A solemn wind disturbed a dune of stellar ash, sweeping dead stars, like dust, across the galactic sea. The thing that looked like a man gazed on, wishing it all away.
"Why?" said the thing that looked like a girl. "Why did we let it happen this way?"
"Because we were afraid," said the thing that looked like a man. "Because we wanted them to live, and never gave them room to breathe."
"Then let them have it," said the thing that looked like a girl, clenching her quivering hands into fists. "Let them have it all. Let them make this world their own; let no limits be upon them. Let them laugh and cry and hate. Let them go out there and be happy," said the thing that looked like a girl, laying her hands on the thing that impaled the man. "Set them free."
"You know not what you do."
"I don't care," said she.
The thing that looked like a girl wrenched the javelin from his chest and raised a great cry. Then she hurled it into the darkness, where it tore a wound so bright that quenched stars lit in its gaze, and she braced as the winds of dawn blazed against her, burning her, igniting the dune and the body and all the stars therein, blowing it apart and carrying its dust into a new galaxy.
She stretched her hands against the force of the wind, and felt a mass growing where the gale met her palms; and when the mass grew too great to hold back, she stretched out her other hand, and a smaller mass grew there; and when the gale overcame her they slipped from her palms and she tumbled back, laughing, as the two orbs spun one around the other.
As they fell into the cool distance, she grabbed the greater mass in her hands and twisted it; she felt it warm, and fizz. She clutched its warmth to her chest, and kissed it, and the moisture of her lips enveloped it.
And the thing that looked like a girl fell onto its surface, where the sun warmed her still, and she laughed, and her joy rose on the horizon in a hot, clean blue that covered the sky. She struck her palm at the ocean, and a plume of cyan entered it. Again and again she struck, dancing along the shore, until the sea was filled with life and oxygen.
Then she fell to her knees, exhausted.
"Take it!" said the thing that looked like a girl, laughing as the tears streaked down her face. "Come and take it all."
Free, Large Group, Nation, Fantasy, Historical, Military, Romance
This RP was inspired by an OldGuild roleplay, named Divinus, GMed by ActRaiser. It found new life in the early summer of 2015 and developed tremendously as Divinus: They Deity Roleplay Mk.I. A new iteration, Mk.II, has since been and continues to be an astounding success. We would now like to launch a new version, reconfigured and refined for the Free Section.
TITLE (OPTIONAL)
Dᴏᴍᴀɪɴ & Pᴏʀᴛꜰᴏʟɪᴏ
Aʟɪɢɴᴍᴇɴᴛ
Pᴇʀsᴏɴᴀʟɪᴛʏ
Gᴏᴀʟs
Aᴘᴘᴇᴀʀᴀɴᴄᴇ
Mᴜsɪᴄᴀʟ Tʜᴇᴍᴇ
"Why?" said the thing that looked like a girl. "Why did we let it happen this way?"
"Because we were afraid," said the thing that looked like a man. "Because we wanted them to live, and never gave them room to breathe."
"Then let them have it," said the thing that looked like a girl, clenching her quivering hands into fists. "Let them have it all. Let them make this world their own; let no limits be upon them. Let them laugh and cry and hate. Let them go out there and be happy," said the thing that looked like a girl, laying her hands on the thing that impaled the man. "Set them free."
"You know not what you do."
"I don't care," said she.
The thing that looked like a girl wrenched the javelin from his chest and raised a great cry. Then she hurled it into the darkness, where it tore a wound so bright that quenched stars lit in its gaze, and she braced as the winds of dawn blazed against her, burning her, igniting the dune and the body and all the stars therein, blowing it apart and carrying its dust into a new galaxy.
She stretched her hands against the force of the wind, and felt a mass growing where the gale met her palms; and when the mass grew too great to hold back, she stretched out her other hand, and a smaller mass grew there; and when the gale overcame her they slipped from her palms and she tumbled back, laughing, as the two orbs spun one around the other.
As they fell into the cool distance, she grabbed the greater mass in her hands and twisted it; she felt it warm, and fizz. She clutched its warmth to her chest, and kissed it, and the moisture of her lips enveloped it.
And the thing that looked like a girl fell onto its surface, where the sun warmed her still, and she laughed, and her joy rose on the horizon in a hot, clean blue that covered the sky. She struck her palm at the ocean, and a plume of cyan entered it. Again and again she struck, dancing along the shore, until the sea was filled with life and oxygen.
Then she fell to her knees, exhausted.
"Take it!" said the thing that looked like a girl, laughing as the tears streaked down her face. "Come and take it all."
Gᴏᴅꜱᴩᴇᴇᴅ: ᴀ Dɪᴠɪɴᴜꜱ ꜱᴛᴜᴅɪᴏꜱ ᴩʀᴏᴅᴜᴄᴛɪᴏɴ
Free, Large Group, Nation, Fantasy, Historical, Military, Romance
Based on ActRaiser's OldGuild 'Divinus'
&
The collaborative efforts of all the players of Newguild Divinus mark II
(Especially BBeast, you tireless devil you)
&
The collaborative efforts of all the players of Newguild Divinus mark II
(Especially BBeast, you tireless devil you)
- GMs: @Antarctic Termite, [@?]
This RP was inspired by an OldGuild roleplay, named Divinus, GMed by ActRaiser. It found new life in the early summer of 2015 and developed tremendously as Divinus: They Deity Roleplay Mk.I. A new iteration, Mk.II, has since been and continues to be an astounding success. We would now like to launch a new version, reconfigured and refined for the Free Section.
- Divinus is a game about Gods. Taking a blank planet as our starting point, we write characters that come into being as the sovereign lords of the universe, and follow them as they compete, collaborate, fight, and fumble their way through Creation.
Though gods may start small, in time they will raise mountains, gouge rivers, sow jungles and freeze oceans, and having done so they can create every manner of flora, fauna, spirit and mortal folk to populate them. Their colliding visions for the world may drive them to invent mighty weapons and field vast armies, conjure horrific monsters and sanction glorious heroes in order to defend their dreams from the passion of the other gods.
Each god embodies a certain Domain of existence, such as Life or Chaos, and wields it in a unique way. Their power is measured in Might, which they must spend wisely on the aspects of creation that are most vital to them. As they grow and expand into new powers and Domains, they may build holy sanctuaries in which their mortal disciples may glorify their name, raising them to even higher levels of terror and splendour.
Though the game of gods has many rules, all of them are here for your benefit, to make sure everyone plays fairly and in a collaborative manner. We've put a lot of effort into the system, so I hope it brings as much pleasure to you as it has to us. - Domains are 'elements' of the universe over which a god rules. These 'elements' are broad and can range from the obvious (Love, War, Death, Crafting, classical elements such as Water and Fire) to the abstract (Journeys, Secrets, Purity, Loss). They often align with aspects of a deity beyond merely what powers they command, especially in their worldview or personality. There can be many gods with the same Domain.
What makes gods more unique is their Portfolio. These are specific elements of a Domain over which the god has greater power. A god whose domain is water will have power over all water, but if their portfolio is 'rivers' then their power over rivers is particularly potent and overrides the power of any other god - regardless of Domain - over rivers. While other factors may be at play, this is the general rule.
One portfolio may fall under multiple domains. For example, the Song portfolio may be claimed as part of Beauty, Language, Art, or others. Different gods may also have similar portfolios, such as The Sun (Deserts) and Suffering (Wastelands). However, no two gods can share a portfolio, regardless of their Domain.
As a god's power increases, they can collect other portfolios that fall under their Domain. In order to do so, they must have previously been active in that particular portfolio via their acts and wonders. For example, a god of Life (Healing), who buries the dead and plants forests on old battlefields, may choose to claim the Decay portfolio under Life.
Keep in mind: gods are not limited to their Domains. A deity is a potent creature that can accomplish nearly anything it puts its mind to. Rather, a domain exists to add theme and flavour to the character and determine what kind of portfolios they will assemble. - Might is the unit of power through which we track the magnitude of divine actions. While gods can readily perform all sorts of wonders unimpeded, especially those that fall under their portfolios, spending Might is necessary to perform major miracles and acts of creation.
While an adult god can raise a small isle at no cost, spending a Might point allows them to create an entire archipelago, or one island large enough to support a grand civilisation. Spending more allows them to reshape entire continents as they wish.
What kinds of actions require Might? Here is a (far from exhaustive) list:- 1 Might: Create a landmass or body of water.
- 1 Might: Create an ecosystem of many species (e.g. a rainforest, tundra, or coral reef).
- 1 Might: Bless a people with a cultural or technological revolution (e.g. the Renaissance, the agricultural revolution, a major religion)
- 1 Might: Bestow powerful abilities on a people (e.g. wings, a school of magic, superhuman swordsmanship)
- 1 Might: Turn a mortal into a Hero. These are unique, blessed individuals whose abilities are well beyond those of normal members of their species. See 'Heroes & Prestige' section for details.
- 1 Might: Form an Order. A group of individuals that collectively behaves as a Hero. See 'Heroes & Prestige' section for details.
- 1 Might: Create sentient or extraordinary species (e.g. humans, lizardmen, angels)
- 1 Might: Create non-sentient species which are rather powerful or have extraordinary capabilities (e.g. dragon, dryad, lich, mammoth bear)
- 1 Might: Create a single beast of phenomenal power (e.g. the Kraken, the Thunder Bird, Jormungandr)
- 1 Might: Bless or Curse. Afflict an individual, location, or folk with powerful magic. Effects are more potent the smaller their targets. (e.g. grant healing powers to a mountain, plague a city with terrible nightmares, turn a mortal into a were-rat)
- 1 Might: Create a portal. A permanent connection between two locations. Alternatively, this action can create a hotspot for mana from a different place. E.g. you could create a permanent strong magical connection between the dungeons of a castle and your world of death, leaving deposits of negative energy there and wreaking unknown mutations on whoever is unfortunate - or fortunate - enough to be there.
- 1 Might: Create a Blessed item - a powerful weapon or tool, typically used by a hero. No more than 1 Might can be spent on such items. Additional Might may be spent on adding more functions or components to the item, or to make it Divine.
- 2 Might: Create a Divine item - a dangerously powerful implement used by a god, which can also be gifted to a hero or mortals. No more than 2 Might can be spent on such items. However, like Blessed items, they can be added to in ways other than raw power.
- x Might: Create an Avatar, a new body for themselves. See 'Avatars & Demiplanes' section for details.
- 1 Might: Create or expand a demiplane, a small, private dimension made to order. See 'Avatars & Demiplanes' section for details.
- 3 Might: Integrate a portfolio into their Domain. See 'Level & Power' section for details.
- 6 Might: Expand into a new Domain. See 'Level & Power' section for details.
- 1 Might: Resurrect a fallen Hero, beast, or city. Whatever you raise has probably been significantly altered or damaged somehow by its death, rebirth, or both. Each resurrection after the first costs double the Might, and the alterations will stack.
Note that many creations may require a source of energy after they are created. Your dragons need to eat, your palace needs to be maintained, your Order's magic needs to come from somewhere. If no source of replenishment is mentioned or implied during creation, it is assumed that your god themselves is powering that creation with their own strength as a free action off-screen. Maybe your necromancers fuel their spells with the regrets of the dead, or your dragons bathe in lava to renew their fire.
Each point of Might may be subdivided into four smaller points, called Miracles, which are used for relatively minor actions. One Might may be spent to achieve an effect equal to or somewhat greater than its equivalent Miracles- for example, instead of teaching four technologies related to farming, one Might may be spent to stimulate a general agricultural revolution.- 1 Miracle: Teach people a simple idea or technology (e.g. writing, farming, domesticating a major animal, bronze-working, a code of honour)
- 1 Miracle: Teach people a minor spell (e.g. telepathy, levitation, blade of fire, commune with nature)
- 1 Miracle: Create an item imbued with magical properties.
- 1 Miracle: Perform a particularly impressive feat or act of combat (e.g. deflect a mountain-sized boulder, perform a dance that will be remembered for centuries)
- 1 Miracle: Create a simple or mundane species, or set of species (i.e. lacking sentience and having no powerful abilities or properties, things like dogs, horses, imps, one-legged hopping dwarf-camels etc.)
- x Miracles: Grant titles to a Hero. See 'Heroes & Prestige' section for details.
Note that none of these actions are in themselves destructive. While Might can be used to undo the actions of other gods, it is very bad at doing so. While it may cost little more than a Miracle or even a free action to raise a hill, it will cost Might to obliterate it- potentially several points just for that one action, if you want to raze it in a single blow. So while 1 Might or even less can be used to create many great and glorious things, a comparatively large amount of Might would have to be used to undo them.
In the same way, destroying another god's creation through the act of creating something else (e.g. creating a black hole inside a city to destroy it, or making a titanic meteor on a collision course with a planet) has a disproportionately high Might cost compared to creating a black hole because you need the gravity, or a mountain in space.
But there are still plenty of ways for a god to wreak havoc! While destruction via the act of creation is restricted, your creations themselves can wield considerable destructive power. Divine weapons, Avatars, armies, pets, plagues, storms and terrain can all devastate your opponents and their empires.
And if you want to do something in person, a smite from a god is still just about the most terrifying force in the game, more than capable of annihilating any mortal opponents that dare challenge you- even if you don't spend Might on it.
Have fun! - A level 1 god has certain base powers.
- Are naturally proficient in magic, or some equivalent thereof, with which they can perform what mortals would see as miracles and displays of tremendous power. This may not be conventional magic- they may have superhuman mechanical expertise, or be able to command vast hordes of smaller spirits, or simply be so able of body that they can work divine wonders by hand.
- Wield great martial power and resilience, depending on the god. Most deities make terrifying opponents for all but other deities. Normal weapons are generally ineffective against then, as are low-level magics.
- Can fly, breath underwater, and transport themselves as they wish. Some may teleport, though not much further than the diameter of a small planet.
- Can venture into space, though exploration is limited by either the speed of light or the maximum distance of their teleporation.
- May exude a supernatural aura that inspires, frightens, calms or generally affects nearby life.
- Are aware of all things in their vicinity, including the presence and nature of living beings, strands of thoughts and feelings, currents of magic, holy sites, and other gods.
- Can create life. This includes all kinds of flora, fauna, and lesser spirits. Intelligent life may not be produced en masse- it must be done one at a time or allowed to multiply on its own.
These powers slowly increase in scale until a deity reaches level 4. At this stage, they may mature into a fully fledged god with any or all of the following powers.- Control over weather, landscape, and other physical phenomena in their direct vicinity. (Gods whose portfolios are specifically geared towards a particular field, of course, have increased control over these.)
- Ability to appear in whatever shape or form they wish.
- Cannot be harmed by normal weapons or magic. Gods can muster power great enough to hurt another god, and if united, a group of gods can even cause the 'death' of another god.
- Sense all things within their effective vicinity, including thoughts, feelings, holy sites, and other gods. A god also has a basic idea of what is happening outside their effective vicinity. They know no details, but general things. A god has the ability to cover their presence or block the senses of another god to their presence with Might Points (MP, Might), abilities whose strength depends on level and Domain(Portfolio).
- Can create their own, private plane of existence. These generally cannot be located by other gods unless the creator god allows them. These planes are small (e.g. not a universe).
- Can travel wherever they wish in the universe instantly.
A god's level also dictates how much Might they receive per turn. Each turn, every god generates Might equal to at least their level plus three. A Level 1 god is born with 4 Might. A Level 5 god with no Holy Sites recuperates 8 Might per turn.
Levelling up occurs through spending Might on acts of creation. The amount of Might one needs to spend to advance to the next level is equal to double a god's current level, and may be spent on anything other than Holy Sites, levelling up Heroes, or integrating domains or portfolios.
If a level 1 god of Magic (the Fey) spent 1 Might on creating [Enchanted Forest] and another 1 Might on creating the [Spring of Eternal Youth] in said forest, they would automatically level up to level 2, as they have spent Might equal to double their current level on acts of creation.
If that level 2 god then spent 2 Might on [Wand of the Faery Queen], strengthened it by spending 1 Might to imbue it with [Dominion over Plants] and then spent another 1 Might to create [Trixie, Hero of Faeries] to wield it, they will have spent 4 Might, which is double their current level and enough to level up again. And so on.Level 1-2: 2 Might spent on anything other than Hero levels, Holy Sites, Domains and Portfolios
Level 2-3: 4 Might " " " " " " " " "
Level 3-4: 6 Might " " " " " " " " "
Level 4-5: 8 Might " " " " " " " " "
Level 5-6: 10 Might " " " " " " " " "
Level 6-7: 12 Might " " " " " " " " "
Level 7-8: 14 Might " " " " " " " " "
Level 8-9: 16 Might " " " " " " " " "
Level 9-10: 18 Might " " " " " " " " "
Level 10-11: 20 Might " " " " " " " " "
There are ways to accumulate power other than level. One of the many uses of Might is to adopt new portfolios, or even entirely new Domains. The requirements for doing so are as follows:- A god must have used 3 Might in actions related to the specific (Portfolio) before they are eligible to adopt it as theirs. For instance, a Water (Oceans) god who wishes to incorporate Rain into their portfolios may create a divine implement that calls storms for 2 Might, and a land soaked by perpetual rains for 1 Might, and upon doing so will be able to claim Rain.
- A god must spend another 3 Might in order to incorporate the portfolio. The above god spent 3 Might on Rain actions, and upon spending another 3 Might to claim it, the portfolio will be theirs.
- A god must have a thematic rationale to claim a particular portfolio. A god of Chaos (Anarchy) shouldn't try to claim Chaos (Dance) unless Dance is somehow a part of their character and the way they've developed their powers of Chaos. Maybe they're a punk rock god.
- Each (Portfolio) requires at least 1 Level to sustain it. For instance, a Level 1 god cannot sustain any more portfolios than the one they are born with. At level 2 they can add a new (Portfolio), at level 3 another, and so on.
The rules for Domains are as follows:- A god must have used at least 6 Might in the specific Domain before they are eligible to adopt it.
- A god must spend another 6 Might in order to incorporate the Domain.
- A Domain can be incorporated every five levels. Once a god reaches level 5, they can incorporate a new Domain. Once they reach Level 10, they can add another, and so on.
- Turns are a mechanism that orders the game and limits what any one god can do at a time. Might is used up over the course of each turn and recuperated at the start of the next. A turn, in-game, has no set time-limit. In real-time, we play a turn out until it reaches its natural end and it is necessary to move on to the next turn in order to allow for the story to develop.
If, when a turn comes to an end, you find that you have not used all your Might, then the unused Might will be transferred over to the next turn, subject to a cap. This cap is your level plus three, doubled. So the cap for a level 1 god is (2 x [1 + 3 = 4] = 8), while the Might cap for a level 2 god is (2 x [2 + 3 = 5] = 10) and so on. If a level 1 god has 7 Might at the end of a Turn, at the beginning of the next Turn they will have 8 Might and not 11, as they are capped at 8 Might.
As mentioned, levelling up is one of the ways in which you can increase the amount of Might your god recuperates per turn. Each level increases your total Might recuperation by 1.
'Holy Sites', or Sanctuaries, are another means of increasing your Might regeneration. These are special locations that a god has imbued with their own essence. While consecrating a site is not in itself an act of creation, any created structure may be consecrated as a Holy Site- a sacred palace, a grand arena, a coral reef, a graveyard, even an irrelevant patch of dirt.
A Holy Site increases its owner's Might regeneration by half of the Might spent on consecrating it. So, for instance, if a god of Night (Nocturnality) erects the [Tower of Owls] for 1 Might, and consecrates it for 6 Might, it will generate 6 / 2 = 3 Might for them every turn thereafter. You cannot spend Might greater than twice your current level on consecrating a Holy Site.
A holy site must be revered by mortals in order to generate Might. These may be worshippers, scholars, labourers, warrior monks, gluttons, or anything else, depending on the god and site in question. They do not need to be intelligent, but they have to be independent. If a holy site is abandoned, or the disciples present there stop serving its god, then the god will stop receiving the Might bonus.
A holy site can also be 'captured' by another god, thus producing Might for them rather than the god who first consecrated it. This is done by converting the disciples at the holy site, or supplanting them with one's own worshippers. A holy site cannot be captured within a turn of its consecration.
One cannot hold more than three holy sites at a time. A captured holy site no longer counts as one of the consecrating god's three holy sites. If a capturing party already holds three holy sites, one must be abandoned in order to receive Might from the captured Site.
The divine essence that imbues a holy site is fragile, and may be dispersed by man or god alike. When a site is breached, invaders may choose to desecrate it instead of capturing it. This destroys its ability to generate Might. Of course, the reward for capturing a blessed sanctuary is much higher than destroying it.
Capturing, however, is easier said than done. Holy sites function as sanctuaries that may bestow various blessings and wards upon loyal disciples and make life difficult for outsiders. These are granted as a free action according to the portfolios of their current god, and as such one must be use utmost caution and prudence to secure a Site, even if its creator is absent.
A player must wait three turns after creating a Holy Site to create a second, and another three to create a third. Desecrated holy sites can be consecrated again if rebuilt. The Might spent to rebuild the holy site replaces the original value of the holy site. Rebuilding a holy site does not affect and is not affected by the time limits for constructing new holy sites. It is possible to desecrate one's own sanctuary, but a party attempting capture may also attempt to prevent this. - There are certain actions, such as time travel, planet creation, killing gods, travelling outside the universe, and altering the fundamental laws of reality, that are simply beyond the capabilities of any deity. However, there are still ways to do things like this in Divinus. In-game, most of them are locked up as secrets and relics in an extradimensional Vault, guarded by a character named Mater Lei.
To access these abilities one must apply for exception, as approved by the GMs and other players, for the sake of developing the story. Other mechanical exceptions need to be justified in-character and treated the same way.
Mater Lei plays the role of Fate's Right Hand, which is allocated to a new character upon each iteration of Divinus. In addition to watching the Vault, it is her responsibility to guide the newborn gods into their godhood, and oversee other divine births and deaths. She is available to answer any questions the new gods may have, though she may choose not to. She may also intervene if statistics or out-of-character shenanigans are getting in the way of the story.
Unlike the viceregents we've seen so far, however, Lei is a cheat and a liar who shirks her duty often. She can be approached with any request imaginable, and is happy to let other gods loan secrets from the Vault or access to the Door, on certain conditions (decided out of character). Of course, operating the oddities may involve costs all their own.
Mechanically, Mater Lei functions pretty much the same as any other deity, albeit a much older one. She starts Turn 0 at a higher level and with 12 Might worth of pre-existing weapons, Avatars and portfolios. While she can be outlevelled and outmatched, her depth of experience makes her a formidable entity, regardless of statistics.
Lei can, potentially, be deposed (or resign) from her position as viceregent. Should this happen, the other gods will take full responsibility for using, assigning and managing the oddities in the Vault, one way or another. - The Door through which the first gods enter the universe comes in many forms. Each god that enters the universe does so in a unique way- Some rise from pools, others hatch from eggs; some dream their way into reality, others simply take shape in the void; some are reincarnated, and yet others are stillborn.
While the Door itself is hidden in the Vault, beyond conventional space, the gods who pass through it always emerge from the same place: a lonely beach on a planet named Galbar, where, it is said, the universe began.
Any god can produce offspring one way or another - whether on their own, with another god, or with a mortal. These offspring are level 1 gods, and this is the primary means by which new players can join the game. GM approval is required to play a newborn god if you already have divine characters on the field.
Mater Lei can also bring new gods into being via the Door if no parents are available or appropriate. New players are encouraged to find existing players to be their divine parents. - Gods may engage in combat either indirectly through their creations and followers, or by manifesting and smiting in person. Combat takes place like in any other RP: players can either have a good back and fro posting battle until strategy and best writing wins out, or they can discuss it and decide a plot line to follow.
In all cases, it is a requirement that you give fair warning out of character if you are about to change or damage another player's creations in a major way. This is to make sure that all divine meddling makes sense and can be done in good collaborative spirit. You can do it privately if you don't want to spoil what's coming to the rest of the cast.
When resolving a fight, the amount of Might being spent on both sides must be taken into consideration, as does the level of the gods involved, especially when fighting in person.
For instance, if we have a battle between the armies of a Level 5 god and the armies of a Level 10 god, but the L5 army has ten heroes blessed with various magicks and technologies, to the value of 15 Might, while the army of the Level 10 god is made up of hundreds of copies of Ug the Caveman with absolutely no idea which is the sharp end of the stick and which is not- then despite the difference in level, the Level 10 god may be in for a bad time.
Quality roleplaying is important in all events of combat. If the lower level god puts up a heroic fight and uses all the wit and power available to them, but the higher level god wins out simply because they are high level, there may be consequences.
Story trumps statistics any day. Keep that in mind.
Note that it is possible for gods to fight enmassed mortals and lose. While a deity is easily a match for heroes and even armies unaided, there's only so much mass smiting they can do before they start to tire. Again, Might, level and portfolio come into play.
If a god of Order (Archives) picks up her divine implement, the [Stylus of Writing], and single-handedly tries to fight a legion sent by a god of Death (Murder), who number in the tens of thousands and are operating [Cursed Trebuchets] behind a line of [Skeletal Titans] armed with [Abyssal Steel] and led by [Agatha, Matriarch of Death], she is in serious danger even if her divine opponent never shows up.
Of course, motivating an army to fight a god is quite the task, and losses can be extreme.
A single god may hurt or injure another god. However, unless the fight is extremely uneven, whether in numbers or levels, they will probably not be able to 'kill' the other god.
A god who dies may merely slip from the currently accessible planes of existence. In other words, they exit the universe guarded by Mater Lei. They are formless and without will and power, but they are still technically living. Their current incarnation is gone, but their essence lives on and can return as a new god with a different Domain (Portfolio). This is one way old gods 'die' and new ones are 'born'.
If a god is destroyed, which is impossible for player characters unless the player wills it for their own god, then their very essence is destroyed and all their incarnations will cease to be. - Adult gods are capable of making a variety of extensions of themselves in order to achieve their goals.
Avatars are small fragments of a god that operate independently. They are unique and powerful beings that enact the will of their creator, and are devastating in war and glorious boons in peace. They are considered second only to the gods themselves in overall ability, though they may be significantly more specialised.
Depending on what they were made for and by which god, an Avatar's abilities and qualities will differ. These beings exist so long as their creator wills it or a more powerful Avatar or god destroys them. Unlike gods, Avatars can potentially be slain by heroes. The odds, however, must be tipped substantially in the Hero's favour.
The cost of a god's first Avatar is 1 Might. If additional Avatars are created, up to a count of four, each will cost double that of the previous Avatar. Every Avatar after the fourth will cost 4 Might more than the previous one. Thus the ongoing cost is 1 - 2 - 4 - 8 - 12 - 16 - 20 etc.
There is no limit on the number of Avatars a god can create, and Avatars are always taken to be at the same level as their creating god.
Demiplanes are customised worlds existing in tiny pocket dimensions, largely inaccessible from the normal material universe. They can hold about as much territory as a small city-state, but can be expanded for additional Might. Each god can maintain only one demiplane.
Upon creation, a god may choose the physical and magical laws of a demiplane, as well as what kind of basic terrain lies within it. It might lack gravity, for instance, or be made entirely of water, tunnels, or light. In order for such fundamental properties to be altered, the plane must be re-created from the ground up.
While inside their native demiplane, a god is somewhat stronger than they are in ordinary reality, and can sense and shape the environment around them much more freely. Any creations unique to a demiplane must be made independently, and new creations cost as much inside the plane as they do outside.
Typically, access to a demiplane is restricted to its owner and the gods to whom they permit entry. Demiplanes may also be sensed by other gods, and potentially breached or infiltrated. The difficulty of this depends on the nature of the plane and its defenses.
Mortals require open portals or other such means to enter a demiplane. Sanctuaries hidden in a demiplane do not generate Might. - Heroes are mortals who have been chosen by a god to receive great power.
Heroes can be charismatic leaders and legendary warriors. Depending on their creator, they may also be peaceable creatures, with little skill in battle. All Heroes are immortal and quite resistant to being killed. However, this does not mean they are invincible. Critical wounds, potent magic and exotic poisons may still bring about their death.
The skills and resilience of a Hero depends greatly on who created them and for what purpose. In addition to immortality, each Hero has their own set of unique powers or abilities. For example, a Hero may be a powerful necromancer, an ingenious inventor, a wind dragon, a sentient suit of nigh-impenetrable armour, or really anything else. All heroes have an approximately equal level of power added to them their creation.
An Order is a group of individuals that collectively functions like a Hero. They too have unique abilities, shared among the Order- they may be samurai, scientists, pirates, politicians, or wizards of great renown. Although they may be weak individually, their combined abilities are roughly equal to that of a Hero. They are not immortal, but may recruit new members- training them to full strength, however, will take time. As a general rule, the larger an Order, the weaker its individual members.
As Heroes and Orders adventure through the game, they gain Prestige. Prestige is a resource that Heroes may use to push their usual limits. Each post that features a Hero awards them Prestige as follows.- +2 Prestige: For each post in which a Hero plays a major role. If they only play a minor role, this is halved.
- +2 Prestige: If the post was collaborated between two or more people. If the Hero only plays a minor role, this is halved.
- +1 Prestige: If the post follows a Quest.
- +2 Prestige: If a Hero completes a Quest they pursued over three or more posts. If the Quest is completed in two posts, this is halved. No completion bonus is awarded if a Quest is started and completed in the same post.
Generally, if a Hero is present in a post but does not act or contribute dialogue that advances the story in some way, they have not played a major role. Otherwise, claim the full amount.
Quests are tasks or goals that may be nominated by the players at any time and set by the GM. They may be simple, such as teaching a city the art of horse-riding, or complex, such as negotiating peace between two factions of gods. Additional bonuses may be arranged if the quest takes an exceptional amount of time or the prose is of exceptional quality.
Multiple heroes working together to complete a quest all gain the full prize. All heroes have the opportunity to partake in a Quest- no secret or private Quests are allowed. A hero can only complete two Quests per turn.
A Hero may spend Prestige to do the following.- 1 Prestige: Push their limits to perform a single great feat beyond what they're normally capable of. (e.g. wrestle with a bear, conjure an elemental that fades, circumnavigate the globe)
- 2 Prestige: Make a small but lasting change to the world around them, beyond what they're normally capable of. (e.g. build a great bridge, kill every rat in a plagued city, craft a magic flute)
- 2 Prestige: Teach people a basic technology, spell or idea. (e.g. stone houses, mercantilism, commune with birds)
- 5 Prestige: Form a community, such as a town, ship's crew, cult, warband, or other group
- 10 Prestige: Found an Order (for Heroes only), elect a Hero (for Orders only).
- 2 Prestige: Claim a Title.
- x Prestige: Level up a Title.
Unlike divine actions that spend Might, a Hero must be capable of delivering change 'by hand', so to speak. They cannot simply will change into being or break physical or individual limits, and performing any heroic action must be shown to take an appropriate amount of time in character. Teaching people how to make and master Fire may take a few months, while teaching people about Monarchy and getting them to accept a monarch's authority may take decades.
Titles are commemorations of things a Hero has learned, earned, done, or been given. These titles mark a hero's growing depth of experience and wisdom. Whenever a Hero's character develops in some way, they may claim a title relevant to the new development. If [Heidi, the Wanderer] is taught how to brew potions of healing, she may choose to claim the title Potioneer.
Titles act like levels in a skill, and may be levelled up over time. They may change their name as they level, but still mark the same kind of experience. For example, after four levels, the title Potioneer (I) may change to Grand Master of Alchemy (V).
Heroes may grow, develop and learn new skills without claiming titles, and push their limits without using Prestige, but won't achieve the same level of glory as Heroes who have done so. When it comes to a contest, specific titles beat general titles. If a Potioneer and a Healer of the same level each try to heal the sick, the potioneer's expertise will certainly help them greatly, but the healer will still be more adept.
If a Hero founds an Order, or an Order elects a Hero, they share a single pool of Prestige, but each has their own titles. No Hero may have more than one extant Order at a time, nor may any Order have more than one Hero.
Gods may grant titles to Heroes. The cost of levelling up Titles is as follows.- 2 Prestige or 1 Miracle: Claim or grant a title at level 1.
- 2 Prestige or 2 Miracles: Advance a title from level 1 to level 2.
- 3 Prestige or 3 Miracles: " " " " level 2 to level 3.
- 4 Prestige or 1 Might: " " " " level 3 to level 4.
- 5 Prestige or 1 Might and 1 Miracle: " " " " level 4 to level 5.
- 6 Prestige or 1 Might and 2 Miracles: " " " " level 5 to level 6.
And so on. In short, it takes 2 Prestige or 1 Miracle to grant a title, and Miracles or Prestige equal to the title's next level to advance it by one level.
There is potential for Heroes, given extraordinary circumstances, to become gods. There is no set route for a Hero to go about becoming a god and it is a matter of developing in character, though one ingredient that is of utmost importance is to gain access to divine essence in some way.
If an extremely powerful Hero were to slay an Avatar, for instance, and drink its ichor, they would take in some of said god's essence present in the ichor and become somewhat divine themselves. Normal mortals or Heroes who are not powerful enough could be destroyed or harmed upon exposure to divine essence.
If a god willingly gives their essence to a Hero, the Hero may ascend to godhood immediately. The god, of course, will die.
NAME
ALLIAS (IF ANY)TITLE (OPTIONAL)
Dᴏᴍᴀɪɴ & Pᴏʀᴛꜰᴏʟɪᴏ
e.g. Water (Oceans)
Give us some idea of what this means. What powers does their portfolio award them?
Give us some idea of what this means. What powers does their portfolio award them?
Aʟɪɢɴᴍᴇɴᴛ
Just to get a general idea of how your god might interact with others, take a guess at where they might fall on an alignment chart. Think of the good-evil spectrum as how much empathy your character shows to the needs of others, especially mortals- their selflessness. Law and chaos are how much your character cares for how they should act, whether that's according to the expectations of others, or to their own sense of duty or moral code.
Pᴇʀsᴏɴᴀʟɪᴛʏ
The way they see themselves. The way they present themselves to others.
Gᴏᴀʟs
What do they intend to do with their power? What will they fight for, ally for, sacrifice for? There's no need to plan too far ahead, but try to think of at least one example of an action they would take to achieve their goals.
Aᴘᴘᴇᴀʀᴀɴᴄᴇ
Pictures, descriptions or both are fine. You can specify preferred forms and what forms they adopt in particular circumstances.
Mᴜsɪᴄᴀʟ Tʜᴇᴍᴇ
Lets add some spice.
[center][h1]NAME[/h1][b]ALLIAS[/b]
[b]GENDER[/b][/center]
[u][b] Dᴏᴍᴀɪɴ & Pᴏʀᴛꜰᴏʟɪᴏ [/b][/u]
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[u][b] Aʟɪɢɴᴍᴇɴᴛ [/b][/u]
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[u][b] Pᴇʀsᴏɴᴀʟɪᴛʏ [/b][/u]
[indent]---[/indent]
[u][b] Gᴏᴀʟs [/b][/u]
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[b][u] Aᴘᴘᴇᴀʀᴀɴᴄᴇ [/u][/b]
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[u][b] Mᴜsɪᴄᴀʟ Tʜᴇᴍᴇ [/b][/u]
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