almost as clever as human beings.
A serpentine river, whose tides bring alluvions to fertile lands.
A gathering of nymphs, elves and dwarves who bring curses or blessings upon the
land they dwell.
Shrine
A severe-looking but bucolic temple, located in a forest that no traveller may pass
through without getting lost.
A peak sanctuary, located on the summit of a mountain, with a gorgeous view on the
valley below.
A blood-spoiled cavern, hidden behind a waterfall, lit by nothing except a softly
glowing pit.
Threat
An unstoppable giant boar that ravages the land, enraged by the wound a hunter
inflicted upon it.
A curse that makes men and women sterile, and the born children dead or deformed.
An everlasting winter that sickens cattle and withers any crop.
Divine Domains 45
Epithet
Choose one:
Who provides food: When a shortage of food or water should appear on the map,
you may decide where it appears.
Who lives under the sea: Your Followers also have the Quality: seafaring or
Quality: army.
The cloud-gatherer: Sacrifices to appease your furious anger are an accepted part of
your worship. When your Avatar performs a miracle, the calamity “an important
sacrifice to you has to be made” must happen.
Sub-domain
Choose one (you can’t take a Sub-domain actually taken by another Divinity):
Hunt: At the beginning of a new Age, say which Faction or Titan is the most
dangerous and what is needed to defeat them.
Fertility: Mortals grow and thrive but the earth is such a small place. At the
beginning of a new Age, a population grows out of control, merging under one rule
with another neighbouring population; the GM may create a relevant Peril.
Destruction: No defence built by Mortals stands the test of time. At the beginning
of a new Age, a fortress or any other defence is destroyed. If there’s any Quality
attached to it, erase it.
Pantheon
Say which deity is your child. They get 1 Oath on you but you are higher in the
pantheon than them.
Say which deity stole something from you or tricked you somehow. You get 1 Oath on
them and your relationship is unchanged.
Revelation
When your Avatar is chosen…
Either you think they are faithful, and grant them your blessings; they gain Will+1 but
your Faith becomes weaker. When they die, they can’t choose to influence you.
Or they become your Avatar despite your will; they first have to prove themselves
worthy of your support. Your Faith becomes stronger. When they die, they may
choose to influence you.
Fate Move
Each time your cult is more desirable than another deity’s cult and you gain a fair
number of their worshippers, your Fate goes a step towards your goal.
46 Divine Domains
End of Time
Start at 0 Fate. At character creation, choose if your goal is the world’s Salvation or
Ruin.
When The End is Nigh, you may choose amongst these blessings:
Your Followers help a population to culture the land. Choose a city: its population
grows greatly, add the Quality: growing and the Quality: granary.
An Apostle has a child who will also become an Apostle in their own right; they
keep their parent’s Belief, in addition to their own.
And amongst these blights:
Savage beasts roam a natural area; this area is guarded by a Peril and cannot be
entered without facing it.
The cruel winter lasts longer than it should, and the world is still frozen; the whole
map gains the Detriment: famine.
Artefacts
When you create a Major Artefact, spend 1 Faith and say what it looks like. Tell a
short legendary event that involves it. When your Avatar claims it, they hold 2. Your
Avatar may spend 1 hold to choose an additional benefit when they perform a
miracle.
When you create a Minor Artefact, say what it looks like and give it a Quality.
Followers
When you create Followers, say who they are (they are usually taken from your main
worshippers) and where they are on the map. They usually have a Quality depending
on who they are, Quality: band, and the Detriment: hedonist.
Also, choose one:
They add a Detriment somewhere; the GM will say which one and update the map.
They erase a Quality somewhere; the GM will say which one and update the map.
Divine Domains 47
48
Trickery
You’re not likeable. But you don’t care. Your words have hurt even the gods. But you
don’t care. You tell hard truths, you tell lies, you do what you please, following no rules.
Joke’s on them.
Look
Choose one of each, or make your own:
Symbol: a laughing mask and a weeping mask, a cloud hiding a full moon, a spider’s
web, a broken mirror.
Appearance: masculine, feminine, concealed, animal.
Face: concealed, handsome, twisted, shifting.
Eyes: cunning, odd-eyed, piercing, furtive.
Voice: seductive, mellifluous, youthful, bitter.
Wear: dark hooded robes, rich and dark nondescript clothes, a flute and a goblet of
mead or wine, a silver mask and a jewelled mirror.
Cult
Choose one of each, or make your own:
Sacred rites: to drink and pour alcohol on the ground; to sacrifice the survivors of a
shipwreck; to give votive offerings, such as gold coins and precious gems.
Sacred laws: always offer hospitality, even to a stranger; speak the truth, even when
it’s ugly and can lead to discord; expel a scapegoat during times of disaster.
Main worshippers: thieves and traitors; bards and prostitutes; travellers, beggars and
misshapen people.
Landmarks
Draw a sign of one from each on the map, or make your own:
Wonder
A land of illusions where dreams and nightmares become prophetic.
A marketplace where exotic products from all over the world can be found, a
crossroad of foreign cultures.
A tribe of fierce shape-shifters.
Shrine
A temple opened only during the night and especially lit during full moon.
A place of narrow access, located on a dangerous cliff.
A tower at the gates of a city where the busiest road leads.
Threat
A treasure everyone covets.
A rebellious faction that threaten the current authority.
A feud that can become a war because something has been stolen or someone has
been abducted.
Divine Domains 49
Epithet
Choose one:
Who breaks the laws: You can have an additional group of Followers. They have the
Detriment: unruly instead of Detriment: outlaws.
Whose words are honey: When you implore a higher deity and you already owe
them 1 Oath, don’t give them 1 Oath.
The Messenger: When you ask your Avatar to do what the divine heart
desires and they follow your decree, you gain 1 Faith.
Sub-domain
Choose one (you can’t take a Sub-domain already taken by another Divinity):
Strife: No alliance stands the test of time. At the beginning of a new Age, across the
mortal world enemies declare truce and allies become enemies.
Secret: It doesn’t matter if it’s well-hidden or not, you know. You just do. At the
beginning of a new Age, ask the GM about something hidden and they will tell you.
Luck: Destiny cannot be influenced but some possess more than others; the fools
call that luck. At the beginning of a new Age, give 1 hold to your Avatar. They can
spend that hold to choose an additional benefit or to prevent a calamity from
happening.
Pantheon
Say which deity you stole from or otherwise tricked. They get 1 Oath on you and you
are lower in the pantheon than them.
Say which deity is your secret lover. You get 1 Oath on them and you are lower in the
pantheon than them.
Revelation
When your Avatar is chosen…
Either you think they are faithful enough and grant them your blessings; they gain
Charisma+1 but your Faith becomes weaker. When they die, they can’t choose to
influence you.
Or they become your Avatar despite your will; they first have to prove themselves
worthy of your support. Your Faith becomes stronger. When they die, they may
choose to influence you.
Fate Move
Each time an important decision is changed because of your influence, your Fate goes a
step towards your goal.
50 Divine Domains
End of Time
Start at 0 Fate. At character creation, choose if your goal is the world’s Salvation or
Ruin.
When The End is Nigh, you may choose amongst these blessings:
An Apostle is granted the ability to change its appearance between two aspects; they
can change between their Look and another one, picked from any Apostle Look.
Two Perils fight against each other; the GM will decide which one survives and
which one is defeated and no longer a Peril.
And amongst these blights:
A city is strife-ridden with petty rivalries and civil disorder, nothing good can come
out of this town; add the Detriment: chaos.
You play one of your cunning tricks on an Avatar; if their Divinity seeks Salvation,
they begin the coming Age at Fate -1; if they wanted Ruin, at +1.
Artefacts
When you create a Major Artefact, spend 1 Faith and say what it looks like. Tell a
short legendary event that involves it. When your Avatar claims it, they hold 2. Your
Avatar may spend 1 hold to choose an additional benefit when they speak the
tongue of gods.
When you create a Minor Artefact, say what it looks like and give it a Quality.
Followers
When you create Followers, say who they are (they are usually taken from your main
worshippers) and where they are on the map. They usually have a Quality depending
on who they are, Quality: band, and the Detriment: outlaws.
Also, choose one:
They add a Detriment somewhere; say which one and update the map.
They will erase a Detriment somewhere; the GM will say which one and update the
map.
Divine Domains 51
52
War
What’s better than riding your horse, free as the wind? To kill without hesitation? To
plunder and raze? To destroy the pretentious creations of others? To laugh at the distress
of the weak? That’s what an intense life of blood and steel will copiously provide! Enjoy
it while it lasts. So then, to arms, people! Show your strength and your iron will!
Look
Choose one of each, or make your own:
Symbol: a flaming sword, a bow made of bone and a quiver of arrows, a steel hand
holding a spear, an ever-watching black eye.
Appearance: masculine, feminine, androgynous, animal.
Face: scarred, angular, weathered, dashing.
Eyes: mad, single eye, wary, merciless.
Voice: menacing, cold, raspy, loud.
Wear: shining plate armour, nothing (to show their muscular body), a cape soiled of
blood, a crown of ivory and rubies.
Cult
Choose one of each, or make your own:
Sacred rites: to pour human blood; to sacrifice a black bull or a lion; to swear on
someone’s arms.
Sacred laws: fight honourably; gather on a battlefield to fight; eat the vanquished.
Main worshippers: savage unruly warriors; organized professional soldiers; fierce
weapon masters.
Landmarks
Draw a sign of one from each on the map, or make your own:
Wonder
A colossus bearing golden armour, standing watch over a city.
A great wall made of steel, to prevent raids from the barbarians.
An army of clay statues guarding the mummies of legendary rulers, inanimate so
long as their masters are left in peace.
Shrine
The field of an ancient battle where earth is still soiled with blood.
A war academy where trials are mortal and where every first-born must go when
they are not a child anymore.
A temple of martial splendour perched upon a cliff, protected by warrior-monks.
Threat
An invading army, stationed in a once glorious city.
A monstrous beast, ravenous and bloodthirsty, that no one can kill.
A sorcerer, immortal and mad, who wants to cast the gods down from their thrones.
Divine Domains 53
Epithet
Choose one:
Scourge of Mortals: When your Avatar unleashes the fury of war, the calamity
“the field of battle is ruined for this Age and the Age to come” must happen.
Bearer of steel: Your Followers also have Quality: armour or Quality: weapon.
Who fights in the foremost ranks: When your Avatar is harmed in battle, you may
spend 1 Faith to take the harm instead. You temporarily lose a Basic Divinity Move
until you regain 1 Faith.
Sub-domain
Choose one (you can’t take a Sub-domain already taken by another Divinity):
Strife: No alliance stands the test of time. At the beginning of a new Age, across the
mortal world enemies declare truce and allies become enemies.
Destruction: No defence built by Mortals stands the test of time. At the beginning
of a new Age, a fortress or any other defence is destroyed. If there’s any Quality
attached to it, erase it.
Strategy: At the beginning of a new Age, say who has the most powerful military and
say what is needed to defeat them.
Pantheon
Say which deity is your spouse (husband or wife). Give each other 1 Oath and your
relationship is unchanged.
Say which deity you defeated in a duel of might. They get 1 Oath on you but you are
higher in the pantheon than them.
Revelation
When your Avatar is chosen…
Either you think they are faithful enough and grant them your blessings; they gain
Valour+1 but your Faith becomes weaker. When they die, they can’t choose to
influence you.
Or they become your Avatar despite your will; they first have to prove themselves
worthy of your support. Your Faith becomes stronger. When they die, they may
choose to influence you.
Fate Move
Each time a war is waged on the mortal realm and thousands of lives are lost, your Fate
goes a step towards your goal.
54 Divine Domains
End of Time
Start at 0 Fate. At character creation, choose if your goal is the world’s Salvation or
Ruin.
When The End is Nigh, you may choose amongst these blessings:
Your Followers ensure peace on the border of an empire; add the Quality: peace to a
large area on the map.
Enemies are disorganized and lack proper leaders; add the Detriment: unruly to a
Peril.
And amongst these blights:
War is spread by your Followers; add the Detriment: war to a large area on the map.
An enemy is ready to strike ruthlessly; pick a Peril, and the GM will make a move
using them.
Artefacts
When you create a Major Artefact, spend 1 Faith and say what it looks like. Tell a
short legendary event that involves it. When your Avatar claims it, they hold 2. Your
Avatar may spend 1 hold to choose an additional benefit when they unleash the
fury of war.
When you create a Minor Artefact, say what it looks like and give it a Quality.
Followers
When you create Followers, say who they are (they are usually taken from your main
worshippers) and where they are on the map. They usually have a Quality depending
on who they are, Quality: band, and the Detriment: violent.
Also, choose one:
They add a Detriment somewhere; say which one and update the map.
They erase a Detriment somewhere; the GM will say which one and update the map.
Divine Domains 55
CHAPTER IV
AVATAR CALLINGS
Godsend presents eight different callings for your avatars to follow. When you make
your avatar, you’ll pick one of these playbooks and use them to guide their stats, look,
backstory and abilities.
Avatar Callings 57
58
The Angel
You’re an angel: the flaming sword sent to obliterate your enemy. You’re an angel:
incarnation of beauty sent to protect humanity. You don’t care what you’ve been sent for;
you know only to serve.
Stats
Choose one set:
Charisma 0, Valour 2, Will 2, Wisdom 0
Charisma 1, Valour 2, Will 1, Wisdom 0
Charisma 1, Valour 1, Will 1, Wisdom 1
Look
Choose one of each, or create something else:
Appearance: masculine, feminine, asexual, ambiguous.
Face: handsome, calm, smooth, young.
Eyes: merciless, faraway, pitiful, emotionless.
Body: lean, scarred, athletic, graceful.
Voice: whispering, peaceful, inspiring, soothing.
Optionally, supernatural features: feathered wings, halo of divine light, supernatural
beauty, tears of blood. If any, you gain a relevant Quality and the Detriment:
conspicuous.
Backstory
Everyone goes around the table and introduces their Avatar by their appearance.
On your turn choose at least one event from your former life as a mortal:
I did nothing out of the ordinary during my whole life, but my heart has ever been
entirely devoted to my Divinity.
I lived among unfaithful people; my Divinity punished them, I was the only survivor.
I preferred to die instead of denying my faith; this brief torment was the moment my
Divinity chose me.
When all the Avatars have been chosen by their Divinity, go around again, and on
your turn choose another Avatar for at least one:
__________ has fought with me during a divine war. Update the map with a large
area (Detriment: devastated). If any terrain feature was located here beforehand,
erase it.
I protected __________ from the fury of their Divinity, but diverted their punishment
unto an innocent population. Say what kind of punishment it was; the GM will add a
relevant Detriment to a population.
I rightfully killed an Apostle of __________. Their successor gains the Quality:
avenging.
Avatar Callings 59
Roles
Trigger one at character creation:
The Champion: You fight valiantly in the name of your Divinity; your arm strikes
without hesitation wherever it is needed. When you take part in a crusade, mark this
role: say who you’re waging war with; the GM will say where they are and may create
a relevant Peril.
The Paragon: You truly incarnate your Divinity’s Domain and beliefs and as such
your Divinity’s worshippers take you as an inspiring model. When you accomplish a
mission for your Divinity without questioning their intent, mark this role. Say who
benefited from this; the GM will say who suffered from this.
The Heretic: You have lost the trust of your Divinity. When you discover truths that
shake your loyalty, mark this role. Say who you’re hoping will offer you guidance.
The Lost: You follow your own journey, leaving your Divinity’s ways. When you
reveal your loyalty to something or someone else, mark this role. Say who they are;
the GM will create a relevant Peril.
When you mark a new Role after character creation, gain a new Angel Move or add
+1 to a Stat. If you’re Heretic or Lost, you may take a Move from another Calling.
If you’ve marked each Role, your character retires. Narrate an epilogue, using any
element you like from their Apotheosis Move.
Angel Moves
Choose two:
Disarming presence
When you speak or sing, no one who can hear you can start a fight. When you make
eye contact with an NPC, they freeze until you break it off.
Fallen angel
When you move the fate of the world away from your Divinity’s goal, hold 1. Spend
that hold to avoid any harm or heal a fatal wound.
Indomitable
When you go into battle, hold 2. During the battle, you can spend your hold to:
Redirect harm to someone else.
Cross the distance between you and another character outside your reach before they
have time to react.
Intercept any attack directed at someone; if they should have suffered harm, you
suffer it instead.
60 Avatar Callings
Merciful
When you unleash the fury of war or when you perform a miracle, you may
spend 1 Faith to prevent a calamity.
Ubiquitous
You may appear in front of anyone whose true name you know.
Death
When you die, you become a statue made of stone, captured in a moment of perfect
beauty. People will start worshipping this relic. Say what Quality or Detriment this
statue brings wherever it is located.
Avatar Callings 61
62
The Harbinger
You see people as resources: they may help you further the creed of your god. Or they may
not, in which case they’re worthless to you. Even your allies know they can trust you only
until the point where they cease to serve your cause. What can you say? You’re not here to
make friends. Just to deliver the divine words and to reap what you sow.
Stats
Choose one set:
Charisma 2, Valour 0, Will 2, Wisdom 0
Charisma 2, Valour 1, Will 1, Wisdom 0
Charisma 1, Valour 1, Will 1, Wisdom 1
Look
Choose one of each, or create something else:
Appearance: masculine, feminine, asexual, utterly inhuman.
Face: angular, hidden, pale, kind.
Eyes: mocking, disingenuous, calculating, bright.
Body: colossal, lithe, bony, supple.
Voice: calm, sharp, hypnotic, blood-curdling.
Optionally, supernatural features: aura of fire and shadow, horns, dreary beauty,
encrusted jewellery. If any, you gain a relevant Quality and the Detriment:
conspicuous.
Backstory
Everyone goes around the table and introduces their Avatar by their appearance. On
your turn choose at least one event from your former life as a mortal:
I ran amok during a religious festivity. My mind wasn’t prepared to comprehend the
words of my Divinity.
I was rejected by my family, I had no friends, and thus stood on the path to greatness.
I heard my calling when I drank the blood of a former Avatar.
When all the Avatars have been chosen by their Divinity, go around again, and on
your turn choose another Avatar for at least one:
__________ stood in my way once; I spared them but have been punished for my
reluctance. Say what you didn’t accomplish because of them; the GM will tell you
how it has become an even worse situation and may create a relevant Peril.
I have deep feelings for __________ but there is a higher purpose in my life than caring
for mortals. Nevertheless, say what they should say or do to get your help; they say
how they understood how to manipulate you.
__________ would make a good acolyte: their faith is strong but ill-advised. Ask them
how you could prove to them the superiority of your Divinity.
Avatar Callings 63
Roles
Choose one at character creation:
The Pontiff: You are your Divinity’s high priest on the mortal realm. When you try
to co-opt a more widespread religion, mark this role. Say what your secret trump
card is.
The Paragon: You truly embody your Divinity’s Domain or beliefs, and your
Divinity’s worshippers take you as an inspiring model. When your actions cause
unintended harm, mark this role. Name one group you need to make amends with to
great extent if you want them to join your ranks; the GM may create a Peril.
The Heretic: You have lost the trust of your Divinity. When you make it your life’s
work to fight against a Peril that doesn’t concern your Divinity, mark this role. Say
how they are nevertheless connected to your Divinity.
The Lost: You follow your own journey, leaving your Divinity’s ways. When you
suffer a crisis of faith, mark this role. Say what is currently more important to you;
the GM will tell you how to find an answer to your existential crisis.
When you mark a new Role after character creation, gain a new Harbinger Move
or add +1 to a Stat. If you’re Heretic or Lost, you can take a Move from another
Calling.
If you’ve marked each Role, your character retires. Narrate an epilogue, using any
element you like from their Apotheosis Move.
Harbinger Moves
Choose two:
Hear ye hear ye.
When you show the glory of your Divinity to change the devotion of a group of people,
they become favourable to your Divinity.
Choose also any number of additional benefits up to your Charisma:
They permanently change their devotion without asking for any sacrifice.
They can become Followers from now on, if your Divinity decides to.
People see the greatness of your Divinity and they begin to worship them; your
Divinity’s Faith becomes stronger.
Finally, choose any number of calamities up to your Will that won’t happen:
An NPC you sincerely care about just happens to be present. They become
fanatically zealous and will cause trouble.
This new devotion provokes a religious schism. A new hostile faction emerges from
this group; the GM will create a Peril.
You cannot redo this Move until the next Age.
The calamities you haven’t chosen happen; the GM will flesh out the details.
64 Avatar Callings
Overthrow the false prophets.
You can spend 1 Faith to give an order to a group of Followers, even if they’re not
yours, and they’ll do it.
Renew the world.
When you trigger your Divinity’s Fate Move, hold 1. Spend that hold to prevent
another Divinity from moving their Fate towards their goal.
The name that can be named is not the eternal name.
When you kill an Avatar, their Divinity must trigger fall into nothingness.
Unsatisfactory alliance.
When you receive help from an Avatar or an Apostle of a different Divinity, you must
choose an additional benefit and an additional calamity on any move triggered.
You can spend 1 Faith to choose only the benefit.
Death
When you die, your place of death becomes a destination for pilgrimage and a place
of worship is erected. It will become a place of safety for the worshippers of your
Divinity. There, Followers can be easily found and no Peril can harm them.
Avatar Callings 65
66
The Incarnation
Avatars are usually elevated by their deity from the masses of humanity, and retain some
of their weaknesses and imperfections. You are different. You are the embodiment of your
Divinity, sent to the mortal realm to bring balance. Until a new cycle of destruction and
renewal begins.
Stats
Choose one set:
Charisma 0, Valour 0, Will 3, Wisdom 1
Charisma 1, Valour 0, Will 3, Wisdom 0
Charisma 1, Valour 0, Will 2, Wisdom 1
Look
Choose one of each, or create something else:
Appearance: masculine, feminine, ambiguous, concealed.
Face: serene, gorgeous, luminous, pallid.
Eyes: scorching, lost, venerable, candid.
Body: luscious, still, gracious, imposing.
Voice: stern, soothing, rich, passionate.
Optionally, supernatural features: part-animal, several arms, levitating, inhuman
skin colour. If any, you gain a relevant Quality and the Detriment: conspicuous.
Backstory
Everyone goes around the table and introduces their Avatar by their appearance. On
your turn choose the reason you have been sent to the mortal realm:
You naturally appear when the balance between two concepts must be restored (for
example: good and evil, chaos and order, creation and destruction).
You have been summoned by powerful worshippers of your Divinity.
You are one of the numerous signs foretelling the end of time.
When all the Avatars have been chosen by their Divinity, go around again, and on
your turn choose another Avatar for at least one:
__________ came to me for wise counsel. Ask them what it was about and say
sincerely what you think their best course of action is; the GM will consider that as
a truth.
I have foreseen the doom of __________ but I know a way to prevent that from
happening. Say what it is; the GM will create a relevant Peril.
I know that the divinity __________ serves wrongly tried to change the balance of the
universe. Ask them what you prevented them from doing, and tell them what they
should do instead to have your support.
Avatar Callings 67
Roles
Choose one at character creation:
The Champion: You fight valiantly in the name of your Divinity; your arm strikes
without hesitation wherever it is needed. When you creatively defeat an important
opponent of the cosmic balance, mark this role. Say who they were and how you
defeated them. The GM will tell you how you’ve seen evidence of their reappearance
and how they seem stronger; the GM will create a relevant Peril.
The Hierophant: You act as an interpreter for your Divinity’s will and educate their
worshippers in their holy ways. When you correct a significant imbalance, mark this
role. Say how you’ve improved someone’s lot. The GM will say what they now expect
from you.
The Heretic: You have lost the trust of your Divinity. When you engage in petty
mortal quarrels, mark this role. Say who was considered an enemy, but was in fact ill-
understood. The GM will say who was thought to be an ally and was in fact a foe.
The Lost: You follow your own journey, leaving your Divinity’s ways. When you
further the cosmic imbalance, mark this role. Say how this has brought delight or
luxury, at least on the short-term, for a group of people. The GM will say who suffers
from this and now opposes the current imbalance; the GM may create a relevant
Peril.
When you mark a new Role after character creation, gain a new Incarnation Move
or add +1 to a Stat. If you’re Heretic or Lost, you can take a Move from another
Calling.
If you’ve marked each Role, your character retires. Narrate an epilogue, using any
element you like from their Apotheosis Move.
Incarnation Moves
Choose two:
From eternity to temporality, from infinitude to finitude.
Your essence is divine, and one of your aspects is the epitome of your Divinity.
Choose one of your Stats; whenever you should use it, instead use the current Fate of
your Divinity (treating it as positive if it's negative).
I come into being, age after age.
Once per Age, you can ask the GM how you can trigger your Divinity’s Fate Move.
They will tell you exactly which requirements you must fulfil to trigger it: up to three,
linked with “and” or – mercifully – “or”.
Knowledge is the ultimate weapon.
If you know the weakness of your foe, you can unleash the fury of war against
them with Will instead of Valour.
68 Avatar Callings
Revered.
When you speak publicly to a mob, you can lead them to do your bidding. Choose one
below. You can ask them:
To bring you someone; but they will also commit violence upon people that are
similar or close to your target.
To bring you something precious you covet; but they will steal other things also and
be jealous of your treasure.
To fight for you or your cause; but they will spread chaos and death on their way.
This is just a mere embodiment of the soul.
Whenever you want, change any or all of your Looks and even the Quality linked to
your supernatural features. Those who know you can still recognize you, but only if
they look closely.
Death
When you die, it’s just part of the cycle. Worshippers are already looking for another
embodiment. You may create your next character by taking the same Calling and
keeping their advancements (meaning you keep your Backstory, your Moves, the
Roles you eventually had and your current Role). Reset their Stats and their Harm
options and simply change their Look. You may take another Role if that makes
sense.
Avatar Callings 69
70
The Juggernaut
You’re a destroyer. No one can stop you.
Stats
Choose one set:
Charisma 0, Valour 3, Will 0, Wisdom 1
Charisma 0, Valour 2, Will 0, Wisdom 2
Charisma 0, Valour 2, Will 1, Wisdom 1
Look
Choose one of each, or create something else:
Appearance: masculine, feminine, asexual, utterly inhuman.
Face: scarred, angular, weathered, grimy.
Eyes: disdainful, merciless, fiery, hungry.
Body: colossal, hard, stocky, muscular.
Voice: raspy, menacing, roaring, mute.
Optionally, supernatural features: metallic skin, giant size, earthshaking stomp,
superhuman strength. If any, you gain a relevant Quality and the Detriment:
conspicuous.
Backstory
Everyone goes around the table and introduces their Avatar by their appearance. On
your turn choose at least one event from your former life as a mortal:
I was born a slave but led a revolt, conquering my freedom.
I fought every weapon master alive and defeated even the best; no one could match
me.
I was cast into a volcano as a punishment; this brief torment was the moment my
Divinity chose me.
When all the Avatars have been chosen by their Divinity, go around again, and on
your turn choose another Avatar for at least one:
__________ has fought with me during a divine war. Mark out a large area on the
map with Detriment: devastated. If any terrain feature was located here beforehand,
erase it.
__________ once found me on the verge of death and helped me recover. Say who or
what almost killed you; the GM will create a relevant Peril.
I have rescued __________ from a hellish place. Mark out a small area on the map
with Detriment: blight; the GM will create a relevant Peril.
Avatar Callings 71
Roles
Trigger one at character creation:
The Champion: You fight valiantly in the name of your Divinity; your arm strikes
without hesitation wherever it is needed. When you lead the way against impossible
odds, mark this role. Say who dies; the GM says who’ll survive.
The Zealot: You speak the words of your Divinity and promote their Domain. When
you swear to bring down someone or something, mark this role. Say what would
make you protect them instead; the GM will create a relevant Peril.
The Heretic: You have lost the trust of your Divinity. When you pursue a personal
vendetta, mark this role. Say where you might find allies against your grudge’s target.
The Lost: You follow your own journey, leaving your Divinity’s ways. When you
destroy something you weren’t meant to, mark this role. Say what you need to do to
prove you were right or at least to redeem yourself.
When you mark a new Role after character creation, gain a new Juggernaut Move
or add +1 to a Stat. If you’re Heretic or Lost, you can take a Move from another
Calling.
If you’ve marked each Role, your character retires. Narrate an epilogue, using any
element you like from their Apotheosis Move.
Juggernaut Moves
Choose two:
Death just makes me stronger.
Your Harm move has an additional option: “Survive and get stronger by your defeat;
get +1 to one of your Stats”. As with all Harm move options, you can only pick this
option once.
Heel of Achilles.
Unless your adversary is exploiting a weakness revealed via Overcome the tides of
destiny or other means, you can’t suffer harm.
Scent of blood
No one can ever escape your revenge. When someone has harmed you or those you love,
hold 1. Spend that hold at any future point to appear in a scene they're in, with or
without an explanation.
Tall as a Titan, Fierce as a Dragon.
No mortal can fight you if they don’t have a relevant Quality (bravery, god-killer, or a
massive army, for example). Foes without the proper Quality would probably flee the
battlefield without even fighting.
72 Avatar Callings
Those walls won’t stop me.
When you smash through scenery or defences, you go where you want to go. Choose
also any number of additional benefits up to your Valour:
You leave the enemy defenceless.
You directly face your true enemy.
You free potential allies. Say who they are.
Finally, choose any number of calamities up to your Wisdom that won’t happen:
You are fatally wounded in the process: you suffer harm.
An NPC you sincerely care about just happens to be present. They are either
dreadfully maimed or killed.
The scenery is ruined for this Age and the Age to come; update the map with a large
area (Detriment: devastated). If any terrain feature was located here beforehand,
erase it.
The calamities you haven’t chosen happen; the GM will flesh out the details.
Death
When you die, you fall like a giant, destroying anything of your choice in the local area
(a city, a mountain, etc).
Avatar Callings 73
74
The Martyr
Gods are long-sighted, but they don’t care if their orders harm the weak and the
unfortunate. You are lucky to witness the glory of the gods but somehow it should be
possible to spread their words without making people suffer. This is your calling. This is
your curse.
Stats
Choose one set:
Charisma 0, Valour 1, Will 0, Wisdom 3
Charisma 0, Valour 2, Will 0, Wisdom 2
Charisma 1, Valour 1, Will 0, Wisdom 2
Look
Choose one of each, or create something else:
Appearance: masculine, feminine, transgressing, androgynous.
Face: smooth, scarred, striking, friendly.
Eyes: sharp, weary, shining, guilty.
Body: marked, slight, hard, skinny.
Voice: regal, caring, peaceful, soft.
Optionally, supernatural features: halo of divine light, bleeding stigma, third eye,
impervious to elements. If any, you gain a relevant Quality and the Detriment:
conspicuous.
Backstory
Everyone goes around the table and introduces their Avatar by their appearance. On
your turn choose at least one event from your former life as a mortal:
I advocated for a false deity before receiving an epiphany from my Divinity.
My followers were persecuted and killed; I am the only survivor.
I travelled to hostile lands to preach, to no avail.
When all the Avatars have been chosen by their Divinity, go around again, and on
your turn choose another Avatar for at least one:
I have rescued __________ from a hellish place. Mark a small area on the map with
Detriment: blight; the GM will create a relevant Peril.
I have stopped __________ from harming people – neither of us are welcomed at that
place now. Say where it happened, and ask them what they were about to do and
how you stopped them.
I have saved the life of someone dear to __________. Ask them who it was; the GM
may create a relevant Peril.
Avatar Callings 75
Roles
Choose one at character creation:
The Hierophant: You act as an interpreter for your Divinity’s will and educate
their worshippers in their holy ways. When you seek sanctuary for your Divinity’s
worshippers, mark this role. Say where they’ll be safe; the GM will tell you what’s in
your way.
The Sybarite: You live unidentified amongst the mortals and the followers of your
Divinity, sharing their joys and their pains. When you search the lands for a solution
for the ills of your Divinity’s worshippers, mark this role. Say what it is; the GM will
tell you what sacrifice must be done or what unfortunate consequences will happen.
The Heretic: You have lost the trust of your Divinity. When you choose to fight a
threat that doesn’t endanger your Divinity’s worshippers, mark this role. Say who,
person or faction, is helping you.
The Lost: You follow your own journey, leaving your Divinity’s ways. When you
refuse to serve your Divinity by harming people, mark this role. Say what about
them reminds you of your former mortal life and how you’re hoping to change your
Divinity’s ways.
When you mark a new Role after character creation, gain a new Martyr Move or add
+1 to a Stat. If you’re Heretic or Lost, you can take a Move from another Calling.
If you’ve marked each Role, your character retires. Narrate an epilogue, using any
element you like from their Apotheosis Move.
Martyr Moves
Choose two:
Don’t mind me
When you blend in a crowd, you won’t be recognized and will look unremarkable.
You can also enter secure places without difficulty unless you have the Detriment:
conspicuous.
Red martyrdom
Your Harm move, instead of “Survive but reveal that your Divinity can’t protect
you”, has this option: “Survive and show that your persecution sanctifies you; your
Divinity’s Faith becomes stronger”. As with all harm move options, you can pick this
option only once.
Walking the earth
When you visit a settlement for the first time, or when you return after a long absence,
say what you want from these people (protection, information or worship). The GM
will tell you what you need to do to obtain it.
76 Avatar Callings
Fight for the right cause
When you are the witness of an injustice or an evil deed and you step up, you can
prevent it. Choose also any number of additional benefits up to your Wisdom:
You prevent your antagonist from retaliating for now.
You show signs of wonder and people support your cause; your Divinity’s Faith
becomes stronger.
You have corrected a pivotal wrong; move your Divinity’s Fate one step towards Ruin
or Salvation.
Finally, choose any number of calamities up to your Valour that won’t happen:
You are fatally wounded in the process: you are harmed.
An unforeseen complication will happen; the GM will make a Move.
An NPC you sincerely care about just happens to be present. They are either
captured or persecuted.
The calamities you haven’t chosen happen; the GM will flesh out the details.
Benediction of health
With the balm of your presence, you can spend 1 Faith to temporarily erase a
Detriment concerning a population, a place or a small area. If you want to erase it
permanently, the GM will tell you what you need (time, resources, sacrifice and/or
help).
Death
When you die, name an NPC (or a PC if they agree to it) responsible for your death
and say how and when they will die; the GM will make that happen, no matter how.
Name an NPC who will emerge unharmed from the current situation; the GM will
make that happen, no matter how.
Avatar Callings 77
The Pandora
If chaos would have a face, if strife would have a voice, it would be yours. Of beauties
and evils, you’re wealthy and generous. The truth is, you live amongst mortals only to
cause trouble. What can you say? Trouble is the best gift you can give!
Stats
Choose one set:
Charisma 3, Valour 0, Will 1, Wisdom 0
Charisma 3, Valour 1, Will 0, Wisdom 0
Charisma 2, Valour 0, Will 1, Wisdom 1
Look
Choose one of each, or create something else:
Appearance: masculine, feminine, ambiguous, androgynous.
Face: gorgeous, unsettling, striking, strange.
Eyes: arresting, dark, mocking, welcoming.
Body: toned, attractive, unnatural, graceful.
Voice: sultry, soft, soothing, lilting.
78 Avatar Callings
Optionally, supernatural features: metallic skin, supernatural beauty, several arms,
floating lights. If any, you gain a relevant Quality and the Detriment: conspicuous.
Backstory
Everyone goes around the table and introduces their Avatar by their appearance. On
your turn choose at least one event from your former life as a mortal:
I was the guardian of a divine treasure, but I wasn’t reliable enough and I failed to
protect it.
I seduced everyone who laid their eyes on me; wars were waged to conquer me.
I was created by the gods themselves and sent as a reward or a punishment, but I’ve
gained my free will.
When all the Avatars have been chosen by their Divinity, go around again, and on
your turn choose another Avatar for at least one:
__________ fell in love with me at first sight. Unfortunately, they have a powerful
rival. Say who it is; the GM will create a relevant Peril.
I protected __________ from the fury of their Divinity, but I diverted their
punishment unto an innocent population. Say what kind of punishment it was; the
GM will add a relevant Detriment to a population.
I was bearing an Artefact intended for __________ when I lost it. Say who it has now
reclaimed it; the GM will create a relevant Peril.
Avatar Callings 79
Roles
Choose one at character creation:
The Zealot: You speak the words of your Divinity and promote their Domain.
When you forge powerful weapons of destruction, mark this role. Say where they are
stocked on the map and who’s aware or afraid of their existence; the GM will create
a relevant Peril.
The Sybarite: You live unidentified amongst the mortals and the followers of your
Divinity, sharing their joys and their pains. When you find answers to the reason of
your existence, mark this role. Say how you can free yourself from your fate.
The Heretic: You have lost the trust of your Divinity. When you save a population
from the edge of extinction, mark this role. Say why you save them: compassion for
them or rebellion against your Divinity.
The Lost: You follow your own journey, leaving your Divinity’s ways. When you put
aside your Divinity’s goals to forge an alliance for the greater good, mark this role.
Say why the larger threat needs everyone to band together to defeat it; the GM will
create a relevant Peril.
When you mark a new Role after character creation, gain a new Pandora Move
or add +1 to a Stat. If you’re Heretic or Lost, you can take a Move from another
Calling.
If you’ve marked each Role, your character retires. Narrate an epilogue, using any
element you like from their Apotheosis Move.
Pandora Moves
Choose two:
All-giving
If you give a meaningful present to someone, even if you just send it to them, you
can speak the tongue of gods to them as if "they are susceptible to your words".
Moreover, they wouldn’t ever “ask you a tough price”, even if you left that calamity
open for the GM to describe.
Full of Gifts
You can give a Quality to an NPC or an Apostle, if you also give them a Detriment.
You can have only one Quality and Detriment given at any moment. You can’t take
them back – the recipient will need to die first.
Moulded by the gods
The gods made you perfect. When your Divinity uses curse the unfaithful on you,
they lose 1 Faith.
80 Avatar Callings
No hope remains
When you suffer harm, hold 1. When The End is Nigh you can spend that hold to
choose a blight from the main list or one specific to your Divinity.
Monster-bearer
You can give birth to a monster. You can have only one monster at your side at any
moment. This monster can fight in the shadow of the colossus for you and is
clever enough to obey complex orders. If your monster dies, you can’t have another
one until the next Age.
Choose one:
A drake with Quality: fire-breathing, Quality: flying and Detriment:
overconfident.
A wild beast with Quality: tough, Quality: strong and Detriment: savage.
A snake with Quality: amphibian, Quality: venomous and Detriment: huge.
A giant spider with Quality: terrifying, Quality: sneaky and Detriment: slow.
Death
When you die, your remains begin to vomit blights and evils. Say which monstrosities
now roam your grave; no one except Avatars would be fool enough to enter this no
man’s land. However, hold 1. At any moment you can spend that hold to say that the
treasure any PC is looking for is located there.
Avatar Callings 81
The Prometheus
Gods are a mistake that the universe needs to correct. They must disappear, they must be
killed. Because who would end the world, if not them? Mortals are the true kings, and it
is time to give them the keys to their destiny.
Stats
Choose one set:
Charisma 2, Valour 0, Will 2, Wisdom 0
Charisma 1, Valour 1, Will 2, Wisdom 0
Charisma 1, Valour 1, Will 1, Wisdom 1
Look
Choose one of each, or create something else:
Appearance: masculine, feminine, transgressive, androgynous.
Face: striking, burned, sly, gaunt.
Eyes: passionate, anguished, angry, wary.
Body: angular, crippled, frail, graceful.
Voice: sullen, broken, distant, impenitent.
82 Avatar Callings
Optionally, supernatural features: giant size, bleeding stigma, horns, halo of
darkness. If any, you gain a relevant Quality and the Detriment: conspicuous.
Backstory
Everyone goes around the table and introduces their Avatar by their appearance. On
your turn choose what kind of minor deity you are:
I am the child of a deity and a mortal, but I refused to take the side of the gods.
I am older than the gods themselves but I have spent most of my existence in a
hellish prison.
I was cast out of the divine realm because of a wrongdoing.
When all the Avatars have been chosen by their Divinity, go around again, and on
your turn choose another Avatar for at least one:
__________ once found me almost dead and helped me recover. Say who or what
almost killed you; the GM will create a relevant Peril.
__________ stood in my way once. I spared them but was punished for my reluctance.
Say what you didn’t accomplish because of them; the GM will tell you how it has
become an even worse situation and may create a relevant Peril.
I discovered a secret, something hidden or unsuspected, with the help of __________.
Say what it is and why it needs to be kept secret or else disasters would ensue; the
GM may create a relevant Peril.
Avatar Callings 83
Roles
Choose one at character creation:
The Sybarite: You live unidentified amongst the mortals and the followers of your
Divinity, sharing their joys and their pains. When you lure worshippers to venerate
you instead of a true god, mark this role. Name a faction that considers you as a god;
the GM may create a Peril.
The Hermit: You are a secluded sage, without any followers, though many seek your
tutelage. When someone asks you where to find something crucial, mark this role.
Say who else is looking for it; the GM may create a relevant Peril.
The Heretic: You have lost the trust of your Divinity. When you give the gifts
of your Divinity to someone the Divinity thinks is unworthy of them, mark this
role. Ask the Divinity who the gift was intended for, and say which unfortunate
consequences will happen now.
The Lost: You follow your own journey, leaving your Divinity’s ways. When you seek
a power that you could use to bring down the gods, mark this role. Mark a place on
the map where you might find it; the GM may create a relevant Peril.
When you mark a new Role after character creation, gain a new Prometheus Move
or add +1 to a Stat. If you’re Heretic or Lost, you can take a Move from another
Calling.
If you’ve marked each Role, your character retires. Narrate an epilogue, using any
element you like from their Apotheosis Move.
Prometheus Moves
Choose two:
Chained, tormented, but still alive.
When your Divinity uses curse the unfaithful on you, they temporarily lose a
Basic Divinity Move until they regain 1 Faith.
Taboo.
When you challenge the established order, current laws or customs, you weaken the
rules of the society. What you’ve done is accepted as normal for now. Choose any
number of additional benefits up to your Will:
A rule is forever changed, according to your wish.
An Artefact you were bearing gains 1 hold (up to its maximum).
Your Divinity’s Apostles or Followers lose one of their Detriments.
Finally, choose any number of calamities up to your Charisma that won’t happen:
You are fatally wounded in the process: you are harmed.
An unforeseen complication will happen; the GM will make a Move.
You show that the gods can be challenged; your Divinity’s Faith becomes weaker.
The calamities you haven’t chosen happen; the GM will flesh out the details.
84 Avatar Callings
Divine thief.
You have stolen something from a Divinity (not necessarily yours). You have a Major
Artefact you can use. They still must pay the Faith cost to create it.
Plead for humanity.
Once per Age, you can implore a higher deity. You don’t need to keep track of the
Oath you should give: it’s well-known that your word can’t be trusted.
Wretched gift
When you perform a miracle or when you unleash the fury of war, you may
decide who will suffer the “unfortunate consequences” instead of the GM.
Death
When you die, instead of influencing your Divinity during your Apotheosis Move,
you can choose this option: “Become a deity: choose a Domain and follow the usual
rules to create them. The GM will play your character as an NPC in the pantheon
from now on.”
Avatar Callings 85
86
The Prophet
Whatever message the gods want to pass to humanity, you’ll serve as an intermediary.
Drawing from an infinite fount of wisdom has its benefits, but so often people will blame
the messenger.
Stats
Choose one set:
Charisma 2, Valour 0, Will 0, Wisdom 2
Charisma 1, Valour 0, Will 1, Wisdom 2
Charisma 1, Valour 1, Will 1, Wisdom 1
Look
Choose one of each, or create something else:
Appearance: masculine, feminine, transgressing, concealed.
Face: grimy, young, weathered, serene.
Eyes: passionate, sunken, wise, bright.
Body: wiry, scarred, awkward, bent.
Voice: warm, husky, loud, vehement.
Optionally, supernatural features: third eye, impervious to elements, halo of divine
light, levitation. If any, you gain a relevant Quality and the Detriment: conspicuous.
Backstory
Everyone goes around the table and introduces their Avatar by their appearance. On
your turn choose at least one event from your former life as a mortal:
I have been a scapegoat, banished from my people.
I went somewhere nobody ever set foot.
I was the most important mortal figure in the world before becoming the messenger
of my Divinity, such as an emperor or a king.
When all the Avatars have been chosen by their Divinity, go around again, and on
your turn choose another Avatar for at least one:
__________ came to me for wise counsel. Ask them what it was about and say
sincerely what you think their best course of action is; the GM will consider that as
a truth.
I know a truth about __________ they probably don’t want to hear. Ask them what it
is; the GM will consider that as a truth.
I have foreseen the doom of __________ but I know how to prevent it. Say what it is;
the GM will create a relevant Peril.
Avatar Callings 87
Roles
Choose one at character creation:
The Pontiff: You are your Divinity’s high priest on the mortal realm. When you lead
a mob of your Divinity’s worshippers to fight for your Divinity’s cause, mark this
role. Say who or what you are fighting against; the GM will say who your best allies
are in that fight and may create a relevant Peril.
The Hierophant: You act as an interpreter for your Divinity’s will and educate their
worshippers in their holy ways. When you infiltrate a group to sway them to your
Divinity’s cause, mark this role. Name someone who already trusts you; the GM will
say someone who schemes against you and may create a relevant Peril.
The Heretic: You have lost the trust of your Divinity. When you spare or ally with
whatever your Divinity is fighting against, mark this role. Ask your Divinity how you
can change their mind about it.
The Lost: You follow your own journey, leaving your Divinity’s ways. When you
discard the wisdom of your Divinity and seek new guidance, mark this role. Say what
you’re looking for; the GM will tell you where to find it.
When you mark a new Role after character creation, gain a new Prophet Move
or add +1 to a Stat. If you’re Heretic or Lost, you can take a Move from another
Calling.
If you’ve marked each Role, your character retires. Narrate an epilogue, using any
element you like from their Apotheosis Move.
Prophet Moves
Choose two:
They shall attack you, but they shall not prevail
When you suffer harm because of one of your prophecies, the harm is transferred to
your opponent or is negated (your Divinity’s choice).
Clairsentience.
You can spend 1 Faith from your Divinity to view an object, a person or place in a
remote location, for as long as you close your eyes. The better you know the object,
person or location, the clearer the vision.
Voice of the Gods
When you truthfully or falsely preach the words of your Divinity, choose one:
An NPC will believe you wholeheartedly, but they may become too zealous.
An NPC will follow your words, but their path is their own.
An NPC or an Apostle will help you, but their true reasons are theirs.
An NPC or an Apostle won’t oppose you, and that’s good enough for now.
If your words are revealed to be lies, expect the worst; the GM will make a Move.
88 Avatar Callings
The law of your fathers is not the law of the gods.
You can spend 1 Faith from your Divinity to order an NPC or a group of people to
disobey one of their customs, laws or rules.
Prophecy.
When you deliver a prophecy, a wise counsel from your Divinity or a vision of the
future, whoever was paying attention will carefully consider your words. Choose also
any number of additional benefits up to your Wisdom:
Whoever acts upon that prophecy to fulfil it may choose one more benefit the next
time they act.
Whoever acts contrary to the prophecy will have to choose one more calamity the
next time they act.
People see the greatness of your Divinity and they begin to worship them; your
Divinity’s Faith becomes stronger.
Finally, choose any number of calamities up to your Charisma that won’t happen:
You are fatally wounded in the process: you are harmed.
An unforeseen complication will occur; the GM will make a Move.
You cannot speak the tongue of the gods nor deliver another prophecy until
this prophecy has come to pass, one way or another.
The calamities you haven’t chosen happen; the GM will flesh out the details.
Death
When you die, deliver a final prophecy even if you don't have the move. You can
freely choose up to 3 benefits, and don’t have to pick any calamities.
Avatar Callings 89
CHAPTER V
APOSTLES
Apostles
When a scene is directly focused on one character’s actions, there isn’t always room
for one or more of the other player characters to logically fit. In this case, other
players can instead play an Apostle.
Apostles are supporting characters, witnessing the duel of fates. They are heroes in
their own right, but in the face of the end of days they’re mere sparks in front of
a bonfire. They’re there to assist the Avatars, flesh out the Avatar’s followers, and
give players without main characters present a voice in the fiction. They can’t stand
against an Avatar, but can deal with more human-centered missions, and they
provide a mortal perspective on events. If they survive, they may be used again by the
players or the GM, if the need arises in later scenes.
Apostle Moves
Fight in the shadow of the colossus
When you are ordered by an Avatar to perform a task, for each Quality you possess
that is relevant to the task choose one benefit:
You fully accomplish your objective.
You’ve managed to deal with side problems; erase a Quality or add a Detriment on
the map or to a Peril.
You’ve found useful information or ways to get the upper hand.
For each Detriment you possess that is relevant to the task, choose a calamity:
Unfortunate consequences happen; the GM will make a Move.
An ally is lost, trapped or dead.
You had to pay a tough price; lose a Quality or add a Detriment.
Fade out
When an Apostle has no Qualities anymore or more Detriments than Qualities, they
are no longer part of the story – they may be permanently disabled or too frightened
to continue helping an Avatar.
Pass a Relic
When times are dire and you judge an Avatar worthy of it, you may pass them a
Relic of their former incarnation. Say how you inherited that Relic. Erase a Quality,
revealing that it was in fact Quality: Relic-bearer. If they're an Avatar of a different
Divinity to yours, their Divinity gives 1 Oath to yours.
Creating an Apostle
As they are not of the same level of power as Avatars, Apostles don’t use the same
Moves, don’t have Stats, and their playbooks are much simpler. Pick a Belief, a Look,
and a Role according to the Divinity they serve, and then Qualities and Detriments.
Choose one Quality. To add an additional Quality, you must also take a Detriment.
Qualities Detriments
Armour, Artificial, Bravery, Disciplined, Addicted, Ambitious, Criminal, Cursed,
Erudition, Glory, God-killer, Influence, Disloyal, Foolish, Light-sensitive, Rusty,
Magic, Money, Mounts, Stealth, Tough, Ruthless, Sick, Unequipped, Unskilled.
Undead, Weapon.
91
Apostles of Death
Belief
Choose one below:
After winter, there’s spring; after death, life: You are an initiate of the Great
Mysteries. Say what you’ve lost or left behind to become an Apostle. When you die
for the first time, you may say that you actually survive.
We must remember the legends of the departed: Say who your Divinity’s current
Avatar reminds you of, and say why you think they are similar and will meet the
same fate. When you die, your Divinity changes your body and mind into something
different; say what it is and how the legends will remember you.
Death is no ending: Our deeds will be judged at our demise. Say who is the foulest
character amongst the Avatars and the Apostles; their player will reveal their darkest
secret to you. When you die, you leave a minor Relic that another Apostle can bear.
The Apostle bearing your Relic may now use your Look Move as if they had it.
Look
Choose one:
An ambitious plague doctor: You wear a mask to hide deformities due to a
disgraceful illness. You are immune to any sickness. You can heal someone else’s fatal
wound, but you permanently lose one of your Qualities in the process.
A resolute necromancer: You have a gift and you want to use it well: you can talk to
the spirits of the dead and the undead. You can speak the tongue of the gods
to them like an Avatar, except you only choose one of the benefits and no calamities
happen. Instead you permanently lose one of your Qualities.
An aloof embalmer: You usually maintain a cold composure and you smell of myrrh,
perfumed oils, and incense. When an Avatar dies in your presence, they may freely
choose to “leave behind a Relic”. Change one of your Qualities to become “relic-
bearer”.
Role
Choose one (you can’t choose a Role already taken by your Divinity’s Avatar):
The Zealot: You speak the words of your Divinity, explaining to everyone what they
should expect in the Afterlife. If you’re in an area with the Detriment: disease, you
may consider it as one of your Qualities.
The Hermit: You are a secluded sage, without any followers, said to live forever. You
appear and disappear whenever your heart commands; you don’t fade out and may
reappear even if the Age has changed.
The Heretic: You have lost the trust of your Divinity because you believe in a
different Afterlife. Gain a Quality when your Divinity’s Fate goes the opposite way
and gain a Detriment when your Divinity’s Fate goes the way they want.
If your Divinity’s Avatar changes their Role, you may also change yours. Say why and
how it happens.
92 Apostles
Apostles of Justice
Belief
Choose one below:
Some things are worth dying for: You have devoted your life to protecting someone,
some people, or something. Say who they are. When the outcome of a Move should
kill or harm an NPC, you may take their place instead.
We all should aspire to a better good: You once failed your sacred duty. Say who or
what suffered because of your mistakes. When you die, say which Divinity’s sacred
law is changed and how.
My word is my bond: You gave a promise that you haven’t yet fulfilled. Say what you
promised, to whom, and the GM will tell you why it is more complicated than it
looks. When you die, give a final order to someone present, even an Avatar, and they
will have to execute it no matter what.
Look
Choose one:
A fearless paladin: You care about people, maybe a little bit too much: that can eat
away at you. When someone close to you or to your Divinity’s Avatar is in deep
distress, you somehow know it.
A monk with dark memories: You are a different person from the one who entered
your order a long time ago. When you enter a community, no one will harm you as
long as you provide some aid.
A resolute inquisitor: There will be no rest for the wicked, as you’ve devoted your
life to justice. You may fight in the shadow of the colossus, even if you don’t
follow the orders of an Avatar, if your intent is to serve justice.
Role
Choose one (you can’t choose a Role already taken by your Divinity’s Avatar):
The Champion: You fight valiantly in the name of your Divinity; your arm strikes
without hesitation wherever it is needed. Your Divinity has already granted you an
Artefact.
The Paragon: You truly embody your Divinity’s Domain and beliefs, being an
implacable instrument of justice, and as such you inspire your Divinity’s worshippers.
With time and effort, you may change the Qualities and Detriments of your
Divinity’s Followers.
The Lost: You somehow rejected your Divinity: now you follow your own rules. You
commit crimes and villainy, do evil as soon as you can. If your Divinity’s Faith is
negative, gain an extra Quality per point below 0.
If your Divinity’s Avatar changes their Role, you may also change yours. Say why and
how it happens.
Apostles 93
Apostles of Knowledge
Belief
Choose one below:
Curiosity brings great riches: You’ve discovered a strange place. Say where it is on
the map and what you think happened there. When you die, a Relic is found on your
body; the GM will decide whose Relic it is and which Move is tied to it.
We must learn to accept our destiny: You were full of good intentions but you’ve
been a fool and something wicked came along. Say what good you did in the past
and the GM will tell what evil happened because of you. When you die, say what
good will come out of this; the GM will make that happen.
Wisdom lies within books: You are a bookworm; this is how you’ve found a
legendary item. Say what it is and where it is hidden; the GM will tell you who or
what guards it. When you die, hold 1. Spend that hold at any moment to reveal that
a clue you've left gives someone information useful to their current situation.
Look
Choose one:
A reclusive wizard: For years you have studied the demanding, draining practice of
magic, and in return have gained deep power. You can perform a miracle like an
Avatar except you only choose one of the benefits and no calamities happen. Instead
you permanently lose one of your Qualities.
An adventurous scribe: You have travelled to every corner of the world, the sun has
burnt your skin, and you’re full of marvellous stories. You can find a friend in every
settlement. When you introduce them choose two: they’re influential, you don’t owe
them, they’re interested in helping you with your problem.
A hedonistic master schemer: Dressed in silk and jewellery, you’ve always seemed
inoffensive to everybody; that’s because they are exactly where you want them to be.
When you spend a moment alone with someone, you can ask their player “what do
you intend to do?” or “what do you desire the most?”
Role
Choose one (you can’t choose a Role already taken by your Divinity’s Avatar):
The Pontiff: You are the head of your clergy, a scholar, but also a priest; worshippers
are used to heeding your words. You have your own Followers, educated people with
Quality: band, Quality: rigorous, and Quality: information or Quality: tools.
The Paragon: You truly embody your Divinity’s Domain and beliefs, possessing an
indomitable intellect, and you inspire your Divinity’s worshippers. With time and
effort, you may change the Qualities and Detriments of your Divinity’s Followers.
The Hierophant: You act as an interpreter for your Divinity’s will. When your
Divinity asks their Avatar to do as the divine heart desires, if you follow their
decree, you act as if you have the Quality: inspired.
If your Divinity’s Avatar changes their Role, you may also change yours. Say why and
how it happens.
94 Apostles
Apostles of Nature
Belief
Choose one below:
Respect what is ancient and wise or fear its fury: You survived a natural disaster. Say
what useful fragments of your former civilization can be found in the devastated
remnants of its land. When you die, a disaster of cataclysmic proportion devastates
the land. Say where it hits and which feature is destroyed.
Nature giveth, Nature taketh away, everything comes to a circle: Say what good
Nature has given and what good it has taken; erase a Quality somewhere on the map
and add another one somewhere else. When you die, say which enemy realizes that
their way is wicked and becomes an ally.
Words are deceitful, rely on your primal instincts: There is one rule of a civilized
society that you cannot fathom. Say what it is; the GM will tell you how you can
make a population forget about that rule. When you die, you curse an NPC present
and they become an animal. Say which one.
Look
Choose one:
A severe-looking hunter: Swift and silent, you are nothing but a shadow when
nature surrounds you. You have the upper hand in a forest.
A flea-ridden old crone: Your skin looks like leather but, behind your frail
appearance, you hide a robust condition. You may take at will the form of any animal;
change your Qualities and Detriments accordingly.
A stocky beastmaster: You wear hides and seem like an animal. With just a word,
you can command a ferocious beast to do your biddings. When your trained animal
is at your side, you are considered to have an additional relevant Quality.
Role
Choose one (you can’t choose a Role already taken by your Divinity’s Avatar):
The Pontiff: You are the head of your clergy: a druid, but also a priest. Animals are
used to obeying your orders and share with you what they have seen. You have your
own Followers, simple animals with Quality: band, Quality: small, and Quality:
inconspicuous or Quality: flying.
The Zealot: You speak the words of your Divinity, explaining to everyone what
Nature has in store for them. If you’re in a purely natural area (forest, mountains,
seas, etc) with a Quality, you can treat the Quality as one of your own.
The Hermit: You are a secluded sage, without any followers, said to be sustained by
nature itself. You appear and disappear whenever your heart desires: you don’t fade
out and may reappear even if the Age has changed.
If your Divinity’s Avatar changes their Role, you may also change yours. Say why and
how it happens.
Apostles 95
Apostles of Trickery
Belief
Choose one below:
Even death can be tricked if you’re sly as a fox: Say who left you for dead; the GM
will tell you how to get them at a disadvantage. When you die, you decide how you
die, if that's what you choose to do. If you cheat death, decide how you fade out.
We all die alone, but I’ll be damned if I’d fall alone: Say who betrayed you in the
past; the GM will tell you what ills they are currently scheming. When you die, you
may curse the unfaithful with your last breath, targeting those responsible for
your death.
This will prove more useful in my hands: Say what you stole from someone; the
GM will tell you what they’re up to in order to get it back. When you die, someone
realises that they’ve lost something useful to them. Say where you’ve hidden it.
Look
Choose one:
A deceitful shape-shifter: You can take the appearance of anybody. You hold 1. You
can spend that hold to appear in any scene, revealing yourself as one of the people
present in the background.
An outcast, on the verge of madness: You have been ostracised, you have been
mocked, no one takes you seriously... but they’ll see. When you fight in the
shadow of the colossus, use your Detriments instead of your Qualities and vice-
versa.
A thieving child: You have a satchel full of the things you have stolen. Hold 3. When
you look in your satchel for a helpful item, spend a hold to find it and gain a relevant
Quality, but choose one: it can only be used once, it’s precious to you and you must
spend an additional hold, or it belongs to an NPC present and the GM will make a
GM Move.
Role
Choose one (you can’t choose a Role already taken by your Divinity’s Avatar):
The Paragon: You truly embody your Divinity’s Domain as an agent of change,
and as such you inspire your Divinity’s worshippers. With time and effort, you may
change the Qualities and Detriments of your Divinity’s Followers.
The Sybarite: You live unidentified amongst the mortals, sharing their joys and their
pains and maybe being the cause of both. You gain the Quality: inconspicuous.
The Heretic: You have lost the trust of your Divinity because you try to amend
things instead of bringing chaos. Gain a Quality when your Divinity’s Fate goes
away from their goal, and a Detriment when it goes towards their goal.
If your Divinity’s Avatar changes their Role, you may also change yours. Say why and
how it happens.
96 Apostles
Apostles of War
Belief
Choose one below:
Blood calls for revenge: Your family was killed during a former conflict and now
you seek revenge; you’re a survivor. Say who harmed you or your relatives. When you
die, those who fight to avenge your death can choose an additional benefit on any
relevant moves.
War is just a means to a better end: In order to topple a current injustice, you have
spent years learning how to fight. Say who or what you want to bring down. When
you die, you may strike a fatal blow to your enemy, even an Avatar.
To bring peace, one needs to prepare for war: You have the ambition to conquer the
world or you may only want to protect your people. Say what is the price of your
loyalty. When you die, say how a battle will end, even against all odds.
Look
Choose one:
A grizzly veteran: You are a worn and battered old soldier, but your hand is still firm
for the war to come. You can infiltrate any hostile or fortified place without trouble.
A knight in shining armour: You have the arrogance of the youth and the striking
beauty of someone with pure heart. You may fight in the shadow of the
colossus even if you don’t follow the orders of an Avatar if your intent is to defeat
an enemy.
A brutish giant: People don’t like you but that’s fine, because you don’t like people.
When you fight in the shadow of the colossus, you may choose an additional
calamity in order to pick an additional benefit.
Role
Choose one (you can’t choose a Role already taken by your Divinity’s Avatar):
The Pontiff: You are the head of your clergy: a war leader, but also a priest. You're a
warrior-monk or a templar, and soldiers are used to obeying your orders. You have
your own Followers, worthy soldiers with Quality: band, Quality: loyalty, and
Quality: weapon or Quality: bravery.
The Champion: You fight valiantly in the name of your Divinity; your arm strikes
without hesitation wherever it is needed. Your Divinity has already granted you an
Artefact.
The Lost: You somehow rejected your Divinity: now you follow your own rules. You
value honour when only victory matters, or you value savagery when tactics are lauded.
If your Divinity’s Faith is negative, gain an extra Quality per point below 0.
If your Divinity’s Avatar changes their Role, you may also change yours. Say why and
how it happens.
Apostles 97
CHAPTER VI
RUNNING GODSEND
Being the GM
GM Agenda
Make the world seem real: As always, if the world doesn’t seem to be believable, if
your NPCs don’t react logically, the players wont’ be able to feel immersed in this
fictional world. The world has laws, even when miracles break them, so you should
respect the causality and the consequences.
Make the characters mythic: They may be good, they may be evil, they may succeed
or fail, but never tell them that they can’t do something. They can; the only question
is: are they okay to pay the price? Give them dilemmas and opportunities. Don’t
make them save a poor orphan; let them save an entire population. Don’t let them
fight a single enemy, or if you do at least make it a Titan.
Epic powers, epic responsibilities: Even if the characters can lift mountains, they
should have a purpose and you should definitively focus on that. Consider the
consequences of their actions and how it has helped preventing or bringing the
world to its end.
Play to find out what happens: As always, don’t plan things to happen, don’t tell the
story you envision; let the story emerge because of what happens at the table and be
inspired by the decisions of the characters.
What to say
• Say what the principles demand.
• Say what the rules demand.
• Say what your prep demands.
• Say what honesty demands.
As always, be fair and keep an open mind.
GM Principles
Embrace the mythic: PCs are not common people. Neither are their adversaries.
NPCs will find the PCs to solve their petty problems, to offer them cheap gifts, but
PCs have a higher goal: to prevent or to bring the end of the world. The world is a
beautiful, exciting and interesting place, full of wonders and dangers. Give fantastical
details about peoples, cities, countries, monsters. Give the characters reasons to want
the world saved or destroyed.
Name every person, make them mortal: It’s easy when you’re a divine being to forget
that the world is filled with mortal beings, and therefore to be oblivious of the reason
why you want to save or destroy the world. Don’t let them. Always surround them
with mortals, asking for guidance, offering sacrifice, needing help. Make them fall in
love, make them hate people, remind them that mortals are weak and petty, but in
the end, somewhat needed. Bind them to people: bring their families, the descendant
of their former love, the children of their children. Give them friends and make these
friends foolish enough to follow them everywhere.
Running Godsend 99
Bring chaos, bring order: Nothing stands the test of time. When a situation seems
to be stable, zoom out for a while and let years pass by. Then bring chaos: destroy
what you’ve created, kill the NPCs you’ve introduced. Don’t let a story stall, always
be on the lookout for change. But let the characters enjoy their haven, their lover
or their achievements if they have fought enough. In the end, however, even this
will pass, because an Age will turn and everything will have to be done once more.
Nothing stands the test of time, you see.
Have consequences strike elsewhere: Some consequences will happen off-screen,
unknown to the Avatars. On the other hand, deities see almost everything. Be
forthcoming with Divinities, let them have all the information they want. When
something bad happens off-screen, it’s a good moment to shift to the divine realm
and ask a Divinity if they’d be interested in seeing destiny’s threads.
Write legends, and reference them: Characters will accomplish superhuman deeds
and their legacy will be remembered for the generations to come. Write down
those heroic feats, and after a generation or two, distort them, amplify them. An
Age after, maybe the name of the hero will be lost or twisted to the point that it’s
unrecognisable. When you’re looking for ideas, consider that maybe what an Avatar
did an Age ago had some unexpected consequences. Maybe a city once saved believes
their people are the beloved chosen of the gods and that they should conquer the
world. Maybe a ravaging beast killed was indirectly protecting a country from an
invasion. Maybe an Avatar is now considered as a deity on their own and their cult is
becoming more and more important, to the point where their Divinity’s cult is being
weakened.
And also, as always:
• Begin and end with the fiction.
• Make your Moves look natural.
• Address the characters, not the players.
• Ask questions and use the answers.
• Draw maps, leave blanks.
• Be flexible with your responsibilities.
• Be a fan of the characters.
Refer to Legacy: Life Among the Ruins 2nd Edition for more guidance on these.
GM Moves
Because Godsend is diceless, you don’t make your Moves exactly as you would in
other Powered by the Apocalypse games. You make a Move, soft or hard:
• When the fiction demands it.
• When everyone’s looking to you to find out what happens next.
But also:
• When a player chooses an option that allows it.
• When a Move is triggered.
They are pretty self-explanatory. Peril Moves are the most likely to be triggered. Like
players, if the fiction triggers one of your Moves you must follow through.
GM advice
Fictional positioning
Because Godsend is diceless, because some of the game mechanics insist a lot on
fictional positioning, and because you’re dealing with godlike beings, the judgment
you take on the fiction is important: rules (and mainly Moves) may not always be
triggered. For example, the Move unleash the fury of war says you must be
able to “harm” the enemy, meaning that you must have learned beforehand a way to
harm them or you need an appropriate weapon to effectively deal damage. Note that
this judgment is a call that the entire table gives: as a GM, you can insist if you’re
not convinced, ask questions (“are you sure you can harm this giant with this rock?
Okay… how?”) until the moment you’re finally convinced.
The fiction must make sense to everybody, but remember that the characters are
divine beings and so they have some leeway if we look at plausibility. The see
destiny’s threads Move, for instance, is here to give information that the
characters may use to be put into a position where they can trigger a relevant Move.
In the same way, the severe-looking hunter, an Apostle of Nature, has “the upper
hand in a forest”. That means they don’t even have to fight in the shadow of the
colossus if they are surrounded by trees: they win any contest in the forest. There’s
no hazard in that case, and therefore, no calamity. But in the meantime, that doesn’t
mean they can single-handedly overcome a whole army or an Avatar.
Note that Detriments and Qualities provide an easy way to make an informed call
about fictional positioning (like a monster with Quality: invincible that needs a
weapon with Quality: divine to be harmed).
List of Detriments
addicted famine rusty
ambitious fatalist ruthless
blight foolish savage
chaos hedonist sick
chaotic magic huge slow
conspicuous illusion undead rot
criminal judgmental unequipped
cursed light-sensitive unruly
devastated nosey unskilled
disease outlaws violent
disloyal overconfident war-ravaged
COVER
Transmission Burst
Volume 1
112