Playthings of Mad Gods

One Day, I Will Return To Your Side

Introduction

This one is a double package - both a setting (seed) and a system. It is about a world where the gods are not just words spoken by the priests - they fill every aspect of one's being. It is an old world - one where magnificent civilizations rose and fell, leaving the technology level in the world fragmented. Everything was done at least once - gods have seen every last thing in the world. And yet the dance continues.

Affinities (Stats)

Every person is defined by their affinities for various conflicting gods. These are ranked on a scale of 0 to 6, in opposition to each other. When creating a character, rank each pair from 0 to 6, with 0 meaning complete affinity to the second god, while 6 means complete affinity to the first god. (i.e. if I mark a 0 in Puros, I will get 6 in Zeutia). When undertaking an action where success is not certain, find the God whose domain is closest and roll 2d6. The first one decides if you succeed (you do if you roll under or equal to your Affinity to the god in question). The second one is the Wildcard - on a 1 it grants you a special boon (critical success if you succeed, or a failure with a silver lining if you fail), on a 6 it grants you a special woe (critical failure if you fail, success at a cost if you succeed). The pairs of gods are:

Sidenote: Magic

Everyone does magic - magic is just another word for praying for the god's blessings. With their gifts nothing under their domain is impossible - although just like with their "non-magical" use, the more powerful the effect, the more risky and costly it is. Try to straddle the line between the natural and the magical - it does not exist for the characters, after all.

Things Other Than Stats

Sometimes you may be wounded, or have another thing that would impair your abilities - the gods care not about them, and so their Affinities are unchanged. The gods will not save your life, however. The GM should clearly state if death is a possible consequence of an action. If an action does not fall under the view of any god, the GM should decide based on their judgement if you succeed or fail, given your declarations and resources.

#Setting #System