Gods & Monsters

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Revision as of 11:36, 9 November 2017 by Roryb (talk | contribs) (Zarivya, the Sun God)
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A game of Gods & Monsters using the FATE system, where deities roam the proto-world and adventure before the Twilight Age takes them.

IC Thread

OOC Thread

Recruitment Thread

GM: Roryb


Player Characters

Non-Player Characters

Zarivya, the Sun God

Hot In Every Sense (Bold)
"...I don't understand."
Sculpted Physique (Mighty)
Quick-Sighted but Careless (Swift)

Approaches:

  • Bold +3 / Subtle +0
  • Clever -1 / Swift +1
  • Mighty +3 / Wise +1

Locations

The Forest Primeval

Pre-Human Forest; Life In All Its Forms

Regional Stunt: Ancient Heart of the Forest. The heart of the forest is thick with forgotten secrets, vine-wrapped and overgrown. Once per game session you can banish a secret here—something known by yourself and no more than two others; when you do, the knowledge will vanish from the world, buried amid the ancient roots of the forest primeval. Normal investigation cannot uncover this knowledge, but a suitable quest into the heart of the forest might be able to find it and return it to the world.

  • Yggdrasil, the Great Tree of the Forest Primeval. The Wisdom of Sacrifice (Sior; power points: 0)

The Rugged Peaks

Falling Down Is Easy, Getting Up Is Hard

Regional Stunt: Proud and Unassailable. The peaks refuse to be conquered, and any who challenge them leave their broken bodies littering the mountainside. Once per session you can ignore all stress from one attack—you are like the mountains, not to be moved by the actions of your inferiors. However, if you then go on to concede the conflict, or you are taken out, the GM will begin the next scene with an additional fate point —in the harsh realm of the rugged peaks, failure finds no mercy, and the mountains punish weakness by turning the world against you.

  • The Spine of the World. The Core of the Mountains that Support the World (Wyrd; power points: 0)

The First City

Heaving With Humanity; The Start of Something Big

Regional Stunt: Crowdsourcing. Once per session you can ask the city for an item or piece of information that it possesses; by the end of the scene, a series of coincidences will have brought that item or information to you. If what you seek is rare, unique, long forgotten, or tightly guarded, it will not be delivered to you directly; instead, the GM will give you an opportunity to claim it. If what you seek does not exist, you learn this instead.

  • Community: Assassins, Alchemists, and Guilds of the First City. Where We Work in Shadow (Sior; power points: 0)
  • Community: Women, Shamans, Soldiers. Givers of Life, Protectors of Life, Enders of Life (Wyrd; power points: 0)
  • Community: The Changed. (Trabixian; power points: 0)

The Ocean

Elemental Fury; Wonders and Terrors in Equal Measure

Regional Stunt: 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.

  • An Island of Change. Change is Everywhere (Trabixian; power points: 0)