The party play as a series of minor gods / spirits that have been deceived by The Trickster God. The Trickster god told them that they could elevate a human to the status of 'Chosen One' and use their very own chosen one to further achieve their goals. In reality, they were instead all banished into the body of a single 'chosen' human, where they would have to fight for control, giving the Trickster God unrivalled power.
Each player character is a single voice of many in John The Chosen One's Head. Any of them can speak to him at any time, but only one spirit is in control at a time.
When a player gains control of John they have control of him until they fail a roll, at which point control shifts.
John starts with a '2' in all of his base stats and has no bonus traits. He has 10 life and no power points. The spirits and gods within John have 2 traits each to add to his base stats, and also have life and power that add up to 8. When John takes damage, that damage is inflicted equally to both John and the Spirit within them. The Spirits can use power points for two different things: Firstly, they can use them to allow John to perform special stunts or spells and secondly can use them when fighting for control of John.
If a player hits 0 life, they loose 2 points and cannot control John again for the rest of the session. If John hits 0 life, the spirits may find themselves without a home. A little cooperation should be used to keep him healthy!
When control shifts, all players roll dice, and can add 1 or 2 power points if they wish to. The number of dice rolled begins at 6, but decreases by for each time you've controlled John already (if you've been in control once before, you only roll 5 dice from now on, going down to a minimum of 1 die). All players other than the one controlling John also regain 1 life when power shifts. The player who gets the total highest number of stars (including the guaranteed ones from Power Points) is the next one to gain control.
All spirits/gods shall be trying to further their own agendas. When they do so they gain xp. For example, if you are the god of ants, you might gain 1 xp by giving an ant's nest lots of food to eat. Some actions are worth more than 1 xp. For example, if you helped ants to take over the world and overthrow humanity... you'd gain 3 xp!
Whilst fighting and bickering, the party must also be aware of the Trickster God and his fiendish plots to destroy them! A careful balance of cooperation and competition must be achieved between all the voices in John's head.
example objectives: Climb trees, eat cakes, slay dragons, fight goblins, collect weapons, horde money, scale mountains, convince people to dress like chickens, raid dungeons.
Inspired by 'Everyone is John'
The party play as a series of minor gods / spirits that have been deceived by The Trickster God. The Trickster god told them that they could elevate a human to the status of 'Chosen One' and use their very own chosen one to further achieve their goals. In reality, they were instead all banished into the body of a single 'chosen' human, where they would have to fight for control, giving the Trickster God unrivalled power.
Each player character is a single voice of many in John The Chosen One's Head. Any of them can speak to him at any time, but only one spirit is in control at a time.
When a player gains control of John they have control of him until they fail a roll, at which point control shifts.
John starts with a '2' in all of his base stats and has no bonus traits. He has 10 life and no power points. The spirits and gods within John have 2 traits each to add to his base stats, and also have life and power that add up to 8. When John takes damage, that damage is inflicted equally to both John and the Spirit within them. The Spirits can use power points for two different things: Firstly, they can use them to allow John to perform special stunts or spells and secondly can use them when fighting for control of John.
If a player hits 0 life, they loose 2 points and cannot control John again for the rest of the session. If John hits 0 life, the spirits may find themselves without a home. A little cooperation should be used to keep him healthy!
When control shifts, all players roll dice, and can add 1 or 2 power points if they wish to. The number of dice rolled begins at 6, but decreases by for each time you've controlled John already (if you've been in control once before, you only roll 5 dice from now on, going down to a minimum of 1 die). All players other than the one controlling John also regain 1 life when power shifts. The player who gets the total highest number of stars (including the guaranteed ones from Power Points) is the next one to gain control.
All spirits/gods shall be trying to further their own agendas. When they do so they gain xp. For example, if you are the god of ants, you might gain 1 xp by giving an ant's nest lots of food to eat. Some actions are worth more than 1 xp. For example, if you helped ants to take over the world and overthrow humanity... you'd gain 3 xp!
Whilst fighting and bickering, the party must also be aware of the Trickster God and his fiendish plots to destroy them! A careful balance of cooperation and competition must be achieved between all the voices in John's head.
example objectives: Climb trees, eat cakes, slay dragons, fight goblins, collect weapons, horde money, scale mountains, convince people to dress like chickens, raid dungeons.