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Part-Time Gods Of Fate PDF

213 Pages·2015·67.43 MB·English
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PART-TIME GODS of FATE ISBN: 978-0-9905318-7-6 (Softcover) ISBN: 978-0-9905318-8-3 (Hardcover) Written By Phil Vecchione and Chris Sniezak Designed and Developed by Phil Vecchione, Chris Sniezak, Shawn Merwin, and Robert M. Everson Edited By Robert M. Everson and Shawn Merwin Layout Design Eloy Lasanta Based On the Setting Part-Time Gods by Eloy Lasanta and Third Eye Games Special Thanks ˜ The Encoded Designs team would like to thank Eloy for taking a chance on us and letting us convert his fantastic game. ˜ Phil would like to thank his wife Florence, whose support and encouragement led to the formation of Encoded Designs. ˜ Bob would like to thank the rest of the Encoded Designs team for letting him play in their sandbox. ˜ Chris says, “Thanks, Jen, for being the goddess of awesome as you deal with my terrible artistic tendencies.” ˜ Shawn would like to thank his two goddesses of chaos, Beth and Rory, for their constant support, and the Encoded Designs team for the hours of fun and challenge. Legal Stuff Part-Time Gods of Fate is copyright © 2015 by Third Eye Games, all rights reserved. Fate™ is a trademark of Evil Hat Productions, LLC. The Powered by Fate logo is © Evil Hat Productions, LLC and is used with permission. This work is based on the Fate Core System and Fate Accelerated Edition (found at http://www.fater- pg.com/), products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http:// creativecommons.org/licenses/by/3.0/). This work is based on the Fate System Toolkit (found at http://www.faterpg.com/), a product of Evil Hat Productions, LLC, developed, authored, and edited by Robert Donoghue, Brian Engard, Brennan Taylor, Mike Olson, Mark Diaz Truman, Fred Hicks, and Matthew Gandy, and licensed for our use under the Creative Com- mons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/). This work uses Fate rules and material from Achtung! Cthulhu: Fate Keepers's Guide to the Secret War designed by Ryan Macklin, published by Modiphius Entertainment Ltd., and is licensed under the Creative Commons Attribution 4.0 International license (http://creativecommons.org/licenses/by/4.0/deed.en_US). The Fate Core font is © Evil Hat Productions, LLC and is used with permission. The Four Actions icons were designed by Jeremy Keller. 1 INTRODUCTION SETTING SUMMARY People think they know what lurks in the darkest corners of the earth. In truth, humans can do little but guess at what really makes the universe tick. The world works on a balance between order and chaos, between life and death, be- tween divinity and mortality. This is where the gods come into play Legends talk of the beginning of time, when gods and an entity known only as “the Source” waged a war for control of the earth. When the gods won, the Source was locked away. Using the Source’s power, the gods ruled for eons, each controlling their own piece of creation, called Dominions. Using the power of their divine Sparks, they waged centuries-long wars on each other for domains, ancient Relics storing remnants of the Source’s magic, and worshippers to feed their never-ending lust for power. This led to the God Wars. The gods schemed and plotted, fought, and even died at each other’s hands. Worse yet, the Source, forever thrashing in its prison, sent its energy out into the universe, creating monsters called Outsiders. The Source ordered its children to destroy the gods and unshackle its eternal bonds. Soon the gods discovered the energy they had stolen from the Source was a finite resource. Gods perished but none could be created from the divine Spark. The Source went into a slumber, but the gods continued on only by passing their power from god to human through the ages. The Source’s magic leaked out oc- casionally during moments of creation, bringing into the universe more Domin- ions, or more complex ones. In the Dark Ages, the newly created gods were patrons of the first blacksmiths and ironworkers, but today gods of the Internet or telecommunications are gifted (or cursed) with divine Spark. Today, the Source is trying to escape its prison once again. The Coming Storm has begun. A new surge of magic is leaking through, bringing horrible monsters and fantastic creatures into existence. This magic also imbues unsus- pecting mortals with the divine Spark of the gods. If the Source’s minions aren’t beaten back, the world as we know it may cease to be. With this newfound re- 3 sponsibility, these new gods--part mortal and part divine--are found and trained by the millennia-old Theologies. These part-time gods must learn how to hone their gift, and more importantly, how to meld their divine and mortal lives into one existence. Without holding on to one’s humanity, there is truly nothing left to defend against the Source’s minions. WHAT’S THIS GAME ABOUT At Encoded Designs, we strive to make the games we create as playable as possible for GMs and players alike. We feel GMs and players must understand what a game is designed to do to optimize playability. That lets you choose to run the game as designed, or deviate from that design intent with an understanding of the underpinnings, so that you can make informed changes. The best tool we’ve encountered for understanding a game comes from game designer Jared Sorensen. Jared came up with three questions to explain a game. Those ques- tions, and our answers, are below: What is Your Game About? Part-Time Gods of Fate is a game depicting the struggles between the hu- man and divine natures of everyday people who have received a gift of divine power. The game is about using your divine powers to protect the world--and the people and places the characters care about within it--from various mun- dane and supernatural threats. How Does Your Game Do This? The game is designed to create a duality between the human and divine parts of characters by dividing their game-mechanical parts--aspects, skills, and stunts, for example--between the characters’ human sides and their divine sides. Drama is created through play, when the human sides of the characters come into conflict with their divine sides. The Theologies, Bonds, worshippers, and Pantheons are mechanical elements that provide the GM with hooks to engage the characters and to drive tough decisions. Characters use divine and human powers to interact with the setting and fight the various enemies defined in the game. The territory-creation system provides a tool for the group to define the issues threatening the peace of their Pantheon and its territory. How Does Your Game Encourage and Reward This? Through the use of aspects and the fate point economy, characters receive in-session rewards for following different dramatic paths. The territory sheet helps prompt the characters to action as threats rise against their territory. The milestone system provides rewards between sessions, giving incentives for completing the dra- matic arcs established during territory creation, as well as those created during play. 4 Who are the Characters? The characters are mortals who have received the divine Spark and have become part-time gods wielding power over their own Dominions. The charac- ters are a combination of human aspects, skills, and stunts; along with the divine aspects, manifestations, and entitlements of a divine being. Gods are tethered by their Bonds, which give them a sense of humanity. All gods are commanding beings, but they find themselves separated from each other by their individual interpretations of their power. These ideas are heralded by secret societies called Theologies. Below are the most powerful Theologies today: ˜ Ascendants: Gods who look to become as powerful as the old gods. ˜ Cult of the Saints: Gods who believe themselves to be messengers from heaven, since they hear voices. ˜ Drifting Kingdoms: Nomadic gods who build powerful domains, simply to leave them behind to build the next. ˜ Masks of Jana: Gods who hide the existence of magic from the world, hoping not to lose themselves in the process. ˜ Order of Meskhenet: Gods who look to the past for their power and survive through ties to aristocratic families. ˜ Phoenix Society: Gods who guide humanity to greatness through direct and intimate interaction. ˜ Puck-Eaters: Gods who draw power from chaos and ingest the flesh of other beings. ˜ Warlock’s Fate: Gods who seek the answers to the universe but rely too heavily on their Relics. WHAT YOU NEED TO PLAY Part-Time Gods of Fate is a Powered by Fate game, and thus requires the same components as any other Fate game: ˜ Fate Core System Rules or Fate SRD: The Part-Time Gods of Fate (PTGoF) game is based on the Fate Core System. In order to play the game, you need a familiarity with the Fate rules. You can get a PDF of the Fate Core System at DriveThruRPG (http://goo.gl/N2HSSq). You can also get an online version of the Fate rules at the Fate SRD site (http://fate-srd. com/). ˜ Fate Dice: You need one or more sets of Fate dice for the game. Fate dice can be found in your friendly local game stores or at the Evil Hat web- site (http://www.evilhat.com/home/fate-dice/). If you do not have access to Fate dice, see the sidebar on pg. 3 of the Fate Core System book for how to use standard d6 in place of Fate dice. ˜ Tokens: You need something to use as tokens to represent fate points. Glass beads, poker chips, or Fate coins will work. ˜ Index Cards: You need something to record aspects as they come up in play. Index cards or Post-it Notes are frequently used. We recommend making a set of laminated index cards so that you can reuse cards during play. 5 FATE CONVENTIONS If you have played Fate Core System games or other Fate games, Part-Time Gods of Fate will be familiar to you, while having some new elements designed to help emulate the world of the original Part-Time Gods. What is the Same? Here is a quick list of the major similarities: ˜ Aspects: It would not be a Fate Core System game without aspects. Nothing has changed about aspects or how they are used. ˜ Skills, Stunts, Stress, and Consequences: These are still used in PT- GoF. There are some new skills and stunts, but how they are used has not changed. ˜ Four Actions: Overcome, create advantage, defend, and attack are still the four major actions. ˜ Contest, Challenge, and Conflict: These major dramatic rule struc- tures remain the same and are used as described in the Fate Core System book. What is Different? A good Fate conversion is not without some unique mechanics to help the Fate rules fit the world of Part-Time Gods. If you are familiar with the Fate Core System, you will find some unique elements in Part-Time Gods of Fate. ˜ Territory Creation: We have included a process for creating your Pantheon and territory before play begins. Those familiar with the Dres- den Files Roleplaying Game will find some similarities. ˜ Character Aspects: Characters still have aspects, but rather than using the “phase trio” of Fate, aspects were restructured to represent the 6 duality of the human and divine sides of characters. ˜ Manifestations: These are divine skills. These skills have a super- natural feel, and they are the skills that gods and Outsiders use to create supernatural effects. ˜ Entitlements: Entitlements are divine stunts. Mechanically they are stunts, but they have a supernatural feel. ˜ Relics and Worshippers: These are divine extras that gods can take to expand their powers. ˜ Bonds: To represent the parts of characters’ lives that keep them grounded and human, a Bond system is used, combining an aspect and a new stress track to represent each Bond. ˜ Antagonist Fate Points: Supernatural creatures also have Spark, which is represented by fate points. Antagonists use these to fuel their abilities or invoke aspects. HOW TO USE THIS BOOK This book is split into twelve chapters, each adding its own information to the game’s setting and system. This guide may help you navigate the book more easily. ˜ Chapter 1 - The Coming Storm: Discusses the history of the gods, the Source, and Outsiders. ˜ Chapter 2 - Game Creation: Shows the process by which the GM and players define where their gods live and the threats they face. ˜ Chapter 3 - Character Creation: Covers how players make their part-time gods. ˜ Chapter 4 - Skills and Manifestations: Describes the human skills and divine skills, also known as manifestations, which gods use to interact with the world. ˜ Chapter 5 - Stunts and Entitlements: Describes the human stunts and divine stunts, also known as entitlements, which make the gods stand out from each other. ˜ Chapter 6 - Bonds: Describes how the gods retain a hold on their humanity and how that hold can change or slip. ˜ Chapter 7 - Theologies: Describes the different secret societies a character can belong to and the advantages and disadvantages each give. ˜ Chapter 8 - Divine Extras & Rules: Covers the rules for how di- vine powers, magical Relics, and worshippers work. ˜ Chapter 9 - Gear: Supplies the rules for how mundane equipment and weapons work. ˜ Chapter 10 - GMing Advice: Offers tips for GMs on how to run the game, how to handle specific situations, and how to get the most out of their sessions. ˜ Chapter 11 - Milestones: Presents rules covering how the charac- ters can change during the course of a campaign. ˜ Chapter 12 - Antagonists: Provides NPCs, from normal humans to mythical creatures, to be used in adventures. Now turn the page and begin your divine chronicle... 7 TABLE OF CONTENTS Introduction 3 The Coming Storm 10 Game Creation 33 Character Creation 40 Skills and Manifestations 45 Stunts and Entitlements 69 Bonds 81 Theologies 87 Divine Extras & Rules 120 Gear 138 GMing Advice 141 Milestones 165 Antagonists 170 Glossary 205 Index 206 Kickstarter Backers 208 Character Sheet 210 Territory Creation Sheet 212 CHAPTER ONE: THE COMING STORM One might look at today’s world, with all its beauty and hope for the fu- ture, and wonder how anyone could deny the existence of the gods. Another may watch the world, with all its corruption and dying sense of wonder, and question why anyone would believe gods existed. Both viewpoints are equally valid based on who is asked, but just because one cannot see the gods doesn’t mean they do not still walk the earth. In fact, gods today live a distinctively typical life. Old myths tell tales of powerful beings living in far-away lands or com- pletely different worlds. They watched over humans, either to lord over them, help them along in their everyday lives, or toy with their relationships for sheer pleasure. When a god made its presence known in the area, every human in- stinctually felt it and made quick sacrifices to gain the god’s favor (or more accurately to avoid its eventual wrath). An angered god would call terrifying natural disasters or fabled monsters to destroy entire cities. Happy gods, even as their followers basked in their generosity, were always on the edge of being angered at the slightest offense. Gods reflected the best and worst aspects of what it was to be human. These myths were once true but are not so much anymore. While it is ru- mored the old gods still live in hiding, what it is to be a god has changed. Di- vine beings no longer have to be born from divine blood, carry around magical Relics that imbue them with power, or survive wholly on the blood sacrifices of their worshippers. No, modern gods live beside humanity--because these gods once were humans themselves. They live in human cities rather than long-lost dimensions, and they work the same jobs in order to pay their bills and live some semblance of a normal life. Divine responsibility doesn’t pay the rent, after all. So where did it all change? How did the gods turn from mighty beings ca- pable of destroying worlds into that derelict sitting next to you on the subway or the unhappy temp answering your technical support calls? How did they go from commanding hundreds of thousands of worshippers to supplicating only a handful of followers in backrooms? Why did the gods go into hiding? 10

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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.