Home
Gods & Monsters
What is this game?
What do I Need?
Players and Guides
Narration
Players and Characters
What does it mean to play a character?
Rolling Dice
Create Your Hero
What do I need to do?
Why are we playing this game?
Goals
Adventure Guide
Moral Codes
Archetypes and Specialties
Numbers
Ability Scores
Mental Abilities
Physical Abilities
Ability Modifiers
Character Archetypes
Warrior
Thief
Sorceror
Prophet
Monk
Moral Code
Order vs. Chaos
Good vs. Evil
Combined Moral Codes
Moral Code Examples
Conflicting Codes
First Level Mojo
Money
Fields and skills
Psychic fields
Spells
Spirit types
Skills and Specialties
Specialties
Fields and Skills
Native Culture
The Fighting Art
A Few Good Numbers
Survival
Verve
Reactions
Movement
Carry
Surprise, Defense and Attack Bonuses
Age
Height and Weight
Money and Equipment
General Equipment
Weapons
Armor
Equipment for Different-Sized Creatures
Backstory
Who raised you?
How do you know the other characters?
How did you get here?
Tony Barlow creates Toromeen
Goals
Moral Code
Archetype and Specialty
Ability Scores
First Level Mojo
Native Culture
Fighting Art
Fields and skills
Survival and Verve
Reactions
Surprise, Defense, and Attack
Age, Height, and Weight
Movement and Carry
Money and Equipment
Backstory
Sample Characters
Charlotte Kordé
Abilities
Fields
Reactions
Specialties
Weapons
Monk Abilities
Psychic Fields
Goals
Background
Gralen Noslen
Abilities
Skills
Reactions
Specialties
Sorceror Abilities
Spellbook
Goals
Background
Sam Stevens
Abilities
Skills
Reactions
Specialties
Weapons
Thief Fields
Warrior Abilities
Goals
Background
Toromeen
Abilities
Skills
Reactions
Specialties
Weapons
Warrior Abilities
Equipment
Goals
Backstory
Will Stratford
Abilities
Skills
Reactions
Specialties
Weapons
Warrior Abilities
Goals
Background
Valono (NPC)
Abilities
Skills
Reactions
Specialties
Weapons
Prophet Abilities
Background
Play the Game
Level Advancement
What does advancement mean?
How do I gain experience points?
Survival and Verve
Fighting Art Field Bonus
Reactions
Specialties
Mojo
Archetype Advancement
Time
Game Time and Playing Time
Rounds
Sessions, Adventures, and Campaigns
Survival
Regaining Survival and Verve, and Healing Injuries
Using Verve
Injury Points (Zero Survival Points)
Temporary Bonus Pools
Contests
Abilities and Reactions
Failure
Each action is a single roll
Difficulty Adjustments
Contested Actions
Conflicts
Surprise
Order of Events
Hitting
Special Conflict Maneuvers
Combat Example
Mojo
Using Mojo
Practical Mojo
Actions and Consequences
Aging
Ailments: Sickness, Disease, and Poison
Chases
Concentration
Falling
Illusions
Item Reactions
Jumping
Movement
Searching
Semi-consciousness
Suffocation
Tracking
Upkeep and Living Expenses
Spells and Spirit Manifestations
What is the difference?
What is the purpose of spirit manifestations?
Spell Types
Psychic Conflict
Group Effort
Group Effort Bonuses
Mojo
Group Effort Decisions
Leaving a Group
Leaders
Mass Conflict
Appendix
Why “Gods & Monsters”?
Compatibility with Other Games
Why Open Source?
The Gnu Free Documentation License
What is the “GNU Free Documentation License”?
GNU Free Documentation License
Gods & Monsters Fantasy Game