[i]As you fall into slumber, you slip into a strangely lucid dream. The black veil of rest opens to reveal a dark cave. You check behind you to see there is no opening to the outside, the short but wide dome-like room is sealed on all sides by smooth marble stone. The only light source is a dying fire that sits in the center of the cave, casting your eerily long shadow against the wall you just inspected. As you turn back to the core of the room, you notice two things that weren't present before. The first is that the room is filled with ghostly-white figures, spirits, you assume. They silently roam the room, leaving a faint fog-like trail that quickly dissipates. The second, is nine obelisks, arranged in a circular pattern around the fire. You cautiously make your way past the spirits and inspect the statues. As you read the lines upon each one, you realize the insight that each one holds: the paths of nine different gods. Each one has a very powerful but distinct aura emanating from it, and after reading them all, your purpose becomes clear...[/i] Each god asks for the faith of disciples to carry out their bidding on Earth. Accepting the path of a god will grant you divine powers that will aid you in your quests. But choose wisely, because there is no turning back, and you might find that the choices others have made might not agree with yours... Will you accept a blessing of a god? Will you pave the way for their ideals, even when the disciples of others stand in your way? Or will you turn you back on the nine statues, and become Marked... --- Diciples of the Gods is a fantasy roleplay, set in a more modern era. The technology we in real life (implying any of us have lives) use for our everyday lives is common here, but the twist is that players will be able to take on super natural powers. The story is whatever you want to make of it. Choose any god you want, fight for their cause, do whatever. Cooperation and conflict of players is expected, since there are different roles that more-or-less oppose each other. --- [b][u]The Gods[/b][/u] [i]After reading all nine statues, you realize that they are the paths of gods. Each one is a blessing that the god wishes to bestow upon you, for a small price. You place your hand on a certain statue, and you feel it calling to you. You then know you've made your choice...[/i] In Disciples of the Gods, you can choose to worship one of nine gods. If you do, you will gain supernatural powers that fit the theme of your god's ideals. But these powers are not free, with them, you must quest to perform the agendas assigned to you by your god. As you perform their desires and abstain from their taboos, you will earn favor. Those who are within great favor of their god will find their abilities more effective and sustain greater duration, and those who truly champion their god will be able to use their Blessing. However, those who do not earn favor, either by apathy or direct violation of their god will find themselves weakened. Their powers will dwindle and eventually vanish, leaving them vulnerable. But perhaps there is a purpose for forsaking your god... [u]Urr, The Shield of Man[/u] (Lawful Good) [url=http://www.roleplayerguild.com/topics/8308/posts/ooc?page=5#post-302001]Alton Lammert[/url] (Light) [hider=Info]Disciples of Urr are expected to protect the innocent and pure of heart. They must also strive to seek and destroy evil wherever it lurks. They are discouraged from sparing the guilty from proper punishment, even if it means death. [i]Inspiration[/i] - Those around the disciple are naturally drawn to him as a leader. His words draw loyalty and order from people. Even his enemies feel moved to respect him, even if they do not agree with him. [i]Beacon[/i] - The disciple can evoke raw light for any purpose he desires, be it soft illumination or blinding flashes. He can also harden this light to use as both blade and shield. [i]Blessing: Judgment[/i] - The disciple can assume the form of an angel. Burning with righteous flame, he is fit to pass judgment over even the most wicked. His intense fire can warm and soothe the innocent and pure, and can char evil and guilty heathens to smoldering ash.[/hider] [u]Amlia, Steward of Paradise[/u] (Neutral Good) [url=http://www.roleplayerguild.com/topics/8308/posts/ooc?page=4#post-212500]Roxy Hertz[/url] (teendistortions) [hider=Info]Disciples of Amlia are expected to help and heal wherever they go. They must seek those in need and tend to their suffering, and preventing harm of any kind if possible. They are discouraged from causing pain to anyone, unless it is to save others from mortal danger. [i]Healing[/i] - The disciple's touch is a remedy for any injury or sickness, although more severe conditions will take more time to fully heal. Her touch can also relieve stress and calm those who are anguished or angered. [i]Fae[/i] - The disciple has control over plant life, they can conjure most types of plants and command their movement, be it to grow herbs for medicine or a fortress of trees to protect others. This power lacks destructive capability, however. [i]Blessing: Sanctuary[/i] - On command, the disciple may remove themselves from their plane of existence and enter Amlia's realm. They may bring with them anyone they touch when activating the power, as well as any objects that can hold while doing so. Any object or life inside the Sanctuary will be in a constant state of healing and relief, and the Sanctuary will take the appearance of a pleasant area of the caster's choice, a tropical island, a meadow a mountain top, etc. Upon return all object and life brought with the disciple return to where they were before they left their plane.[/hider] [u]Ersu, Spirit of Hope[/u] (Chaotic Good) [url=http://www.roleplayerguild.com/topics/8308/posts/ooc?page=1#post-166147]Kaiser Blake[/url] (MarumasaLuckySpectre) [hider=Info]Disciples of Ersu are expected to fight against tyranny and oppression wherever they travel. They must go out of their way to promote freedom and joy. They are discouraged from taking advantage of others in anyway. [i]Divine Luck[/i] - Disciples of Ersu find themselves slightly more lucky than others. They are more likely to encounter friendly and hospitable people, and have an easy time finding what they need to continue their quest, be it food, water, materials. But the disciple cannot purely rely on their luck. [i]Wind Form[/i] - The Disciple can transmute himself into wind itself. He cannot transmute other people or object into this form, but while in this form he may travel as freely as the wind. He does so as a blue mist. [i]Blessing: Body and Soul[/i] - The disciple can separate their soul from their body and function as two entities. During this form, the disciple can still control the actions of their body, but will see and otherwise sense the environment from their soul form. The disciple's soul form can tangibly interact with other spirits, and can inhabit objects and animate them.[/hider] [u]Optus, The Burdened[/u] (Lawful Neutral) [url=http://www.roleplayerguild.com/topics/8308/posts/ooc?page=4#post-215703]Evette Lastar[/url] (IVIasterJay) [hider=Info]Disciples of Optus are expected to expand the reach of sentient life across their plane. They must advance structure and order as much as they can. They are discouraged from letting personal beliefs or morals impede their duty. [i]Midas[/i] - The disciple can transmute inanimate objects into other forms as he wishes by touch. Soft and malleable materials are quick to change from or to, while sturdy and hard materials take more time. He can only change what an object is made of, not what it is shaped like or designed to do. [i]Construct[/i] - The disciple can use raw earthly materials to command a living construct of his creation. It will serve to protect him and can be commanded in simple ways. [i]Blessing: Silence[/i] - The disciple can create a stasis field in which other supernatural abilities become weaker or fail to function completely. He may willingly allow certain individuals to be unburdened by this ability when he casts it. His willpower and mental fortitude must overcome those he wishes to silence.[/hider] [u]Lux, Divine Watchmaker[/u] (True Neutral) [url=http://www.roleplayerguild.com/topics/8308/posts/ooc?page=2#post-170136]Natan Kasparov[/url] (Everblight) [hider=Info]Disciples of Lux are expected to acquire knowledge in all of its forms. They must also not only research existing knowledge, but discover and invent new ideas and theories. They are discouraged from advancing or hindering the agenda of other disciples unless it directly helps to advance the agenda of Lux. [i]Clockwork[/i] - The inner workings of the disciple's mind have become a divine clockwork. The disciple can think and operate multiple times faster and more efficient. They also can store any knowledge or memories perfectly and infinitely. [i]Divination[/i] - By touching an object or person, the disciple can learn all there is to know about it, including memories and other knowledge. The disciple can willingly choose to copy or steal this information from whatever he touches. [i]Blessing: Dimensional Warp[/i] - The disciple can use their advanced knowledge to bend the fabric of space and time. They cannot break or rip it for any purpose, but they can perform actions such as teleportation, changing the speed in which time flows, etc.[/hider] [u]Ozgur, The Tower[/u] (Chaotic Neutral) [url=http://www.roleplayerguild.com/topics/8308/posts/ooc?page=1#post-166782]James Brendlyn[/url] (The Narrator) [hider=Info]Disciples of Ozgur are expected to value self sufficiency and the natural world. They must promote the growth of unbound nature, regardless if it helps or detriments others. They are discouraged from being bound to material possessions or artificial objects/concepts, but may use them if it helps to advance the agenda of Ozgur. [u]Shaman[/u] - The disciple can communicate with and befriend natural spirits. Spirits inhabit all areas of the world, and have control over the growth of nature in their domains. He can also call upon them to aid him. [u]Predator[/u] - The disciple's natural instincts are greatly heightened. His senses are tuned much more acutely than a normal human, granting him far distance and low light vision, enhanced reflexes, and a much finer sense of taste, hearing and smell. [u]Blessing: Skinchanger[/u] - The disciple can assume the form of any animal at will. He retains all human cognition and sentience and can still speak, but his instincts will sharpen further while in his animal forms. During this form, animals of the same breed will consider him their own.[/hider] [u]Lohkt, The Will to Power[/u] (Lawful Evil) [url=http://www.roleplayerguild.com/topics/8308/posts/ooc?page=3#post-193312]Leon Grey[/url] (MercuryHg34) [hider=Info]Disciples of Lohkt are expected to amass power for themselves in all forms. They must use their power to subjugate others and enforce Lohkt's will over all things. They are discouraged from expressing emotion or forming personal connections with others. [u]Imperium[/u] - The disciple can force their will onto others. The disciple's willpower and mental fortitude must greatly overpower the target, but repeated use will make subjects more submissive. Disciples are more resilient than ordinary people. [u]Stronghold[/u] - By performing a blood-sacrifice, the disciple can corrupt a location, causing a fortress to grow from the spot of the implantation. The fortress is made of near-indestructible material and contains supplies for war and survival. Those in favor of Lohkt can mold the fortress to their design, even directing it to grow into the ground instead of up. [u]Blessing: War Form[/u] - The disciple's body becomes near-indestructible material, which they can mold as they wish. He gains super-human strength and mental mastery of most martial and tactical combats. He must constantly and frequently kill in order to sustain the form.[/hider] [u]Quett, Oath-Breaker[/u] (Neutral Evil) [url=http://www.roleplayerguild.com/topics/8308/posts/ooc?page=1#post-166411]Brandon Vickers[/url] (BonfireHeart) [hider=Info]Disciples of Quett are expected to advance themselves and their god before all others. They must also strive to push others down and are encouraged to steal or kill if they wish. They are discouraged from acts of kindness or generosity unless it is part of a ploy or ruse. [u]Snake-Tongue[/u] - Those with weak mental fortitude will blindly believe anything the disciple says. Even those who aren't blinded will only be able to be suspicious at most. Other disciples of Quett are not affected. [u]Shadow[/u] - The disciple can embed themselves into the shadows. While in this form, they can freely traverse any surface or airspace that is not in direct light. They can even embed themselves into the shadow of another person or animal following them wherever they go. [u]Blessing: Reanimation[/u] - The disciple can reanimate fresh corpses, and command their body to do her bidding. The soul that belonged to the corpse does not return, the corpse does not have cognition of its own. Being in grand favor of Quett allows the disciple to reanimate more bodies at once and increases their duration.[/hider] [u]Xm, the Unknown[/u] (Chaotic Evil) [url=http://www.roleplayerguild.com/topics/8308/posts/ooc?page=1#post-168657]Stephen White[/url] (Batarian Batman) [hider=Info]Disciples of Xm are expected to cause complete ruin. They must spread destruction and chaos wherever they go. They are discouraged from sparing anything or anyone other than disciples of Xm. [u]Horror[/u] - Those with weak mental fortitude are frozen with fear at the command of the disciple. He may implant visions of terror into the minds of others to cause anguish and suffering. [u]Corrosion[/u] - The disciple's touch can cause an object or a person to deteriorate into nothingness. The speed of deterioration increases as he is in favor of Xm, and slows based on the physical and mental fortitude of the target, and their favor with their god. [u]Blessing: Maw[/u] - The disciple can open a gateway to the realm of Xm, and from it comes demons, fires and other horrors that reign terror over all, causing fear and destruction on a massive scale.[/hider] --- [b][u]The Marked[/b][/u] [url=http://www.roleplayerguild.com/topics/8308/posts/ooc?page=1#post-167693]Alice Cade[/url] (teendistortions) [hider=Info][i]After reading all nine statues, you realize that they are the creeds of gods. Each one is a contract that you are being tempted to sign your soul to. You know better than to trust ulterior motives from these deities, and instead you rest at the fire, attempting to warm yourself in the cold cave until you wake up. As the fire dies, so does your connection with the divine...[/i] The Marked are the few who have seen this dream and have refused a deal with a god. They are branded with a small "x" shaped scar upon the palms of their hands. They also gain powers of their own, but what they wish to do with their power is their own choice. They also do not depend on favor to empower their abilities, their strength is dependent entirely upon themselves. [u]Detection[/u] - The Marked is able to sense the presence of disciples and other Marked. As power increases and distance decreases, the Marked can direct pinpoint the identity of the disciple or Marked from a crowd. [u]Nullification[/u] - The touch of the Marked can nullify other supernatural energies, be them positive, negative, or neutral. The Marked may willingly select which energies to nullify. [u]Evocation[/u] - The Marked is able to draw upon raw energies for most any purpose. He is able to create pure elemental forms such as earth, water, fire, and air. [u]Curse: Abandoned[/u] - The Marked is abandoned by all nine gods. His existence is seen as a hindrance to all nine agendas.[/hider] --- [b][u]Character Sheet[/b][/u] [hider=Info][u]Name:[/u] [u]Sex:[/u] [u]Age:[/u] [u]Appearance: [/u] [u]Personality:[/u] [u]Bio: [/u] [u]Path: [/u][/hider] *To make things as diverse as possible, players will not be allowed to take the same Path as other players until all ten Paths have at least one player following them.* *Additionally, I won't let 2nd followers play unless there's a large amount of players past 10 willing to play. It would be unfair if one or two paths have 2 players while every other path has 1.*