Gods and Monsters PDF
Gods and Monsters PDF
Gods and Monsters PDF
MONSTERS
A WORLD OF
ADVENTURE FOR
Chris Longhurst
This adventure was made awesome thanks to our Patreon patrons at patreon.com/evilhat—thanks guys!
INSIDERS
Alan Bartholet Christopher Edward Jason Cotton Jordan Dennis Marty Chodorek Nick Reale Richard Timothy Carroll
Alexander Keane Gunning MacGregor Jason F Broadley Juanma Matt and Nykki Nicola Urbinati Bellingham Troy Ray
Alexander R. Christopher eneko zarauz Jeff Chaffee Barranquero Boersma Nicolas Richard Ruane Tyler Hunt
Corbett Stilson Eric Bontz Jeff Craig Katie Berger Matt Anderson Marjanovic Rick Will Goring
Andrew Sier Dan Moody Eric Willisson Jeremiah McCoy Tremaine Matthew Osye Pritchett Rick Jakins William J. White
Anne-Sylvie Daniel Frank Jeremy DeVore Katie Ramsey Broome Pablo Martínez Robert Hanz William Lee
Betsch Daniel Gallant Frédéri POCHARD Jeremy Tidwell Keith Stanley Matthew Dickson Merino Robert Kemp William McDuff
Antero Garcia Daniel Linder Garrett Rooney Jim Hart Ken Matthew Orwig Patrick Ewing Rod Meek Woodrow Jarvis
Arlo B Evans Krauklis Gavran Jim Nicholson Ken Ditto Matthew Patrick Roger Edge Hill
Brett Abbott David Dorward Glenn Mochon Jin Shei Ken Jelinek Whiteacre Mueller-Best Ryan Singer Zach
brian allred David E Ferrell Graham Wills Joakim Kenji Ikiryo Micah Davis Paul Shawley Sanchit
Brian Chase David Ellis Griffin Mitchell Johannes K. Kieren Martin Michael Bowman Paulo Rafael Sarah Vakos
C. J. Hunter David L Kinney Haakon Rasmussen Laura Michael Cambata Guariglia Scott Hamilton
C.K. Lee David Reed Thunestvedt John Beattie LeSquide Michael Green Escanhoela Sean
Cerity Demian Buckle Harry Lewis John Black LilFluff Michael Pavel Zhukov Sean O’Dell
Charlton Wilbur Dustin Evermore James F John Rogers Luke Green Pedersen peter burczyk Sean Smith
Chris Edgardo A Thunberg John Rudd MAINGUET Mitchell Evans Peter Gates Selene O’Rourke
Christian Montes Jamie Smith John Wyatt Francois Morgan Ellis Philip Nicholls Stephen Rider
Svalander Rosa Jason Jon Marc Mundet Nick Randy Oest Thom Terrific
Jason Blalock Jon-Pierre Gentil Mark Nick Bate Tim L Nutting
ADVENTURERS
Adam Bryan Gillispie David S Gozuja Jeremy Kostiew Kevin Veale Michael McCully Remy Sanchez Stefan Feltmann
Gutschenritter Bryan Hilburn David Silberstein Graham Meinert Jeremy Wong Kris Vanhoyland Michael Shumate Renzo Crispieri Stefan Livingstone
Adam M. Coleman Bryce Perry David Stern Greg Matyola Jerico Johnston Krista Michael Thompson Richard Greene Shirley
Adam Makey Caleb Figgers Davide Orlandi Gregg Workman JF Paradis Krzysztof Chyla Mighty Meep Richard Lock Stephan
Al Billings Carl McLaughlin Declan Feeney Gregory Fisher Joanna Kurt Zdanio Miguel Richard Warren Stephan A. Terre
Alan Hernández Carl-William Denis Ryan Gregory Hirsch Joe Kyle Mike de Jong Riggah Stephanie Bryant
Rodríguez Carlos Martín Derek Mayne Gustavo Campanelli Joe.D Larry Hollis Mike Devonald Rishi (Mortaine)
Alan Phillips Charles Evans Devon Apple Hans Messersmith Joel Beally Leif Erik Furmyr Mike Vermont Rob Voss Stephen Figgins
Alan Timothy Charles Kirk Dianne Heather Joel Beebe Leonardo Paixao Mikey Robb Neumann Stephen Holder
Rogers Chip Dunning Didier Bretin Herman Duyker Johannes Lester Ward Misdirected Mark Robert Bersch Stephen Hood
Alan Twigg Chirag Dillard HFB Oppermann Lisa Hartjes Productions Robert Biskin Stephen Waugh
Alex Norris Chris Caporaso Dirk Methner Hillary Brannon John Lisa M Mishy Stellar Robert Daines Steve Discont
Alexander Chris Heilman Don Arnold Howard M John Bogart Lobo Mitch Christov Robert Huss Steve Gilman
Alexander Gräfe Chris Jourdier Don Bisdorf Thompson John Buczek Loren Norman Mitchell Smallman Robert Rees Steve Kunec
Alexander Permann Chris Kurts Doug Blakeslee Ian Charlton John Clayton Lowell Francis Mook Robert Rydlo Steve Radabaugh
Alexis Lee Chris Lock Doyce Testerman Ian Noble John Fiala Luca Agosto Nat Robert Zasso Steven Code
Alistair Chris Mitchell Drew Shiel Indi Latrani John Halsey Lucas Bell Nathan Barnes Rocco Pier Luigi Steven D Warble
Allan Bray Chris Nolen Duane Cathey Irene Strauss John Hawkins Lukar Nathan Reed Rodrigo Steven desJardins
Alloyed Christian Lajoie Duncan Isaac Carroll John Hildebrand M Kenny NekoIncardine Roger Carbol Steven K. Watkins
Andrew Betts Christoph Thill Dylan Sinnott Ismael John Lambert M. Alan Thomas II Nessalantha Ron Blessing Steven Markley
Andrew Dacey Christopher Allen Earl Butler Istrian Gray John Petritis m.h. Nicholas Pilon Ron Müller Steven sims
Andrew Grant Christopher Nobles Eben Lindsey J. Brandon John Portley Manfred Nicholas Sokeland RoninKelt Stuart Dollar
Andrew Loch Christopher Smith Ebenezer Arvigenius Massengill John Taber Marc Nikke Roy Svend Andersen
Andy Arminio Adair Edgar Schmidt Jack Gulick John Tobin Marc Kevin Hall Noel Warford Ruben Teresa O
Angus MacDonald Christopher W. Edward Sturges Jackson Hsieh John William Marc Margelli Olav Müller Smith-Zempel Terry Willitts
Anthony Popowski Dolunt Eirch Mascariatu Jacob McDonald Marcel Lotz Oliver Scholes Ryan C. Christiansen Tevel Drinkwater
Anthony Wright Chuck Elsa S. Henry Jake Linford Johnathan Wright Marcel Wittram Olivier Nisole Ryan D. Kruse The Roach
Antoine Pempie Cody Marbach Elsidar Jake Rides Again Jon Rosebaugh Marcus Orion Cooper Ryan Gigliotti Thomas
Arlene Medder Cole Busse Amhransidhe Jakob Hallberg Jon Smejkal Mario Dongu Owen Duffy Ryan Lee Thomas Balls-Thies
ArthurDent Colin Emmanuel James Jonas Matser Marius Owen Thompson Ryan Olson Thomas Erskine
athalbert Colin Matter Enrique Esturillo James Boldock Jonas Richter Mark Pablo Palacios Samuel Hart Thomas Maund
Aviv Craig Andera Cano James Endicott Jonathan Mark A. Schmidt paolo castelli Samuel Thomas Ryan
B. Bredthauer Craig Mason Eric I James Husum Jonathan Dietrich Mark Diaz Truman Patrice Hédé Steinbock-Pratt Thomas Wilkinson
Barac Wiley Craig Wright Eric Poulton James Marston Jonathan Finke Mark Harris Patrice Mermoud Samwise Crider Tim
Bastien Daugas Curt Meyer Eric Steen James Rouse Jonathan Hobbs Mark Mealman Patrick Gamblin Sarah Williams Tim Popelier
beket Cyrano Jones Erich Lichnock James Schultz Jonathan Korman Mark Widner Paul Sasha Timo
Ben Howard Dain Erik James Stuart Jonathan Perrine Markus Haberstock Paul Arezina Schubacca Timothy Seiger
Benjamin Cush Dan Behlings Erik Ingersen James Winfield Jonathan Rose Markus Schoenlau Paul Bendall Scot Ryder Todd Estabrook
Benjamin Wandio Daniel Byrne Ernie Sawyer Jamie Wheeler Jonathan Young Markus Wagner Paul Olson Scott Acker Todd Grotenhuis
Benjamin Welke Daniel Chapman Etienne Olieu Jan Stals Jordan Deal Marley Griffin Paul Rivers Scott Dexter Tony Ewing
Bill daniel hagglund Ezekiel Norton Janet Jose A. Martin Cumming Paul Stefko Scott Diehl Torolf de Merriba
Björn Steffen Daniel Kraemer Fábio Emilio Costa Jared Hunt Joseph Formoso Martin Deppe Paul Yurgin Scott Greenleaf Travis
Blake Hutchins Daniel Ley Fabrice Breau Jason Josh Rensch Martin Terrier Pete Scott Martin Travis B.
Bo Bertelsen Daniel M Perez FelTK Jason Bean Joshua Mason Peter Griffith Scott Puckett Trevor Crosse
Bo Madsen Daniel Maberry Florent Poulpy Jason Best Joshua Ramsey Mathias Exner Peter Hatch Scott Thede Tyson Monagle
Bob Daniel Markwig Cadio Jason Heredia Joshua Reubens Matt Clay Peter Kahle Scott Underwood Udo Femi
Bob Hiestand Daniel Taylor Florian Greß Jason Lee Waltman JP Matt Landis Peter Woodworth Scott Wachter Urs Blumentritt
Brad Davies Daniele Galli Francisco Castillo Jason Mill Juan Francisco Matthew J. Hanson Phil Groff Sean M. Dunstan Victor Allen
Brad Robins Darren Lute Frank Jason Pasch Gutierrez Matthew Miller Philippe Marichal Sean Smith Ville Lavonius
Bradley Eng-Kohn Dave Frank Beaver Jason Tocci Julianna Backer Matthew Price Philippe Saner Seth Clayton Vincent Arebalo
Brandon Metcalf Dave Joria Frank G. Pitt Javier Gaspoz Julien Delabre Matthew Whalley Phillip Webb Seth Hartley Vladimir Filipović
Brandon Wiley David Frank Jarome Jayna Pavlin Jürgen Rudolph Matti Rintala Piers Beckley Shadowmyre Kalyn Volker Mantel
Brandt Bjornsen David Bellinger Frédérick Périgord Jean-François Justin Beeh Max PK Shai Laric Warren P Nelson
Brendan Clougherty David Bowers Gabriel Whitehead Robillard Justin Hall Max Kaehn Porter Williams Sharif Abed Wayne Peacock
Brendan Conway David Galen Pejeau Jeff Vincent Justin Thomason Mel White Purple Duck Games Shawn Fike Wes Fournier
Brent Ritch Buswell-Wible Garrett Jeffrey Boman Kaarchin Michael R R Clark Simon Browne William Chambers
Brett Ritter David Fergman Garrett Jones Jeffrey Collyer Karl Maurer Michael Barrett R. Brian Scott Simon Brunning William Johnson
Brian Bentley David Goodwin Gary Anastasio Jens Kenny Snow Michael Bradford Rachael Hixon Simon White WinterKnight
Brian Creswick David Griffith Genevieve Jens Alfke Kent Snyen Michael Brewer Ralf Wagner Simon Withers Wulf
Brian Koehler David Maple Geoff Jere Krischel Kevin Flynn Michael D. Ralph Miller Sion Rodriguez y Yonatan Munk
Brian Kurtz David Millians Geoffrey Jeremy Kevin Li Blanchard Randall Orndorff Gibson Z Esgate
Brian S. Holt David Morrison Gian Domenico Jeremy Glick Kevin Lindgren Michael D. Ranalli Jr. Raun Sedlock Sławomir Wrzesień Zeb Walker
Bruno Pereira David Olson Facchini Jeremy Hamaker Kevin McDermott Michael Hill Raymond Toghill Sophie Lagace Zed Lopez
Bryan David Rezak Glynn Stewart Jeremy Kear KevIn oreilly Michael Hopcroft Red Dice Diaries Spencer Williams
GODS AND
MONSTERS
A WORLD OF
ADVENTURE FOR
SEAN NITTNER
ART DIRECTION
MARISSA KELLY
LAYOUT
FRED HICKS
INTERIOR & COVER
ARTWORK
MANUEL CASTAÑÓN
MARKETING
CARRIE HARRIS
BUSINESS DEVELOPMENT
CHRIS HANRAHAN
An Evil Hat Productions Publication
www.evilhat.com • [email protected]
@EvilHatOfficial on Twitter
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owned by Evil Hat Productions, LLC. All rights reserved.
Introduction....................................................................................... 2
The World........................................................................................... 3
Characters.........................................................................................14
Aspects........................................................................................................... 15
Stunts and Refresh..................................................................................... 16
The Divine Mantle....................................................................................... 17
Godly Power..................................................................................... 22
Intention and Power................................................................................. 23
Stations.......................................................................................................... 25
Boons.............................................................................................................. 27
Geasa.............................................................................................................. 29
Monsters...........................................................................................30
Becoming a Monster.................................................................................30
Monsters In Action .................................................................................... 31
Intention in 30 Seconds................................................................. 57
INTRODUCTION
In the beginning was everything. A boiling, heaving mass of all that could be.
All-encompassing as it was, the everything contained a mind, and that mind
contained thoughts. It beheld part of everything and thought “that part is the
land,” and it was so. It considered a different part of infinite possibility and
thought “that is an ocean; that, a sky,” and they were so. In this way the mind
piece by piece comprehended and codified the chaos into the world of forms—it
was still everything, just more ordered than it had been before.
And when the world was ordered the mind turned its attention on itself and
shattered into a thousand thousand pieces.
This is the world of Gods and Monsters: a bright, clean place fresh from the cre-
ator’s palette. The landscape resounds with majesty—plains sweep, mountains
tower, storms split the sky with elemental fury—and although humans have
advanced in great leaps and bounds, with their clever tools and their fire, they
still hide behind their walls at night. This is a wild world ruled by wild things,
and human dominance of the environment is a long way off.
But humans are not the only things that think and walk upon the earth. There
are also the gods.
Although they may pretend otherwise to mortals, the gods all know what they
are: scattered fragments of the chaos from before time, raw bundles of possibil-
ity manifesting as humanlike minds in humanlike bodies. Their psyches rule
their forms, their shapes warping to match their demeanors, and the world is yet
young enough to mold itself to the whims and wills of these immortal beings.
But despite all their power, even the gods know fear—the fear of losing con-
trol, of losing themselves in the rush of their power and crossing the line from
god to monster. Once identity is lost, it does not return.
THE TRUTH
So is the sun a ball of nuclear fire, a golden chariot, a hard-working
beetle of apocalyptic size, the eye of the Creator, or what?
The answer depends on the needs of your game. The world of Gods
and Monsters is a vehicle for telling mythological stories, and the true
nature of things is important only as far as it affects the story being
told. Don’t worry about what the true nature of the sun is until someone
wants to steal the golden sky-chariot or visit the courts of fire that dwell
in the sky—and from then on, whatever you decide, that’s the truth in
your game.
4
HOW PLAY WORKS
Play in Gods and Monsters is separated into tales:
discrete stories featuring the same cast of characters.
Each tale tells the story of how a particular facet of the
world came to be—where carnivorous plants come
from, or how heaven was built, or why that mountain
is shaped like a skull—but because this is roleplaying
rather than storytelling, you don’t have to decide what
that is until the tale is over and you can look back on
what happened.
The world is separated into regions, which start out
as broad geographic areas but become split into an
increasing variety of sub-regions as gods exert their
power and change the world around them. With each
tale told in Gods and Monsters, the world changes: the
regions change and new sub-regions proliferate, they
will not only reflect the history of the characters, but
will also possess their own mythology explaining every
feature.
Time
The basic unit of mythic storytelling is the tale: the
complete story of how something came to be, from
the opening cause to the “...and that’s why...” explana-
tion at its conclusion. In game terms, a tale lasts until
a major or significant milestone. Within a tale, time
tends to flex to suit the needs of the story. Impossible
actions like moving a mountain one boulder at a time
take “a long time,” but that time is measured in weeks
or months rather than the geological time scales it
would normally take; they’re remarkably quick under-
takings for what they are. Conversely, when mythic
characters display their prowess, they often do so by
doing something normal—sword-fighting, running,
sleeping, carousing—for extreme lengths of time.
Given these conventions, when describing mythic
actions and framing mythic scenes, remember that
an epic duel might go on for days, and counting the
grains of sand on a beach might take a whole year.
The time it takes to do something can still be adjusted
using the rules in Fate Core (page 197), just bear in
mind that the basic unit of time you’re dealing with
may be much larger or smaller than you would expect.
5
CREATING THE WORLD
At the start of the game, the world of Gods and Monsters is a blank slate. You can
either use the default map provided on page 8 or sketch a new one with the
six basic regions. If anyone wants to add some additional details along the lines
of “here there be monsters,” go right ahead, but you don’t have to. As you create
your gods, you’ll add a few more details—places sacred to your gods and the
people who worship them—but you’ll come up with most of the fine details as
you play the game and tell the tales of your gods’ actions.
At a minimum, your world starts with sub-regions equal to the number of
player characters, along with one community.
Regions
Regions begin as large, homogenous areas with either one or two aspects, but
no more: a concept and an optional refinement. These aspects can be invoked
by anyone within the region. During play, the gods can change these aspects,
creating sub-regions by adjusting the refinement, or even redefining the region
entirely by changing its concept.
In the beginning, the regions are quite bland; this is intentional, as it provides
a blank slate for the players to scribble all over. Also, the list of regions we give
here is not exhaustive; make up your own during play to support the stories you
tell.
If the world has responded to a character’s power once, it can be persuaded
to do so again. Each region has a regional stunt, which can be used only by
gods who have marked the region—see “Changing and Creating Regions” on
page 34 for more.
If a region is changed beyond all recognition, such as if the Forest Primeval is
clear-cut, then the group should either amend the flavor of the regional stunt to
reflect the new state of things or create a new stunt to replace the old one.
Sub-Regions
Sub-regions are smaller areas within regions where conditions are broadly the
same but different in one or two particulars. A sub-region has the same concept
and regional stunt as its parent region, but a different refinement. If the parent
region doesn’t have a refinement, then when it gains a refinement, it can split off
into a sub-region. A region can have any number of sub-regions.
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A Basic World and Its Gods
The Forest Primeval
The forest primeval is a place of massive, ancient trees and a shrouding canopy
that lets little light through. The gloom beneath the leaves throngs with life—
everywhere there is birdsong and rustling in the thick undergrowth—but only
the bravest or most desperate hunters dare to ply their trade any deeper than the
fringes of the wood; the animals of the forest are quick, cunning, and more than
happy to supplement their diet with human flesh.
The Ocean
Concept: Elemental Fury
Refinement: Wonders and Terrors in Equal Measure
STUNTS
Terror from the Deep: Once per session you can call for a monster
from the deep to aid you. The exact intervention is up to the GM:
a thick tentacle might snatch an enemy off a ship’s deck; the island-
turtle might shift in the water, shaking and crumbling a key part
of the arcane device which binds you. Whatever happens, it will
solve a short-term problem for you, but long-term you will still have
work to do: the snatched enemies will escape and swim to shore;
even with your bindings gone, you will still have to win your way
to freedom.
THINKING MYTHIC
When creating characters, bear in mind the nature of the
source material. Gods and demigods in myths and legends
tend to have overwhelming physical prowess, are no more
(or less) intelligent than an average human being, and
exhibit the emotional maturity of an angry six-year-old.
They make mistakes, give in to pride or anger, and follow
through on every course of action, no matter how poorly
judged, like a force of nature.
They behave this way partly because mythic figures exist
to teach lessons—like “pride comes before a fall” or “punch-
ing people only makes it worse”—and partly because bad
decisions make for more entertaining stories.
Which is all a wordy way of encouraging you to embrace
the epic flaws and terrible decision-making common to
mythic stories when making your character. Be impulsive.
Get into trouble. Get elbow-deep in other people’s messes,
even if you think it’s a bad idea—especially if you think so!
It’s all true to genre; mythic stories and roleplaying games
alike thrive on misadventure and huge failures.
17
This might seem like a limitless cycle of self-
improvement, but there are drawbacks. Even as
a god’s power grows, they accumulate strange
defects of body, mind, and spirit—the detritus of
their character writ large across their physical form.
Given enough of these flaws, a god passes some
mystic threshold and their nature dramatically
changes; they fall into the well of their power and,
upon being consumed by it, become a monster.
Transformation into a monster is quick, dra-
matic, and cataclysmic. The god loses themselves
in their own power, and their body undergoes a
violent metamorphosis as it seeks the ideal form
with which to express its nature. Change bursts
from them in an uncontrolled flood, devastating
the immediate scenery, and their mind is irredeem-
ably warped as the god’s mantle, intention, and self
fuse into something new. Some monsters are intel-
ligent, some are bestial, but none really think like
people any more—they are near-perfect vehicles
for their nature, and their behavior tends toward
exaggerated versions of the traits that drove them
to monsterhood in the first place.
Even then there are plenty of monsters who
could be safely ignored, left to make their own way
in the wilderness far from civilization, but without
a mantle to mediate their will and power they con-
stantly bleed their nature into their surroundings.
Wherever a monster stays comes to resemble that
monster over time—and this is never good.
Creating the Mantle
A god’s mantle is the meeting of their nature—
shown through their aspects—and their actions, as
shown by their approaches. To create your god’s
mantle, take each of their ascendant approaches
and link them to one of their aspects. Every ascen-
dant approach must be linked to only one aspect
and vice versa. An aspect linked with an ascen-
dant approach is known as an ascendant aspect
and should reflect the approach it is linked to. If
necessary, adjust the name of the ascendant aspect
to follow the ascendant approach. If your god’s
ascendant approaches change during play, their
ascendant aspects will change to match.
18
Intention
On the character sheet for your god, you’ll see three scales, one for each of the
opposed approach pairs.
Bold 3 2 1 0 1 2 3 Subtle
Clever 3 2 1 0 1 2 3 Mighty
Wise 3 2 1 0 1 2 3 Swift
These scales measure how far your god’s behavior is pulling them toward the
different elements of their nature. This is their intention, a reflection of the way
they approach the world that shapes their body to match the spirit within.
When you create your god, place a token, called an intention token, on the
“1” space on the side of your god’s ascendant approach for each approach pair.
The numbered spaces represent the tiers of each approach pair. At the start of
each tale, mark the positions of your intention tokens on the
track itself.
FREE INTENTION?
Your god’s intention will change as you play. Every time
As an optional rule, also
you spend a fate point to affect a roll for an action—
move the token every
whether to get a +2 bonus, to reroll, to power a stunt, or to do
time you use a free invoke.
anything else—move the token one step toward the approach
This will accelerate the in-
you are using on the appropriate track.
tention engine, which can
During a session, the positions of your intention tokens
be a good thing! If it feels
only matter if you push a token off its track, turning your god
like too much, count all
into a monster (page 30). At milestones, however, their
free invokes on the same
positions determine your milestone tier (page 36), which
roll as one.
affects your god’s boons and geas. Upon creating your god,
you begin at milestone tier 1.
Stations
A god’s mantle also starts with two stations, sacred places in the world which act
as touchstones of power. The act of storing power in stations allows gods to delay
transformation into monsters, and the power stored there can be used to fuel the
boons of their mantle. There are two types of stations: marked sub-regions and
communities. As you determine your stations, mark them on the map.
Your first station is a sub-region that you feel reflects your link to the world
at large; you can choose the refinement aspect or leave it up to the GM. This
sub-region begins play as marked by you, meaning you can use its regional stunt.
Your second station is a community to which you have a strong connection.
Again, you can make the community by assigning its approaches as if it was a
PC (one Good, two Fair, two Average, one Mediocre) or leave it to the GM. A
single community can act as a station for any number of gods.
It’s best if the whole pantheon is linked to the same community, or at least
to a collection of communities close enough together that you can focus tales
near the same place. However, if the gods have other strong reasons to work as a
group, you can get away with scattering the communities of interest.
This boon stunt is weaker than a stunt, but as your god grows in power, you
will receive more powerful boon stunts.
Boons and power points are described in more detail in the next chapter,
Godly Power, starting on page 27.
Geasa
Each god also has a weakness called a geas. This is something they struggle with,
a restriction or weakness antithetical to their nature that worsens as they grow in
power. For now, choose one:
• Your god takes a -1 penalty when doing something that their nature
resists. The circumstances for this penalty are often broader than a stunt,
covering all actions done with a certain intent regardless of approach or
action. For example, a god of war might take a penalty to peaceful nego-
tiation, or a sun god might take a penalty to concealing their presence.
• Your god is entirely barred from a certain course of action unless there is
an aspect in the scene that allows them to do it. For example, trickster
god might be unable to attack until they have created an advantage on
their target, or a god of destruction might be unable to do anything cre-
ative until they have created a situation aspect that reflects how the god
has ruined of their surroundings.
As with boons, we’ll talk more about geasa in the next chapter, Godly Power,
starting on page 29.
...which
power
boons...
...which is ...which
stored in bleeds into
stations... the world.
We’ll talk more about the effects of bleeding off intention in “Changing and
Creating Regions”, starting on page 34.
Oyalede is a goddess of quiet, still death. At tier 1 she can tell on sight
how a mortal died. Also, because her kind of death steals up unno-
ticed, she can spend a power point to add her tier to any Subtle roll
related to entering a place unseen.
Tier 3
At tier 3, a god gains the most powerful boon: they can spend power to make
something just happen, as long as it relates to the god’s overall concept and
identity.
Also, the bonus of the god’s tier 1 boon increases to +3.
29
MONSTERS
Becoming a Monster
A god becomes a monster when they lose themselves in their own power. This
happens when spending a fate point pushes their intention token off the end of
the track, and they are unable or unwilling to store or bleed off the excess. Also, a
god with an ascendant approach at tier 3 can choose to transform themself into
a monster at any time—it’s simple for them to tip over the edge and become
something both greater and lesser than they were before.
When your god becomes a monster, you lose control of them immediately. In
the space of moments their power erupts and they transform into something
twisted, powerful, yet still recognizable as the being they once were. The precise
nature of the new monster, and what they do now, is up to the GM—you will
need a new god.
However, there is one benefit to becoming a monster: you get to dictate how
the current scene ends. You could defeat and imprison your enemies, or scatter
them far and wide, or sink an island beneath the waves. You could blast a vil-
lage into glass statues, raise up a spontaneous cyclopean temple engraved with
unreadable runes, or just fly off and leave everyone to their lives. You could even
become something of unspeakable beauty, so radiant that everyone who sees it
is inspired to live their lives in harmony with nature and their fellow human
beings.
You can effectively shape the landscape, freely changing the local area’s concept
or refinement and creating new regions or sub-regions accordingly (page 34).
Monsters In Action
Once the initial transformation has stabilized, monsters operate using more or
less the same rules as gods—their identity and form have found a new equilib-
rium, and they will never tap into that kind of power again. Monsters are often
extremely powerful in their own right, however, so they should not be underes-
timated because they fail to be unstoppable forces of nature.
A monster doesn’t have a mantle and need not worry about intention, ascen-
dant approaches and aspects, stations, or anything like that. Any powers they
have that require spending intention to use can be activated by spending a fate
point instead. They have no geas other than “being a monster,” although that no
longer feels like a restriction to them—instead, it is simply their nature.
In addition, monsters constantly bleed their twisted power into the world
around them. For every tale that passes where the threat of a monster goes unad-
dressed, they mark the region or sub-region where they lurk as if they were a
god. Monsters that stay in one place slowly transform their surroundings into
a blighted land that reflects their own corruption. Monsters that move around
spread their corruption wherever they go.
MULTIPLE ENDINGS
Sometimes the tale you’ve told won’t have a single clear explana-
tion. Perhaps each god gained something different from it. Perhaps
multiple events of note transpired and you want to make sure that
each has the proper impact on the world. Maybe you just want a
world where different cults take different lessons from the same
myths. At times like these, it’s not the end of the world if you let
more than one explanation ride on a single tale, but only let one
of these explanations generate a new aspect. There can be other
explanations, but those are only cosmetic.
Thorn is in the Forest Primeval when she is forced to bleed off some
intention to avoid becoming a monster. In doing this, she narrates how
the forest around her becomes a darker, more predatory place, and
creates the Wild Wood, a sub-region of the Forest Primeval. Within
the Wild Wood, the refinement Life In All Its Forms is replaced with
Life Hungers for Life.
Whenever a god changes the refinement aspect of a sub-region, they can either
alter the nature of the entire sub-region or create a new sub-region inside the
old—their choice.
Herakhty and Cassia tell the tale of how they drove a road through
the Wild Wood as part of their goal to create and bolster civilisation.
When they do this, they could replace the refinement aspect Life
Hungers for Life with The Wilderness Bows Before Mankind across
the entire sub-region—which would effectively replace the Wild Wood
with The Road, which remains a sub-region of the Forest Primeval.
Otherwise, they could choose to make The Road a sub-region of the
Wild Wood, creating the fairy-tale situation where the road is safe,
but the moment you set foot off it you’re in mortal danger. Naturally,
they choose the latter.
If the actions of the story support it, and the GM agrees, you can use an
explanation of a tale to change the concept of a sub-region, splitting off from its
parent region to become a completely new region. In this case, the group will
need to invent a new regional stunt.
MEDDLING
As a general rule, communities inherit their concept and refinement
from their parent region or sub-region. If someone adjusts the re-
finement aspect of the sub-region, then all communities of that
sub-region change theirs to match.
There is one exception: do not change the community’s refine-
ment aspect if it has already been changed to something different
from its parent region or sub-region’s. In this case, a god has in-
vested time and effort into shaping that community according to
their will—they have made it narratively important—and it’s poor
form to let that get wiped out by someone bleeding off intention
twenty miles away.
As communities are active participants in the world, there are other ways to
change them. They can be engaged in conflicts and pick up consequences, allow-
ing the deity in a hurry to apply temporary aspects to them by pounding them
into submission—socially or physically, as necessary. A community that con-
cedes a conflict may offer social changes as part of the concession; these do not
have the mechanical weight of aspects, but could still get the god what they want.
Changing Yourself
The gods in Gods and Monsters are fluid entities, stabilized by their connection
to the world and their careful management of their own power. Change is less
something they choose to do and more something that happens to them as they
exercise their will on the world. At every milestone, in addition to gaining the
usual benefits of the milestone, reassess your god’s mantle and the locations of
their intention tokens.
First, slide each token that isn’t on a numbered space toward the tier 0 space
until it arrives on a numbered tier space, where it stops.
Second, if any of the tokens have shifted to the subordinate side of a track
during play, switch the subordinate and ascendant aspects of that pair; once you
Bold 3 2 1 0 1 2 3 Subtle
Clever 3 2 1 0 1 2 3 Mighty
Wise 3 2 1 0 1 2 3 Swift
First, his tokens slide toward tier 0, leaving him with Clever at tier 2,
and Bold and Swift at tier 1.
Second, because his token on the Wise/Swift track is now in Swift,
his ascendant approach changes from Wise to Swift and the linked
ascendant aspect changes from My Mind Contains Libraries (Wise)
to Speed of Thought (Swift). His other ascendant aspects and
approaches remain the same.
Finally, he notes that his Clever has risen to tier 2, which is now his
highest tier. Until his next milestone, his milestone tier is tier 2.
The Vampire
High Concept: Twisted Night Predator
Trouble: “The light reveals my true form!”
Other Aspects: Bloodthirsty; Locus of Dread; Strange
Vulnerabilities
APPROACHES
Bold: Poor (-1) Subtle: Great (+4)
Clever: Fair (+2) Swift: Good (+3)
Mighty: Fair (+2) Wise: Fair (+2)
STUNTS
Burst of Speed: Because she has an unnatural grace,
the vampire can spend a fate point to go first in any
exchange.
Menacing: Because she exudes a supernatural menace,
the vampire can use Subtle in place of Bold when
attempting to inspire wordless dread.
POWERS
Night Sorcery: By spending a fate point and conduct-
ing a brief occult ritual, the vampire can use Wise
to create an advantage against anyone in the same
region, so long as she has a sample of the victim’s
blood, skin, or hair. If the roll succeeds, she can forgo
the advantage in order to learn the exact location of
her target.
Fueled by Blood and Fear: Whenever the vampire
inflicts a consequence related to bleeding or fear on
someone, she immediately recovers a consequence of
equal severity.
STRESS
3( 3)
42
The Shapeless Ooze
No one knows who or what the shapeless ooze was before they succumbed to
their own power. What it is now is a congeries of eyes and mouths and almost
transparent flesh, organs of indefinable purpose dimly visible within its bulk. It
roams with no discernible pattern, ruining anything in its path, leaving muta-
tion and strange phenomena in its wake.
The mere presence of the shapeless ooze seems to warp natural processes and
cause the world to unravel. Its passage creates mutations and insanity, and if left
alone it can rapidly change a region beyond all recognition.
49
Mazakal
High Concept: Legalistic Spider God
Trouble: Binding Agreement
Other Aspects: All Webs Have Holes (Clever); Hidden Friend of
Civilization (Subtle); Spider-Bodied (Swift)
APPROACHES
Bold: Mediocre (+0) Subtle: Fair (+2) õ
Clever: Fair (+2) õ Swift: Good (+3) õ
Mighty: Average (+1) Wise: Average (+1)
STUNTS
Scuttle: Because Mazakal is a giant spider, when he tries to intimidate
or startle someone, he can use Swift instead of Bold.
Webs: Because Mazakal is a web-spinner, whenever he tries to create
an advantage related to entangling something or someone in his
webs, he can use Subtle instead of Mighty.
Clarity: Because Mazakal has an exceptionally keen mind, he gets a +2
bonus whenever he Cleverly defends himself from a mental attack.
BOONS
Laws and Silk Unbreakable: Spend a power point or fate point to
have Mazakal catch something in his webs that could not normally
be caught; to transform physical entrapment into emotional entrap-
ment or vice versa; to appear swiftly and silently behind someone
who is trapped; or to do anything else that blurs the line between
literal and metaphorical webbing.
POWER POINTS STRESS
4 3
The Gravegarden
The desert cave descends at a steep angle, splits, branches, and splits again until
the explorers find themselves in a strange and tangled network of underground
caverns. Eerie plants sprout from the rock, their heavy flowers aglow in shades of
blue, green, and violet. Albino centipedes scuttle amid the plants, ranging from
finger-length to the height of a tall man, and all manner of things that shun the
light lurk in the shadows.
Finding the skull—and the sun it contains—is not difficult. The simplest
method is asking one of the many semi-solid ghosts that populate these caverns,
but doubtlessly the gods have their own potent means to find the things they
seek. The skull sits in the center of a colossal cave, sunlight streaming out of its
eye sockets, from between its teeth, and through every chink and crack in its
construction. In this Patchy Illumination grows a Strange Garden of plants
that have never seen the surface, tended by the lumbering figure of Gothad-Ul
herself.
Gothad-Ul is polite but wary—she knows her theft of the sun is likely to draw
some attention and suspects the PCs want to steal it back. As far as Gothad-Ul
is concerned, she has a right to the sun based on Zarivya’s promise, but she’ll
relinquish the sun if the PCs can get her another light source of equal potency,
deliver Zarivya to her in chains, or both.
54
A New Sun
If the PCs are unwilling or unable to recover the original sun from Gothad-Ul,
another solution would be to copy Gloria’s approach and craft a new one—or
steal hers.
Building One
Cerebral PCs might work out how to construct a sun by themselves, and anyone
might be able to learn Gloria’s plans. However, if the pantheon is short of ideas,
Zarivya knows what’s needed to enchant a new sun—he just needs to realize that
building one is an option at all.
The three ingredients of a new sun are a great quantity of gold, a flame of
surpassing power, and the eye of a sun god to provide its proper divine charge. If
the PCs build attempt to build a new sun, they will find themselves opposed by
Pharos, a member of Gloria’s pantheon who has the same objective. Pharos cares
nothing for Gloria—its only love is creation, raw and wild—but she represents
its best chance at getting the eye required to finish its new sun, and it’s likely to
consider the PCs its enemies because they are competing with it for the same
resources.
A great quantity of gold can be acquired in a number of ways, but the simplest
three are these:
• Stripping Zarivya’s Golden Citadel of its golden decoration. This is
simple and avoids conflict with Pharos, but will deprive Zarivya of one of
his stations—a non-golden citadel doesn’t properly embody his nature—
and will tip off Gloria about what the PCs are trying to do.
• Taking a total of three levels of Wealth from communities. This avoids
conflict with Pharos but puts the PCs in conflict with the communities
whose resources they are liquidating.
• Finding a deposit under the mountains that will provide enough gold.
This is where Pharos is focusing its efforts. It has constructed a Twisted
Arcane Framework which when activated will invert a large portion of
the mountain, exposing the gold and causing vast collateral damage.
...which
power
boons...
...which is ...which
stored in bleeds into
stations... the world.
GODS AND
REFRESH
APPROACHES
MONSTERS
BOLD + + SUBTLE
MANTLE
CLEVER + + MIGHTY MILESTONE TIER
STATIONS
WISE + + SWIFT Station
ASPECTS Station
(Ascendant Approach)
BOONS
Boon Tier
(Ascendant Approach)
(Ascendant Approach)
STUNTS
GEAS
Geas Tier
INTENTION
Bold 3 2 1 0 1 2 3 Subtle
Clever 3 2 1 0 1 2 3 Mighty
Wise 3 2 1 0 1 2 3 Swift
STRESS & CONSEQUENCES
Mild Moderate Severe
STRESS 1 2 3 2 4 6
Gods and Monsters Character Sheet ©2015 Evil Hat Productions, LLC. May be printed and photocopied for personal use.