GODSEED in 60 seconds: Pick a want → do one thing → 2d6 + Mod + Tags → one clear cost. Turns are a minute. No lore homework. The world remembers what you pick.
Start here — The Raid is LIVE ★ (recommended)
You don't watch the thousand-warrior climb. You're in it.
2.3M live on the Net. Mud, banners, drums. The switchback grinds. Ruyijon shines — "For the Rose! No one left behind!" — Silerd's shield finds your elbow — "together!" — Komoaru counts exits with an eye-roll, Latch mutters "terrible plan — going first anyway," and Caspian Tudor throws an arm round you like you're teammates of years and shouts BELIEVE IT.
Drone dives for your face. The chat screams. Pick NOW:
1) Shout your reason + grab shield 2) Check rope/mud 3) Play straight-man to Caspian — or your entrance!
That's the premiere. Loud, soulful, deliberately anime. Rivalry, poses, speeches — allowed to be foolish and sincere at once. One roll, one change, and the column lurches.
Tavern Start — your first 5 minutes if you want small
The Last Bell, Greycastle. Rain on the bell. Onion stew steams. Every screen shows the same mountain and the same question: who survived?
A soaked courier crashes into the Widow's Booth — fist locked on a sealed Crown tag. A dead man's name.
"Don't open it. 10 crowns to carry it past the checkpoint. 40 if you DON'T read it. Sweep's already on the street."
Mama Tidewell slides you a bowl: "Eat and you have cover. Don't and you're just wet."
Outside, a Crown clerk lifts his lantern to the window. Mara Quill mouths from the next booth: hide him, read it, or lie — NOW.
Pick a character or make one in one breath:
- Archeon Visage — farmer with two sick family names on his neck, no powers yet, hates heroes, does heroic things anyway
- Joren 'Latch' Rusk — the latch-brained survivor who sealed a door on Mount Akhan and still holds exits for others
- Mara Quill — ink-fingered courier with a black notebook of names the Crown wants forgotten
Or: name + home + want + what you can do + what you won't do + one person who complicates your day. Three specific Tags — Gate Market runner, Lowmark smugglers' cant, wounded shoulder — not "brave."
The other doors
- Defend Mount Akhan: Be Merdou's inner circle when the first report hits the King's Hall. One order — bleed, break, or send a message the continent remembers.
- Open Tengai: Make anyone, start anywhere — Hisurkan river-mist, Drimport salt, Vorgrad iron, Akatsumi neon. The raid is background noise until you make it yours.
Don't mix timelines unless the table declares a crossover.
Making a character — 7 quick questions
- Where are you from? (Greenditch canal mud? Gate Market canvas? Quiet Chapter House linen?)
- What do you want right now? ("medicine," "work," "who lied")
- What can you already do? (locks, mules, bandages, Numen basics — one practical edge)
- What won't you do? (your line)
- Who complicates your day just by existing?
- What are you building — crew, home, rep, craft, escape?
- What would make today worse?
Street level only. No Fellfruit, advanced Numen, relic, or rank unless the premise gives it to you.
Tests — the only math
2d6 + Attribute Modifier + helpful Tags (harmful Tags are -1). Only roll when failure matters.
| Score | Modifier |
|---|
| 0–3 | +0 |
| 4–6 | +1 |
| 7–9 | +2 |
| 10–12 | +3 |
| 13–15 | +4 |
| 16–18 | +5 |
| 19–20 | +6 |
- 10+: clean — add one striking detail.
- 7–9: success with a real cost, complication, or hard choice.
- 6-: the situation turns; you still get info when fiction allows.
Don't reroll the same approach unchanged.
Your sheet
1 in each Attribute, three Tags, and:
- Health 100 — survival
- Energy 100 — effort
- Guard 25 — cover / composure
- Stress 0 — strain that needs real relief
- Resolve 3 — dramatic push
Use the Test number (modifier), not raw Score.
The only rule that matters
Say what you attempt, what you want from it, and what you're willing to risk. A good turn ends with a decision. GODSEED is big, funny, dramatic, and sometimes cruel. Courage doesn't make a choice safe. It makes the choice yours.