Quick question, when will it be possible to purchase the other playtests on patreon?
Or will they be included in the final release of the Eat God document?
I am working on dming Eat God with The Clockwork city and I'm wondering about the other playsets!
Penguin King Games does not have a Patreon, so I'm not sure what you're referring to there – if you're paying someone on Patreon for access to Eat God, you should definitely stop!
That said, the 1.0 release of the core rulebook will include three example playsets, of which The Clockwork City is one. The other two are still in development, though we hope to include the second one in the next playtest draft.
The nine additional playsets funded as stretch goals via the game's Kickstarter campaign will be provided as a separate book for all backers; they will also be made available for purchase by non-backers in some form, though we haven't nailed down exactly what that form is yet.
My new God-Eater, "Dusty", is all set to play in an actual game with other players next week! I checked my old posts and it has been 3 years and 1 week since I first rolled up a sample character for this system. I am stoked. Anyway. Dusty!
Dusty looks like a star-nosed mole crossed with a hedgehog except the size of a fat raccoon. It's pretty easy-going and outgoing, but fiercely protective of its friends and careless of property and social boundaries. It's covered in spines, can dig like the wind, and will always lend you a hand (because they're detachable, haha).
Full stats under the jump.
Name: "Until from his high crest headlong, he plummets to the dust of hope." (Sophocles, Oedipus Rex)
Use-Name: Dusty
Form: Defensive Dermis (Prickly)
Expression: Protective - "Behind me!"
Form: Mobile Members
Expression: Go with the Flow - "Eh. It'll come back."
Form: Deep Digger
Expression: Inconsiderate - "Was that your garden?"
Art of Utility
Ethos 5, Pathos 7, Logos 3
Creed: Orthodox Theophagy - Picking boss fights until the ultimate boss fight with God
Height 26", Weight 18lbs
General appearance is a star-nosed mole crossed with a hedgehog. Feelers, snout, tail, completely impervious to spicy food.
Inventory: polearm, stone idol, assorted roots
Drew up my character for an upcoming game of prokopetz’ Eat God. My own god eater, Seven Stakes of Purgatory Forgive the Sin, or Seven-stakes for short. A bit of a clingy type, but also the type to pull a “clearly you don’t own an air fryer” when the opportunity arises. Can’t wait to unleash it onto the clockwork city
Hey, folks. As a heads up, the Agency of Narrative Intrigue and Mystery (A.N.I.M.) – publishers of Eureka: Investigative Urban Fantasy, as well as the forthcoming Silk & Dagger and Death Bed – have elected to organise a series of sessions of Eat God playtest draft 0.7.2 via the A.N.I.M. RPG Book Club throughout the month of May. If you're interested in joining in as a player or GM, you can sign up via the A.N.I.M. RPG Book Club Discord using the invite below:
Check out the A.N.I.M. RPG BOOK CLUB community on Discord - hang out with 781 other members and enjoy free voice and text chat.
Sign-ups will be accepted through April 27th, 2026, with orientation and character creation to take place over the following ten days; actual play is expected to kick off around May 8th.
(Definitely read the server rules before you jump in with both feet, though. The server name isn't just for show; the place is run as a proper book club, and that comes with some basic codes of conduct to be aware of!)
Assuming I've got my time zones right, sign-ups close in approximately twelve hours; if you've been meaning to throw your hat in, now's the time!
(Also, by request, pre-orders for the fancy illustrated edition have been made available for folks who missed the Kickstarter, here. You'll get immediate access to the same previews that Kickstarter backers get; unlike backers, this does not include a free copy of the playset compendium or your name in the credits.)
Hey, folks. As a heads up, the Agency of Narrative Intrigue and Mystery (A.N.I.M.) – publishers of Eureka: Investigative Urban Fantasy, as well as the forthcoming Silk & Dagger and Death Bed – have elected to organise a series of sessions of Eat God playtest draft 0.7.2 via the A.N.I.M. RPG Book Club throughout the month of May. If you're interested in joining in as a player or GM, you can sign up via the A.N.I.M. RPG Book Club Discord using the invite below:
Check out the A.N.I.M. RPG BOOK CLUB community on Discord - hang out with 781 other members and enjoy free voice and text chat.
Sign-ups will be accepted through April 27th, 2026, with orientation and character creation to take place over the following ten days; actual play is expected to kick off around May 8th.
(Definitely read the server rules before you jump in with both feet, though. The server name isn't just for show; the place is run as a proper book club, and that comes with some basic codes of conduct to be aware of!)
Assuming I've got my time zones right, sign-ups close in approximately twelve hours; if you've been meaning to throw your hat in, now's the time!
(Also, by request, pre-orders for the fancy illustrated edition have been made available for folks who missed the Kickstarter, here. You'll get immediate access to the same early access previews that Kickstarter backers get; unlike the Kickstarter campaign, this does not include a free copy of the playset compendium or your name in the credits.)
Hey, folks. As a heads up, the Agency of Narrative Intrigue and Mystery (A.N.I.M.) – publishers of Eureka: Investigative Urban Fantasy, as well as the forthcoming Silk & Dagger and Death Bed – have elected to organise a series of sessions of Eat God playtest draft 0.7.2 via the A.N.I.M. RPG Book Club throughout the month of May. If you're interested in joining in as a player or GM, you can sign up via the A.N.I.M. RPG Book Club Discord using the invite below:
Check out the A.N.I.M. RPG BOOK CLUB community on Discord - hang out with 781 other members and enjoy free voice and text chat.
Sign-ups will be accepted through April 27th, 2026, with orientation and character creation to take place over the following ten days; actual play is expected to kick off around May 8th.
(Definitely read the server rules before you jump in with both feet, though. The server name isn't just for show; the place is run as a proper book club, and that comes with some basic codes of conduct to be aware of!)
Playtest draft 0.7.2 of Eat God is up. This is a minor update to playtest draft 0.7, incorporating a number of clarifications requested by crowdfunding backers. This will be the final update before development moves on to draft 0.8. A complete list of changes follows below the cut; all page numbers refer to the PDF version.
Introduction/Inspirational Media: Made a few small additions to the"Other Inspirational Media" list. (p. 12)
Introduction/Glossary: Added definition of "peril". (pp. 19, 24)
Character Creation/Traits: Revised description of Dexterous Digits to provide more examples of possible interpretations of this Form. (p. 34)
Character Creation/Traits: Revised description of Extra Organs to allow more flexible interpretation; re-worded "Always" effect for mechanical consistency with other peril-ignoring Forms. (p. 35)
Character Creation/Traits: Reorganised text of Hearty Humours; "Always" effect now has defined mechanics. (p. 37)
Character Creation/Traits: Re-worded "Always" effect of Primordial Power for mechanical consistency with other peril-ignoring Forms. (p. 41)
Character Creation/Facets & Philosophy: Minor re-write of Physionomic Theophagy. (p. 56)
Playing the Game/Stress & Stressing Out: Explicitly defined what a "peril" is. (p. 89)
Playing the Game/Stress & Stressing Out: Added a new section explaining how Forms which render you immune to certain perils interact with resisting Stress. (p. 91)
Running the Game/Complications: Clarified that when volunteering to accept complications in GMless play, you may not accept a complication which would have no mechanical effect (e.g., accepting an inventory loss complication with an empty inventory). (p. 131)
Running the Game/NPCs & Locations: Added a section explaining how NPCs recover from Stress and return to play; this was previously alluded to in the glossary, but accidentally omitted from the section to which that glossary entry referred the reader for more information. (Whoops!) (p. 136)
Running the Game/Dramatic Scenes: Clarified that the indisposed complication precludes effortful actions as well as time-consuming ones. (p. 155)
Running the Game/Dramatic Scenes: Clarified how Forms which allow you to disregard certain types of perils interact with interfering during a GM spotlight. (p. 156)
Appendix A: Playsets/The Clockwork City: Added rules for incorporating Gizmos into fully randomised starting inventory. (p. 170)
Appendix B: Additional Tables/Random Inventory: Fixed duplicate appearance of "lead pipe" in III: Antique Lands and VIII: All She Wrote. (p. 195)
Adjusted the layout of the print-and-play Form cards to provide a little more breathing room between the card border and the text.
Reorganised character sheets to include a spot to write the player's name, more space for Creeds, Appearance & Quirks, and a spot to record current Obstinacy. The spots for Forms and Expressions have also been made a little less cramped vertically.
Fixed a bug in the online character generator which would throw a Javascript error when attempting to reroll a catalyst.
Hey, folks. Just a heads up: after Friday, April 3rd, we will be locking down playtest draft 0.7 of Eat God; the forthcoming revision 0.7.2 will be the final update before we move on to draft 0.8.
If you have any comments, corrections, or requested clarifications, now's the time to let us know! You can do so either in the notes here, or via the Penguin King Games Discord.
If you haven't seen draft 0.7 yet, you can grab a copy from Penguin King Games' itch.io page (or, if you're a Kickstarter backer or early access supporter, check your inbox for your download key for the Gourmet Edition preview).
Eat God playtest draft 0.7.1 is up. This is a minor update to playtest draft 0.7, incorporating fixes to a number of typographic issues reported by Kickstarter backers, as well as making several small clarifications. A complete list of changes follows below the cut; all page numbers refer to the PDF version.
Introduction/Inspirational Media: Made a small addition to the"Other Inspirational Media" list. (p. 12)
Introduction/Glossary: Added missing definition of "approach". (p. 13)
Character Creation/Traits: Clarified that the effortful effect of Curative Corpus must increase the food supply granted by Curative Corpus, not the value of any arbitrary food item. (p. 33)
Character Creation/Traits: Clarified that Wicked Weapon's universal to ignore impact penalties for being unarmed applies to hand-to-hand conflicts, not to any physical conflict. (p. 43)
Character Creation/Facets & Philosophy: Added one new seed to the discussion of creating one's own Creeds. (p. 58)
Playing the Game/Making Tests: Added a reminder about adding dice by making a test in conjunction with a Rebellious Art to "Gathering Dice". (p. 77)
Running the Game/Complications: Clarified that testing the same Facet to pursue the same goal counts as using "the same approach" for the purpose of complication applicability even if a different God-eater makes the test. (p. 129)
Running the Game/NPCs & Locations: Clarified what "deciding in the player's favour" means when determining who initiated a conflict with an NPC. (p. 135)
Running the Game/Goal Clocks: Made what "the same approach" means for the purpose of tracking Goal Clocks consistent with what "the same approach" means when applying complications. (pp. 142–143)
Playsets/The Clockwork City: Fixed odd formatting of stat block borders for disasters in The Clockwork City. (pp. 184–186)
[EPUB only] Fixed broken embedded table of contents in EPUB version.
[EPUB only] Implemented a tentative fix for dotted underlines on glossary cross-links appearing anomalously thick in some EPUB readers.
Why can't the Art of Ascension be used to make things heavier?
(With reference to this post here.)
Letting you obey a law with greater vigour isn't really in the Arts' idiom – at least, not without an explicit malicious compliance angle, and what malicious compliance with the law of gravity would entail is probably beyond the scope of our available word count.
The first major post-Kickstarter update focuses on replacing placeholder elements of previous drafts with full-featured – or, at least, greatly expanded – content, as well as giving the Forms, Arts, and included playset material a much-needed layout and technical editing pass to reduce the oft-remarked-upon "wall of text" effect.
The major changes are as follows:
A number of Forms have been simplified and clarified, and several Form abilities which previously lacked any clear game-mechanical effects now have them.
The placeholder d6 table for your God-eater's Creed in the Character Creation chapter has been replaced with a full discussion of the topic, including eighteen worked examples and a full page of advice on how to devise your own, both courtesy of @cryptotheism.
Most Rebellious Arts have seen at least minor revisions, including a full rewrite of the Art of Ascension.
The "Dramatic Scenes" subsystem has been greatly expanded.
The placeholder "Western Fantasy" random inventory milieu has been reworked to bring its entries more in line with its own premise, and augmented with tables for seven additional milieux, ranging from gothic horror to drawing-room mystery.
The single-page prototype character sheet has been replaced with an expanded three-page version, designed by @ribstongrowback.
The Online Character Generator beta has also been updated to reflect these changes if you'd like to give it a spin! If you have any suggested adjustments (or typo corrections) for version 0.7.1, please let us know, either here in the comments or on the Penguin King Games Discord.
A complete list of changes follows below the cut. All page numbers refer to the PDF version.
Introduction: Revised and condensed the game's preamble. (p. 7)
Introduction/Inspirational Media: Added several new entries and revised existing writeups. (pp. 10–12)
Introduction/Glossary: Corrected some alphabetisation errors, and added glossary entries for "advancement", "Creed", "disaster", "Personal Idiom", "playset", "Secret Technique" and "time-consuming action". (pp. 13–24)
Character Creation/Traits: Various wording clarifications throughout. (pp. 28–48)
Character Creation/Traits: The jet propulsion ability of Aquatic Aspect now has a mechanical effect. (p. 32)
Character Creation/Traits: Clarified what the Threat-ignoring effect of Defensive Dermis actually does. (p. 34)
Character Creation/Traits: The effortful effect of Dizzying Display now only exhausts the Form if the associated test succeeds. (p. 35)
Character Creation/Traits: The description of Fluttering Flight now explicitly defines "short range". (p. 36)
Character Creation/Traits: The effortful effect of Hearty Humours now only exhausts the Form if the associated test succeeds. (p. 37)
Character Creation/Traits: Clarified the effortful effect of Masterful Mimic. (p. 38)
Character Creation/Traits: Removed the alternative burst-fire effect of Menacing Missiles. (p. 39)
Character Creation/Traits: Clarified the startup time of the effortful effect of Peculiar Poise. (p. 40)
Character Creation/Size & Appearance: Explicitly stated that your lifting capacity defaults to your weight. (Various rules assumed this, but the text didn't actually say it anywhere – whoops!) (p. 49)
Character Creation/Facets & Philosophy: Replace the placeholder d6 table for deciding your God-eater's Creed with a full discussion of the topic, including eighteen worked examples and advice on devising your own. (pp. 53–58)
Character Creation/The Rebellious Arts: Various wording clarifications throughout. (pp. 59–68)
Character Creation/The Rebellious Arts: Clarified that you can activate the secondary effect of the Art of Abundance multiple times. (p. 60)
Character Creation/The Rebellious Arts: Full rewrite of the Art of Ascension; the new version should suffer from much less overlap with mobility-granting Forms. (p. 61)
Character Creation/The Rebellious Arts: Removed the caveat about "impossible" acts of consumption eventually correcting themselves from the Art of Indulgence. (p. 63)
Character Creation/Finishing Touches: Added a note about tonally appropriate God-eater names, with a reference to the new section discussing this (see below). (p. 69)
Character Creation/Miscellany: Added a note directing players to the optional Random Quirks table in Appendix B: Additional Tables; this table was always present but had previously gone unmentioned. (p. 70)
Playing the Game/Making Tests: Various wording clarifications throughout. (pp. 74–83)
Playing the Game/Making Tests: Added a sidebar to "Describing the Outcome" discussing deferring to the GM when a successful test's outcome would introduce new information. (p. 80)
Playing the Game/Making Tests: Expanded "Taking Six" to clarify when doing so is permitted and discuss a couple of common edge cases. (p. 81)
Playing the Game/Effortful Actions: Added a sidebar discussing how the special timing rules for combined effortful actions apply to cooperative tests. (p. 88)
Playing the Game/Obstinacy & the Rebellious Arts: Added a new section discussing how to invoke NPC, location, and unique item Traits when performing Limit Breaks, as well as limitations of Limit Breaks when faced with imperfect player information. (pp. 103–104)
Running the Game/Tone & Expectations: This new section discusses some basic assumptions about managing the game's tone. (pp. 115–116)
Running the Game/Position & Effect: Added a sidebar clarifying that players may make effortful use of a Form purely to offset an impact penalty without invoking the associated special effect, if they wish. (p. 126)
Running the Game/NPCs & Locations: Added a section discussing how NPCs with Stress Limits interact with effects which would cause them to be involuntarily removed from play. (p. 136)
Running the Game/NPCs & Locations: Added a section discussing groups of characters as NPCs. (p. 137)
Running the Game/NPCs & Locations: Relocated the discussion of the visibility of NPC qualities for better text flow. (p. 140)
Running the Game/The Calamity Clock: Renamed the event which occurs when the Calamity Clock runs out from "catastrophe" to "disaster"; playtesting indicated that the terms "calamity" and "catastrophe" were too easily confused. (p. 147)
Running the Game/The Calamity Clock: Clarified that the clock resets to zero after the present disaster is resolved. (p. 147)
Running the Game/The Calamity Clock: Clarified that the Calamity Clock may not be marked while a disaster is ongoing. (p. 149)
Running the Game/Dramatic Scenes: Greatly expanded this section, including more detailed discussion of action timing, interfering with NPC actions during the GM spotlight, and how to handle complications and certain potentially troublesome Form effects at various scales. (pp. 150–155)
Running the Game/Advancement: Added discussion of several potentially useful "generic" effects when devising one's own Secret Techniques. (p. 159)
Appendix A: Playsets/The Clockwork City: Clarified how the forced-roll effect of gizmos interacts with effects which allow starting inventory selections to be made during play. (p. 168)
Appendix A: Playsets/The Clockwork City: Simplified location quality "We Have the Technology" on DeLeon's Automatonics. (p. 173)
Appendix A: Playsets/The Clockwork City: Simplified NPC quality "The Dirt" on The Drunken Attendant. (p. 180)
Appendix A: Playsets/The Clockwork City: Expanded writeups of disasters Chain Gang, Sic Semper Tyrannis, and Picket Line to include full writeups for associated NPCs. (pp. 184–186)
Appendix B: Additional Tables/Random Inventory: Reworked Random Inventory I: Western Fantasy. (p. 191)
Appendix B: Additional Tables/Random Inventory: Added seven more random inventory milieux. (pp. 192–198)
Appendix B: Additional Tables/Random Quirks: Expanded Random Quirks table from 36 to 72 entries. (pp. 199–203)
Various typographic fixes.
Replaced placeholder single-page character sheet with expanded three-page version.
Updated online character generator beta to allow choosing how many mastered Rebellious Arts each generated God-eater should have, selecting a Random Inventory milieu, and optionally including a random Quirk.
Now that the online character generator beta for Eat God has been brought up to date with the latest playtest draft, I'm especially curious to see what folks make of the full Creed rules and incorporation of the Random Quirks table, both of which were absent from previous prototypes. (If you're just coming back to it and aren't sure what either of those things are, you can grab the latest playtest here.)
The first major post-Kickstarter update focuses on replacing placeholder elements of previous drafts with full-featured – or, at least, greatly expanded – content, as well as giving the Forms, Arts, and included playset material a much-needed layout and technical editing pass to reduce the oft-remarked-upon "wall of text" effect.
The major changes are as follows:
A number of Forms have been simplified and clarified, and several Form abilities which previously lacked any clear game-mechanical effects now have them.
The placeholder d6 table for your God-eater's Creed in the Character Creation chapter has been replaced with a full discussion of the topic, including eighteen worked examples and a full page of advice on how to devise your own, both courtesy of @cryptotheism.
Most Rebellious Arts have seen at least minor revisions, including a full rewrite of the Art of Ascension.
The "Dramatic Scenes" subsystem has been greatly expanded.
The placeholder "Western Fantasy" random inventory milieu has been reworked to bring its entries more in line with its own premise, and augmented with tables for seven additional milieux, ranging from gothic horror to drawing-room mystery.
The single-page prototype character sheet has been replaced with an expanded three-page version, designed by @ribstongrowback.
The Online Character Generator beta has also been updated to reflect these changes if you'd like to give it a spin! If you have any suggested adjustments (or typo corrections) for version 0.7.1, please let us know, either here in the comments or on the Penguin King Games Discord.
A complete list of changes follows below the cut. All page numbers refer to the PDF version.
Introduction: Revised and condensed the game's preamble. (p. 7)
Introduction/Inspirational Media: Added several new entries and revised existing writeups. (pp. 10–12)
Introduction/Glossary: Corrected some alphabetisation errors, and added glossary entries for "advancement", "Creed", "disaster", "Personal Idiom", "playset", "Secret Technique" and "time-consuming action". (pp. 13–24)
Character Creation/Traits: Various wording clarifications throughout. (pp. 28–48)
Character Creation/Traits: The jet propulsion ability of Aquatic Aspect now has a mechanical effect. (p. 32)
Character Creation/Traits: Clarified what the Threat-ignoring effect of Defensive Dermis actually does. (p. 34)
Character Creation/Traits: The effortful effect of Dizzying Display now only exhausts the Form if the associated test succeeds. (p. 35)
Character Creation/Traits: The description of Fluttering Flight now explicitly defines "short range". (p. 36)
Character Creation/Traits: The effortful effect of Hearty Humours now only exhausts the Form if the associated test succeeds. (p. 37)
Character Creation/Traits: Clarified the effortful effect of Masterful Mimic. (p. 38)
Character Creation/Traits: Removed the alternative burst-fire effect of Menacing Missiles. (p. 39)
Character Creation/Traits: Clarified the startup time of the effortful effect of Peculiar Poise. (p. 40)
Character Creation/Size & Appearance: Explicitly stated that your lifting capacity defaults to your weight. (Various rules assumed this, but the text didn't actually say it anywhere – whoops!) (p. 49)
Character Creation/Facets & Philosophy: Replace the placeholder d6 table for deciding your God-eater's Creed with a full discussion of the topic, including eighteen worked examples and advice on devising your own. (pp. 53–58)
Character Creation/The Rebellious Arts: Various wording clarifications throughout. (pp. 59–68)
Character Creation/The Rebellious Arts: Clarified that you can activate the secondary effect of the Art of Abundance multiple times. (p. 60)
Character Creation/The Rebellious Arts: Full rewrite of the Art of Ascension; the new version should suffer from much less overlap with mobility-granting Forms. (p. 61)
Character Creation/The Rebellious Arts: Removed the caveat about "impossible" acts of consumption eventually correcting themselves from the Art of Indulgence. (p. 63)
Character Creation/Finishing Touches: Added a note about tonally appropriate God-eater names, with a reference to the new section discussing this (see below). (p. 69)
Character Creation/Miscellany: Added a note directing players to the optional Random Quirks table in Appendix B: Additional Tables; this table was always present but had previously gone unmentioned. (p. 70)
Playing the Game/Making Tests: Various wording clarifications throughout. (pp. 74–83)
Playing the Game/Making Tests: Added a sidebar to "Describing the Outcome" discussing deferring to the GM when a successful test's outcome would introduce new information. (p. 80)
Playing the Game/Making Tests: Expanded "Taking Six" to clarify when doing so is permitted and discuss a couple of common edge cases. (p. 81)
Playing the Game/Effortful Actions: Added a sidebar discussing how the special timing rules for combined effortful actions apply to cooperative tests. (p. 88)
Playing the Game/Obstinacy & the Rebellious Arts: Added a new section discussing how to invoke NPC, location, and unique item Traits when performing Limit Breaks, as well as limitations of Limit Breaks when faced with imperfect player information. (pp. 103–104)
Running the Game/Tone & Expectations: This new section discusses some basic assumptions about managing the game's tone. (pp. 115–116)
Running the Game/Position & Effect: Added a sidebar clarifying that players may make effortful use of a Form purely to offset an impact penalty without invoking the associated special effect, if they wish. (p. 126)
Running the Game/NPCs & Locations: Added a section discussing how NPCs with Stress Limits interact with effects which would cause them to be involuntarily removed from play. (p. 136)
Running the Game/NPCs & Locations: Added a section discussing groups of characters as NPCs. (p. 137)
Running the Game/NPCs & Locations: Relocated the discussion of the visibility of NPC qualities for better text flow. (p. 140)
Running the Game/The Calamity Clock: Renamed the event which occurs when the Calamity Clock runs out from "catastrophe" to "disaster"; playtesting indicated that the terms "calamity" and "catastrophe" were too easily confused. (p. 147)
Running the Game/The Calamity Clock: Clarified that the clock resets to zero after the present disaster is resolved. (p. 147)
Running the Game/The Calamity Clock: Clarified that the Calamity Clock may not be marked while a disaster is ongoing. (p. 149)
Running the Game/Dramatic Scenes: Greatly expanded this section, including more detailed discussion of action timing, interfering with NPC actions during the GM spotlight, and how to handle complications and certain potentially troublesome Form effects at various scales. (pp. 150–155)
Running the Game/Advancement: Added discussion of several potentially useful "generic" effects when devising one's own Secret Techniques. (p. 159)
Appendix A: Playsets/The Clockwork City: Clarified how the forced-roll effect of gizmos interacts with effects which allow starting inventory selections to be made during play. (p. 168)
Appendix A: Playsets/The Clockwork City: Simplified location quality "We Have the Technology" on DeLeon's Automatonics. (p. 173)
Appendix A: Playsets/The Clockwork City: Simplified NPC quality "The Dirt" on The Drunken Attendant. (p. 180)
Appendix A: Playsets/The Clockwork City: Expanded writeups of disasters Chain Gang, Sic Semper Tyrannis, and Picket Line to include full writeups for associated NPCs. (pp. 184–186)
Appendix B: Additional Tables/Random Inventory: Reworked Random Inventory I: Western Fantasy. (p. 191)
Appendix B: Additional Tables/Random Inventory: Added seven more random inventory milieux. (pp. 192–198)
Appendix B: Additional Tables/Random Quirks: Expanded Random Quirks table from 36 to 72 entries. (pp. 199–203)
Various typographic fixes.
Replaced placeholder single-page character sheet with expanded three-page version.
Updated online character generator beta to allow choosing how many mastered Rebellious Arts each generated God-eater should have, selecting a Random Inventory milieu, and optionally including a random Quirk.
Some previews of the expanded random inventory tables from the forthcoming revision 0.7 of Eat God. As these screenshots are a little too text-heavy to fully describe in the ALT tags, their full text is provided at the link below:
We're currently up to six sets of random inventory tables, and hope to hit at least an even dozen by the time Eat God goes 1.0, so if there are any milieux you'd like to see, now's the time to let us know!
(Appendix B's new splash illustration comes to us courtesy of lead illustrator @magpiemalarkey; whatever else it is, it certainly is a table.)
A bundle by Penguin King Games, $22.50 for 5 games
The Penguin King Games Winter Sale is now on. Until January 5th, all of our past titles are 50% off, including the original Costume Fairy Adventures (a oneshot-friendly game of playing dress-up and engaging in ill-advised shenanigans) and Zach Welhouse's Cerebos: The Crystal City (a GMless surrealist travelogue game about amnesiac truth-seekers riding a possibly-allegorical train to a possibly-nonexistent destination).
A bundle by Penguin King Games, $22.50 for 5 games
The Penguin King Games Winter Sale is now on. Until January 5th, all of our past titles are 50% off, including the original Costume Fairy Adventures (a oneshot-friendly game of playing dress-up and engaging in ill-advised shenanigans) and Zach Welhouse's Cerebos: The Crystal City (a GMless surrealist travelogue game about amnesiac truth-seekers riding a possibly-allegorical train to a possibly-nonexistent destination).