DeusEx

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The Roleplaying Game of Gods and Goddesses The Roleplaying Game of Gods and Goddesses The Roleplaying Game of Gods and Goddesses The Roleplaying Game of Gods and Goddesses The Roleplaying Game of Gods and Goddesses Game Design and Background by J.C. Connors Additional Design by Brian McAuliffe, Dan McAuliffe, Ryan Connors Special thanks to all the loyal crew from Dexcon Tarot Version 2.01 December 1998 Deus Ex, the Mystic Domains, and the Mystic Domains Pantheon is copyright (c) 1998 by J.C. Connors. All rights reserved.

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Game Design and Background by J.C. ConnorsRPG of Gods & Goddesses

Transcript of DeusEx

The Roleplaying Game of Gods and GoddessesThe Roleplaying Game of Gods and GoddessesThe Roleplaying Game of Gods and GoddessesThe Roleplaying Game of Gods and GoddessesThe Roleplaying Game of Gods and Goddesses

Game Design and Background by J.C. Connors

Additional Design by Brian McAuliffe, Dan McAuliffe,Ryan Connors

Special thanks to all the loyal crew from Dexcon

Tarot Version 2.01December 1998

Deus Ex, the Mystic Domains, and the Mystic Domains Pantheon iscopyright (c) 1998 by J.C. Connors. All rights reserved.

�The Will of the gods is a mighty force in our land.It is not to be disobeyed or underestimated. . .at least not most of the time.�

-Thalcos the Sage

In the Beginning. . .. . . Chaos alone ruled. Oceans of raw magic soared through an immense void, creating fiery trails of mana.

These magical vortexes slowly formed themselves into the Thoughts. Compassion writhed with Cruelty; Pride sepa-rated itself from Humility; and Courage shot out from the darkness that was Cowardice.

The remaining Chaos formed itself into matter. Oceans were formed first, followed by great land masses. TheThoughts raced through the land, leaving behind trees and waterfalls, chasms and caverns. The neutral ThoughtFairness created the sun on one side of the world and the moon on the other.

Soon, all of the Thoughts collided again with each other, molding themselves into the Orb of Wisdom, amystical energy vortex that held all of the power that had created the world. The Orb fell to the land like a huge comet,and buried itself deep within a dark forest, later known as the Wolfwood. The Orb pulsed with energy and the godsstepped from the Orb. Each god looked upon the new world and claimed parts of it for his own. Wislath parted theoceans with his mighty trident; Lorthang stood atop the tallest mountain and proclaimed his sovereignty; and Tharvoiced his might from the clouds.

The War of the GodsSoon, each god proclaimed himself as the mightiest. The gods clashed, each wanting the world for himself

alone. The gods of Good allied against the gods of Evil, and those of Neutrality sat alone to judge the war.The gods soon tired of fighting for themselves, and created servants to fight for them. The gods of Good

created the elves and dwarves to aid them in their battles, and the gods of Evil created the orcs, trolls, and minotaurs.Soon, the many races were fighting on the Domain while the gods’ battles raged far above them.

As the war raged on for centuries, the gods of Neutrality decided to end the conflict. They decided that a newrace was to be created to decide the fate of the universe. This race would be neither Good nor Evil. Instead, eachmember of this race would be able to decide his own destiny. These were the humans, and each god – Good, Evil, andNeutral — gave them a special trait.

Thus the War ended, and the humans were created.

The Mystic DomainCenturies have passed since the coming of Man. The Mystic Domain, as it is called, has been inhabited and

civilized. The elves still wander the woods and dwarves mine the great mountains. But it is the humans that dominatethe Domain now, and each worships his own god or goddess.

And this is the world in which you rule. You are far beyond the world of dragon-slaying heroes and darknecromancers. You are immortal.

You are a god of the Mystic Domains.

RoleplayingDeus Ex is best played as a “Semi-Live Roleplaying Game,” or even as a full live-roleplaying game. Each

player becomes an actor, roleplaying a deity, god, or goddess, and like an actor, all of the personality quirks of the godshould be performed. For the several hours it takes to play a game, each player should forget the real world andbecome absorbed into his role. Just for a brief time, the players should feel the power of being a deity of infinite power.

Players must remember that all gods are not alike, and it is their polar differences that makes the game soenjoyable. A player roleplayingthe God of Fire should be fieryand hot-tempered, while aplayer roleplaying Sylvas, God-dess of Nature, should be even-tempered and jolly. Those de-vious enough to play Evitous,the God of Illusion should fre-quently leave the playing areaand act in the most confusingway possible. Most of the funof Deus Ex comes from the in-teraction of these strong per-sonalities!

Although Deus Excan be played around a largetabletop, it can also be playedin a large room or series ofrooms, where each player-godhas his or her own corner (rep-resenting his home plane). Po-sition a large map of the worldin the middle of the room, anddeclare the center of the roomthe Council Chambers. TheFate-Decider, the player thatruns the game, may announce all actions from the Council Chambers, and may visit each god as necessary. Gods leavetheir planes to negotiate with other gods or perhaps to visit the world itself. If a god goes someplace entirely strange,like an alternate reality, he may even wish to leave the room!

A Note on DiceDeus Ex uses 6-sided dice, the dice that can be found in any game of Monopoly. Usually, a roll of a single die

is enough to resolve actions in Deus Ex. For convenience, every player should have their own, clearly labelled, dice.Often times, “Chance” is called for. Chance is always a simply 50-50 chance that a deity will accomplish

something, or prevail over another god. Chance can be determined by rolling dice (whoever rolls highest), flipping acoin, shooting odds or evens, or even drawing a Tarot card.

The GlossarySome words are used in very specific ways in Deus Ex, and it is important for every player to understand

what they mean. A quick glossary is provided at the end of this book.

The World of Deus ExThe basic world of Deus Ex is the world of fantasy gods and deities — the Mystic Domains. However, the

game system is designed so that roleplaying any pantheon, legendary or imaginary, is possible. Expansion sourcebooksfor the Olympians, the Norse, the Egyptians, as well as the Elven and Dwarven pantheons are planned.

The Fate-DeciderThe Fate-Decider is a player that acts as the narrator, storyteller, and judge of a Deus Ex game. Unlike most

“Gamemasters” of other roleplaying games, the Fate-Decider is actually a character! In Greek mythology, he mayrepresent the Three Fates. He must always remember that, just like Fate, he must be impartial and firm. Even godscannot escape or cheat Fate. The rules of Deus Ex are just guidelines — the Fate-Decider may always overrule them.After all, the players are gods. If they can’t break the rules every once in a while, who can?

The CharacterEach player in Deus Ex must choose and create his own god. Deus Ex is compatible with the many mytholo-

gies of the real earth as well as imaginary lands. It is suggested that the Fate-Decider — the player that runs the DeusEx campaign — predetermine what kind of gods inhabit the gameworld. A game in ancient Greece would probablycast the players as Hermes, Athena, and Apollo, while a Norse game of Deus Ex would have the players roleplayingLoki, Frigga, and Thor. While the powers of these pantheons may vary, the rules for handling these gods are the same.

The Character SheetA sample character sheet for Deus Ex is provided at the back of this sourcebook. The character sheet holds

all the essential information about a player’s god. This section will explain the various attributes of the charactersheet.

God: This is simply the name of the god you’re playing — Asteroth, Zeus, Thor.Title: This is the god’s “official” title amongst mortals — The Wild Lord, Lord of the Seven Winds, The Sun

God, et cetera.Home Plane: Where the god lives, and what kind of plane it is. In many pantheons, all of the gods live in the

same location (e.g. Mount Olympus). In other pantheons, each god may have their own plane of existence (e.g. theMystic Domain’s gods). And in a few rare mythologies, the gods live on Earth with their mortal servants! MajorArcana, the special abilities and powers of the gods, are covered on p. 00.

Deus Ex Character Card

I am ________________________________________________

Who resides in the plane called ______________A plane of ________________________________________I hold my holy day on___________________________

Swords are used to attack. Each sword will kill 100-600 mortals, or reduce a god’schalices by 1. Swords (Reversed) may absorb damage; no more than half a god’sSwords (Reversed) may be used to attack.

Pentacles influence a town-sized area in the World of Man. Pentacles (Reversed)influences Nature.

Wands must be equal or greater than a foe’s to use an Arcana on her. If Wands do notmatch, the subject receives a 50% bonus to Wands.

Chalices is thine Divinity. Lose it, and thou art in Limbo.

Write Arcana on the back.

Swords Pentacles Wands Chalices(Reversed) (Reversed) (Reversed) (Reversed)

Attributes RevealedA god or goddess is rated in four attributes, each named after one of the suits of a classic Tarot card deck.

Though a god has only four attributes, there are actually eight to choose from, because each attribute has itsopposite, or its Reverse. When a deity is created, the player must choose between the two – the normal and theReversed. A god could not, for example, have both Pentacles and Pentacles (Reversed).

Pentacles – Sometimes called “coins,” this represents your power in the world over mortals. A godwith many Pentacles can sway civilization with ease, or cause great wars. He has a great manyheroes and priests at his call, and visits them easily through dreams or apparitions.

Pentacles (Reversed) – Pentacles (Reversed) also indicates great power in the world, but not overmortals. Pentacles (Reversed) represents control over the land itself, of nature, of animals, seas,and crops. A god with many Pentacles (Reversed) can starve the world with famine, create power-ful natural disasters, or bless the land with bountiful harvests.

Chalices – Sometimes called “cups,” this attribute rates your Divinity and power in the heavensamong your immortals. Chief gods, such as Zeus or Odin will have a great number of Chalices.

Chalices (Reversed) – Chalices reversed represents the power over the gods of another domain,typically the Underworld. Many pantheons split their divine worlds into polar opposites – Heavenand Hell, Law and Chaos, Olympus and Hades.

Wands – Sometimes called “staves,” this represents the power of magic, fate, and whim. Mysteri-ous gods, such as Loki, or Legerd, the Mistress of Magic, will have a great many Wands. Wands isalso a god’s power to overcome other immortals.

Wands (Reversed) – While Wands represents the chaos of magic and chance, Wands (Reversed)represents Order, Reason, and Logic. Understand that this does not mean that the god is necessar-ily good – even the most evil gods can have an order to their madness. Wands (Reversed) is alsothe power to overcome other deities.

Swords – The sword is a deadly weapon, and this attribute represents your viciousness, combatability, and ferocity. Gods of war Ares and Thor for example, will have many Swords.

Swords (Reversed) – Swords (Reversed) represents defense, protection, and the stability of wards.Gods and goddesses of defense, such as Athena, or Ward the Guardian, will have many Swords(Reversed) and will find themselves untouched by all but the mightiest of blows.

The CreationThere are two ways to create your deity, to determine how powerful he is. Players may always choose

between these two options, and like all things, this simple choice will generate higher beings.The first option is that of REASON, which gives a player 14 points to allocate between his four attributes. It

is at this point that the player must choose whether to accept normal attributes, or Reversed ones. Of course, aplayer may always choose to have some attributes normal, and others Reversed. A player may not have more than 5in any one attribute, however.

The second option is that of FATE, which allows a player to roll 4 dice to determine how many points hemay allocate to his attributes.

Major ArcanaEach god receives two Major Arcana, each represented by one

of Major Arcana of the Tarot Deck. Each has a Reverse, but the Reverseis a separate Arcana – a god possessing the Emperor does not automati-cally possess the Emperor (Reversed).

Some powers can be used all the time, while others can only beused once every hour or so. Powers that are usable once per hour can beused once in a given hour of game time. So, if a game started at 1:00 pm,the deity could use his Arcana once in the next hour. Come 2:00 pm, hegets another use. If he has not used his Arcana in the first hour, he doesnot get an extra use.

Using Arcana on DeitiesPowers can be used on anything within reason, but they are

usually used against other deities or mortals. In order to use a MajorArcana on another deity, the god must have equal to or more Wands thanhis opponent.

This is easy. However, situations in which one god has aReversed attribute will complicate the process as follows:

If the two deities have opposite Wands (one has Wands, theother, Wands Reversed), then the attacker’s wands are halved. Round up.This is to simulate the face that a god of Reason is less likely to affectand confuse a god of Magic, and vice versa.

The Calling of ChalicesDeities with different Chalices can call upon their inherent

differences to resist the magic of Arcana.If the two deities have opposite Chalices, the subject may

expend a Chalice to shrug off the effects of an Arcana. He must announcethat he is doing so.

Some Examples:Example: Aragon wants to see if Asteroth is telling the truth.

Aragon has 4 Wands; Asteroth has 3 Wands, so she can always detectwhether or not he’s lying, because Aragon’s 4 Wands overpowersAsteroth’s 3 Wands.

Example: Aragon wants to see if the elven goddess Laianara islying. Laianara has 2 Wands, but also has Chalices (Reversed). Aragonstill has 4 Wands. He will detect if she is lying, but she may expend aChalice to resist this effect.

Example: Arkitan with 3 Wands tries to use the Chariot to sendthe dwarven god Bruggin somewhere else. Bruggin has 4 Wands (Re-versed). In this situation, attributes don’t match each other. Therefore,Arkitan’s Wands are halved to 2. Arkitan’s Arcana fails.

The ArcanaThe Chariot

The card of movement, speed and motion. Deities of travel,adventure, and quests often have this ability and use it to inspire mortalsand gods alike to set their minds on epic journeys.

Gameplay: Gods with this Arcana may command other gods(or mortals) to move elsewhere at a good pace, usually bringing withthem a message. The “elsewhere” may be to a specific location, object,or entity. While the subject isn’t “forced” to go to that location, he feelsthe urge and authentic desire to go.

The Chariot (Reversed)Stubborn gods of paralyzing slowness, confusion, or halting

depression have this arcana. The very opposite of travel, deities use thisto impede progress, journeys, or even an entire land’s desire to advanceits own culture.

Gameplay: Gods with this Arcana can “freeze” a god or mortalin one place, forcing them to stay in their location. Naturally, they canstill communicate with those who visit them. This lasts indefinitely formortals, and ten minutes for a deity. Subjects cursed with this abilityfeel they can leave at any time, but see no reason to do so.

Death Doom. The concept is simple enough. Gods of the underworld, the

spirit lands, disease and death call this power their own. Some use itpurely to intimidate, hesitating to actually use its destructive power.Others use Death capriciously, seeing how all will eventually succombto their might.

Gameplay: Once per hour, a god with Death may kill any onemortal, or reduce another god’s Chalices by 1.

Death (Reversed) The card of life and healing. Gods of purity and holiness cherish this

Arcana, knowing that for each soul Death reaps, their own miraculousHealing ability will save one. Wise deities know that the power ofultimate healing is equal to the destructive power of Death.

Gameplay: Once an hour, a god with Death (Reversed) may healanother god (including herself) of one attribute point -- but only if itwas lost through hostile means. She may also or restore the lives of100-600 common mortals, or one heroic soul. Whether she choosesthem to be “miraculously resurrected” or merely brought back fromDeath’s Door is up to her.

The DevilThe card of malice, selfishness, and deceit. Devils do not work

in obvious ways; they love to trick and work their victims into intricate,Machiavellian plots which ultimately lead to pain and suffering.

Gameplay: Any deal made with a deity possessing the DevilArcana can only be broken at the cost of 2 Chalices, one of which isgiven to the Devil himself. Master Devils arrange deals so that they mustbe broken, making the Devil more powerful.

The Devil (Reversed)Also called the “Angel,” this is the card of selflessness,

sisterhood, and and promises honorably kept. Gods of justice, honor,truth, and any of the finer virtues often possess this Arcana.

Gameplay: Deals made with the deity possessing this Arcanamay never be willfully broken. Promises made by two or more godsswear by the Honor of a god possessing this ability may not be brokeneither. The deity with this power may never break her own word.

The Emperor The card of leadership and natural diplomacy. Many High Lords

within a pantheon possess this Arcana, for it gives the ability to presideover the great councils of the divine beings.

Gameplay: Any god with the Emperor Arcana may call a meeting,or “Council of the Gods”, whenever he wants. All gods must be informedof the meeting; they must attend or lose 1 Chalice. The Emperor is alwaysthe moderator of the divine council, and nobody is allowed to leave theCouncil until the Emperor permits.

The Emperor (Reversed) The Arcana of the child, the rebel, and the revolutionary. He is the

ruiner of plans and lord of the uncivilized and king of tantrums. Gameplay: The Emperor (Reversed) may disband any meeting,gathering, or quiet conversation happening in his eyesight. Once hecommands the culprits to disband, they must dissolve and go their separateways. Until 10 minutes pass, they may only gather again in secret, out ofthe eyesight of this god. Even after 10 minutes, the Emperor (Reversed)may disband them once again. If he ever disbands an Emperor’s manda-tory meeting, he loses a Chalice; no one else does.

The EmpressThis Arcana symbolizes the good-natured side of a queen,

the beautiful lady who makes champions out of those she favors.Calling an Empress a friend is a mark of power, for she will certainlybe kind to her trusted.

Gameplay: Once per hour, the Empress can bestow a gift ofone Attribute point to any subject, including herself. To bestow thisreward, she must find allies who agree to the gift. The requirednumber of allies is equal to one-third of the number of deities in thegame. The Empress must perform a quick ceremony involving theseallies.

The Empress (Reversed)Also known as “Wrath of the Empress,” this Arcana is the

very opposite of the kind nature of the Empress. He who angers theEmpress will often soon beg for forgiveness.

Gameplay: The Empress (Reversed) curses a deity, makinghim unable to speak to anybody but the Empress (and not even her, ifshe wishes) for one hour. The cursed deity isn’t even allowed towrite, though he can gesture frantically. The Empress may only curseone subject at a time – her wrath is singular.

The Fool The Arcana of bliss and ignorance, it is the fools that are often the

most powerful and wise among us. They often see what others ignore,and their own vision of truth is sometimes truer than reality.

Gameplay: Once every hour, the Fool can whsiper to the Fate-Decider one event he would like to happen. He can even ask for theoutcome of a past even to be changed. As long as the Fate-Decideragrees that it is not abusive to the Divine World, it will be done. If theFate-Decider rejects the Fool’s plea, the Fool may continue to ask fornew ones.

The Fool (Reversed) This is the card of true wisdom and knowledge. Gods of intelli-

gence, thought, and philosophy are pleased to claim this Arcana astheirs.

Gameplay: Once each hour, a deity with the Fool (Reversed) canask any player, including the Fate-Decider, one question which theymust answer truthfully. It does not have to be “yes” or “no”, like theHierophant Arcana; this is one real question.

The Hanged ManThe Arcana of prosecution, indictment, and some whisper,

execution. Gods who call this power their own often are hesitant to useit, for it is within their power to alter a just trial into a despised witch-hunt.

Gameplay: If the deity with this Arcana can gather at least one-third of the total number of players into a single meeting, and that one-third votes to condemn another deity (or mortal), the victim will loseone attribute point of the prosecuting deity’s choice. This may be doneas often as the deity can gather a meeting. The same god can only beprosecuted once per hour, unless multiple gods use this Arcana on him.

The Hanged Man (Reversed)This is the Arcana of deliverance, safety, and temporary peace.Gameplay: Whenever this deity sees a combat taking place, he

may interrupt and forbid the battle from happening for another hour.Likewise, if any deity is attacked, he may call for a god possessing theHanged Man (Reversed), who may use her power, or may simply let thebattle continue.

The Hermit The card of isolation and solitude. Hermits dislike the company of

others and would simply enjoy being left alone. Gods of differentspheres and influences use this ability, from the wild lords of the jungleto the quiet gods of lonely stars.

Gameplay: any god who holds this Arcana may always leave anothergod’s presence. They may even leave an Emperor’s meeting withoutpenalty. If a Hermit is attacked, once the initial attack is finished, theHermit may always leave and not be attacked for another hour by thatsame god. He may not be spied upon, nor may he give up any informa-tion unless he wishes it given up.

The Hermit (Reversed) This is the power of omnipresence and constant communication.

Messengers and great communicators alike hold this ability. Gameplay: The card of omnipresence, any god who holds the

Hermit (Reversed) may force other gods into his presence. As soon as agod is notified, he must go to the Hermit (Reversed). The subject doesnot have to speak, or indeed, do anything, but may leave after fiveminutes.

The HierophantThis is the card of intuition, of prophecy, and forethought. A

deity with this Arcana knows much, for his priests are many, his oracleswise, and his worshippers praying for the future. The Hierophant oftentreat her worshippers well, for without them his own knowledge ismuch reduced.

Gameplay: Once each hour, the deity may ask questions of theFate-Decider, which must be answered “yes” or “no,” to the best of theFate-Decider’s knowledge. If the Fate-Decider is unsure, he must stillanswer with his best guess. The Hierophant may ask an unlimitedamount of questions for a single minute of real time, which is an eon towise gods who know what they seek.

The Hierophant (Reversed)The card of alertness, logical observation, and intelligence.

This is the Arcana of rationality and conclusion, not prophecy.Gameplay: Once each hour, a deity with this Arcana may

corner another deity and ask them an unlimited amount of questions,which must be truthfully answered “yes” or “no,” within the time spanof one minute.

The High Priestess This is the Arcana of the worshipping masses. Deities with this

Arcana hold sway over a great number of followers, temples, churches,and priests. Many are her devoted heroes, who will spring into actionwith a mere suggestive dream.

Gameplay: Once per hour, the god with this Arcana may call on herfollowers to do her bidding, no matter how grand, on the world below.The followers do this incredibly fast; armies can be gathered overnight,deserts searched in half the time, a massive cathedral built in severalmonths.

The High Priestess (Reversed) A god holding the High Priestess (Reversed) relies on the divine

power within himself more than that from his mortal followers. Hispower derives from his Will and he cares little about the prayers of hisfaithful. Gods with this ability seem alien and strange to other deities.

Gameplay: Once every hour, a god with this Arcana can rearrangehis four attributes, switching the numbers around between them. He maynot reallocate points, per se, just switch which attributes hold whichnumbers.

JusticeThe Arcana of honesty, law, truth, balance, and far-sight. The

lawful Gods of Justice are keen and trustworthy. No mortal, deity, orentity would ever doubt the word of Justice herself.

Gameplay: A God with this Arcana may never be lied to; noone, including Fate, can tell untruths to a god with Justice. This doesnot mean that the truth must always be told – if the truth is unknown,for instance, or if a god does not know any better, the deity withJustice will detect that the god is telling the truth. This ability neverforces anyone into answering a question.

Justice (Reversed)This is the Arcana of deceit, guile, and misalliances. Deities

with this ability love to spin intricate webs of lies and distrust amongtheir enemies and allies alike.

Gameplay: Once per hour, you may tell the Fate-Decider one“fact,” whether real or imagined, which he must spread to the othergods as if it were the truth. Justice (Reversed) should always be subtlewith his deceptions, lest they be easily uncovered.

The Last Judgement Every entity in the universe is ultimately judged, be it by nature,

fellow man, or the gods themselves. A god with the Last Judgement isthis last the purveyor of souls. All mortal creatures that die go to yourplane, be it hell, the underworld, or paradise. Their souls are yours toreward or to condemn. Gameplay: The souls of this god’s domain are bound to protect him

if his realm is attacked. Treat them as an archon with half yourChalices and Swords. Additionally, once per hour, you can quiz therecently dead. Their knowledge is entirely up to the Fate-Decider .

The Last Judgement (Reversed) This god is the Creator, the maker of life, and the Watcher of the

World. From him, new animals are born and new creatures evolved. Gameplay: You may create any sort of life the Fate-Decider deems

appropriate; you do not directly control this new life, however. Naturewill take its course. Furthermore, your connection with life lets youcontact mortals directly, or find specific ones. If the gods need a virginwith blond hair, one green eye and one blue eye, you’ll know exactlywhere she lives.

The LoversThe Arcana of not only passion, amore, and love, but also

beauty, desire, and lust. The gods and goddesses that wield thispower understand the double-edged blade that is love.

Gameplay: Once each hour, a deity who uses this abilityon a mortal or other god will cause them to fall in love with oneother person (or god) of her choice. This, of course, should beroleplayed to the fullest extent. The divine effects last an hour,though many romances continue.

The Lovers (Reversed)Deities of vile hatred and seething animosity are pleased

to hold domain over this Arcana. Where love is a double-edgedsword, hatred is a massive club with only one purpose.

Gameplay: Once each hour, this ability may be used onany mortal or god, causing them to despise another entity withgreat passion. This should be roleplayed between the affectedplayers. The effect lasts an hour, though many hatreds will alwaysremain.

The MagicianThe magician is a strange one, calling from the divine weave strange

powers, unearthly magicks, and mystic happenings. Often, he does notknow the sources of his power, or the outcomes of his own dubiousexperiments.

Gameplay: Once each hour, the Magician may pick any one Arcana. Itmay be used once before extinguishing itself. Optionally, he may seekout the Fate-Decider and receive two Arcana, though these two are givenby the Fate-Decider, and are often random.

The Magician (Reversed)The Magician (Reversed) is the lord of countermagic and dissonance.

He knows for every ability and divine power, there is a method ofcounteracting it using the the energies from the divine stream itself. TheMagician (Reversed) is a respected lord, for his powers can strip othersof their own.

Gameplay: Once each hour, a deity with this Arcana can neutralize asingle Arcana of another god’s for one hour, making them unable to useit. The Magician (Reversed) must discover and name the god’s Arcanahe wishes to neutralize.

The MoonA bright symbol of light in the midst of darkness, the moon is

a symbol of protection and guidance. Likewise, gods of this orb areable to extend their protection to those whom they find favor.

Gameplay: This Arcana lets a deity protect anybody in hispresence that he wishes to extend the Protection of the Moon. Nobodymay approach or listen in, unless they are using The Moon (Reversed),in which case the god with the Moon Arcana may try to resist usingChalices (as outlined above).

The Moon (Reversed)Also known as the New Moon, “the moon that is no moon,”

this is the Arcana of stealth, guile, and invisibility. Gods of thieves,rogues and assassins do their work under the Moon (Reversed).

Gameplay: This lets a deity make himself unseen andinvisible. All he needs to do is cloak his eyes. He may use a mask oreven his hands. Once his eyes are hidden from others, he may not bespoken to or paid any attention to at all. Good roleplaying here is amust. However, the moment somebody sees his open eyes, the effect isbroken.

The Star The Arcana of brilliance, eternal light and benevolence. Gods of the

Star are seen as great Guiders and shining examples of the spheres whichthey represent.

Gameplay: Any deity that possesses the Star can never be inter-rupted while speaking. Deities may leave her presence, but they maynever interrupt or talk in his presence without his permission. Further-more, if she gives an inspirational speech to one-third of the presentdeities, she gains 1 Chalice for the next hour.

The Star (Reversed) Whereas the Star is a lone, but startling, beacon of light, the Star

(Reversed) is the strength of the masses, and the overwhelming power ofmany.

Gameplay: The possessor of the Star (Reversed) may declare onedeity or mortal her Eternal Ally. While this status is in effect, the subjectmay never attack the possessor of the Star (Reversed). Furthermore, thesubject must inform the Star (Reversed) of any plots or enemies that shemay have.

StrengthThe Arcana of pure power and might. Deities of Strength

are massive, intimidating, and powerful divine creatures. Theyexude an aura of pure strength and unfathomable energy.

Gameplay: Archons of a Strength god have 1 additionalChalice. Furthermore, when this ability is called forth, the deity willdo an extra point of Damage in battle. This extra damage is appliedonly once per battle.

Strength (Reversed)This is the Arcana of weaknesses and vulnerabilities.

Every creature in the universe has a particular weakness, and thelords of Strength (Reversed) certainly know it, and won’t hesitate toexploit it when the time is right.

Gameplay: Gods with Strength (Reversed) may examineanyone’s character sheet, observing a character’s attributes andArcana.

The Sun A massive and warm orb of light, this Arcana represents the power

of purity and goodness. This is the most holy and good of all Arcana,and the gods of the Sun are often shining examples of benevolence andcompassion.

Gameplay: Once each hour, a god of the Sun may force another godto do a good deed for another god of the Sun’s choosing. Both the Sunand the subject must agree on the good deed done. Neither Sun god norsubject may purposely tell anyone else of the good deed that they do –such is the nature of goodness.

The Sun (Reversed) The Arcana of pure evil. The gods of this blood red orb speaks of

vile deeds, villainous exchanges, and plots of destruction, pain, suffering,and strife.

Gameplay: Once each hour, a god of the Sun (Reversed) may forceanother god to do a deed of evil upon another god of the Sun’s (Re-versed) choosing. Both the Sun (Reversed) and the subject must agree onthe vile deed done.

TemperanceThe Arcana of structure and calmness. Gods of this pattern

are exacting and precise deities. They understand the exact effects oftheir divine powers, and how best to tailor their actions so the resultsdo not unbalance the universe.

Gameplay: This Arcana allows a deity to specify how manymen a point of his own Ravage will kill. This number must bebetween 1 and 500 men. They may even spread their effects out overlong distances. Players with a keen eye will realize that this amount isless than the 100 - 600 men affected by normal Ravage, but this issimply the price of Temperance.

Temperance (Reversed)This represents chaos and wrath, the very opposites of

Temperance. Gods of this domain are wrathful, fearful deities whocare not what they trample when they wield their great powers.

Gameplay: Gods with this Arcana roll 2d6 x100 whenseeing how much “man-damage” each point of Ravage does, ratherthan the normal 1d6 x100. Though capable of unleashing massiveforces in the world, gods with Temperance (Reversed) are hardpressed to control themselves.

The Tower The structure of walled fortitude reaching for the heavens

themselves. The Tower represents a strong plane. The deity’s home isa mighty one, with divine gates and walls barring unwanted intrudersfrom his existence.

Gameplay: Any god with the Tower may double hisChalices or Swords (his choice) while in his home plane. This isdetermined as soon as combat begins.

The Tower (Reversed) The Arcana of weakness and a crumbling foundation.

Gods with this ability are experts at penetrating the best defenses –they may walk freely into other god’s planes and freely wander andexplore these sacred places.

Gameplay: Gods with this Arcana may enter another god’splane without his permission. As long as the god does not dosomething obvious (destroy a plaza, steal a sacred artifact), and thehome god is not present, his own presence will not be noticed.

Wheel of FortuneThe Arcana of luck, fortune, and randomness. This is the

blessed side of chaos. Gods who call this ability their own are oftencarefree, benevolent, and always wishing to turn a trick in the favor oftheir friends.

Gameplay: Gods with this power can always roll Chance inwhat would normally be a non-contest. For example, a God could rollChance to see if he affects another god, even if that god could normallyresist him. On any normal Chance (one not caused by the Wheel ofFortune), or die roll, a person with the Wheel of Fortune can roll onceagain. This power cannot affect the Fate-Decider’s decisions, or anydecisions for that matter – this only affects game mechanics.

Wheel of Fortune (Reversed)As can be imagined, this is the dark side of the coin. Black

luck and misfortune follow deities of this path.Gameplay: Once per hour, a god with this power can cause

another god’s Arcana to go awry and be targeted upon another god.The god may announce this before an Arcana is used, or immediatelyafterwards. He must be specific... “If Aphrodite uses the Lovers, Marswill be affected.” He may tell this only to the Fate-Decider, or an-nounce it to everyone.

The WorldThe Arcana of the physical, the object, and the possession. Gods of

this realm are lords of the forge, deities of artifacts, quests, and unimag-inable treasures.

Gameplay: Deities with this Major Arcana can create a “quest” ofsorts for as many fellow deities. The quest must be agreed upon with theFate-Decider, though it could range from difficult to simple. The firstdeity completing the quest will receive one attribute point, as designatedby the deity with this Arcana. Each quest, however, must take at least 15minutes to accomplish – any deity completing the quest in less than thattime causes the deity with the World to lose one attribute point! Deitieswith the World often use this Arcana to lure and trap their fellow deities,or merely to keep them occupied.

The World (Reversed)This is the arcana of the hidden world, the secret, and the undiscov-

ered crevices of the land.Gameplay: You may forbid a god to reveal a specific piece of infor-

mation. You may forbid him from telling it to anyone of your chooses --one specific god, all female gods, or anybody at all.

RavageWhen a god directs his wrath against the mortal

world, this is called Ravage.To destroy the domains of the physical world, the

god merely has to announce that he is expending a Swordto unleash his offensive might against the world. He maycreate any sort of effect he wishes -- great storms, ghostarmies, or even rains of fire. He can choose to have aninstant effect, such as bolts of lightning, or a slow effectsuch as a blistering plague.

Each Sword expended will kill 100 to 600mortals. The Fate-Decider should roll 1d6 x100. It isdifficult for immortals to control his power precisely.

Gods must concentrate their effects in one area.They could not kill one person in 600 villages -- they mustannihilate an entire village to do their damage. Gods withTemperence, however, may spread out their effects.

ApocalypseWhen two gods war, the heavens shake. Apocalypse is the name given to combat between two gods, and it

is handled simply enough.

The Law of Divine CombatAll combat of the gods is one on one. If multiple people are to battle, they must square off one by one.

Only when one god is defeated another be attacked.

InitiativeThe god with the most Chalices may attack first. In the case of a tie, it is the god who initiated combat who

gets to strike the first blow.

The AttackIf the attacker

possesses the StrengthArcana, he may instantly doa point of damage to the godhe is fighting.

The attacker maythen expend a Sword to do asingle point of damage to theother god. This point willreduce the other god’sChalices by one.

If the defender hasthe Swords (Reversed)attribute, the damage willreduce that attribute beforereducing Chalices.

Gods may neverexpend more than one Swordin one round.

Example of Ravage Thoggin’gnarr, the Chaos-King of Shells,wishes to curse the town of Gorra, longconsidered his Holy Town, because severalof his loyal priests have used his name invain. He decides to expend two of hisSwords to place a horrible skin disease onthe town. The disease will force sharp seashells to extrude from the bones of thevictims, painfully piercing their skin. Herolls two dice, one for each of his expendedSwords. He rolls a 9, so 900 of the town’soccupants are infected with the disease,crippling them, and turning them intohorrible monsters.

DefeatIf the injured god reaches 0 Chalices, alas the end is nigh. What happens at this point depends on the

pantheon to which he belongs. Many gods will disappear entirely, erased from the memories of all men, women,and beasts. Others will merely be banished to the foul plane of Limbo. And still others die foul, stinking deaths atthe hands of their attacker, conscious only to see their own immortal essence rain down on the world before theireyes dim forever.

If, however, the injured god is not defeated, then he may attack back, again spending a Sword to do a pointDamage to his foe.

Gods with Swords (Reversed) may not spend more than half their total Swords for attack purposes. Woe tothe deity who violates this Law.

YieldingAt any time, a god may yield to his opponent. By yielding, the combat is ended and may not take place

again for another hour.The yielding god must subtract 1 from any of his attributes. The winning god may accept this point as a

gift and add it to any of his own attributes. He can also choose to destroy the gift.

Planes � The Homes of the GodsJust as lowly mortals have their own places to live, every deity has his own home. Most deities live on

their own planes – universes where they rule supreme, they make the laws and rules, and they cannot be disputed.Other gods share a plane with their fellow immortals.

During Creation, each god must decide what his plane is made out of. There are several planar choices.The material that the plane is made out not only speaks of the god’s personality, but also of his eventual goals.Planes also absorb energy from the World of Man, distributing it to the god once a year.

Gods will receive 1 bonus attribute point each year, unless some disaster happens to their followers ortheir domains. If a god with a Plane of Fire observes a year in which nature is not destroyed, he will receive noattribute points!

Likewise, if that same God of Fire burns down acres and acres with divine blazes in that year, the Fate-Decider may give him a reward of 2 bonus attribute points.

AirThe ultimate expression

of chaos, the swirling,random winds of the Planesof Air are often homes togods of Natural chaos anddisorder. Planes of Airgather energy through thechaos of Nature – stormsraging, seas boiling,avalanches crushing towns.

AshA land of desolation, of

blowing winds and blackskies, gods of the Plane ofAsh are loners in their owndark ways. Planes of Ashgain energy with thedestruction of manmadeobjects – cities, temples,monuments, and the like.

BoneBone, cartilage, and tough membranes are the symbol of death and the dying, and gods who construct their

homes from the skulls of the dead are usually associated with Death. Bone planes absorb energy through masskillings, murders, and deaths.

CacophonyTrue chaos, hundreds of thousands of noises, loud and soft, swirl through the eardrums of those who

inhabit the Planes of Cacophony. Planes of Cacophony gather energy from the chaos and confusion of Man.

DarknessEvil and doom, pain and hopelessness all feed Planes of Darkness. The fiends that call a Plane of Darkness

home are often pure evil. And that is exactly what fuels these planes – energy is gained through the expression ofhatred and evil on the World of Man.

DreamsSewed together by the wisps of good thoughts and hopes, gods who call the Plane of Dreams their home

often give mortals the hope they need to survive. Planes of Dreams gather energy from the hope of mankind.

FireA land of eternal burning, red-hot flames, and hot smoke, fire is the land of consummation. Here, nothing

can stop the sentient flames from annihilating everything, or anyone, in its path. Planes of fire absorb energy fromthe mass destruction of Nature.

GemsA sparkling land of diamond, amethyst, rubies, emeralds, and every other jewel known in the universe.

Gods who build Kingdoms of Gems value them for their unique beauty, not just for their sheer worth. Planes ofGems absorb energy when unique objects of great beauty are unveiled in the World of Man.

GoldThe shimmering plane of the most valuable metals,

lands made of Gold are home to Princes of wealth andmaterial possessions. Planes of Gold absorb energy fromthe gathering of great wealth in the World of Man.

HarmonyHarmony is the embodiment of peace and tranquil-

lity, and gods who live in the musical Planes of Harmonyalways embody those virtues. Planes of Harmony gainenergy through peace on the World of Man.

IronCold planes of sharp industry and weaponry, Iron

planes are homes to gods of metal craft. Iron planes absorb power when great things are built – cities, mines, oreven great magical artifacts.

LightGoodness and purity, harmony and love. This is

what Planes of Light represent, and the gods that inhabitthem are often expressions of these virtues. Planes of Lightgather energy into their heavens from the hope, love, andgoodness on the World of Man.

NightmaresWoven from the fabric of dark dreams, Planes of

Nightmares are ghastly places to behold. Planes of Night-mares attract and gather energy through the fear and terrorof mortals.

ParchmentExtremely delicate, but build with such complica-

tion, Planes of Parchment are impossible to destroy entirely.Gods of knowledge and the mind often inhabit Planes of Parchment. Planes of Parchment gather energy through thediscovery of knowledge in the World of Man.

SandA harsh world of hopelessness and desolation. The Planes of Sand thrive on loneliness and solitude. When

this exists in the mortal world, these planes grow larger and more massive.

StoneA universe of marble pillars reaching for the sky, or

a land of infinite mountains, Stone is always a land ofstrict Law, and the gods that inhabit them are alwaysconcerned with the Order of Nature, and how they canbest rule it. Planes of Stone gather energy through thetaming of the chaos of wilderness in the World of Man.

WaterThe ultimate symbol of peace and contentment, yet

with the power and raw strength to contain the mightiestof forces, Planes of Water are both serene lakes andraging seas, a perfect balance. Gods of Water are oftenbalanced in their own way, and Planes of Water gatherenergy through the balance of the World of Man.

WoodThe material of creation, and nature. Solid and immortal, gods who build their planes from wood and

leaves are usually one with the Natural Order. Planes of Wood absorb additional power when the wilderness of theWorld of Man expands.

Using Energy from Planes, or Holy DaysOnce a year (or hour, in terms of game play), usually on his holy day, a god can absorb the power from his

plane, but only if something has occurred to earn the plane energy (as outlined above). It doesn’t matter if the godhimself has done it, or if another god has caused the situation to earn the plane power – planes will absorb powerregardless of who causes it.

On his holy day, the god – or his archon – must seek the Fate-Decider and announce what has happened toearn his Plane power. If the Fade-Decider agrees, and knows no evidence to the contrary, the god will gain oneattribute point, which he can add to any of his attributes. Rarely, if he has done something truly remarkable, he maygain two attribute points. Likewise, if he has failed his sphere, he gains nothing.

Seizing PowerAt the time of their Holy Day, a god may try to seize more power from Fate. If they win a contest of

random luck (a coin toss, a die roll, the draw of a Tarot Card), the god will receive an additional attribute point. Ifthey fail, however, they gain no attribute points at all!

Archons � Servants of the GodsArchons, often called angels, demons, minor

deities, demigods, or sometimes useless toads, are themessengers and servants of the greater powers.

All gods have the right to a single archon. In afull live game, many gods will wish to bring an archonwith them to handle trivial matters, such as talking.

Archons have half the attributes of their mastergod. They have the same Major Arcana, but they can onlyuse them on other archons or mortals – never on deities.

HeroesEach god in the Mystic Domains receives one

hero – a mortal blessed by a god’s power and inspiration.For game purposes, there are two types of heroes – Warriors and Priests.Heroes may perform one feat each hour of gameplay. This feat is the equivalent of the expenditure of one

Sword (Ravage) or one Pentacle. Warriors may use Swords; priests expend Pentacles.If the god has Pentacles (Reversed), the priest must expend Pentacles (Reversed).If the deity has Temperence, or Temperence (Reversed), his hero has those Arcana as well.Gods rarely communicate directly with their heroes. Heroes often act by themselves, so the Fate-Decider is

the ultimate authority on what a hero may do. Archons, however, can communicate directly with heroes. If archonsare available in play, they are the only entities which may communicate directly with heroes.

Killing HeroesAlas, heroes all too often become the target of gods.If the area in which a hero exists is Ravaged, he may not act for an hour of gameplay. He is waylayed, lost,

captured, wounded, or otherwise occupied. Temperence (Reversed) will distract him for two hours. Ravage neverkills heroes. Even gods with Temperence may not kill heroes.

The Death Arcana, however, can slay heroes.A slain hero can be replaced after one hour has passed. The patron deity himself must spend a Pentacle to

find a new hero.

Affecting the WorldThe greatest power of a god is to expend Pentacles. Pentacles allow a god to do virtually anything. The

limit is only his own creativity.Affecting the world is an easy matter. Every time you spend a Pentacle (or Pentacle Reversed), you may

change a facet of the world. It can be anything you desire – after all, you are a god. The limitations of this power isultimately up to the Fate-Decider. The single guideline the Three Fates will give you is that each point representsthe power over approximately one town or small city. So, a god could use a single point to burn down a decentsized forest, but not ignite the entire world aflame.

The power of Pentacles stops at the loss of mortal life. Pentacles cannot cause mass destruction andkilling. A life or two may be lost occasionally through the use of Pentacles, but never intentionally. Swords are usedto Ravage the world. See p. 00.