Divinus : The Deity Role Play
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Divinus: The Deity Role Play
Ever Wanted To Role Play A Deity? Have you done it already? Want to again? Hopefully yes.
The universe of the past has been totally destroyed by an unknown force, now another one has been put in it's place. The world below can hardly be called a world at all. All that's left is a vast mass of rock waiting to be remade in the new god's image. So as the new gods come into place in this brand new universe, they will recreate life on the world, create new magics, make new people's and nations, and lead heroes and villains in their new roles in this role playing setting. This is a Mid/High-Casual role play. Technically High Casual, but I'm lenient when it comes to these things, few things bother me in a role play other than god-modding and one liners. Use proper capitilization and try to punctuate as best as you can. Use appropriate grammar, but I"m lenient even on just a tiny bit on grammar and occasionally things like capitilization and punctuation, since they are such small mistakes easily made. (See, that wasn't even good grammar there).
All the gods know there is an Ultimate Force in the setting, this Ultimate Force is beyond even Fate. Oh, and that brings me to Fate. Fate is another overwhelming force in the universe that perplexes even the majority of, if not all of, the gods. Ultima, that is, the Ultimate Force, is a living person, or force, as it were, just as Fate is. The power of Ultimate is greater than the gods, and it would be unlikely, if not impossible, that the gods will be able to defeat it or fight it for a loong time. (Although it may be possible if the role play gets off the ground and is played long enough). Fate, is a force of the future, past, present, time and well, Fate. There is an upside to having these two powerful forces in the setting for the gods though. They aren't just there to look awesome and be better than you. Ultima and Fate can be approached for special favors and powers. How you gain favor and power from these two forces is up to you, and should be explored in character during game play.
So, without further ado, here's the character sheet:
Domains/Portfolios: (Will explain these two after the character sheet is done)
Alignment: (Good, Evil, Indifferent or some kind of variant of Good or Evil. For example, if your a guy who's extremely into law but who's benevolent and uses law for the good of the setting, Lawful Good is your alignment. If your a Jackboot fascist, you're a Lawful Evil).
MusicTheme: (Optional but really wanted to add some spice to the game).
Description: (What is the essence of the character? For example, if they are a god of war, are they a savage killer, a shrewd tactician or warrior king type of war god? If they are a god of magic, are they a wise type of mage, or an evil, wicked witch. etcetera. Make this part interesting. ).
There tends to always be a bit of confusion about domains vs portfolios, so I am going to address that. On your deity, they should be phrased Domain (Portfolio). Domains and portfolios represent elements that your deity governs; what you are the god of. They should generally be one or two words, and clear aspects. The difference between domain and portfolio is that domain is broader. You are god of everything within a domain, but partial to the part inside your portfolio. For example, a god with Water (Oceans) has powers that extend to all water, but especially so in oceans. The main reason we do this is for flavor. No two gods may have the same portfolio, but two gods may have the same domain.
Units Of Power In This Role Play Are called "Might". Might can be seen as "MP" in other games. They are used to perform ecspecially powerful and strong acts of power from a Deity. Deities will be able to eventually gain new Domains/Portfolios through spending Might, and that's not all.
You see, typically, a Deity can spend absolutely no Might points at all to raise a very small island from the waters, or extend a continent/island by up to 22,000 square miles per "Turn". (Turns are ambigious and will be explained after Might is explained).
However, if you spend "Might" to raise land up from the Earth, you will be able to create a land the size of Alaska.
The following is a list of common uses of "Might":
1 Might: Raising the Land/Create Sea: As stated, you can create a piece of land on the waters in an ocean (Or in the case of this new world, replace the barren land and fill with with a sea of water around the same size in nautical terms)
1 Might: Make Hero: You can create an extremely exceptional hero/warrior or other person of renowned talent/skill and power. Those imbaued with such power also gain immortality.
1 Might: - Bless/Curse: Blesses and Curses are the will of the gods made manifest. They can range from a golden age for an empire, or to increase the mortal population. The population that finds themselves under the pleasure of a god will find their crops prosperous and their ways smoothed, as the subtle magic of the god is worked in their favor, The population that finds themselves under the curse of a god will find their crops barren and their land blighted, as the subtle magic of the god works against them. . Blesses and Curses can be countered by other gods, however.
1 Might: - Censure/Praise: You use Censure/Praise actions on individuals or small groups of people not societies or whole organizations. Unlike Bless/Curse this action can be more severe, like turning someone to stone or bringing back one person back from the dead.
1 Might: Form Society: Form Society allows a god to organize life into grouping beyond simple hunter-gatherer tribes or wandering monsters. This action can be used to set up governments and armies, and even specific things like a mage's guild or an order of knights. (A well established army will obviously be better suited for a prolonged conflict than ill equipped savages. This is represented by the fact that Mortals in societies may use advanced concepts for combat. Mortals not in any society may not. A mortal may only be part of one society at any given time.
1 Might Set Portal : A portal is a permanent connection between two places. Deities and magic can create temporary portals, but you can use this action to create a permanent one. Alternatively, use this action to create a hotspot for mana of a different world. For example, you could create permanent strong magical connections between the dungeons of a castle and your world of death, leaving deposits of negative energy.
So When May I Do An Action Without Might?:
Well, it depends on what you intend to do. You can introduce concepts to a civilization, such as invention or a kind of magic for FREE Once and only Once a turn. For example, you can teach a primitive hunter-gatherer group semi-advanced agriculture (For example, advancing a Stone Age Tribe to Ch'in's superior agricultural techniques is acceptable, but suddenly having Unk the Clubman riding around a vast farm of many acres with a tractor isn't.) Sometimes it will take one extra turn after teaching your society something for it to take into effect if it's exceptionally dramatic enough.
BUT, if you want to really pump up the juice and teach your civilization extremely powerful magic that would help them have a good edge over their competitors, you would need to spend Might. For example, if you had a civilization of people who knew "The Force" (A Concept that in it'self would need Might to introduce) You would need to spend at least 1 Might (Maybe more) To introduce the concept of "Jedi" to them.
And this is the OOC: