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Personal Deity
You serve and worship some deity or power which speaks to you and through you. Give your god a name. When you petition your deity according to the precepts of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what.
Choose a domain for your deity, here are examples:
Bloody conquest. Civilization. Healing and restoration. Knowledge and hidden things. Mercy for the downtrodden. Those lost and forgotten. Time and the passing seasons. What lies beneath.
Choose one precept of your god:
Your god believes in trial by combat, and is petitioned through personal victory.
Your god desires sacrificial rites, and is petitioned through offerings of such.
Your god is secretive and insular, and is petitioned through the gaining of secrets.
Your god preaches the sanctity of suffering, and is petitioned by such.
Your god is vain, greedy, or desires perfection, and is petitioned by crafting treasures in its image.
Your god is natural, and is petitioned by tending to the health of the natural world around you.
Your god is a horny SOB, and is petitioned by grand, decadent orgies in its name.
Your god desires its worship to be spread across the land, and is petitioned by expanding its church.
Your god teaches that only through deprivation can enlightenment be had, and is petitioned by asceticism.
Your god communes with you through ecstatic visions, and is petitioned by your bouts of madness.
Your god is evangelical, and is petitioned through the conversion of others.
Perk
Divine Intervention
When you commune with or petition your deity, you get one hold and lose any hold you already had from this move. Spend that hold when you or an ally take damage to call on your deity, who intervenes with an appropriate manifestation and negates the damage.
Defender of the Faith
When you petition your deity, you are also told who poses the greatest threat to you or your faith, and why. Take +1 forward the next time you meet this threat.
Orison for Guidance
When you sacrifice something of value to your deity and pray for guidance, your deity tells you what it would have you do. If you do it, mark experience.
Suffering Prometheus
When you have suffered while helping or protecting others, you may recover 1d4 HP when you have a little time to recover.
Apotheosis
The first time you spend time in prayer as appropriate to your god after taking this move, work with your GM to choose a feature associated with your deity (rending claws, wings of sapphire feathers, an all-seeing third eye, etc). When you emerge from prayer, you permanently gain that physical feature.
Haruspex
When you petition your deity according to the precepts of your religion, you may also ask the GM any one question. The GM will answer truthfully. You or your allies take +1 forward when acting on the answer.
Experiment
When you wish to perform an experiment to change someone or something, tell the GM what you're trying to achieve. These experiments are always possible, but the GM will give you one to four conditions, such as:
- It requires the fluids of a…
- …will know or hear about it
- You'll need to travel to…
- It will require a lot of money
- You'll need a rare component
- The best you can do is a lesser or limited version
- It will take a while before the potion takes effect
Perks
Reattach
You are able to reattach body parts, such as severed limbs or appendages. It takes you an hour and you’ll need the original body part or one that is similar to the original. The body part is as good as new.
Attachment Disorder
You can use Reattach to add entirely new or strange parts to yourself or others. New fingers, eyes, or even whole limbs. Additionally, the replacement parts don't have to be similar. But beware, the stranger and riskier the part, the worse the side effect or complications could be…
I Am Evolution
When you are afflicted by transformative magics or chemicals, take +1 forward.
Alteration
When you have a few moments with an object, you may perform a cosmetic alteration. Choose one aspect:
• Clean it, Soil it, Cool it, Warm it, Wet it, Dry it, Flavor it, Scent it, Color it
Lab Assistant
When you perform an experiment with the help of a partner, ignore one of the stated conditions.
Test Subject
When the subject of your experiment is yourself, you may waive one of the stated conditions from the GM.
Charming and Open
When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully):
- How can I get you to …?
- What are you feeling right now?
- What do you most desire?
- What do you wish I’d do?
- Whom do you serve?
You can lie, but then you can't use this move on them again. Perks Social Climber
When you set your heart on achieving a certain social position, the GM will sketch out a relationship map or diagram to help you plot your approach. Working together, make note of a number of useful circumstances equal to your level, and take +1 forward when you make use of them. You can only work towards one position at a time.
Unforgettable Face
When you meet someone you’ve met before (your call) after some time apart, you take +1 forward against them
Always a Warm Bed
When you first enter a civilized settlement, someone who respects the custom of hospitality to your kind will take you in as their guest.
Disarming and Open
When you use charming and open, you may also ask this:
• How are you vulnerable to me?
Your subject may not ask this question of you.
Wide Wanderer
You’ve traveled the wide world over. When you arrive someplace ask the GM about any important traditions, rituals, and so on, they’ll tell you what you need to know.
Seen That Before
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then. Additionally, at your option, name a person you met here or something you left behind.