You start with 15 points to spend on dwellings, powers, minions.
You will get Double Down points later on which will be spent on additional things for your dwellings add ons and artifacts. Which will be added later.
UPDATE: double down points are: 10 you get ten points for dwelling addons and artifacts.
CHARACTER SHEET
Posting Form
When you post you will include a Tag of all the players involved. EG: if you were fighting another doom lord [@mention] them in that tag.
include a log at the bottom of effectively what you did this turn game wise: example: I moved moved my minions to this part of the map. I trained my guys ectr ectr. It just makes it easier to keep all things together if posting starts moving a bit fast.
Time: basically. All actions, besides conversations take up hours. Each person has a set of hours to use up before they got to wait for another character to use up theirs. Then the RP moves to the next day. Hours are determined by logical principles. Most results will depend on how many hours to put into it.
conversations don't use up time. When two characters are interacting or you're talking to a minion, whatever. this moves into "scene time" which basically is infinite. Whether this is scene time or an actual move that buys, recruits, makes resource. Moves troops...ectr. Should be noted so it's easier to look at back logging.
I will be expecting a minimal of 2 paragraphs standards.
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Mostly done. May need to proof read it again.
You will get Double Down points later on which will be spent on additional things for your dwellings add ons and artifacts. Which will be added later.
UPDATE: double down points are: 10 you get ten points for dwelling addons and artifacts.
1 deity to 1 character. if someone else submits for a deity before yours is accepted. It's a competition not a first come basis.
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Independent
No gods, no masters
life is unfair, you've come to accept that fact. Fate is a mistress that likes to play more out of preference that equality, perhaps rigged chances are her version of fun but you didn't know that the gods played with everyone cards facing them too. You are sure that if you mentioned this serious lack of advantage in the playing field with their chosen pets that you be greeted with a group of chuckling dolts, grinning teeth like socialites laughing at the peasant. They stifle themselves now though, giggling a little as they throw some coins at your feet "do be entertaining"
+None of the defect of serving under any gods.
+every Doom Lord that works under a god you kill will give you one of their god powers.
- literally no powers or benefits whatsoever.
life is unfair, you've come to accept that fact. Fate is a mistress that likes to play more out of preference that equality, perhaps rigged chances are her version of fun but you didn't know that the gods played with everyone cards facing them too. You are sure that if you mentioned this serious lack of advantage in the playing field with their chosen pets that you be greeted with a group of chuckling dolts, grinning teeth like socialites laughing at the peasant. They stifle themselves now though, giggling a little as they throw some coins at your feet "do be entertaining"
+None of the defect of serving under any gods.
+every Doom Lord that works under a god you kill will give you one of their god powers.
- literally no powers or benefits whatsoever.
The Golden Chest: Avarice in form
All the other gods pick their performers but you. You picked him just as much, if it's a he. You're not entirely sure what it was, you just knew that you had to have it. He sat there in that lone room, light by a single florescent bulb like a contemplating mental patent. Dis-used, thrown away, isolated from the world. Each step you took forward to it the shimmers on its golden frame grinned a little at you with the same look of a puppy speaking with its eyes. It started to creek with a swing of it hinges as you got close. You didn't know that it would be taking you just as much as you was taking from it.
+you gain the Golden Chest. As your heart grows more empty the chest will grow more full of riches and plunder from this world and beyond. It's gullet gurgle black goo with a agonized release of sludge as if it were a man trying to force back a tide of slime from his throat. In the mud more and more glitters of light and lavish objects peek from the rubbish as you elicit yourself or your men towards evil actions: torture, fraud, killing, pillaging, raping, slavery and all the other bad stuff that crawls in the history books.
+You fall into a sleepy haze and collapse to the floor. The concrete feels warm and soft, bringing back memories of childhood dosing off in your mothers arms. When you awake you are in the cauldron in a large bed three times your size. It's post of the finest wood and the room stacked full of paintings that smile at you or depict the optimism of a new day. Light floods in from your open balcony. (gain a free luxurious dwelling type)
+From the balcony series of workers walk about, occasionally waving or saluting. Each varying from professionalism to joy as they see you rise from your bed room. It's hard to tell for now exactly what they are but as your eyes lift themselves from the haze of sleep you see they are not exactly standard (Pick a regiment of minions: ideologues,hired,pillagers and occultist for free)
-Your chest hungers for evil and the more it waits the more it retreats its prizes. With each evil act you gain an allowance a day depending on the intensity and number of it committed but each day without evil will shorten that allowance more and more until only mud remains. Any gold taken from the chest that hasn't been used to buy or bribe something will turn to mud as well.
-The chest detest philanthropy and will start to shudder if you use its gold to commit good or careless actions without an end idea. It, unlike other things can sense your intentions and thoughts. Knowing what your heart desires and if it is drawn towards idealism, romantic giving or helping before greed, revenge and lust it will shudder more and more before snapping shut. Forever.
-The cities and minions that line the outside of your dwelling will always lean towards wanting to revolt against you. It will require care and delegation in order to sway other sides to your side. If your actions and evil come back too much to you too quickly you may face a revolt. Your own capital minions can face this too if you are especially poor towards them.
+you gain the Golden Chest. As your heart grows more empty the chest will grow more full of riches and plunder from this world and beyond. It's gullet gurgle black goo with a agonized release of sludge as if it were a man trying to force back a tide of slime from his throat. In the mud more and more glitters of light and lavish objects peek from the rubbish as you elicit yourself or your men towards evil actions: torture, fraud, killing, pillaging, raping, slavery and all the other bad stuff that crawls in the history books.
+You fall into a sleepy haze and collapse to the floor. The concrete feels warm and soft, bringing back memories of childhood dosing off in your mothers arms. When you awake you are in the cauldron in a large bed three times your size. It's post of the finest wood and the room stacked full of paintings that smile at you or depict the optimism of a new day. Light floods in from your open balcony. (gain a free luxurious dwelling type)
+From the balcony series of workers walk about, occasionally waving or saluting. Each varying from professionalism to joy as they see you rise from your bed room. It's hard to tell for now exactly what they are but as your eyes lift themselves from the haze of sleep you see they are not exactly standard (Pick a regiment of minions: ideologues,hired,pillagers and occultist for free)
-Your chest hungers for evil and the more it waits the more it retreats its prizes. With each evil act you gain an allowance a day depending on the intensity and number of it committed but each day without evil will shorten that allowance more and more until only mud remains. Any gold taken from the chest that hasn't been used to buy or bribe something will turn to mud as well.
-The chest detest philanthropy and will start to shudder if you use its gold to commit good or careless actions without an end idea. It, unlike other things can sense your intentions and thoughts. Knowing what your heart desires and if it is drawn towards idealism, romantic giving or helping before greed, revenge and lust it will shudder more and more before snapping shut. Forever.
-The cities and minions that line the outside of your dwelling will always lean towards wanting to revolt against you. It will require care and delegation in order to sway other sides to your side. If your actions and evil come back too much to you too quickly you may face a revolt. Your own capital minions can face this too if you are especially poor towards them.
The Melting Man: God of Politics
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A middle aged man looks at you from across the room, sitting in a office chair that has that ambiguous sense of quality that sits all furniture in the white collar world. A certain set of traits that stand out but hard to articulate out of its monotonous shape and smoothness. The man, is very much the same. If he didn't have that glitter in his eyes and the rosy tint on his plumb cheeks you almost mistake him for wax.
When he motions you to sit down you almost jump "Let me tell you about power" he says and as he does that flabby face drips off like a candle being burned, shuffling gray gunk onto the floor, slowly revealing a woman's mouth and a pair of two new blue, beckoning eyes.
+Your power is the people and vice versa. Any time you convince a group, city or race of people to work under your command you gain a drop of their blood. Changing your form dramatically and altering your abilities or even adding additional powers to your form, but only after you had convince them to fight and die for you.
+You may provoke your minions to attack or target other minion types under your ranks. Doing this makes them believe that they are the cause of all the problems they face, perceived or real as long as they are not mindless nor undead. This forever destroys your ability to recruit more minions of this type but resets any discontent or moral from other minions who may think of revolting or leaving.
+you gain a luxurious dwelling type for half the cost in the shopping section. This dwelling will have its storage room fully stocked with 5 tons of a luxury of each type from food, to wine, to silks and spice or even slaves, art work and harems depending on the locations and the factions near you value most.
+The Treachery is yours. It acts an extended room to your current capital, if you do not have a capital building then it is kept as a hidden underground vault which you may access at anyway time. The vault holds treasures lining the walls from gold, jewels, crowns, relics and even classical paintings worth a fortune. This treasure room will provide you with gold to bribe, purchase and deal with the people and powers around you. Allowing you to hire mercenaries, pirates or bandits whenever you like.
-Any gold provided from the treachery will seed evil intentions from the receiver towards you, even if your relationship prior to this had been perfect or on a close friend level. The gold will dance on their minds and roll across the wooden cabin floor of their thoughts, echoing the metal song of wealth until they crack and the only thing they can think of in their private moments is how to get this vault and all its contents away from you and for themselves.
-Any riches you make from pillaging or mercantilism is added to the Treachery automatically. It cannot be subverted in anyway, as soon as your taxes are collected from your civilian and military forces it will trickle from their fingers into the floor. Burrowing themselves into the ground like beetles before reappearing on top of the already large mounds in the accursed bank. The only gold that dosen't cause the Treachery effect is gold you trade from other Doom Lord Powers
-The nature of politics is wary and full of woe. The friends and allies that you recruit will sway with only a careful eye can assure their long term loyalty. Should a faction or type of troop rebel or defect from your added power will be lost.
When he motions you to sit down you almost jump "Let me tell you about power" he says and as he does that flabby face drips off like a candle being burned, shuffling gray gunk onto the floor, slowly revealing a woman's mouth and a pair of two new blue, beckoning eyes.
+Your power is the people and vice versa. Any time you convince a group, city or race of people to work under your command you gain a drop of their blood. Changing your form dramatically and altering your abilities or even adding additional powers to your form, but only after you had convince them to fight and die for you.
+You may provoke your minions to attack or target other minion types under your ranks. Doing this makes them believe that they are the cause of all the problems they face, perceived or real as long as they are not mindless nor undead. This forever destroys your ability to recruit more minions of this type but resets any discontent or moral from other minions who may think of revolting or leaving.
+you gain a luxurious dwelling type for half the cost in the shopping section. This dwelling will have its storage room fully stocked with 5 tons of a luxury of each type from food, to wine, to silks and spice or even slaves, art work and harems depending on the locations and the factions near you value most.
+The Treachery is yours. It acts an extended room to your current capital, if you do not have a capital building then it is kept as a hidden underground vault which you may access at anyway time. The vault holds treasures lining the walls from gold, jewels, crowns, relics and even classical paintings worth a fortune. This treasure room will provide you with gold to bribe, purchase and deal with the people and powers around you. Allowing you to hire mercenaries, pirates or bandits whenever you like.
-Any gold provided from the treachery will seed evil intentions from the receiver towards you, even if your relationship prior to this had been perfect or on a close friend level. The gold will dance on their minds and roll across the wooden cabin floor of their thoughts, echoing the metal song of wealth until they crack and the only thing they can think of in their private moments is how to get this vault and all its contents away from you and for themselves.
-Any riches you make from pillaging or mercantilism is added to the Treachery automatically. It cannot be subverted in anyway, as soon as your taxes are collected from your civilian and military forces it will trickle from their fingers into the floor. Burrowing themselves into the ground like beetles before reappearing on top of the already large mounds in the accursed bank. The only gold that dosen't cause the Treachery effect is gold you trade from other Doom Lord Powers
-The nature of politics is wary and full of woe. The friends and allies that you recruit will sway with only a careful eye can assure their long term loyalty. Should a faction or type of troop rebel or defect from your added power will be lost.
The Origin: Primordial being
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You decide not to look, you probably don't want to know. If it's the same creature that vomit those muttering words into your skull for the last week, all of them as unanswering to his desires; then you sternly dictate that visage of something whom voice in your skull made you prefer to share an apartment room with Satan than carry this on that knowing more of it couldn't lead to anywhere good.
All it took was one glance. A single look from your weak willed desire, a gluttonous desire to satiate your curiosity or maybe at least a hope that you can finally release some venom on this spectacle that made your life such a living hell. You remember a vague shadow with more sides than sanity allows, it's word propping up out of nowhere. The change is painful, so painful that you feel your nerves turn into fishing lines that wiggle in the layers of your muscles. You pass out wanting to swallow your tongue.
Why didn't you take your own advice!
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+You start with the Last Lake of Origin: This will act as your dwelling place. Anyone who is not monstrous that enters this lake will turn into a monstrous being, including other players and natives unless protected by a vessel of some sort. The lake will cannot be flown over nor swam in, in either case the travelers will be automatically dragged down into its depths. Any monstrous units transformed in the lake will mind dominated to your side and count as a savage unit type, following only your command. The lake itself is made of cosmic space where stars sparkle in its depths from the surface.
+You can breath and function in any lake. You cannot be blinded or confused while in water or fluid like substances. Even if said substance is totally devoid of life, light or energy. This includes "spatial" or "cosmic" areas such as voids or empty space. If an enemy is bleeding in a lake you can perceive them wherever they go within water. Permanently.
+You may in one area assert mental strength on all units, both hostile, neutral and friendly to be attracted towards your Last Lake of Origin. Any units not protected will enter the lake to become your minion. Or to be eaten. Any unit devoured are culminated into an elite monstrous character that will rise from the Lake later on. This only effects a region that is unprotected by mental domination. Your lake automatically produces this effect within a 20 foot radius around it. Minions must have a will above 3 or be mindless in some form to resist this effect.
+You may move your Doom Lord to another lake and sacrifice 6 regiments of your solders after he has dived inside it to turn that lake into another Origin Lake. Both you and your troops, along with any special minion under your command can teleport by entering one Origin Lake and exiting out of the other.
+pick a weapon artifact. This is treated as a part of your body and cannot be removed without severing the parts you have attached it to. They may act as tentacles, horns, teeth, claws, scythes, hooks or anything else that is melee in nature.
-/+ Your form is a hideous and unmistakable beast that defies most logical routes of evolution even for the cauldron. The lumbering mass that is your body is is about the size of a smaller house. Conversation, charisma and stealth will be eternally lost on you when on land.
-you cannot produce any minion from your lake, nor purchase them. You may only have monstrous minion any other avenues besides conversion inside your dwelling is doomed to fail even if you have the necessities to buy them. All and any being, including mindless naturally know that you are a horror and will either defend themselves or run away upon any communication or sight.
-When on land you cannot assert your mental dominance over minions that are not already converted. Your mental commands only work when in your lake of origins or a duplicate of it somewhere else.
-When on land no matter how much dexterity you have, you will only be able to lumber from one location to the next. Making you slow and relying purely on your own endurance and power to withstand any attacks or aggression until you reach your next location.
All it took was one glance. A single look from your weak willed desire, a gluttonous desire to satiate your curiosity or maybe at least a hope that you can finally release some venom on this spectacle that made your life such a living hell. You remember a vague shadow with more sides than sanity allows, it's word propping up out of nowhere. The change is painful, so painful that you feel your nerves turn into fishing lines that wiggle in the layers of your muscles. You pass out wanting to swallow your tongue.
Why didn't you take your own advice!
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+You start with the Last Lake of Origin: This will act as your dwelling place. Anyone who is not monstrous that enters this lake will turn into a monstrous being, including other players and natives unless protected by a vessel of some sort. The lake will cannot be flown over nor swam in, in either case the travelers will be automatically dragged down into its depths. Any monstrous units transformed in the lake will mind dominated to your side and count as a savage unit type, following only your command. The lake itself is made of cosmic space where stars sparkle in its depths from the surface.
+You can breath and function in any lake. You cannot be blinded or confused while in water or fluid like substances. Even if said substance is totally devoid of life, light or energy. This includes "spatial" or "cosmic" areas such as voids or empty space. If an enemy is bleeding in a lake you can perceive them wherever they go within water. Permanently.
+You may in one area assert mental strength on all units, both hostile, neutral and friendly to be attracted towards your Last Lake of Origin. Any units not protected will enter the lake to become your minion. Or to be eaten. Any unit devoured are culminated into an elite monstrous character that will rise from the Lake later on. This only effects a region that is unprotected by mental domination. Your lake automatically produces this effect within a 20 foot radius around it. Minions must have a will above 3 or be mindless in some form to resist this effect.
+You may move your Doom Lord to another lake and sacrifice 6 regiments of your solders after he has dived inside it to turn that lake into another Origin Lake. Both you and your troops, along with any special minion under your command can teleport by entering one Origin Lake and exiting out of the other.
+pick a weapon artifact. This is treated as a part of your body and cannot be removed without severing the parts you have attached it to. They may act as tentacles, horns, teeth, claws, scythes, hooks or anything else that is melee in nature.
-/+ Your form is a hideous and unmistakable beast that defies most logical routes of evolution even for the cauldron. The lumbering mass that is your body is is about the size of a smaller house. Conversation, charisma and stealth will be eternally lost on you when on land.
-you cannot produce any minion from your lake, nor purchase them. You may only have monstrous minion any other avenues besides conversion inside your dwelling is doomed to fail even if you have the necessities to buy them. All and any being, including mindless naturally know that you are a horror and will either defend themselves or run away upon any communication or sight.
-When on land you cannot assert your mental dominance over minions that are not already converted. Your mental commands only work when in your lake of origins or a duplicate of it somewhere else.
-When on land no matter how much dexterity you have, you will only be able to lumber from one location to the next. Making you slow and relying purely on your own endurance and power to withstand any attacks or aggression until you reach your next location.
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Crimson Chain: God of Rivalry
A banner, a single banner of a blocky chain that looked like it was torn out of a communist piece of propaganda art where bold decor was its prime in the public eye. You don't even get an appearance. You feel almost insulted if you weren't near to using your own leggings as a new wave form of porta-potty. A single banner with a small bowl of waters sitting on a pedestal. The lack of anywhere else to go quickly pushes you, at least out of elimination and confusion to the single objects within this horizon stretching wasteland.
As you look into it you peek at the face of a single man. A beast, all of various description and dangers. All of them smirking at you or standing opposing to you. Hours pass, then days and you hardly notice you own dying thirst as you slowly feel your brain buckle with a stiff and stubborn rage. You hate him, you try to look away. Painful, like trying to twist your neck with a spiked collar wrapped around it, you barely manage to look up to the banner and you grab it.
+You may pick a player. The further that player is away from you their stats will decrease by 1 point a region-1 being min- the closer to you they are the more stats they gain until they have recovered. If their stats hit 1 pick a one of their powers and deactivate it for each region. Upon that players death you must pick a new person to link with.
+The further a player is from you, you're other stats will decrease but your dex will increase contentiously. Allowing you to move quicker to your target. While heading towards a linked player you are fire proof. Immune to electricity, cannot be knocked down and cannot be lost or confused while heading in their direction.
+The closer you are to your linked player you gain an increase in all your strength and endurance stats by 3 (you may go over max) but your dex reverts to its true stat.
+You may see your enemy at any given time. You cannot be lost, confused, bewildered or even mind controlled to believing they are somewhere else.
+You are totally immune to arrows and gun fire of all types and variations. No shot can pierce your skin and will merely wobble from your body and land on the floor with the consistency of cheap plastic.
-you get weaker the further you are away from your target and can still be captured, hit, hurt or damaged in any form.
-Your target does not count as dead if they are in the library of lingering.
- Your power does not extend to minions nor constructs made by your enemy player. They have no effect on your stats nor are effected by your stats.
-If your chosen rival is killed by someone else then a strange feeling of loneliness will start to fester within your soul. With it your minions will start to distance themselves from you as your mental faculties start to waiver. The first time will permanently damage your will to 1 and you will suffer with a chronic paranoia of failure. The second time the agonizing malaise of unfinished business will swirl in your mind as you become and more obsessed to the point of erotic obsession with your former enemy. You will become numb or even mute to any sensation besides the mental replaying of your hatred and combat of your former link.
-this happen 3 times your blood will dry up, making you more and more pale, wrinkling your visage until you resemble a mummy. Slowly turning to dust and your skin flake off to reveal a dying man. Your powers will remain but your servants will grow paranoid and pessimistic about your abilities as your mind gives sway to your failure. On the 4th defeat you fade away, turning into ash and dust after falling to the floor in defeat.
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As you look into it you peek at the face of a single man. A beast, all of various description and dangers. All of them smirking at you or standing opposing to you. Hours pass, then days and you hardly notice you own dying thirst as you slowly feel your brain buckle with a stiff and stubborn rage. You hate him, you try to look away. Painful, like trying to twist your neck with a spiked collar wrapped around it, you barely manage to look up to the banner and you grab it.
+You may pick a player. The further that player is away from you their stats will decrease by 1 point a region-1 being min- the closer to you they are the more stats they gain until they have recovered. If their stats hit 1 pick a one of their powers and deactivate it for each region. Upon that players death you must pick a new person to link with.
+The further a player is from you, you're other stats will decrease but your dex will increase contentiously. Allowing you to move quicker to your target. While heading towards a linked player you are fire proof. Immune to electricity, cannot be knocked down and cannot be lost or confused while heading in their direction.
+The closer you are to your linked player you gain an increase in all your strength and endurance stats by 3 (you may go over max) but your dex reverts to its true stat.
+You may see your enemy at any given time. You cannot be lost, confused, bewildered or even mind controlled to believing they are somewhere else.
+You are totally immune to arrows and gun fire of all types and variations. No shot can pierce your skin and will merely wobble from your body and land on the floor with the consistency of cheap plastic.
-you get weaker the further you are away from your target and can still be captured, hit, hurt or damaged in any form.
-Your target does not count as dead if they are in the library of lingering.
- Your power does not extend to minions nor constructs made by your enemy player. They have no effect on your stats nor are effected by your stats.
-If your chosen rival is killed by someone else then a strange feeling of loneliness will start to fester within your soul. With it your minions will start to distance themselves from you as your mental faculties start to waiver. The first time will permanently damage your will to 1 and you will suffer with a chronic paranoia of failure. The second time the agonizing malaise of unfinished business will swirl in your mind as you become and more obsessed to the point of erotic obsession with your former enemy. You will become numb or even mute to any sensation besides the mental replaying of your hatred and combat of your former link.
-this happen 3 times your blood will dry up, making you more and more pale, wrinkling your visage until you resemble a mummy. Slowly turning to dust and your skin flake off to reveal a dying man. Your powers will remain but your servants will grow paranoid and pessimistic about your abilities as your mind gives sway to your failure. On the 4th defeat you fade away, turning into ash and dust after falling to the floor in defeat.
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The Past God
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One of only gods there that is not of an evil nature. The Passed God or The God of Things Passed is one of the first deities that sprung into existence back when all was nothing. He is neither good nor evil but apathetic and will occasionally flip from sides. He enjoys the brutality of the demonic denizens that he visit. Partaking in their culture as much as he does the pursuits of knowledge and the world.
He never talks. Forever a human like figure always hidden by a darken shadow, a sun glaring behind him.
+ When you are away from civilization. The world itself will come to aid you. Plants will magically grow rapidly what you need-fresh fruit for food or thorns to cover your tracks from scouts- animals and beasts will defend you and treat you as kin. The weather itself will bend to your benefit at the time, even if the weather is impossible such as snow in a desert. This is not controlled and stops when you enter any city from tribal to advanced. Roads ward against this power.
+you will receive a single coin from the past god. When laid upon the floor it will be absorbed and in its place a gigantic titan will arise from the location. What type depends on the area you place it in. This titan is immensely powerful, very ancient and utterly loyal to you. All titans you summon have a small lodging inside a part of their body for you to live in.
+You start off with 2 stat points in everything. Each new area of the map that you completely traverse gives you 1 to spend as you like. Should you traverse the entire map a titan for each region will arise and join your army. All of them just as powerful as your first minion. Once this happens even the mightiest of forces will struggle to restrain you.
- The only capital building you may have is a shack. A society you cannot have. For you must wander on without anything to hold you back. The titan will replace your capital building after being summoned.
- Everyone on the map will know when you are getting closer to summoning all the titans. They rumble in their sleep, bringing heat waves, whirling winds and small earthquakes. The natives and the players will not like this and they know it is your doing.
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He never talks. Forever a human like figure always hidden by a darken shadow, a sun glaring behind him.
+ When you are away from civilization. The world itself will come to aid you. Plants will magically grow rapidly what you need-fresh fruit for food or thorns to cover your tracks from scouts- animals and beasts will defend you and treat you as kin. The weather itself will bend to your benefit at the time, even if the weather is impossible such as snow in a desert. This is not controlled and stops when you enter any city from tribal to advanced. Roads ward against this power.
+you will receive a single coin from the past god. When laid upon the floor it will be absorbed and in its place a gigantic titan will arise from the location. What type depends on the area you place it in. This titan is immensely powerful, very ancient and utterly loyal to you. All titans you summon have a small lodging inside a part of their body for you to live in.
+You start off with 2 stat points in everything. Each new area of the map that you completely traverse gives you 1 to spend as you like. Should you traverse the entire map a titan for each region will arise and join your army. All of them just as powerful as your first minion. Once this happens even the mightiest of forces will struggle to restrain you.
- The only capital building you may have is a shack. A society you cannot have. For you must wander on without anything to hold you back. The titan will replace your capital building after being summoned.
- Everyone on the map will know when you are getting closer to summoning all the titans. They rumble in their sleep, bringing heat waves, whirling winds and small earthquakes. The natives and the players will not like this and they know it is your doing.
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The Dark Cloak: The Isolationist
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It's ironic that wanting to be alone has drastically eliminated that possibility from your life, you are not totally sure what you want more. The darkness of your bedroom to envelope you like the comforting embrace of a big breasted woman or to entrench yourself into the demands of this endless black that has come to swallow your vision. It was the closest you could imagine to being totally ripped from reality, no sound. No direction, not even a floor. Your mind starts trying to invent anything to assume some concept of time, not even being able to feel the air on your face or any heat or cold on your skin.
First it started with counting. You were on the six digits before it finally called out like thunder from all around you. Perhaps it was whispering, anything would sound loud to you right now. Even your own thoughts felt like someone was screaming at you aggressively
"yes...you will do" he says. It was near emotionless, nearly. Besides that small smirk you can feel even without vision.
+ Being around you is uncomfortable. People, companions, lovers, even your minions feel as if they are slowly becoming very ill to be even visibly in your presence. To be in the same room as you washes the feeling of being mircowaved slowly by some unseen force. Your touch causes unspeakable pain of rusty nails wiggling around in their flesh. This effects everyone, even if that person could not normally feel agony of any sort.
+You start off with a capital city of the Library of Lingering: a gigantic black cube that towers into the sky and leave plants dead in the suffocating shadow it casts behind it. Inside is a fortress comprised of a thousands rooms, all perfectly cubical and all without light or windows. Any time you kill someone instead of dying they will teleport here, trapped for eternity in the isolation. Doomed to go insane.
you may, in this effect. Ask players for aid, whom after some time of complete isolation of soul, sound, sight and feeling will surely comply. You may, if you so choose release a player from this where they will be randomly dropped into the game world but at the cost of giving you one of their powers.
the cube is a fortress in its own right. The walls stoicly refuse fire, magic and arrows. Only the most intense of player attacks can even dent it and the doors inside are always hidden in plain sight to anyone that dosen't go in alone.
+ The cube has an endless series of locks that would baffle even the most of intelligent of minds and making even a small amount of progress into its confines can take a considerable amount of time, even with help. Each step deeper into the cube dooms those that enter as it locks itself harder and more complexly despite damage. Isolating the attacking players to kill you or find themselves trapped in the Library.
- your presence on the field saps your own troops and minions. These same minions must move further away from you as the weeks go by in order to not be harmed by your aura. Eventually they won't be able to even to man your Library and must set up outside.
- You must also retreat deeper into the library as the weeks go on until you finally dwell into the deepest pits of the library. A single, circle room that is buried like a drill deep in the middle, several stories under earth. No light or chance to escape. You're trapped. Relying on an orb to talk to prisoners and minions. You gain an intense fear of the outside world to the point of delusion. This room however has all your artifacts and is luxurious to the extreme.
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First it started with counting. You were on the six digits before it finally called out like thunder from all around you. Perhaps it was whispering, anything would sound loud to you right now. Even your own thoughts felt like someone was screaming at you aggressively
"yes...you will do" he says. It was near emotionless, nearly. Besides that small smirk you can feel even without vision.
+ Being around you is uncomfortable. People, companions, lovers, even your minions feel as if they are slowly becoming very ill to be even visibly in your presence. To be in the same room as you washes the feeling of being mircowaved slowly by some unseen force. Your touch causes unspeakable pain of rusty nails wiggling around in their flesh. This effects everyone, even if that person could not normally feel agony of any sort.
+You start off with a capital city of the Library of Lingering: a gigantic black cube that towers into the sky and leave plants dead in the suffocating shadow it casts behind it. Inside is a fortress comprised of a thousands rooms, all perfectly cubical and all without light or windows. Any time you kill someone instead of dying they will teleport here, trapped for eternity in the isolation. Doomed to go insane.
you may, in this effect. Ask players for aid, whom after some time of complete isolation of soul, sound, sight and feeling will surely comply. You may, if you so choose release a player from this where they will be randomly dropped into the game world but at the cost of giving you one of their powers.
the cube is a fortress in its own right. The walls stoicly refuse fire, magic and arrows. Only the most intense of player attacks can even dent it and the doors inside are always hidden in plain sight to anyone that dosen't go in alone.
+ The cube has an endless series of locks that would baffle even the most of intelligent of minds and making even a small amount of progress into its confines can take a considerable amount of time, even with help. Each step deeper into the cube dooms those that enter as it locks itself harder and more complexly despite damage. Isolating the attacking players to kill you or find themselves trapped in the Library.
- your presence on the field saps your own troops and minions. These same minions must move further away from you as the weeks go by in order to not be harmed by your aura. Eventually they won't be able to even to man your Library and must set up outside.
- You must also retreat deeper into the library as the weeks go on until you finally dwell into the deepest pits of the library. A single, circle room that is buried like a drill deep in the middle, several stories under earth. No light or chance to escape. You're trapped. Relying on an orb to talk to prisoners and minions. You gain an intense fear of the outside world to the point of delusion. This room however has all your artifacts and is luxurious to the extreme.
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FALL! FALL ! FALL! FALL!
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FALL! FALL! FALL! FALL! FALL! FALL! FALL! FALL! FALL! FALL! FALL! FALL! FALL! FALL! FALL! FALL! FALL! FALL! FALL! FALL! FALL! FALL! FALL!
+You can fly in any manner that you desire from hovering to wings to magical. While flying you act as if you have max possible dex points. You cannot be confused or bewildered when flying nor lost in any form. While moving in the air you are considered unstoppable and any obstacle from fire, earth and even magic will shatter at your charge.
+Your capital is large tower with stairs leading to the roof. This tower will emit a pulse that turns the surrounding landscape into a mountain ridden hazard with sink holes and deep, open caverns. Minions and players will experience immense vertigo while on land and will feel a need to fly.
+The longer you are on the map the more of it will change. Slowly but surely the regions will start to crack and in its place an endless sky that falls for eternity will take it place. This will continue to the map itself is totally destroyed, leaving nothing but your tower floating in an endless air without clouds, space above or ground below. Should you succeed in changing the map to this. You win, even if the other players survive somehow. This could take months however and the natives, minions and even natural life will rise up against you.
+Your form is unspeakable and bewilders even the most stoic and hardened of minds. You are not of this world, a flying monstrosity that shatters the senses and belies onto its viewers a reality that floods the mind in horror. While in person all creatures, both sentient and not will have intense vertigo. Flying creatures will sky dive to their death, hitting the floor with terminal speed. Players with dex will struggle to even shamble about.
+You start with a regiment of Falling Ones: an ancient race of totally loyal deviants from your home dimension that will never turn against you. Falling ones cannot be dragged down to the ground under any circumstance outside of death and any where they hit upon death will split apart, creating a sink hole of about 7 foot wide and long in their own size.
Falling Ones are clouds moving in a downward spiral, they slowly move closer to the ground and within a month will have reached it. Upon doing so they do their death effect. While alive hands, heads and whispering of distant screams can be heard. Anyone that gets closet to a falling one will be grappled and the falling one will dramatically starts spinning faster, until they turn into a small tornado. For 1 minute this tornado will spin on the ground the size of their normal height. Acting as tiny natural disasters and flinging enemies and items about at maddening speeds.
-the concept of a floor is totally foreign to you and while on it you experience the same vertigo. You cannot fall but you be treated as stationary, crawling y and deliberately being slow. You're the only character with 0 dex while on the ground.
-your form is twice the size of a normal man. This present a huge problem to your need to fly in tight spaces such as enemy cities or capital ships.
-the region will grow more aggressive to you as time goes on. Minions that may of served you willingly from any tribes you consumed will shoot you on sight or simply run away in fear. The animals will go berserk at you in any given moment, including other flying creatures that have to use land in some form.
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+You can fly in any manner that you desire from hovering to wings to magical. While flying you act as if you have max possible dex points. You cannot be confused or bewildered when flying nor lost in any form. While moving in the air you are considered unstoppable and any obstacle from fire, earth and even magic will shatter at your charge.
+Your capital is large tower with stairs leading to the roof. This tower will emit a pulse that turns the surrounding landscape into a mountain ridden hazard with sink holes and deep, open caverns. Minions and players will experience immense vertigo while on land and will feel a need to fly.
+The longer you are on the map the more of it will change. Slowly but surely the regions will start to crack and in its place an endless sky that falls for eternity will take it place. This will continue to the map itself is totally destroyed, leaving nothing but your tower floating in an endless air without clouds, space above or ground below. Should you succeed in changing the map to this. You win, even if the other players survive somehow. This could take months however and the natives, minions and even natural life will rise up against you.
+Your form is unspeakable and bewilders even the most stoic and hardened of minds. You are not of this world, a flying monstrosity that shatters the senses and belies onto its viewers a reality that floods the mind in horror. While in person all creatures, both sentient and not will have intense vertigo. Flying creatures will sky dive to their death, hitting the floor with terminal speed. Players with dex will struggle to even shamble about.
+You start with a regiment of Falling Ones: an ancient race of totally loyal deviants from your home dimension that will never turn against you. Falling ones cannot be dragged down to the ground under any circumstance outside of death and any where they hit upon death will split apart, creating a sink hole of about 7 foot wide and long in their own size.
Falling Ones are clouds moving in a downward spiral, they slowly move closer to the ground and within a month will have reached it. Upon doing so they do their death effect. While alive hands, heads and whispering of distant screams can be heard. Anyone that gets closet to a falling one will be grappled and the falling one will dramatically starts spinning faster, until they turn into a small tornado. For 1 minute this tornado will spin on the ground the size of their normal height. Acting as tiny natural disasters and flinging enemies and items about at maddening speeds.
-the concept of a floor is totally foreign to you and while on it you experience the same vertigo. You cannot fall but you be treated as stationary, crawling y and deliberately being slow. You're the only character with 0 dex while on the ground.
-your form is twice the size of a normal man. This present a huge problem to your need to fly in tight spaces such as enemy cities or capital ships.
-the region will grow more aggressive to you as time goes on. Minions that may of served you willingly from any tribes you consumed will shoot you on sight or simply run away in fear. The animals will go berserk at you in any given moment, including other flying creatures that have to use land in some form.
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Bliss: the god of ignorance
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You have no idea why you are here. You have no idea what he wants, you have no idea what you want. No clue, no nada. It would be frustrating if you hadn't come to accept long ago that there would be certain things you'd just never know. But even this is taking that lesson a bit too far. I suppose you shouldn't look a gift horse in the mouth though
+You start with max stats in everything.
+any powers other doom lords do not know you may purchase at half the cost when shopping.
+When alone you may ask the darkness in the room any question you like and you will receive an objectively true answer.
+you gain an artifact called Secret Weapon which can take on any base enchantment that you want and have any form of poison on it that you want. It may even change at a moments notice to any kind of weapon that you want as long as it is not seen. If this weapon is ever seen it turns into a rusty, mundane kitchen knife. Forever.
-all your powers rely on what your enemies do not know about you. Should someone else know the answer the darkness will remain silent. Should you be seen your stats will revert to 1. First your muscle. Then your dex when they see you move. If you speak and they hear it you will lose your intelligence and should they test your character you will lose your will. ectr
- You cannot learn traditionally. You may not read from books as it all appears to be gibberish to you, books do not count as known information however. Only living people may know things. Other people may not tell you information, any you obtain will vanish from your mind but you may know who is aware of this information. If they are dead, asleep or simply gone the required info is considered to be unknown.
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+You start with max stats in everything.
+any powers other doom lords do not know you may purchase at half the cost when shopping.
+When alone you may ask the darkness in the room any question you like and you will receive an objectively true answer.
+you gain an artifact called Secret Weapon which can take on any base enchantment that you want and have any form of poison on it that you want. It may even change at a moments notice to any kind of weapon that you want as long as it is not seen. If this weapon is ever seen it turns into a rusty, mundane kitchen knife. Forever.
-all your powers rely on what your enemies do not know about you. Should someone else know the answer the darkness will remain silent. Should you be seen your stats will revert to 1. First your muscle. Then your dex when they see you move. If you speak and they hear it you will lose your intelligence and should they test your character you will lose your will. ectr
- You cannot learn traditionally. You may not read from books as it all appears to be gibberish to you, books do not count as known information however. Only living people may know things. Other people may not tell you information, any you obtain will vanish from your mind but you may know who is aware of this information. If they are dead, asleep or simply gone the required info is considered to be unknown.
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3 points.
Elemental
1 purchase=1 element can be bought multiple times(Lightening, fire, Earth, wind, water)
You may manipulate element into shapes, forms or projectiles with the movement of your arms. This magic is traditional and follows most forms of movement for its direction such as pointing or dismissive waves. This can be used while holding any weapon as if it was a wand or staff. Your controlled element is roughly equal to human size.
Proper study, meditation and will power increase its size. Allowing you spawn bigger and bigger bolts, walls, even massive elemental forms such as dragons. Requires active concentration.
5 points
Teleportation: You can craft a way gate from one area to another with respective resources and symbols. The main element of your gateway is always a material that is fitting of the area you are planning to teleport to. Wood for a sunny, tropical beach. Bones for a waste land. Rock for a city and so on. This process takes 1 hour of engraving the symbols to the gate. Gates act as doorways. The bigger the gate the more it can let through at one time.
A gate can only let in 10 people for every 10 foot it is. Exiting a gateway needs no cool down.
3 points
World Knocking: The secrets of the various dimensions and realms flood your skull. The world under, the world over, the unseen, the hidden and the strange are all in contact with you. By making a contact tablet-or other engraved object such as a book or orb- you may use it to create a window to talk to demons, elder creatures and all types of creatures for deals. You start knowing how to talk to common demons but as your library and intelligence grows you're ability to locate more increases.
4 points
Mind Manipulation: You can mentally alternate a single memory in a person before you, make them forget things or command them to do simple objects. The more intense your changes or commands the more resistance you will face. This takes active concentration. You will power determines many people you may do this to at one time or how easily you can dominate people. You may attempt to mentally dominate people, turning them into mindless drones but they will make a weekly will roll. Should you lose they will revolt.
Mental Manipulation cannot be used to Dominate Doom Lords nor make them hurt themselves. This can be used wherever you have sight on someone, even at great distance across regions.
3 points
Life Leech: Via hand motions and visible contact you may extract the live force from another person, including undead, Doom Lords and monsters. Extracting life visibly makes the unit sick and eventually knocks them out. This can be used on one person at a time. The range has to within your proximity and eye sight-scrying doesn't count- a visible fluid of energy sinks into your heart from them. Healing your wounds. The more intense the wound, the more life force needed to sustain you.
Undead always drop dead and supply minimal life force of a plant.
3 points
Shadow Stroll: you can merge into a wall or floor by stepping back into and slowly becoming a 2 dimensional shadow. While using this power you are totally invisible in dark areas but for obvious reason very visible in the light. You still emit a presence however any sensory abilities or magical alarms will detect. In this state you have no heat and produce no sounds.
Being hit in this forces you to rapidly rise out of the scenery and fall to the floor.
4 points
Necromancy:You can bring back the dead. At first you can only bring back as many corpse as mindless zombies with each will score giving you 10. To gain stronger necromancy power you must resort to books. Doom Lords can be bought back as mad dead. Feral, uncontrollable undead whom cannot be mentally dominated or reasoned with.
Necromancy can summon potentially powerful minions, loyal only to you with low chance of revolt. outside of zombies and standard units anything can be cobbled or put together to make a viable undead corpse. The spirits dance around you in the shadows and if you are polite, willing to make deals or even help them you may find yourself with able to recruit the souls themselves as intelligent and willing members of your march for power.
2 points
Weather Control: By pointing at the sky and focusing your attention for a few minutes without breaking your concentration you may change the course of the weather. Be it rain, storms, cloudy or even snow. The more drastic the weather change the slower it will arrive, in some cases it may take a day for your result to appear. Should someone else use weather control on your summoned state it will be determined by those with the stronger will.
You may only summon naturally occurring weather. You do not have control of the byproducts such as lightning. After it has occured. You must be in the region you wish for it to effect.
2 points
Energy Morph: the basic of all magics. The art of throwing pure magical kinetic force around. The shapes made from it are always primitive, ranging from balls, spikes, small barriers. A standard energy attack deals damage equal to getting hit by a wooden club. Kinetic weapons can be formed such as simple swords or hammers. Kinetic constructs, including barriers cannot exceed above or longer than 2 feet.
2 points
Weapon Mastery: You innately learn the ins and outs of a specific stated weapon be they shields, axes, spears, swords and so on. The level training with this weapon will make you just as capable with it as most skilled veterans. Allowing to you dramatically shift from roughly swinging that sword about to flurrying with it in powerful strikes. This must be purchased each time for each new item.
2 points.
Physical Formation: Most people would not consider proper body care to be of a magical nature, you however know the secrets to keeping your body functioning and ready. You may, even at times persuade your body to change a bit for you. This is purely will based at first but as you study and learn your knowledge will take it place.
Initial powers include the ability to numb pain with the focusing of your mind. Decreasing blood flow, being able to meditate to calm down or cause adrenaline boosts. Should you spend hours focusing you may change a small feature of yourself without detriment to your health. Will= how long it takes to focus.
Intelligence applied to studying for the long term will allow you to seek the art of Physical Formation: all your senses are now yours. You can, even. Make your body simulate a state of death. Focus to exit paralysis's. You may use your will power to roll against the need to sleep and stay eternally calm. You can grow extra limbs of any kind with enough meditation. Including another head.
4 points
Life Giving: Allows the user to bind the elements or objects around him with life, granting them the same qualities as a mindless minion without any organisation. All materials can be used from dirt to lava to metal. The more powerful the minion the more bigger and more materials it requires. A circle of summon must have a sacrificial man and woman, together. Both bound back to back. Both must be fertile.
A chalk circle of blood and basic food. Fruit or flesh must be provided in a bowl of offering and finally some standard lit candles. Gremlins: are basic minions. Summoned with merely a ton of material. Tiny and weak. They take no time or resources to summon. They struggle to do any task without large number.
Humanoid minions: are atypical and generally can act as decent foot solders or laborers. They require 3 tons.
Then there are giants who require 6 strong and sturdy. Large and fearsome. Such minions can handle most labor single handedly.
titans who require 12: A gigantic creature that can end small houses with a single foot step. They poke the skies with their heads and depending on their element can alone bring about destruction by mere presence. They are typically humanoid in some form.
4 points
Shadow Play: Encumbers the power to shape and produce shadows from ones own shadow. With the art of manipulating your hands as if producing shadow puppets shadow lurkers can made, long distance illusions that act as eyes and illusions to the maker of them. Any being made here shares their mind with the Doom Lord and can be morphed into shape. This also entails the ability to produce large mounds of darkness like grabbing dirt from the floor and throwing it at a target.
Enemies that get darkness in their eyes are blinded for a full day. The shadows are a resources and while using this power both the Doom Lord and the minions under it can shovel or even pick up darkness from one area and physically move it as it were dirt. Using this to black out an area in pure day light is possible or even, with considerable effort building a wall of darkness can be done. The Doom Lord must be present to overhead this construction or the minions will quickly get confused. Areas with darkness are immune to light, with candle/ gas light offering only enough to see in front of their noses.
2 pointa
Shamanism: The art of talking to the elements that make up all things is bestowed upon you. Allowing the practicing Doom Lord to talk to rocks, plants and even the sky or sun with adequate favor. Unlike the art of casting spells this power is on passively, its strength comes from couriering favor with the elements themselves. Being tricked is still all capable and while another Doom Lord may not have any connection with spirits they may still be loyal to them.
Talking a rock or a small plant can be done with no effort on your part although their knowledge and influence is tiny. To communicate to bigger spirits a Rune Room is needed. A large inner interior lined with the furs and scales of animals, hanging around on hooks. The motions of politeness and good manners are applied here. You are inviting them into your home, not summoning them. They are picky socialites. If you succeed in alluring or interesting a bigger spirit such as a mountain they will inhabit one of the skins and puppeteer it.
To garner the fondness or ally of a spirit is powerful but precarious. Their unknowable expressions and mindsets make them two faced. Yet to have mountains inform you of exact troop movements, to narrow their roads and make footmen slip to their deaths or burp boulders in anger from winds that wrestle with minions on the march. Can be very fortunate for you side.
1 point
Empath: An age old power normally rumored to be in those socially gifted even on Earth is the ability to look at someone and read what their true inner conflicts and states are. With this you can easily detect what the mood is among your minions within large groups as well as single individuals current state towards you. Be it happiness or worry, you will may able to detect it. Empaths can routinely struggle with identifying their own thoughts and feelings with those around them and as such this is a burdensome power that threatens the lords sanity constantly and makes using their darker powers uncomfortable for them as it is for their victims.
The Empath feels their own minions emotions and discomforts harder than their origin, which allows them to feel more quickly what they are more about in the core of possible multiple inner conflicts-such as love for leader but hatred for his policies- making fear and pain a sensation like pouring nails and chipped teeth into their heart. Empaths who are reckless will quickly develope mental issues.
An empath can bound their power to a chain worn around their neck. Imbued with a single item of themselves that focuses their empath power. Making their readings more vague, but faint and without the downfalls. An empath who does this will feel others are angry...but not at what. Conflicted but where and how is unsure. Their readings will be tiny. An empath can destroy this power any time by breaking the chain. Ridding themselves of Empath.
Elemental
1 purchase=1 element can be bought multiple times(Lightening, fire, Earth, wind, water)
You may manipulate element into shapes, forms or projectiles with the movement of your arms. This magic is traditional and follows most forms of movement for its direction such as pointing or dismissive waves. This can be used while holding any weapon as if it was a wand or staff. Your controlled element is roughly equal to human size.
Proper study, meditation and will power increase its size. Allowing you spawn bigger and bigger bolts, walls, even massive elemental forms such as dragons. Requires active concentration.
5 points
Teleportation: You can craft a way gate from one area to another with respective resources and symbols. The main element of your gateway is always a material that is fitting of the area you are planning to teleport to. Wood for a sunny, tropical beach. Bones for a waste land. Rock for a city and so on. This process takes 1 hour of engraving the symbols to the gate. Gates act as doorways. The bigger the gate the more it can let through at one time.
A gate can only let in 10 people for every 10 foot it is. Exiting a gateway needs no cool down.
3 points
World Knocking: The secrets of the various dimensions and realms flood your skull. The world under, the world over, the unseen, the hidden and the strange are all in contact with you. By making a contact tablet-or other engraved object such as a book or orb- you may use it to create a window to talk to demons, elder creatures and all types of creatures for deals. You start knowing how to talk to common demons but as your library and intelligence grows you're ability to locate more increases.
4 points
Mind Manipulation: You can mentally alternate a single memory in a person before you, make them forget things or command them to do simple objects. The more intense your changes or commands the more resistance you will face. This takes active concentration. You will power determines many people you may do this to at one time or how easily you can dominate people. You may attempt to mentally dominate people, turning them into mindless drones but they will make a weekly will roll. Should you lose they will revolt.
Mental Manipulation cannot be used to Dominate Doom Lords nor make them hurt themselves. This can be used wherever you have sight on someone, even at great distance across regions.
3 points
Life Leech: Via hand motions and visible contact you may extract the live force from another person, including undead, Doom Lords and monsters. Extracting life visibly makes the unit sick and eventually knocks them out. This can be used on one person at a time. The range has to within your proximity and eye sight-scrying doesn't count- a visible fluid of energy sinks into your heart from them. Healing your wounds. The more intense the wound, the more life force needed to sustain you.
Undead always drop dead and supply minimal life force of a plant.
3 points
Shadow Stroll: you can merge into a wall or floor by stepping back into and slowly becoming a 2 dimensional shadow. While using this power you are totally invisible in dark areas but for obvious reason very visible in the light. You still emit a presence however any sensory abilities or magical alarms will detect. In this state you have no heat and produce no sounds.
Being hit in this forces you to rapidly rise out of the scenery and fall to the floor.
4 points
Necromancy:You can bring back the dead. At first you can only bring back as many corpse as mindless zombies with each will score giving you 10. To gain stronger necromancy power you must resort to books. Doom Lords can be bought back as mad dead. Feral, uncontrollable undead whom cannot be mentally dominated or reasoned with.
Necromancy can summon potentially powerful minions, loyal only to you with low chance of revolt. outside of zombies and standard units anything can be cobbled or put together to make a viable undead corpse. The spirits dance around you in the shadows and if you are polite, willing to make deals or even help them you may find yourself with able to recruit the souls themselves as intelligent and willing members of your march for power.
2 points
Weather Control: By pointing at the sky and focusing your attention for a few minutes without breaking your concentration you may change the course of the weather. Be it rain, storms, cloudy or even snow. The more drastic the weather change the slower it will arrive, in some cases it may take a day for your result to appear. Should someone else use weather control on your summoned state it will be determined by those with the stronger will.
You may only summon naturally occurring weather. You do not have control of the byproducts such as lightning. After it has occured. You must be in the region you wish for it to effect.
2 points
Energy Morph: the basic of all magics. The art of throwing pure magical kinetic force around. The shapes made from it are always primitive, ranging from balls, spikes, small barriers. A standard energy attack deals damage equal to getting hit by a wooden club. Kinetic weapons can be formed such as simple swords or hammers. Kinetic constructs, including barriers cannot exceed above or longer than 2 feet.
2 points
Weapon Mastery: You innately learn the ins and outs of a specific stated weapon be they shields, axes, spears, swords and so on. The level training with this weapon will make you just as capable with it as most skilled veterans. Allowing to you dramatically shift from roughly swinging that sword about to flurrying with it in powerful strikes. This must be purchased each time for each new item.
2 points.
Physical Formation: Most people would not consider proper body care to be of a magical nature, you however know the secrets to keeping your body functioning and ready. You may, even at times persuade your body to change a bit for you. This is purely will based at first but as you study and learn your knowledge will take it place.
Initial powers include the ability to numb pain with the focusing of your mind. Decreasing blood flow, being able to meditate to calm down or cause adrenaline boosts. Should you spend hours focusing you may change a small feature of yourself without detriment to your health. Will= how long it takes to focus.
Intelligence applied to studying for the long term will allow you to seek the art of Physical Formation: all your senses are now yours. You can, even. Make your body simulate a state of death. Focus to exit paralysis's. You may use your will power to roll against the need to sleep and stay eternally calm. You can grow extra limbs of any kind with enough meditation. Including another head.
4 points
Life Giving: Allows the user to bind the elements or objects around him with life, granting them the same qualities as a mindless minion without any organisation. All materials can be used from dirt to lava to metal. The more powerful the minion the more bigger and more materials it requires. A circle of summon must have a sacrificial man and woman, together. Both bound back to back. Both must be fertile.
A chalk circle of blood and basic food. Fruit or flesh must be provided in a bowl of offering and finally some standard lit candles. Gremlins: are basic minions. Summoned with merely a ton of material. Tiny and weak. They take no time or resources to summon. They struggle to do any task without large number.
Humanoid minions: are atypical and generally can act as decent foot solders or laborers. They require 3 tons.
Then there are giants who require 6 strong and sturdy. Large and fearsome. Such minions can handle most labor single handedly.
titans who require 12: A gigantic creature that can end small houses with a single foot step. They poke the skies with their heads and depending on their element can alone bring about destruction by mere presence. They are typically humanoid in some form.
4 points
Shadow Play: Encumbers the power to shape and produce shadows from ones own shadow. With the art of manipulating your hands as if producing shadow puppets shadow lurkers can made, long distance illusions that act as eyes and illusions to the maker of them. Any being made here shares their mind with the Doom Lord and can be morphed into shape. This also entails the ability to produce large mounds of darkness like grabbing dirt from the floor and throwing it at a target.
Enemies that get darkness in their eyes are blinded for a full day. The shadows are a resources and while using this power both the Doom Lord and the minions under it can shovel or even pick up darkness from one area and physically move it as it were dirt. Using this to black out an area in pure day light is possible or even, with considerable effort building a wall of darkness can be done. The Doom Lord must be present to overhead this construction or the minions will quickly get confused. Areas with darkness are immune to light, with candle/ gas light offering only enough to see in front of their noses.
2 pointa
Shamanism: The art of talking to the elements that make up all things is bestowed upon you. Allowing the practicing Doom Lord to talk to rocks, plants and even the sky or sun with adequate favor. Unlike the art of casting spells this power is on passively, its strength comes from couriering favor with the elements themselves. Being tricked is still all capable and while another Doom Lord may not have any connection with spirits they may still be loyal to them.
Talking a rock or a small plant can be done with no effort on your part although their knowledge and influence is tiny. To communicate to bigger spirits a Rune Room is needed. A large inner interior lined with the furs and scales of animals, hanging around on hooks. The motions of politeness and good manners are applied here. You are inviting them into your home, not summoning them. They are picky socialites. If you succeed in alluring or interesting a bigger spirit such as a mountain they will inhabit one of the skins and puppeteer it.
To garner the fondness or ally of a spirit is powerful but precarious. Their unknowable expressions and mindsets make them two faced. Yet to have mountains inform you of exact troop movements, to narrow their roads and make footmen slip to their deaths or burp boulders in anger from winds that wrestle with minions on the march. Can be very fortunate for you side.
1 point
Empath: An age old power normally rumored to be in those socially gifted even on Earth is the ability to look at someone and read what their true inner conflicts and states are. With this you can easily detect what the mood is among your minions within large groups as well as single individuals current state towards you. Be it happiness or worry, you will may able to detect it. Empaths can routinely struggle with identifying their own thoughts and feelings with those around them and as such this is a burdensome power that threatens the lords sanity constantly and makes using their darker powers uncomfortable for them as it is for their victims.
The Empath feels their own minions emotions and discomforts harder than their origin, which allows them to feel more quickly what they are more about in the core of possible multiple inner conflicts-such as love for leader but hatred for his policies- making fear and pain a sensation like pouring nails and chipped teeth into their heart. Empaths who are reckless will quickly develope mental issues.
An empath can bound their power to a chain worn around their neck. Imbued with a single item of themselves that focuses their empath power. Making their readings more vague, but faint and without the downfalls. An empath who does this will feel others are angry...but not at what. Conflicted but where and how is unsure. Their readings will be tiny. An empath can destroy this power any time by breaking the chain. Ridding themselves of Empath.
3 points.
A single tome that is wrapped in leather and constantly covered by a large overall silk satin that shivers in golden rays as the sun hits upon its opulent form. The book, upon being uncovered will release the secrets of the other Doom Lords on the map but only currently up to date. In its pages it will fill up with their previous conversations, their minions currents movements and any materials that appear along with all their past life on Earth. It can take hours to get through the meaty slab of pages that reek of fresh ink upon activation.
Upon being activated, anyone who obtains this book will read up on all your activity and secrets when opening it up. This process will continue for each new holder of the book. updating with a new holder and new date with each new reader. The book dosen't tell or make connections. If the book is burned or destroyed it will take a large portion of your will power and intelligence with it. Dragging your memories to the abyss.
4 points
A oaken fishing hook with the reeking smell of aged wood and fermenting solution that had long been imbued to keep it together. Black sludge sweats from its pores slowly as if the artifact was nervously anticipating long before you arrived. It's metal is dull, starting to brown and grime had taken steps to home stead on the end and small pedal that controls the still study line of translucence string.
Any worms or bait you try to stick onto the hook scream unnaturally, even without mouths and rot before your eyes. The hook will gain bait whenever you have captured a living victim that can experience pain physically or emotionally. The more agony the more ripe the bait. When used on any waters a shadow in the sea will take it. The victim disappears with all traces. People "lost" this way become vague and unknown to all people, even Doom Lords. Including the Doom Lord using the hook. The more you use the hook the more the shadow in the sea will haunt your dreams.
4 points
The Dismembered Deity of Death: A long crooked staff made of bone that reaches up to a normal mans head points to the sky accusingly with a pointy tip at the end with the texture of an unkept finger nail. It's body is bandaged in countless leather and clothe, each all signed with colorful names and little symbols ranging from hearts to occult to even little grams of childish drawings.
The finger wiggles slightly as you move it about, the tip struggling in its bondage. Anyone who owns the Finger can point at someone and make them mortal, even if they are not mortal by standard physicals means such as light beings or undead. Once a being is killed after the fingers effect it cannot be revived or reanimated. This effects last for 24 hours. The finger acts as an enchanted spear, destroying armor that is not itself highly magical or protected with ease upon slashes.
7 points
A large statue made up of odd rock that is jagged in all directions, corrupted by all smoothness with a blocky aspect that appears consistently throughout. Turning what was meant to be an imitation of you into an bizzare art project that tried to tape fragments of parts together to appear to be you. He, by that I mean you. Stands there with his eyes closed and his hands over his chest in a peaceful display.
The monument is tied to you as you are tied to it. Should you be harmed the statue will start to crumble, losing a piece for every wound that it takes. The rock refuses to be cemented back until your wounds are gone. Should you die, will up underneath it in the same position. A part of your body unable to move.
When the statue has lost all of its head you are dead. Should the statue be harmed, you are harmed and cannot heal until it is restored nor can it be restored until you are healed-depending on who took the actual damage- any paralyzed limbs from the statue will recover after a year of recovery years.
4 points.
The giant object before you dwarfs most men in size, reaching out into a hug with its heart shaped structure while being thicker than most siege engines. It hangs sternly with the large bolts drilled into its corners connected to the wooden box frame. A long rod with a ball at the hangs by a hook on its side and with the rise of it against the metallic morbid display before you, it springs forth a thudding gong sound that threatens to deafen you as it wobbles the air around it and thuds the dirt beneath it in a display of vibration. You swear you hear the familiar beat of a heart each time you hit it.
The Heart will bring to life all objects around it, including plants, materials and even soil into humanoid or feral like creatures that are neutral towards you and your minions. The heart throbs this power with each hit, without beats every few minutes the created dissipate.
5 points.
A simple goblet made from the smoothed and formed bark of a once dried and darken tree sits before you. It's empty cup inside has the fine red lined of what can only be guessed by the cold, smooth hide to be of pottery. The smell however quickly gives way that is in fact sheep stomach linen. Once in a while you hear a moaning creek come from the occasional wary crack that had sprout in the scales of its natural shape. As you pick up the cup it fills with the darkness blocks the view of the bottom and replaces it with infinity.
As you sip your lips blister and bleed from the stabbing pains of emerging splinters that try to root inside you. Some, succeeding. Those that drink from this goblet lose a part of themselves with it and gain a part of the dreaded woods of the wounds that it comes from. Any wound you sustain will slowly be covered by a bark like protection, granting you mild armor. If you drink to all your skin is bark.
An unbearable and painful experience. You will find a single seed at the bottom to plant a Hollow Oak: A tree without insides. Made of pure void. It will casually grow more trees around it. Those that enter a Wounded Woods will find the trees growing spikes and tripping roots. False sounds and whispers will confuse and scare foes.
Wound Bound. As those who convert themselves are known. Become slower. Their movement. Painful. Their limbs will grow back along with their skin. They are unaffected by poisons and those that enter their minds find themselves in the Wounded Woods. The trees will bleed all in unison if something attacks them.
3 points.
A mangled ball of blood and body sits in a curled caricature of an Armadillo in fright. It's smooths sides are belied by the lumpy bumps hidden underneath its leather like detachments of human skin that emerge as you feel it in your fingers. Wounds like lashes spread out threatens its stability and as it wobbles, they all grew wider before finally it opens up with a slimy slew of sounds that threaten to haunt your dreams of compromised bodies meagerly departing from its own viral layers of muscles.
The insides blossoms forth to show you a series of twitching globular masses of crimson and all of them quiver with anticipation as your fingers approach it. The Sphere will devour any gore placed inside of it. The more the sphere consumes the more bigger it grows, although at a novice rate. It could take hundreds of lives for it to reach the size of your hand.
The sphere can produce a copy of anyone that is has eaten, with the difference that such individuals will have a drastic personality change. While seemingly normal they will harbor eroticas of cannibalism, torture, dismemberment, disembowelment and decapitation. These beings will set out back into their normal lives before murdering as many people as they can, engorging themselves on flesh to the point obesity and then returning to the orb.
This can apply to animals and even monstrous creatures or minions. The sphere can be given basic commands that don't get in the way of its purpose such as "leave a note that they have been ransomed" or "pick up a red sealed letter on the way back" these copies will carry out your commands as long as they don't pose too much a danger to themselves or their routine.
5 points.
A single cube made up of glass sits before you, it's lanes and a columns all adjustable and colored from blue, red, yellow and green. As it sits before you each face of the cube is one single color, waiting to be mixed up once more for the puzzle to begin. Occasionally you hear the slight snicker of a child raining forth from the shadows, beckoning you. Yet as you put your hand to the toy you get the feeling of power that stiffens you muscles and the confused glare from the sensation of having no idea what you are actually wielding.
The cube is a mystical box of power. Only 1 person may have the cube at 1 time, if multiple people request the cube it will cycle around each owning player after each person makes an adjustment. Mixing up the cube changes and destroys a giant majority of the land, reducing it to a new landscape. Each adjustment changes environments, events and people in the landscape.
If a player is the Callous Caretaker, he can solve the cube instantly but may never purchase it.
3 points.
A single window will appear in your dwelling- if it cannot reasonably appear there it will have its own small, empty room- it looms over even the most tallest of man with a long arching dagger head as it sheds light from its blue glow. The ripples of water can be seen from the inside. It dresses the room in a bright blue hue, dancing lines of shadows mark the waves.
Anyone who looks into the window for over an hour will have their reflection sputter apart into a haze. Resembling a frantic lakes surface. While in this state the race, appearance and even sex of the user can be changed by pure will. Destroying the window will unleash its water onto the attacker, purging them of their Doom Lord status and returning them to their true, unmodified identity. This cures insanity, negative god aspects and momentarily clears the affected mind of any dabbling evil forces. Allowing them to think normally again.
6 points.
A single cloak that drapes over any man or monsters to their ankles, sparing nothing but their toes in its embrace. The clothe itself is exhumes a veil of smoke that brings forth images of burning flesh and rotting insides. The inside may be comfortable but the outside is exudes heat with hatred, hurling sweat inducing waves in steady breathes over all those within 10 meters of it. The cloak itself appears to be perfectly normal felt, a vague cobalt that crashed into black.
The inside however is crafted of the petrified gaping, eyeless, sliced off faces of the cloak wearers victims. Hands will occasionally reach out and try to touch the wearer from the inside. Any wearer of this cloak may put on a face at will as if they were a mask: once on they will be mind dominated by the soul of the victim whom will take their thoughts assume their normal form instantly.
This soul can be removed at any time and put back into the cloak.
4 points
A dome cage connected to a pair of steel shoulder straps with several locks located on each side, at the bottom of the neck and two at the side of the head, each of them clunking in a vague, almost laughing clank in the wearers ear as the walk about. The dark steel that makes up the flat bars hug the face as long started to rust, the hues of red blurring out what is old blood stains and the long entropy of time.
The dome can be worn despite shoulder guards but a helmet cannot fit over it. The cage puts up a force field around the users head, making them immune to decapitation, head shots, magic, arrows and guns. The user can, at will enter a rage state in which their body will gain the capacity to use Physical Formation magic within minutes despite their will power. Despite this the cage is not their friend and once it is on it cannot be taken off. The cage will whisper thoughts into their ears, picking at their greatest insecurities in which it will know most.
Each night they will be haunted by a vile dream where they are imprisoned and tortured as a criminal in the medieval era. Their loved ones will appear to look at their corpse or dying, hanging caged body and make commentary regarding their fortunate passing. If the user dosen't find a way to get the cage off, over the months they will go incurably insane and suicidal.
5 points.
A large pedestal of pure marble stone will appear in the highest place of your capital building. If your building has only 1 floor or is too small you will have a small, stone cobble watch tower appear near it in which this pedestal will be at the top. Symbols of death in all its forms dance in a parade in a engraved ribbon by its sides while the top is covered in a single, satin red cloth with a bowel sitting before it.
When you die you will reappear at the altar. Sleeping for a day before you wake up as if everything was fine, however the clothe that you rest on will lose some of its hue and the marble will have blood slowly trickling down into the carvings below it. While this is in effect you are mortal to all forms of death, all of them.
This bowl must be filled with the blood of your closest ally within a week, be they companion-this may not be a standard npc- or a Doom Lord or the dubious powers that grant you your second chance will take back what is theres.
If you die while asleep on the altar you do not revive again.
3 points.
Select 2 enchantments and a material for your armor. Your enchantments can be basic such as offering you an immunity to 1 type of magic or weapon. Offer a single 1 point of stat boost while worn, protection to mind domination or empath. Numbing or even allow you to use a weak, low level version of a power.
Your armor can be full played or specific parts. It may look however you like. Shields count as its own purchase of this version.
3 points.
Pick any type of weapon you like besides from automated weapons although flintlock guns are fine. This weapon will have any type of 2 enchantments put upon it. Be it infinite ammo, unbreakable, poison on hit, emitting a magical aura or being able to deflect certain types of attacks or stat boosts.
4 points.
A giant skull the roughly 2 feet wide and 3 foot big. Two long horns point forward from the canine like skull beyond its own extended nose, acting like a fork in anything it punches. The skull is worn like a glove, even if the holder wouldn't be physically able to lift it about the arm it is attached to is treated as if it is 3 in stat despite any weakness of the Doom Lord. The skull is nearly indestructible, only cracking under the most devastating of barrages and powers.
When the skulls horn hit something it will hear a psyche scream in their head that will disorient and confuse them. Reducing their dex to 1 for a brief second. The gaping maw can be opened by will and used to grab things. The corpse will occasionally mutter things in an random language, cursing the world for its fate and swearing vengeance to the doom lords and gods.
3 points.
A simple long, steel sword that has been polished regularly. It's handle is a black series of bandages made from fine clothe. Despite it's normal appearance its will reflect around it in a blinding site despite the total lack of light, emitting a small shroud of a ghostly mist that makes things visible to the user. This works under in any environment, even the void.
The sword shivers when around corpses. It calls in the small vibrations to its owners finger, like tugging child hands to be stabbed in flesh, living and the dead although it lacks any mental manipulation powers. When inserted into the dead, the holder can see exactly how they died. They make deals with their souls, offering to bring them back for a day at the cost of their own health. If a spirit challenges the holder to a duel, they must accept.
If they lose, they die. If they win the dead is doomed to serve as a sentient undead companion until the Doom Lords demise. The sword will glow when unfriendly undead are in the area and can free the souls of the risen in a single slash. Making it the bane of necromancers.
5 points.
A purple whip that reaches up to 10 feet in distance, it occasionally slivers about, drooling in its holster and on the users hands. The longer it goes without the taste of blood it will start to quiver more and more, becoming more unruly and may even try to attach nearby friendly minions. When use the whip will let out a loud crunching sound instead of a "crack!" any target it hits will have a small segment of flesh the size of a hand torn off around the slash.
This can remove or disable limbs in a single slash. When you let this vile weapon speak by cracking it in the air it will utter a word of woe which will summon a weak curse on the area around you. This curse can, sometimes. End onto to you and will cause all those, even the holder to experience horrific visions from the very depths of the hungry gods stomach. While it has poor armor effectiveness, the whip can spiral out in a large tantrum on its way back. Allowing it to attack multiple people in a small range before recoiling back to you.
6 points.
A bow made in mockery of the old avatar of love, cupid. Forged in the fires by unrequited smith whom, killed his love interest out of jealously when she rejected him. He cursed the hearts of man and the toying of gods. When the dark gods heard his rage they offered him the chance to forge a bow. It's body is bronze but melted, bubbly and seem structurally weak. A low sound of thudding can be heard when the bow strings is plucked and the statue of a metal heart in its front start to pump up more and more.
Anyone hit with the bow will fall in love, even if they are Doom Lord. They will also be wounded. This wound will never heal until they either obtain their interests affections or brutally murder them. Should murder be the cure the wound will fester, become filled with rot and heal slowly...and agonizingly. It scar however will always be sore and count as a 1 endurance. The love interest must be stated by the user to the arrow and it must be someone the target has at least seen once.
7 points.
A ring sits on your index finger, golden with a stony marble bordering the sides in big, pavement like crown to the top and bottom. The single lane of wealth that within this trap has your name engraved upon the side and the other side empty. Blood flows in and out of your body into the words that mark it. It fills you a feeling on completion, as if you haven't been born a yet. A suffocation of darkness and lack of space as you try to make it into the world. The sunniest days seem numb and the most open plains feel like play pens.
You must finger someone to kill: if you kill another doom lord in personal one on one combat, up close then their name will be written in your ring other side. Upon your death they will revive and upon their death you will revive. This continue forever until the ring itself is separated from your body. The ring cannot be worn under a glove as it will not fit. Should the other revived doom lord take off your ring, you both will die.
5 points
A large, two handed axe with a wooden handle and curved, wide grinning blade sits is your weapon. It's top is a single eye, organic that peers from side to occasionally and will make odd sounds to you, creaking in its wood when it sees something worth noting and making strange, shuttering sounds of hollow metal when making conversation. Occasionally a big set of fang, grinning teeth can be seen in the whites of the blade when in the right light.
When you behead someone with this axe you heal all wounds you may of obtained that isn't poisonous or obstructed by an intrusion in your body: such as an arrow or a stuck dagger. If your head is cut off a new head from whom you have taken will replace it, slowly growing over the next 5 days. In the mean time the axe acts as your eye, allowing you to perceive things although at a very limited rate. While holding the axe you can penetrate even full plate and wooden creatures will fear you.
Book of Betrayal
A single tome that is wrapped in leather and constantly covered by a large overall silk satin that shivers in golden rays as the sun hits upon its opulent form. The book, upon being uncovered will release the secrets of the other Doom Lords on the map but only currently up to date. In its pages it will fill up with their previous conversations, their minions currents movements and any materials that appear along with all their past life on Earth. It can take hours to get through the meaty slab of pages that reek of fresh ink upon activation.
Upon being activated, anyone who obtains this book will read up on all your activity and secrets when opening it up. This process will continue for each new holder of the book. updating with a new holder and new date with each new reader. The book dosen't tell or make connections. If the book is burned or destroyed it will take a large portion of your will power and intelligence with it. Dragging your memories to the abyss.
4 points
Hook of Horror
A oaken fishing hook with the reeking smell of aged wood and fermenting solution that had long been imbued to keep it together. Black sludge sweats from its pores slowly as if the artifact was nervously anticipating long before you arrived. It's metal is dull, starting to brown and grime had taken steps to home stead on the end and small pedal that controls the still study line of translucence string.
Any worms or bait you try to stick onto the hook scream unnaturally, even without mouths and rot before your eyes. The hook will gain bait whenever you have captured a living victim that can experience pain physically or emotionally. The more agony the more ripe the bait. When used on any waters a shadow in the sea will take it. The victim disappears with all traces. People "lost" this way become vague and unknown to all people, even Doom Lords. Including the Doom Lord using the hook. The more you use the hook the more the shadow in the sea will haunt your dreams.
4 points
Finger of Latauh
The Dismembered Deity of Death: A long crooked staff made of bone that reaches up to a normal mans head points to the sky accusingly with a pointy tip at the end with the texture of an unkept finger nail. It's body is bandaged in countless leather and clothe, each all signed with colorful names and little symbols ranging from hearts to occult to even little grams of childish drawings.
The finger wiggles slightly as you move it about, the tip struggling in its bondage. Anyone who owns the Finger can point at someone and make them mortal, even if they are not mortal by standard physicals means such as light beings or undead. Once a being is killed after the fingers effect it cannot be revived or reanimated. This effects last for 24 hours. The finger acts as an enchanted spear, destroying armor that is not itself highly magical or protected with ease upon slashes.
7 points
The Monument of Me
A large statue made up of odd rock that is jagged in all directions, corrupted by all smoothness with a blocky aspect that appears consistently throughout. Turning what was meant to be an imitation of you into an bizzare art project that tried to tape fragments of parts together to appear to be you. He, by that I mean you. Stands there with his eyes closed and his hands over his chest in a peaceful display.
The monument is tied to you as you are tied to it. Should you be harmed the statue will start to crumble, losing a piece for every wound that it takes. The rock refuses to be cemented back until your wounds are gone. Should you die, will up underneath it in the same position. A part of your body unable to move.
When the statue has lost all of its head you are dead. Should the statue be harmed, you are harmed and cannot heal until it is restored nor can it be restored until you are healed-depending on who took the actual damage- any paralyzed limbs from the statue will recover after a year of recovery years.
4 points.
Heart of Eckenbier
The giant object before you dwarfs most men in size, reaching out into a hug with its heart shaped structure while being thicker than most siege engines. It hangs sternly with the large bolts drilled into its corners connected to the wooden box frame. A long rod with a ball at the hangs by a hook on its side and with the rise of it against the metallic morbid display before you, it springs forth a thudding gong sound that threatens to deafen you as it wobbles the air around it and thuds the dirt beneath it in a display of vibration. You swear you hear the familiar beat of a heart each time you hit it.
The Heart will bring to life all objects around it, including plants, materials and even soil into humanoid or feral like creatures that are neutral towards you and your minions. The heart throbs this power with each hit, without beats every few minutes the created dissipate.
5 points.
The Goblet of Splinters
A simple goblet made from the smoothed and formed bark of a once dried and darken tree sits before you. It's empty cup inside has the fine red lined of what can only be guessed by the cold, smooth hide to be of pottery. The smell however quickly gives way that is in fact sheep stomach linen. Once in a while you hear a moaning creek come from the occasional wary crack that had sprout in the scales of its natural shape. As you pick up the cup it fills with the darkness blocks the view of the bottom and replaces it with infinity.
As you sip your lips blister and bleed from the stabbing pains of emerging splinters that try to root inside you. Some, succeeding. Those that drink from this goblet lose a part of themselves with it and gain a part of the dreaded woods of the wounds that it comes from. Any wound you sustain will slowly be covered by a bark like protection, granting you mild armor. If you drink to all your skin is bark.
An unbearable and painful experience. You will find a single seed at the bottom to plant a Hollow Oak: A tree without insides. Made of pure void. It will casually grow more trees around it. Those that enter a Wounded Woods will find the trees growing spikes and tripping roots. False sounds and whispers will confuse and scare foes.
Wound Bound. As those who convert themselves are known. Become slower. Their movement. Painful. Their limbs will grow back along with their skin. They are unaffected by poisons and those that enter their minds find themselves in the Wounded Woods. The trees will bleed all in unison if something attacks them.
3 points.
Taxilian Sphere
A mangled ball of blood and body sits in a curled caricature of an Armadillo in fright. It's smooths sides are belied by the lumpy bumps hidden underneath its leather like detachments of human skin that emerge as you feel it in your fingers. Wounds like lashes spread out threatens its stability and as it wobbles, they all grew wider before finally it opens up with a slimy slew of sounds that threaten to haunt your dreams of compromised bodies meagerly departing from its own viral layers of muscles.
The insides blossoms forth to show you a series of twitching globular masses of crimson and all of them quiver with anticipation as your fingers approach it. The Sphere will devour any gore placed inside of it. The more the sphere consumes the more bigger it grows, although at a novice rate. It could take hundreds of lives for it to reach the size of your hand.
The sphere can produce a copy of anyone that is has eaten, with the difference that such individuals will have a drastic personality change. While seemingly normal they will harbor eroticas of cannibalism, torture, dismemberment, disembowelment and decapitation. These beings will set out back into their normal lives before murdering as many people as they can, engorging themselves on flesh to the point obesity and then returning to the orb.
This can apply to animals and even monstrous creatures or minions. The sphere can be given basic commands that don't get in the way of its purpose such as "leave a note that they have been ransomed" or "pick up a red sealed letter on the way back" these copies will carry out your commands as long as they don't pose too much a danger to themselves or their routine.
5 points.
Rubic Cube of Chaos
A single cube made up of glass sits before you, it's lanes and a columns all adjustable and colored from blue, red, yellow and green. As it sits before you each face of the cube is one single color, waiting to be mixed up once more for the puzzle to begin. Occasionally you hear the slight snicker of a child raining forth from the shadows, beckoning you. Yet as you put your hand to the toy you get the feeling of power that stiffens you muscles and the confused glare from the sensation of having no idea what you are actually wielding.
The cube is a mystical box of power. Only 1 person may have the cube at 1 time, if multiple people request the cube it will cycle around each owning player after each person makes an adjustment. Mixing up the cube changes and destroys a giant majority of the land, reducing it to a new landscape. Each adjustment changes environments, events and people in the landscape.
If a player is the Callous Caretaker, he can solve the cube instantly but may never purchase it.
3 points.
Window to the Waters
A single window will appear in your dwelling- if it cannot reasonably appear there it will have its own small, empty room- it looms over even the most tallest of man with a long arching dagger head as it sheds light from its blue glow. The ripples of water can be seen from the inside. It dresses the room in a bright blue hue, dancing lines of shadows mark the waves.
Anyone who looks into the window for over an hour will have their reflection sputter apart into a haze. Resembling a frantic lakes surface. While in this state the race, appearance and even sex of the user can be changed by pure will. Destroying the window will unleash its water onto the attacker, purging them of their Doom Lord status and returning them to their true, unmodified identity. This cures insanity, negative god aspects and momentarily clears the affected mind of any dabbling evil forces. Allowing them to think normally again.
6 points.
Cloak of the Crooked
A single cloak that drapes over any man or monsters to their ankles, sparing nothing but their toes in its embrace. The clothe itself is exhumes a veil of smoke that brings forth images of burning flesh and rotting insides. The inside may be comfortable but the outside is exudes heat with hatred, hurling sweat inducing waves in steady breathes over all those within 10 meters of it. The cloak itself appears to be perfectly normal felt, a vague cobalt that crashed into black.
The inside however is crafted of the petrified gaping, eyeless, sliced off faces of the cloak wearers victims. Hands will occasionally reach out and try to touch the wearer from the inside. Any wearer of this cloak may put on a face at will as if they were a mask: once on they will be mind dominated by the soul of the victim whom will take their thoughts assume their normal form instantly.
This soul can be removed at any time and put back into the cloak.
4 points
Rusty Head Cage
A dome cage connected to a pair of steel shoulder straps with several locks located on each side, at the bottom of the neck and two at the side of the head, each of them clunking in a vague, almost laughing clank in the wearers ear as the walk about. The dark steel that makes up the flat bars hug the face as long started to rust, the hues of red blurring out what is old blood stains and the long entropy of time.
The dome can be worn despite shoulder guards but a helmet cannot fit over it. The cage puts up a force field around the users head, making them immune to decapitation, head shots, magic, arrows and guns. The user can, at will enter a rage state in which their body will gain the capacity to use Physical Formation magic within minutes despite their will power. Despite this the cage is not their friend and once it is on it cannot be taken off. The cage will whisper thoughts into their ears, picking at their greatest insecurities in which it will know most.
Each night they will be haunted by a vile dream where they are imprisoned and tortured as a criminal in the medieval era. Their loved ones will appear to look at their corpse or dying, hanging caged body and make commentary regarding their fortunate passing. If the user dosen't find a way to get the cage off, over the months they will go incurably insane and suicidal.
5 points.
Altar of Eternity
A large pedestal of pure marble stone will appear in the highest place of your capital building. If your building has only 1 floor or is too small you will have a small, stone cobble watch tower appear near it in which this pedestal will be at the top. Symbols of death in all its forms dance in a parade in a engraved ribbon by its sides while the top is covered in a single, satin red cloth with a bowel sitting before it.
When you die you will reappear at the altar. Sleeping for a day before you wake up as if everything was fine, however the clothe that you rest on will lose some of its hue and the marble will have blood slowly trickling down into the carvings below it. While this is in effect you are mortal to all forms of death, all of them.
This bowl must be filled with the blood of your closest ally within a week, be they companion-this may not be a standard npc- or a Doom Lord or the dubious powers that grant you your second chance will take back what is theres.
If you die while asleep on the altar you do not revive again.
3 points.
Your own Armor
Select 2 enchantments and a material for your armor. Your enchantments can be basic such as offering you an immunity to 1 type of magic or weapon. Offer a single 1 point of stat boost while worn, protection to mind domination or empath. Numbing or even allow you to use a weak, low level version of a power.
Your armor can be full played or specific parts. It may look however you like. Shields count as its own purchase of this version.
3 points.
Your own weapon
Pick any type of weapon you like besides from automated weapons although flintlock guns are fine. This weapon will have any type of 2 enchantments put upon it. Be it infinite ammo, unbreakable, poison on hit, emitting a magical aura or being able to deflect certain types of attacks or stat boosts.
4 points.
The Lord of Languages Skull
A giant skull the roughly 2 feet wide and 3 foot big. Two long horns point forward from the canine like skull beyond its own extended nose, acting like a fork in anything it punches. The skull is worn like a glove, even if the holder wouldn't be physically able to lift it about the arm it is attached to is treated as if it is 3 in stat despite any weakness of the Doom Lord. The skull is nearly indestructible, only cracking under the most devastating of barrages and powers.
When the skulls horn hit something it will hear a psyche scream in their head that will disorient and confuse them. Reducing their dex to 1 for a brief second. The gaping maw can be opened by will and used to grab things. The corpse will occasionally mutter things in an random language, cursing the world for its fate and swearing vengeance to the doom lords and gods.
3 points.
Sword of the Slain
A simple long, steel sword that has been polished regularly. It's handle is a black series of bandages made from fine clothe. Despite it's normal appearance its will reflect around it in a blinding site despite the total lack of light, emitting a small shroud of a ghostly mist that makes things visible to the user. This works under in any environment, even the void.
The sword shivers when around corpses. It calls in the small vibrations to its owners finger, like tugging child hands to be stabbed in flesh, living and the dead although it lacks any mental manipulation powers. When inserted into the dead, the holder can see exactly how they died. They make deals with their souls, offering to bring them back for a day at the cost of their own health. If a spirit challenges the holder to a duel, they must accept.
If they lose, they die. If they win the dead is doomed to serve as a sentient undead companion until the Doom Lords demise. The sword will glow when unfriendly undead are in the area and can free the souls of the risen in a single slash. Making it the bane of necromancers.
5 points.
Whip of Woes
A purple whip that reaches up to 10 feet in distance, it occasionally slivers about, drooling in its holster and on the users hands. The longer it goes without the taste of blood it will start to quiver more and more, becoming more unruly and may even try to attach nearby friendly minions. When use the whip will let out a loud crunching sound instead of a "crack!" any target it hits will have a small segment of flesh the size of a hand torn off around the slash.
This can remove or disable limbs in a single slash. When you let this vile weapon speak by cracking it in the air it will utter a word of woe which will summon a weak curse on the area around you. This curse can, sometimes. End onto to you and will cause all those, even the holder to experience horrific visions from the very depths of the hungry gods stomach. While it has poor armor effectiveness, the whip can spiral out in a large tantrum on its way back. Allowing it to attack multiple people in a small range before recoiling back to you.
6 points.
Cupids Curse
A bow made in mockery of the old avatar of love, cupid. Forged in the fires by unrequited smith whom, killed his love interest out of jealously when she rejected him. He cursed the hearts of man and the toying of gods. When the dark gods heard his rage they offered him the chance to forge a bow. It's body is bronze but melted, bubbly and seem structurally weak. A low sound of thudding can be heard when the bow strings is plucked and the statue of a metal heart in its front start to pump up more and more.
Anyone hit with the bow will fall in love, even if they are Doom Lord. They will also be wounded. This wound will never heal until they either obtain their interests affections or brutally murder them. Should murder be the cure the wound will fester, become filled with rot and heal slowly...and agonizingly. It scar however will always be sore and count as a 1 endurance. The love interest must be stated by the user to the arrow and it must be someone the target has at least seen once.
7 points.
Eternity's Trade
A ring sits on your index finger, golden with a stony marble bordering the sides in big, pavement like crown to the top and bottom. The single lane of wealth that within this trap has your name engraved upon the side and the other side empty. Blood flows in and out of your body into the words that mark it. It fills you a feeling on completion, as if you haven't been born a yet. A suffocation of darkness and lack of space as you try to make it into the world. The sunniest days seem numb and the most open plains feel like play pens.
You must finger someone to kill: if you kill another doom lord in personal one on one combat, up close then their name will be written in your ring other side. Upon your death they will revive and upon their death you will revive. This continue forever until the ring itself is separated from your body. The ring cannot be worn under a glove as it will not fit. Should the other revived doom lord take off your ring, you both will die.
5 points
Beheaders axe
A large, two handed axe with a wooden handle and curved, wide grinning blade sits is your weapon. It's top is a single eye, organic that peers from side to occasionally and will make odd sounds to you, creaking in its wood when it sees something worth noting and making strange, shuttering sounds of hollow metal when making conversation. Occasionally a big set of fang, grinning teeth can be seen in the whites of the blade when in the right light.
When you behead someone with this axe you heal all wounds you may of obtained that isn't poisonous or obstructed by an intrusion in your body: such as an arrow or a stuck dagger. If your head is cut off a new head from whom you have taken will replace it, slowly growing over the next 5 days. In the mean time the axe acts as your eye, allowing you to perceive things although at a very limited rate. While holding the axe you can penetrate even full plate and wooden creatures will fear you.
Regiment = 100 troops.
Giant Regiment = 50
Functions:
3 points
Motley Crew: A series of minions that range all types of typical creatures with no special abilities or skills. From ragged to rough, weak and strong. To the starving who are skinny to the point of criminal, muscle men more well toned than a overly liberal bi-curious artist to fat slobs who are more foreign to exercise than to Earth. Typically they are humanoid goblins, orcs, lower trolls and wayward vagrants.
Good at nothing, bad at nothing. Require no appeasement but do have ethical boundaries.
4 points
Ideologues: Hopeful humanoid followers that trail behind you in your path to a new world order. The ideas that fill their heads cover their eyes and they will support you just as blindly from good to evil as long as you satiate their thirst for the rosy scent of utopia. These can be anything from communist, transhumanist, a personality cult, nationalist socialist and so on. Your ideologues are remarkably strong willed and have no problem culling their own numbers without any negative effect.
Ideologues demand appeasement. If you don't appear to be enforcing their ideals with your power they can turn against you. If the ideology is a personality cult, monuments of vanity must be implement. Statues of you, a strong display of your superiority over others. Despite what you may do. Should you build this ideologue city it will fail. even if it should logically succeed. This vision is made by dark powers, a tool for discord.
5 points + 200 gold weekly.
Hired: Be they assortment of criminals or just plain old mercenaries en mass. You put gold in their pockets and they will put blood in your palms. While not the perfect image of trained disciples in the art of war they are all experienced in the darker duality of physical force for personal profit. They are as uncaring to your ideals as they are to the target they attack. They are as loyal as you pay them.
Hired mercs need no real appeasement besides a weekly pay. Mercs are good as general foot solders and start with some decent uniform gear. They react very quickly to poor treatment to other hired units and can be scared away.
3 points.
Pillagers: Bandits, bastards or generally slap happy barbarians with a disposition of liking shiny things more than their own life. The pillagers will follow you only for the purpose of gaining more wealth. Typically not that strong and rarely ever organised outside of small raiding parties. They are unfamiliar with large on scale battles above ten people but they all know how to fight and are ethically more black than a African professor who supports toddler abortion programs.
Pillagers know a little combat and aren't phased by most commands but remain weak in loyalty without pay. The more money or loot a pillager unit makes the more loyalty and will they gain. Pillagers who make no money will quickly start raiding YOUR areas.
4 points.
Undead: Shambling masses of bones and meat that can't stay asleep. The concept of courage is not needed here for these men know death and have no problem dealing it in mass to anyone or anything. They thrive in numbers but have very poor organisation, like dominoes they will trip over each other without careful supervision although on the bright side they endure the most gut twisting of hits or back cracking attacks without issue.
Undead have poor organisation. But count as mindless, meaning they can't be subject to mental or emotional issues. Including moral issues. They are very slow but endure damage well. They cannot revolt. Undead low intelligence make them bad at all tasks. Building things will be a challenge.
1 point.
Slaves: Huddled into whatever role you want them to fill from warriors to workers to even torturers or harems. Slaves will suit any purpose you tell them to do although they are generally very poorly motivated and rife with opening for betrayal and revolts. They make up for their unmotivated purpose with their abnormally cheap labor and generally owning slaves is always a good start to giving your dark masters a chuckle or two at the cooing of crying mothers and chained men.
Slaves always start off at a bad disposition to you and with enough meat in their manhood to harbor heresy to you. How you win over slaves is up to you but they will never truly serve under you. Remember that. Slaves require some form of holding or bruisers to keep in line.
Bad at everything. But no restrictions on what you can expect them to do.
5 points
Living Ones: Full Plate armor that walks of its own ambition. The language of the living ones is the thudding foot steps of metal on the rocky lands and the clinking of their shifting limbs. Their helmets betray nothing, not even where they are looking as they march forth at your behest. Made for war and seeking war, they kneel at your command with hidden motivations. Carrying out their duty without hesitation or fear despite the foe.
Living Ones are even more stoic to damage than undead but their inability to talk makes their emotions unknown to you. Their organisational skills are handicapped to having no commanding voice or conversation but they know how to march and form units. Living Ones develope a morality based on what they see you do, not what you tell them to do.
6 points.
Moon Born: Beings of pure light that descend with the rays of the moon onto the poultry soil that layers the Earth. They walk in silvery throes, waving like reflections in water while still having the vague consistency of humanoid form. Their faces are hidden by the distortion as they carry their labors unaffected by stamina, physical contact or the terrain around them. They march with vague flickers of light, glittering like silken rods in the moon that gives them form as they carry out their commands.
Moon Born are unaffected by all forms of combat besides direct magical attacks from life leech, mental manipulation and electricity. Moon Born act as normal troops with regular humanoid intelligence. Moon Born only exist while the moon is out. Artifical clouds or weather can dispel moon born by covering up the moon itself.
3 points.
Monstrous: Elusive nightmares that depict uncertain claws, shivering fleshs and gaps of memory the mind had coldly deducted in order to retain the dreamers sanity. That is your army, no two of your underlings are the same except for the sheer alien awkwardness of their disgusting demeanor. They carry muscle meat sacks with transparent red packages with them, strange, bent hooks, too many eyes to count and odd placement of limbs.
Monstrous minions can only act as a solders. Too feral and fearsome to guard or handle people outside of slaughter and too twisted and mindless to build even the most basic of constructs. Your monstrous minion make up for it by their sheer intimidation and overall above average capabilities.
8 points.
Giant: Humanoid creatures that stand well and above the most stoutest of men with a sky scraping 12 feet. Almost all giants are physically fit and while not nutritionally very well off their skinny bodies are more than backed by the bulk of their towering form. They eagerly plunder with little concern for the woe and horror they bring, sadistically throwing boulders with the intent of seeing who can make the small men splat or how many pygmies they can bat across the field in a single swipe. Typically they are near barbarian level of gear, carrying crude logs, support beams, stone pillars or flimsy, iron or copper weaponry.
Giants pack a punch, delivering blows to most other minions with ease. They can construct basic defenses or dig trenches 2x fasters but lack the intelligence to aid construction without supervision. Giants require constant live stock daily or they might get restless. It's rare for them to fear a puny man, even if he is Doom Lord. Getting the giants to respect your authority can be a challenge.
6 points
Occultists: The standard religious worshiper that believes in your god or if you have no god, you as a Doom Lord. Unlike the cult of personality the religious members of your group will follow you as if you have a spiritual connection to the world or present values to follow. They believe you are a god unto yourself, an avatar, a prophet or even one to become a god in the Doom Lord wars to come. Cultists have no problem following most orders, they are typically strong willed and humanoid in some form. They, unlike most minions can understand perform basic magic with most of them having a form of Bounded Empath.
Occultist don't need supervision are intelligent and strong of will enough to both handle themselves or command others. They delight in strong structure although they will quickly start to revolt from the insides and even towards you if you don't uphold the tenets or favor of their god. Assuring them not of only your inevitable power but of your own religious dedications will be a must. These types of minions are the most likely to turn to sabotage and spies. Their revolts are invisible on the surface.
8 points.
Metal Eaters: Deformed, deranged humans that dance on the border of the dead and living, defying the anatomy and normal physics in their constant hunt for new things to eat. Ranging from twisted creations merged with domestic items from Earth that should realistically kill them such as hulking brutes with tv for head and necks, playing constant live stream torture. Smaller individuals searing iron waffles for hands that are glowing hot red. Mangle legs with wheels for arms. They constantly crawl across any landscape that you can find and tear off the metal...and flesh of anything they can find shove it into their gullets in meaty mushy, bloody chunks. Treating stomach acid and gore like gravy. Unlike other minions the Metal Eaters become stronger from rifles or even modern fire arms.
Metal Eaters will never use gear. However they all start with decent gear wedged into their anatomy. Reasonably intelligent they can perform most construction and military operations. Metal eaters are purely evil, they demand blood. Guts and WILL kill everyone, kids, dogs, cat, babies and if you don't provide them with enough entertainment they will make their own...and you don't want that.
Giant Regiment = 50
Functions:
Labor: servants that produce your food, luxuries and typical grudge work. They form your working class, farms, builders, facotries all the stuff where danger is the job and not other people. Organisation is normally needed by themselves or others to make sure they work properly. Most common job is resource harvesting but they do make the meat of other roles sometimes.
Military: Footmen and fighters. These guys do what you expect them to do, deliver shoe laces into the interior of people shit sewers in the name of your iron fisted rage. Military can build basic structures like log spikes, trenches, sand bag cover and tents. But while doing this they are flat footed and will get decimated by initiating attackers. They value organisation, moral, strength and gear.
Construction: This is a mix troupe of your underlings of advisors, slavers, business men or whatever middle to higher workers that fill your ranks. They work by themselves or with laborers to build big structures like stone gates, towers, houses, forges and so on. They work best with will power and organisation.
Military: Footmen and fighters. These guys do what you expect them to do, deliver shoe laces into the interior of people shit sewers in the name of your iron fisted rage. Military can build basic structures like log spikes, trenches, sand bag cover and tents. But while doing this they are flat footed and will get decimated by initiating attackers. They value organisation, moral, strength and gear.
Construction: This is a mix troupe of your underlings of advisors, slavers, business men or whatever middle to higher workers that fill your ranks. They work by themselves or with laborers to build big structures like stone gates, towers, houses, forges and so on. They work best with will power and organisation.
3 points
Motley Crew: A series of minions that range all types of typical creatures with no special abilities or skills. From ragged to rough, weak and strong. To the starving who are skinny to the point of criminal, muscle men more well toned than a overly liberal bi-curious artist to fat slobs who are more foreign to exercise than to Earth. Typically they are humanoid goblins, orcs, lower trolls and wayward vagrants.
Good at nothing, bad at nothing. Require no appeasement but do have ethical boundaries.
4 points
Ideologues: Hopeful humanoid followers that trail behind you in your path to a new world order. The ideas that fill their heads cover their eyes and they will support you just as blindly from good to evil as long as you satiate their thirst for the rosy scent of utopia. These can be anything from communist, transhumanist, a personality cult, nationalist socialist and so on. Your ideologues are remarkably strong willed and have no problem culling their own numbers without any negative effect.
Ideologues demand appeasement. If you don't appear to be enforcing their ideals with your power they can turn against you. If the ideology is a personality cult, monuments of vanity must be implement. Statues of you, a strong display of your superiority over others. Despite what you may do. Should you build this ideologue city it will fail. even if it should logically succeed. This vision is made by dark powers, a tool for discord.
5 points + 200 gold weekly.
Hired: Be they assortment of criminals or just plain old mercenaries en mass. You put gold in their pockets and they will put blood in your palms. While not the perfect image of trained disciples in the art of war they are all experienced in the darker duality of physical force for personal profit. They are as uncaring to your ideals as they are to the target they attack. They are as loyal as you pay them.
Hired mercs need no real appeasement besides a weekly pay. Mercs are good as general foot solders and start with some decent uniform gear. They react very quickly to poor treatment to other hired units and can be scared away.
3 points.
Pillagers: Bandits, bastards or generally slap happy barbarians with a disposition of liking shiny things more than their own life. The pillagers will follow you only for the purpose of gaining more wealth. Typically not that strong and rarely ever organised outside of small raiding parties. They are unfamiliar with large on scale battles above ten people but they all know how to fight and are ethically more black than a African professor who supports toddler abortion programs.
Pillagers know a little combat and aren't phased by most commands but remain weak in loyalty without pay. The more money or loot a pillager unit makes the more loyalty and will they gain. Pillagers who make no money will quickly start raiding YOUR areas.
4 points.
Undead: Shambling masses of bones and meat that can't stay asleep. The concept of courage is not needed here for these men know death and have no problem dealing it in mass to anyone or anything. They thrive in numbers but have very poor organisation, like dominoes they will trip over each other without careful supervision although on the bright side they endure the most gut twisting of hits or back cracking attacks without issue.
Undead have poor organisation. But count as mindless, meaning they can't be subject to mental or emotional issues. Including moral issues. They are very slow but endure damage well. They cannot revolt. Undead low intelligence make them bad at all tasks. Building things will be a challenge.
1 point.
Slaves: Huddled into whatever role you want them to fill from warriors to workers to even torturers or harems. Slaves will suit any purpose you tell them to do although they are generally very poorly motivated and rife with opening for betrayal and revolts. They make up for their unmotivated purpose with their abnormally cheap labor and generally owning slaves is always a good start to giving your dark masters a chuckle or two at the cooing of crying mothers and chained men.
Slaves always start off at a bad disposition to you and with enough meat in their manhood to harbor heresy to you. How you win over slaves is up to you but they will never truly serve under you. Remember that. Slaves require some form of holding or bruisers to keep in line.
Bad at everything. But no restrictions on what you can expect them to do.
5 points
Living Ones: Full Plate armor that walks of its own ambition. The language of the living ones is the thudding foot steps of metal on the rocky lands and the clinking of their shifting limbs. Their helmets betray nothing, not even where they are looking as they march forth at your behest. Made for war and seeking war, they kneel at your command with hidden motivations. Carrying out their duty without hesitation or fear despite the foe.
Living Ones are even more stoic to damage than undead but their inability to talk makes their emotions unknown to you. Their organisational skills are handicapped to having no commanding voice or conversation but they know how to march and form units. Living Ones develope a morality based on what they see you do, not what you tell them to do.
6 points.
Moon Born: Beings of pure light that descend with the rays of the moon onto the poultry soil that layers the Earth. They walk in silvery throes, waving like reflections in water while still having the vague consistency of humanoid form. Their faces are hidden by the distortion as they carry their labors unaffected by stamina, physical contact or the terrain around them. They march with vague flickers of light, glittering like silken rods in the moon that gives them form as they carry out their commands.
Moon Born are unaffected by all forms of combat besides direct magical attacks from life leech, mental manipulation and electricity. Moon Born act as normal troops with regular humanoid intelligence. Moon Born only exist while the moon is out. Artifical clouds or weather can dispel moon born by covering up the moon itself.
3 points.
Monstrous: Elusive nightmares that depict uncertain claws, shivering fleshs and gaps of memory the mind had coldly deducted in order to retain the dreamers sanity. That is your army, no two of your underlings are the same except for the sheer alien awkwardness of their disgusting demeanor. They carry muscle meat sacks with transparent red packages with them, strange, bent hooks, too many eyes to count and odd placement of limbs.
Monstrous minions can only act as a solders. Too feral and fearsome to guard or handle people outside of slaughter and too twisted and mindless to build even the most basic of constructs. Your monstrous minion make up for it by their sheer intimidation and overall above average capabilities.
8 points.
Giant: Humanoid creatures that stand well and above the most stoutest of men with a sky scraping 12 feet. Almost all giants are physically fit and while not nutritionally very well off their skinny bodies are more than backed by the bulk of their towering form. They eagerly plunder with little concern for the woe and horror they bring, sadistically throwing boulders with the intent of seeing who can make the small men splat or how many pygmies they can bat across the field in a single swipe. Typically they are near barbarian level of gear, carrying crude logs, support beams, stone pillars or flimsy, iron or copper weaponry.
Giants pack a punch, delivering blows to most other minions with ease. They can construct basic defenses or dig trenches 2x fasters but lack the intelligence to aid construction without supervision. Giants require constant live stock daily or they might get restless. It's rare for them to fear a puny man, even if he is Doom Lord. Getting the giants to respect your authority can be a challenge.
6 points
Occultists: The standard religious worshiper that believes in your god or if you have no god, you as a Doom Lord. Unlike the cult of personality the religious members of your group will follow you as if you have a spiritual connection to the world or present values to follow. They believe you are a god unto yourself, an avatar, a prophet or even one to become a god in the Doom Lord wars to come. Cultists have no problem following most orders, they are typically strong willed and humanoid in some form. They, unlike most minions can understand perform basic magic with most of them having a form of Bounded Empath.
Occultist don't need supervision are intelligent and strong of will enough to both handle themselves or command others. They delight in strong structure although they will quickly start to revolt from the insides and even towards you if you don't uphold the tenets or favor of their god. Assuring them not of only your inevitable power but of your own religious dedications will be a must. These types of minions are the most likely to turn to sabotage and spies. Their revolts are invisible on the surface.
8 points.
Metal Eaters: Deformed, deranged humans that dance on the border of the dead and living, defying the anatomy and normal physics in their constant hunt for new things to eat. Ranging from twisted creations merged with domestic items from Earth that should realistically kill them such as hulking brutes with tv for head and necks, playing constant live stream torture. Smaller individuals searing iron waffles for hands that are glowing hot red. Mangle legs with wheels for arms. They constantly crawl across any landscape that you can find and tear off the metal...and flesh of anything they can find shove it into their gullets in meaty mushy, bloody chunks. Treating stomach acid and gore like gravy. Unlike other minions the Metal Eaters become stronger from rifles or even modern fire arms.
Metal Eaters will never use gear. However they all start with decent gear wedged into their anatomy. Reasonably intelligent they can perform most construction and military operations. Metal eaters are purely evil, they demand blood. Guts and WILL kill everyone, kids, dogs, cat, babies and if you don't provide them with enough entertainment they will make their own...and you don't want that.
1 point.
An old, small wooden cabin that sits meekly out in the middle of the region that you awoke in. It is barely enough to fit you inside, with no luxurious or conveniences with in it besides a outhouse the size of a closet attached to the side in a haphazard way. It sits without purpose or without reason, its wood is abused and its windows look almost sad from the dusty gaze it darts across the landscape. It houses enough room for you stay inside without banging your shins...much. You could house 3 artifacts here besides from a flimsy lock on the door they would see little protection.
if you get any dwelling extensions they will be placed underneath it in a bunker
4 points.
There are two things that seperate you and your minions from the dangers of the outside world. The first thing is the small posts that litter the sides, cobbled together out of rickety wood, left over scrap, bones and a lot of duck tape and rope. The second is a couple of wooden walls with some sticks point outwards occasionally. You have 3 wood doors, one to the front, one to the side and one to back. All of them are pulled open by a lever with a simple rock and rope mechanism. The inside of your fort consist of 100 foot of square space to do with as you please. T
It comes with 50 tents capable of housing 10 people each. A simple forge, a couple of bundles of logs for fire wood. A glorified shack for your food storage and a dinning tent with some basic cookery open to you. You're tent is a large round structure resembling a chieftains shack. It is decorated on the sides and front with banners or trophies of your choosing. The inside has enough room for a table for some chosen advisor, guards and to take talks to or eat in. A luxury king sides bed that seem oddly out of places sit in the back.
This fort starts with a trench dug around it to place your solders in or to fill up with anything you can acquire. This trench is gapped by normal floor at your gate doors.
6 points.
An underground bunker with a massive steel vault taken from a post nuclear dreamscape. It shivers in unnatural shine of a oil like parade of all the tints of blue when the sun hits it or the moon light happens to graze upon it, stark to its usual polished steel look. The bunker front door is the only way in and the only way, it's body is thicker than any siege weapon and could easily crush league of men with its size and shape if it were to fall. The inside of the bunker has all the basics, a series of rooms all littered with lockers and hammocks. A dinning room with some books and boards games sits meekly under the pale light of the spare bulbs that are minimally placed.
A single kitchen exists and a storage room. It's storage at best could keep 10 artifacts in but it only protected by a single iron casted door with a lock on it. Oh, and a bar. The place could probably sustain 500 or so people of normal size if it were fully stocked. Any additional dwellings are attached to the insides of the vault as if they were apart of its original construction.
5 points.
4 towers spread out in the outer layer of the keeps defenses, connected all by concrete walls with smooth surfaces all topped with some jagged bricks facing outward at the top in order to make that more difficult to climb. It stands up at 30 foot high, with the towers at 40 and walking platform over the walls middle. A giant metal door with bolts and standard steel bars and locking mechanism guards the entrance. The inside is a courtyard with enough space for a couple of small farms, storage and forges or even shacks. The final inside is a fortress with 2 barracks stuffed to the brim with hammocks and hooks for bags.
Capable of housing 600 minions as is. The hallways are enclosed making large scale movement hard to near impossible. A single throne room with a large hall for feasts and equipment of any sort is here with a king sized bedroom with food, furniture, some books to start you off and a single chest. Your storage rooms insides include a treasury vault with a strong, iron encased wooden door. It has 2 locks with keys only handed to you. It can hold 10 artifacts.
8 points.
Apartments line the corridors of your small villa, being 150 feet wide and 200 feet long. The living spaces are tiny but comfortable, all afforded with proper beds of comfortable wool and thinner cloth blankets. Fridges are in every home. A small market area for common goods and luxuries is here while the insides has a garden sitting in the center, all connected to a single water feature of your choosing. Basic electric lights sit on the on on the sides of the walls and the outside is totally protected by single concrete, 10 foot high walls. The very depths of the building sits your small, comfortable mansion.
A single balcony lets you over look not only the villa but beyond it from the very top of your antic, decorated to be a reading space with various book shelves. The rest of the house is equipped with a pool in the back. A large enough living room to accomodate a small party fitted with all the consoles and goods you can expect from a high price modern Earth standard. The villa has its own power generator room and solar panels. It has basic plumbing and 2 simple, but study cage gated entrances from each side. The house has a servants room and a storage space with a safe, capable of housing 1 artifact in high security code and the rest in shelves behind a sturdy locked door.
A single barracks is here. Capable of housing equipment and starts off with iron vests for 1 regiment of humanoid troops and simple iron swords. This room can store other gear any time. The villa is totally accessible to outside farming but its inside farm capacity is settled to a single small, artificial ecological garden hidden behind the center. It can barely supply enough vegetables for 1 regiment of people and requires constant care. The villa has a speaker system by default, allowing you to talk to all your residence.
6 points.
A large factory capable of producing most fabricated or automated process is the epicenter of this village. The type of factory that it is totally at your discretion as long it uses technology before 1990. It has its own power room that uses coal or petrol, once it is filled it can last a week of constant work and fabrication before needing to be refueled again. This same power room applies to the village itself which is a set of small, basic brick built homes with 1 bed room big enough for 2 people and a toilet and kitchen. The village is self sustaining, having 2 farms capable of producing enough types of cattle and food to last the all 100 members of the village enough. It has it own market place and bar.
The factory village offers no security. Your housing is a larger but modest mansion at the end of the drive way with a gate at the front. An intercom. A dinning moderately sized dinning room, a fire place. A decent storage space capable of holding 4 artifacts.
5 points.
A mansion purely dedicated to you and the minions that live inside of it. It is large enough to allow you to die lonely fifty times over before you can truly mind map all the rooms. It comes with all the comforts of not only modern day luxurious such as xboxes, large flat tv screens. An hydroponics in the basement. A high tech safe that use a 6 digit pass code and a voice command lock with a reinforced bomb proof door, capable of storing 4 artifacts.. A series of balconies that let you look over the landscape from over 40 feet high. An entire servants chamber fitted with all the luxurious living standards that one would expect from working under such a wealthy patron. Fine art decorates the hallways along with marble sculptures of your choosing.
The kitchens are capable of supporting a high class restaurant, allowing you cook anything with any industrial tools you may need. You even have a phone that connect to any part of the 150 foot wide and long mansion. This radius including its 8 foot brick walls, simple iron gate. The gardens outside.
5 points
A bore hole in the middle of nowhere leads straight into the floor. It goes exactly 400 feet deep but the actual buildings are only 100 foot high. The rest is staffholding, ladders, ropes and various caves that mark the way down. There's no other way out of this place, it's either up or stay in the hole. There is no luxury here, all the housing and comforts are glorified holes in the wall, some of them are death traps that are begging to be sealed off by an unstable rob, locking single people inside or groups. Furs, hay, chalk and some materials sit here. Outside of the caves is a large mining operation with box carts and equipment to dig as deep as your minions may need.
Molten rock spews froth in one fountain of an area where a series of forges and anvils sit steadily next to it. All out in the open with no pretense of even using anything like a tent or a dwelling. The food is a series of storage boxes dragged down and a small mushroom farm, some cattle sits about mooing in complaint to the heat, most of them die from the poor conditions before they grow. It is a dire place with labor is it purpose. A water fall marks your living area, flushing pure water filtered by the rocks into a small pool near your home. You controlled the water supply.
A pillar of rock connects itself to a large cliff and to the ceiling, holding up the cave while also serving as an underground tower of sorts. From here you can bask in the sunlight from the bore hole while looking at the minions as they toil away at the bottom. a stair case leads to the working area and up to the surface. Your living is meager but near king compared to those below. Having a soft bed, a cold breeze to stave off the molten heat and small kitchen staff at your beg and all. Books and some furniture is apparent but outside of a map room not much else is here.
Your artifacts are kept in a chest in your room, able to hold 3 with a single lock on it.
6 points
a 100 foot wide and 100 long place of your choosing. It may have 4 benefits to it. Be it luxury. Some sort of natural advantage-like ontop of a mountain- a large storage area. Baracks. Walls ectr. Each 50 foot increase to this cost 2 points.
Themes don't add to this but count as a whole: EG if your dwelling is a carnival. Your coasters all count as 1 luxury. You can have all the rides you want. If your place is a giant skulls still wearing its helmet. The helmet would count as if it were walls. Ectr.
if you don't act for more storage: you get a default chest capable of holding 3 artifacts.
5 points (could go bad, could go great)
SURPRISE!!!
You have no idea what you will wake up in. You just want to wake up
(I will randomly make a dwelling for you. This can either be insulting bad like waking up in a sewer with a cardboard box bed or finding you are now living a cloud city with awaiting angel servants)
An Old Shack
An old, small wooden cabin that sits meekly out in the middle of the region that you awoke in. It is barely enough to fit you inside, with no luxurious or conveniences with in it besides a outhouse the size of a closet attached to the side in a haphazard way. It sits without purpose or without reason, its wood is abused and its windows look almost sad from the dusty gaze it darts across the landscape. It houses enough room for you stay inside without banging your shins...much. You could house 3 artifacts here besides from a flimsy lock on the door they would see little protection.
if you get any dwelling extensions they will be placed underneath it in a bunker
4 points.
Fort
There are two things that seperate you and your minions from the dangers of the outside world. The first thing is the small posts that litter the sides, cobbled together out of rickety wood, left over scrap, bones and a lot of duck tape and rope. The second is a couple of wooden walls with some sticks point outwards occasionally. You have 3 wood doors, one to the front, one to the side and one to back. All of them are pulled open by a lever with a simple rock and rope mechanism. The inside of your fort consist of 100 foot of square space to do with as you please. T
It comes with 50 tents capable of housing 10 people each. A simple forge, a couple of bundles of logs for fire wood. A glorified shack for your food storage and a dinning tent with some basic cookery open to you. You're tent is a large round structure resembling a chieftains shack. It is decorated on the sides and front with banners or trophies of your choosing. The inside has enough room for a table for some chosen advisor, guards and to take talks to or eat in. A luxury king sides bed that seem oddly out of places sit in the back.
This fort starts with a trench dug around it to place your solders in or to fill up with anything you can acquire. This trench is gapped by normal floor at your gate doors.
6 points.
Bunker
An underground bunker with a massive steel vault taken from a post nuclear dreamscape. It shivers in unnatural shine of a oil like parade of all the tints of blue when the sun hits it or the moon light happens to graze upon it, stark to its usual polished steel look. The bunker front door is the only way in and the only way, it's body is thicker than any siege weapon and could easily crush league of men with its size and shape if it were to fall. The inside of the bunker has all the basics, a series of rooms all littered with lockers and hammocks. A dinning room with some books and boards games sits meekly under the pale light of the spare bulbs that are minimally placed.
A single kitchen exists and a storage room. It's storage at best could keep 10 artifacts in but it only protected by a single iron casted door with a lock on it. Oh, and a bar. The place could probably sustain 500 or so people of normal size if it were fully stocked. Any additional dwellings are attached to the insides of the vault as if they were apart of its original construction.
5 points.
Keep
4 towers spread out in the outer layer of the keeps defenses, connected all by concrete walls with smooth surfaces all topped with some jagged bricks facing outward at the top in order to make that more difficult to climb. It stands up at 30 foot high, with the towers at 40 and walking platform over the walls middle. A giant metal door with bolts and standard steel bars and locking mechanism guards the entrance. The inside is a courtyard with enough space for a couple of small farms, storage and forges or even shacks. The final inside is a fortress with 2 barracks stuffed to the brim with hammocks and hooks for bags.
Capable of housing 600 minions as is. The hallways are enclosed making large scale movement hard to near impossible. A single throne room with a large hall for feasts and equipment of any sort is here with a king sized bedroom with food, furniture, some books to start you off and a single chest. Your storage rooms insides include a treasury vault with a strong, iron encased wooden door. It has 2 locks with keys only handed to you. It can hold 10 artifacts.
8 points.
Villa
Apartments line the corridors of your small villa, being 150 feet wide and 200 feet long. The living spaces are tiny but comfortable, all afforded with proper beds of comfortable wool and thinner cloth blankets. Fridges are in every home. A small market area for common goods and luxuries is here while the insides has a garden sitting in the center, all connected to a single water feature of your choosing. Basic electric lights sit on the on on the sides of the walls and the outside is totally protected by single concrete, 10 foot high walls. The very depths of the building sits your small, comfortable mansion.
A single balcony lets you over look not only the villa but beyond it from the very top of your antic, decorated to be a reading space with various book shelves. The rest of the house is equipped with a pool in the back. A large enough living room to accomodate a small party fitted with all the consoles and goods you can expect from a high price modern Earth standard. The villa has its own power generator room and solar panels. It has basic plumbing and 2 simple, but study cage gated entrances from each side. The house has a servants room and a storage space with a safe, capable of housing 1 artifact in high security code and the rest in shelves behind a sturdy locked door.
A single barracks is here. Capable of housing equipment and starts off with iron vests for 1 regiment of humanoid troops and simple iron swords. This room can store other gear any time. The villa is totally accessible to outside farming but its inside farm capacity is settled to a single small, artificial ecological garden hidden behind the center. It can barely supply enough vegetables for 1 regiment of people and requires constant care. The villa has a speaker system by default, allowing you to talk to all your residence.
6 points.
Factory Village
A large factory capable of producing most fabricated or automated process is the epicenter of this village. The type of factory that it is totally at your discretion as long it uses technology before 1990. It has its own power room that uses coal or petrol, once it is filled it can last a week of constant work and fabrication before needing to be refueled again. This same power room applies to the village itself which is a set of small, basic brick built homes with 1 bed room big enough for 2 people and a toilet and kitchen. The village is self sustaining, having 2 farms capable of producing enough types of cattle and food to last the all 100 members of the village enough. It has it own market place and bar.
The factory village offers no security. Your housing is a larger but modest mansion at the end of the drive way with a gate at the front. An intercom. A dinning moderately sized dinning room, a fire place. A decent storage space capable of holding 4 artifacts.
5 points.
Luxurious
A mansion purely dedicated to you and the minions that live inside of it. It is large enough to allow you to die lonely fifty times over before you can truly mind map all the rooms. It comes with all the comforts of not only modern day luxurious such as xboxes, large flat tv screens. An hydroponics in the basement. A high tech safe that use a 6 digit pass code and a voice command lock with a reinforced bomb proof door, capable of storing 4 artifacts.. A series of balconies that let you look over the landscape from over 40 feet high. An entire servants chamber fitted with all the luxurious living standards that one would expect from working under such a wealthy patron. Fine art decorates the hallways along with marble sculptures of your choosing.
The kitchens are capable of supporting a high class restaurant, allowing you cook anything with any industrial tools you may need. You even have a phone that connect to any part of the 150 foot wide and long mansion. This radius including its 8 foot brick walls, simple iron gate. The gardens outside.
5 points
HELL PIT
A bore hole in the middle of nowhere leads straight into the floor. It goes exactly 400 feet deep but the actual buildings are only 100 foot high. The rest is staffholding, ladders, ropes and various caves that mark the way down. There's no other way out of this place, it's either up or stay in the hole. There is no luxury here, all the housing and comforts are glorified holes in the wall, some of them are death traps that are begging to be sealed off by an unstable rob, locking single people inside or groups. Furs, hay, chalk and some materials sit here. Outside of the caves is a large mining operation with box carts and equipment to dig as deep as your minions may need.
Molten rock spews froth in one fountain of an area where a series of forges and anvils sit steadily next to it. All out in the open with no pretense of even using anything like a tent or a dwelling. The food is a series of storage boxes dragged down and a small mushroom farm, some cattle sits about mooing in complaint to the heat, most of them die from the poor conditions before they grow. It is a dire place with labor is it purpose. A water fall marks your living area, flushing pure water filtered by the rocks into a small pool near your home. You controlled the water supply.
A pillar of rock connects itself to a large cliff and to the ceiling, holding up the cave while also serving as an underground tower of sorts. From here you can bask in the sunlight from the bore hole while looking at the minions as they toil away at the bottom. a stair case leads to the working area and up to the surface. Your living is meager but near king compared to those below. Having a soft bed, a cold breeze to stave off the molten heat and small kitchen staff at your beg and all. Books and some furniture is apparent but outside of a map room not much else is here.
Your artifacts are kept in a chest in your room, able to hold 3 with a single lock on it.
6 points
Make your own dwelling
a 100 foot wide and 100 long place of your choosing. It may have 4 benefits to it. Be it luxury. Some sort of natural advantage-like ontop of a mountain- a large storage area. Baracks. Walls ectr. Each 50 foot increase to this cost 2 points.
Themes don't add to this but count as a whole: EG if your dwelling is a carnival. Your coasters all count as 1 luxury. You can have all the rides you want. If your place is a giant skulls still wearing its helmet. The helmet would count as if it were walls. Ectr.
if you don't act for more storage: you get a default chest capable of holding 3 artifacts.
5 points (could go bad, could go great)
SURPRISE!!!
You have no idea what you will wake up in. You just want to wake up
(I will randomly make a dwelling for you. This can either be insulting bad like waking up in a sewer with a cardboard box bed or finding you are now living a cloud city with awaiting angel servants)
6 points
Extensive Library
You didn't truly fathom out important books would become in your life, it the days of the modern technology your source of information was a glowing screen with many flashing colors. In here it was a long smooth floor that rolled out a maze of wooden book cases that seem to go on forever. You're feet has no easier time travelling it all than your eyes as each new over arching, towering closet of tombs and knowledge look down upon you. It seems almost bigger than your dwelling or even the theoretical size that such a place could be before become an infrastructural nightmare.
In this room you are supplied all the books you can possibly need for studying, however. Finding the right books will still be a challenge. This merely puts it all in once place. The room is afforded spattering of desks and comfy chairs that away you along with a window to a misty green field with a lake in the distance. Even if add on is underground.
6 points
Master's Forge
When you opened that silver door with all its fine dancing depictions of warriors and dragons on it, you didn't know what to expect. When the heat burst forth along with the all too over powering scent of sulfur and melting materials it quickly dawned on you what it may be. The Master forge slithers pools of larva across a complex system of pipes and fountains in some sort of hellish display of water works. Many different furnaces, tubs and forges with racks upon racks of tools, hammers, cast shapes and jewels sit around you. Awaiting to be put to use. The room is always a hue of red and only the open windows located in the distant ceiling suggest an outside world.
This forge act as a place for you build armors, swords and even basic metal structures a good. Unlike other buildings it dosen't require resources. Its is infinite however it may only produce the same amount as a standard factory at a time and must be fully manned by laborers.
5 points.
Meeting Room
In the swords, daggers and tribes that roamed about the cauldron, even in your own capital at times it seems so alien to see even a hint of modern Earth day live, and it didn't look any more place in this closed off addition to your dwelling. As you open up the door you see a sandy yellow painted room with a, smooth, polished table extending towards you for 15 feet. Swirling black leather chairs are located all around it with awaiting business men, all of whom are demonic in appearance. Grinning and welcoming you in. One points a remote at the large screen TV and with it a news screen comes on with a distressed, obviously pretending to be happy slave reporting on the goings on in the cauldron.
While in this room you may use your TV to see what is going on in the cities that you own. The cauldron news station will tell you some basic snippets, announcing big things going on the other regions like roaming titans or massive armies but it won't give good details or announce other doom lords plans. The demons will offer advice and can be tasked to looking at your cities. Once there the demons will act as governors and mayors, stopping revolts or chaos. Other doom lords can be summoned here in their dreams to talk to you.
5 points
Brutal Barracks
You didn't even need to know what was in this room to suss it out, before you open the thoroughly locked door with a set of keys handed to you by a minion you could assume by the marching songs that it was a barracks. When you opened it up you found your guess to be right. Long lines of armor, swords, shields and gear littered the walls. Stocks of god knows what kind of material was stacked in tower high crates in the distance and the look of stern, old, scarred and grizzled men barked orders with spittle and spine at the solders as they fought, marched and exercised.
With this room you can convert slaves, motley crew, pillagers, ideologues, occultists into a hired type of minion. Issuing them good weaponry and gear on part with a standard military of a medieval era. The race nor the origin of the troops do not matter, they will be trained. Once converted their attitude to you will be put slightly in favor although they still need to be paid as hired units. You will get 1 general whom acts an elite unit an protects against fear, demoralizing or even mental conversion when he travels with his troops. This can only be done to units in your capital.
5 points.
Torture Room
The cries and ambiguous clunking of metal, snapping of what could be described as frail wood and the heavy weighted wail of crunching chunks all muffled out in nearly tolerable whispers from the other side of the heavy, thick and finely decorated wooden doors. Behind it the unnerving sounds quickly flooded your ears like a gasp of air after rising from water. Filling your sense with a noticeable reach into your brain. The place was dark and poorly light, figures moved in the indecipherable shadows with only a few cloaked figures bowing as you passed the cells. Most of them were hidden the shade, some were open, some had blood on their bars.
While you own this room you can make a pact with demons without a risk, as long as you offer then a full torture room of victims to do with as they please every month. Demanding 100 prisoners is a big price but return you gain powerful, elite demon allies as well as the occasional dark and devious creatures that come, attracted to your torturing treatments. This room becomes more powerful the more horrific acts you commit and the more prisoners you generally take. It also scares your servants, making them less likely to openly attack or revolt against you. If an enemy is caught, this room will make them spill what they know.
6 points.
Inner Temple
The pearly white doors of pure marble put you off. Images of horrors that most of men wouldn't have nightmares about scattered across its frame in a live like depiction of agony, deviance and darkness. The clean, smooth material of it hardly made it feel any less filthy to touch and the act of opening the door alone made you feel as you had somehow been sullied and needed a bath. The inside was great, tall, a church like mass hall with statues and paintings crawling in all directions, side ways, hanging, walls with the occasional creaking of ropes holding treasures and...bodies in the distant roof.
The inner temple acts as a play for to communicate with your god and receive possible advice or what they would like. It also acts a place for your occultists to practice their beliefs, which in turn makes any worshipers that you have at your capital city very content and unlikely to revolt against you unless you really stray away from your gods wishes. Should you please your god you may find random boons and prizes in this room.
on the other hand. If you decry your god in this room and tip over his altar. You can lose your doom lord stats and powers but have a small chance to come into contact with a kinder deity. If you repent for any evil you've done before the stained glass window that glares down at everyone.
3 points.
Your own closet
A large storage space, empty into the horizon. This room can hold an infinite amount of treasure, goods and artifacts for you. Upon opening this room you may find one large item inside of it or a large selection of smaller items. Yes, you can find a tank in this storage. A crate of shot guns or c4. This appears once at it start and once used. Is gone. Keep in mind, guns are no good without ammo and tanks need fuel.
Extensive Library
You didn't truly fathom out important books would become in your life, it the days of the modern technology your source of information was a glowing screen with many flashing colors. In here it was a long smooth floor that rolled out a maze of wooden book cases that seem to go on forever. You're feet has no easier time travelling it all than your eyes as each new over arching, towering closet of tombs and knowledge look down upon you. It seems almost bigger than your dwelling or even the theoretical size that such a place could be before become an infrastructural nightmare.
In this room you are supplied all the books you can possibly need for studying, however. Finding the right books will still be a challenge. This merely puts it all in once place. The room is afforded spattering of desks and comfy chairs that away you along with a window to a misty green field with a lake in the distance. Even if add on is underground.
6 points
Master's Forge
When you opened that silver door with all its fine dancing depictions of warriors and dragons on it, you didn't know what to expect. When the heat burst forth along with the all too over powering scent of sulfur and melting materials it quickly dawned on you what it may be. The Master forge slithers pools of larva across a complex system of pipes and fountains in some sort of hellish display of water works. Many different furnaces, tubs and forges with racks upon racks of tools, hammers, cast shapes and jewels sit around you. Awaiting to be put to use. The room is always a hue of red and only the open windows located in the distant ceiling suggest an outside world.
This forge act as a place for you build armors, swords and even basic metal structures a good. Unlike other buildings it dosen't require resources. Its is infinite however it may only produce the same amount as a standard factory at a time and must be fully manned by laborers.
5 points.
Meeting Room
In the swords, daggers and tribes that roamed about the cauldron, even in your own capital at times it seems so alien to see even a hint of modern Earth day live, and it didn't look any more place in this closed off addition to your dwelling. As you open up the door you see a sandy yellow painted room with a, smooth, polished table extending towards you for 15 feet. Swirling black leather chairs are located all around it with awaiting business men, all of whom are demonic in appearance. Grinning and welcoming you in. One points a remote at the large screen TV and with it a news screen comes on with a distressed, obviously pretending to be happy slave reporting on the goings on in the cauldron.
While in this room you may use your TV to see what is going on in the cities that you own. The cauldron news station will tell you some basic snippets, announcing big things going on the other regions like roaming titans or massive armies but it won't give good details or announce other doom lords plans. The demons will offer advice and can be tasked to looking at your cities. Once there the demons will act as governors and mayors, stopping revolts or chaos. Other doom lords can be summoned here in their dreams to talk to you.
5 points
Brutal Barracks
You didn't even need to know what was in this room to suss it out, before you open the thoroughly locked door with a set of keys handed to you by a minion you could assume by the marching songs that it was a barracks. When you opened it up you found your guess to be right. Long lines of armor, swords, shields and gear littered the walls. Stocks of god knows what kind of material was stacked in tower high crates in the distance and the look of stern, old, scarred and grizzled men barked orders with spittle and spine at the solders as they fought, marched and exercised.
With this room you can convert slaves, motley crew, pillagers, ideologues, occultists into a hired type of minion. Issuing them good weaponry and gear on part with a standard military of a medieval era. The race nor the origin of the troops do not matter, they will be trained. Once converted their attitude to you will be put slightly in favor although they still need to be paid as hired units. You will get 1 general whom acts an elite unit an protects against fear, demoralizing or even mental conversion when he travels with his troops. This can only be done to units in your capital.
5 points.
Torture Room
The cries and ambiguous clunking of metal, snapping of what could be described as frail wood and the heavy weighted wail of crunching chunks all muffled out in nearly tolerable whispers from the other side of the heavy, thick and finely decorated wooden doors. Behind it the unnerving sounds quickly flooded your ears like a gasp of air after rising from water. Filling your sense with a noticeable reach into your brain. The place was dark and poorly light, figures moved in the indecipherable shadows with only a few cloaked figures bowing as you passed the cells. Most of them were hidden the shade, some were open, some had blood on their bars.
While you own this room you can make a pact with demons without a risk, as long as you offer then a full torture room of victims to do with as they please every month. Demanding 100 prisoners is a big price but return you gain powerful, elite demon allies as well as the occasional dark and devious creatures that come, attracted to your torturing treatments. This room becomes more powerful the more horrific acts you commit and the more prisoners you generally take. It also scares your servants, making them less likely to openly attack or revolt against you. If an enemy is caught, this room will make them spill what they know.
6 points.
Inner Temple
The pearly white doors of pure marble put you off. Images of horrors that most of men wouldn't have nightmares about scattered across its frame in a live like depiction of agony, deviance and darkness. The clean, smooth material of it hardly made it feel any less filthy to touch and the act of opening the door alone made you feel as you had somehow been sullied and needed a bath. The inside was great, tall, a church like mass hall with statues and paintings crawling in all directions, side ways, hanging, walls with the occasional creaking of ropes holding treasures and...bodies in the distant roof.
The inner temple acts as a play for to communicate with your god and receive possible advice or what they would like. It also acts a place for your occultists to practice their beliefs, which in turn makes any worshipers that you have at your capital city very content and unlikely to revolt against you unless you really stray away from your gods wishes. Should you please your god you may find random boons and prizes in this room.
on the other hand. If you decry your god in this room and tip over his altar. You can lose your doom lord stats and powers but have a small chance to come into contact with a kinder deity. If you repent for any evil you've done before the stained glass window that glares down at everyone.
3 points.
Your own closet
A large storage space, empty into the horizon. This room can hold an infinite amount of treasure, goods and artifacts for you. Upon opening this room you may find one large item inside of it or a large selection of smaller items. Yes, you can find a tank in this storage. A crate of shot guns or c4. This appears once at it start and once used. Is gone. Keep in mind, guns are no good without ammo and tanks need fuel.
BONUS CHOICE!
Here you can take conditional options to how you act or operate, granting boons but also adding additional victory obstacles.
Anarchy!
Your state and its people are dedicated to enforcing an Anarchy state, true to its name. No laws, no regulations, no police. No long lines in the DMV or that one meek, slow guy who seem to be in every public sector who smiles at you as if he really loves his job but moves mentally and physically at the speed of a corpse that died of professional morbid obesity.
In anarchy your people are considered to be in either revolt- trying to overthrow you- or in chaos- fighting amongst each other- Hired or occultist cannot be recruited. But Pillagers will appear, for free. Every week with 1 regiment. These pillagers will immediately take to raiding your own small city states/villages that try to formulate order in the madness you have created. Motely crews will also arrive.
Anarchism means you can't dictate what these looters do, but when on the march they will follow you for the riches, the fight and the thrill. Appealing to them is a must. Slavery dosen't break anarchism but expect them to be freed constantly by roaming forces.
You will gain the alliance of 2 tribal factions that appear near you automatically along with a metal eater faction. Randomly you will gain a boon out of the chaos be it from junker jeeps, a pirate lord who wants to chill at your capital or interested anarchist spies from another Doom Lord city.
cannot be taken by politics, Fall! or primordial.
Hell Realm!
You aren't obligated to be bad, you're damn well devoted to it. You're here to do one thing, turn this crap sink into a fiery furnace that would make the sweaty undergarments of a horny 40 year old virgin look like the south pole. You are obligated by your general nihilism and orders to cause pain and misery wherever you go. You can't have a good intention in your toe, let alone your head. Enslave people, tortures slaves. Slave enslavers, torture those enslavers who enslave the slaves who slaved the slaves.
and more general totally nonsensical forms of evil that don't make literal sense. If you take this you get HELL PIT for free and you start off automatically with a pact with demons. A demonic general will appear with 1 regiment of their kin to serve your needs.
You may only have mindless, slaves and living ones as minions outside of demons. You have no denizens of your cities besides slaves or torturers. When you take over an area it immediately starts to transform into a hell scape, molten rock. Roaming, angry elemental and rotten corpse with a grudge. This land is just as hostile to you. Fruit doesn't exist in these places and animals quickly die. Many will be forced to cannibalism, including you.
Doing this makes you the immortal enemy of: The Primordial Doom Lord, The Doom Lord of the passed god, Avarice and politics. All of which will receive a boon specifically for combating your effects. You cannot take this if you are any of these or the "fall!" devoted.
Callous Caretaker
You serve two gods, the Enigma and the host of the games of this dark deity get away. He task you with keeping the domain clean and as it were. Making all the Doom Lords your perspective enemies as they are always cluttering up the place, summoning things and mixing up the carefully cultured minions that worm around here. They have no consideration for other immortal beings. You must also compete as a doom lord yourself.
You gain a direct phone line to any of the other doom lords, including mad or monstrous ones. While talking to you on the phone these beings will understand you and retain a sense of coherent sanity.
You may task each(or none) with a mundane obstacle for that week. If they fail they will receive a random curse. Mundane must pertain to the cleanliness, status qou or order of the Cauldron. EG: Not destroy a town property. Keep a faction unchanged from its practices or beliefs, including no enslavement. Labor must make sure the forest isn't cut down ectr.
You only use mindless constructs. You gain the Life Give power for free and start with 1 regiment of weak, gremlin like labor force made of marble. You cannot change or add anything to your dwelling nor use factions. Your job is to undermine all the Doom Lords and keep the cauldron, including its people as they are found. your immortal enemies are Primordial, fall, anarchy and hell realm. You can reverse their environmental and minion mutates but only after they die.
Modernize Myths
Turns out that becoming a demi-god and ascending the normal boundaries of man doesn't live up to what you think it would be without the modern life style from Earth. You and you're people are on an industrial rampage to turn every inch of the cauldron into a all genuine 21st century capital of cooperation, skyscrapers, overly expensive coffee shops and cliche groups that sit around commenting on their face book arguments.
The goal is not pure industrial growth but an emulation of the world you come from. You may only recruit Motley Crew, hired and ideologues. Any other unit will not understand or be interested in the world you are trying to make and must be slowly conquered via agriculture and market expansions.
You start with 2 factory villages to begin, that's right. 2 dwellings, next to each other. Your secondary one dosen't include the house that you would live in. Both also start with 2 hired labor units regiments who cannot be converted to combat and count as "slaves" in combat in terms of ability. Both of these factories can be devoted to anything but after you declare them they cannot change.
Once a factory production material is declared it cannot be changed. Factories cannot produce magical items nor can you take elementalism, life giver or shamanism. (cannot be taken by bliss, primordial or isolationist)
Good Guy in Guile
This is clearly some kind of mistake, you're not a bad guy. Sure, maybe you don't practice chastity or tip your waiters but Doom Lord!? Come on, what is this a late 1980's board game. No, you refuse to do it. Of course, you aren't exactly keen on pissing off literal deities of darkness. Maybe there is a way to use their own power against them, if you're sneaky enough...
You are on a mission to do as much good as you can while you're stuck in this dust bowl. It's your goal to convince the gods that you're actually out to commit evil or pull of some grand dark scheme while in actuality helping people anyway you can. How you help people is up to you, however if the gods figure out that you're actually soft they'll disown you of your powers, including your stats and give them out all the other Doom Lords. An independent will be rewarded your god favor if they kill you and your followers brutally.
Good: equals stopping thieves, stopping general violence. Seeking peace between factions. Helping even evil minions-like metal eaters- live in harmony despite their dark natures. Generally being giving and protecting others. Killing people count as an evil act except for demons and undead with the exception that they can display a desire not to die or surrender to you. Pacifism is a big part of good karma.
While you do not automatically lose if you commit evil. You suffer massive sanity and will buffs if you keep doing evil things. There are possible rewards for playing the good side, believe or not. The kinder gods can see you, even if they are weaker here.
Exterminator
Kill everything. That's it. Kill every plant, every child, every rodent, every mammal, every bug. Literally turn this place into a barren landscape that would make a post nuclear nightmare look like a picture of lively activity. This includes other doom lords, friends, family, your own minions. Anything that can move or think or act. Including mindless or undead.
You gain necromancy for free, including a large library for you to study to the higher levels of the deathly devices. You gain a the Finger of latuah for free. Fire elementalism and 2 regiments of undead. You, however. cannot make any alliances with any doom lords, factions or hire none mindless minions. All Doom Lords will get a boon against you each time a Doom Lord dies, even if you played no part in it.
Can be taken be taken by anybody
Humanity First
No god tells you what to do. You tip over their complimentary peppermints bowls, politely suggest to them that they shouldn't consider a career in modeling, disagree with their choice in curtain colors and generally make a ruckus to their faces before they wrap you in chicken wire and slowly start to push you into the soil with the ease of a baby seed until you are finally deep enough into the Earth to suffocate to death without light or hope.
That is until you kept falling. Pulled into a pocket, a figure. A man, bloody with constantly wiggling barbed wire like snakes on his body while he holds up a large statue face that whispers thing to him constantly with one hand, the other on your foot before on his burden again. The Iconoclast, the first avatar of man commends you. Offering you a chance to prove the supremacy of humanity.
You cannot go above 1 stat in anything. You will not receive any powers if you kill another Favored Doom Lord. As you commit acts that put humanity above other races and defy the gods the Iconoclast will give you what little boons he can offer.
You gain the alliance of one faction that is human in your starting area, any slaves that are human will auto turn into ideologues under your command this ideology is not corrupted and is a human supremacy empire. While any none humans, including demons will be turned into slaves when captured or freed by you. You cannot buy any powers besides from weapon mastery, physical formation or Empath. Humans automatically like you more.
You're end goal is to either dominant all doom lords with humanity or possibly find a way for Earth to invade here.
(can only be independent. All other doom lords are your immortal enemy. Expect them to get boons if you do well)
Boss Mode!
Looks like the gods messed up because you are not any normal human. You are in fact the Invora: An ancient beings whom, after having lost his loved ones each new reincarnation to the dark gods dirty devious tricks swore to hunt each of them down and kill them. Your memories come flooding back as you are plucked and put on the cauldron.
You start with a magical weapon with 4 enchantments of a basic nature: It is a vorpal weapon and damaging to gods and immortals. Meaning that even if a Doom Lord has max endurance this weapon will hit them as if they were a normal man, beast or not. The enchantments can only be simple in nature: ignore armor, heal a wound on Doom Lord kill, emit fire ectr vorpal is free.
When you meet a doom lord you can initiate a dome of control over you an him by pointing and shouting "Round 1!" which stops all outside interference, including gods. While in this dome you're character is ascended himself, gaining stats equal to his opponent. You gain weapon mastery for free along with physical formation.
You cannot have minions and are an immortal enemy of ALL doom lords and gods. You can only operate with NPC alliances whom you must win over and their actions or decisions are outside of your control. You may have 1 regiment of warriors of mindless constructs at your dwelling and that's it.
The cauldron feral creatures, elements, monsters and secrets will actively try to kill you constantly.
Here you can take conditional options to how you act or operate, granting boons but also adding additional victory obstacles.
Anarchy!
Your state and its people are dedicated to enforcing an Anarchy state, true to its name. No laws, no regulations, no police. No long lines in the DMV or that one meek, slow guy who seem to be in every public sector who smiles at you as if he really loves his job but moves mentally and physically at the speed of a corpse that died of professional morbid obesity.
In anarchy your people are considered to be in either revolt- trying to overthrow you- or in chaos- fighting amongst each other- Hired or occultist cannot be recruited. But Pillagers will appear, for free. Every week with 1 regiment. These pillagers will immediately take to raiding your own small city states/villages that try to formulate order in the madness you have created. Motely crews will also arrive.
Anarchism means you can't dictate what these looters do, but when on the march they will follow you for the riches, the fight and the thrill. Appealing to them is a must. Slavery dosen't break anarchism but expect them to be freed constantly by roaming forces.
You will gain the alliance of 2 tribal factions that appear near you automatically along with a metal eater faction. Randomly you will gain a boon out of the chaos be it from junker jeeps, a pirate lord who wants to chill at your capital or interested anarchist spies from another Doom Lord city.
cannot be taken by politics, Fall! or primordial.
Hell Realm!
You aren't obligated to be bad, you're damn well devoted to it. You're here to do one thing, turn this crap sink into a fiery furnace that would make the sweaty undergarments of a horny 40 year old virgin look like the south pole. You are obligated by your general nihilism and orders to cause pain and misery wherever you go. You can't have a good intention in your toe, let alone your head. Enslave people, tortures slaves. Slave enslavers, torture those enslavers who enslave the slaves who slaved the slaves.
and more general totally nonsensical forms of evil that don't make literal sense. If you take this you get HELL PIT for free and you start off automatically with a pact with demons. A demonic general will appear with 1 regiment of their kin to serve your needs.
You may only have mindless, slaves and living ones as minions outside of demons. You have no denizens of your cities besides slaves or torturers. When you take over an area it immediately starts to transform into a hell scape, molten rock. Roaming, angry elemental and rotten corpse with a grudge. This land is just as hostile to you. Fruit doesn't exist in these places and animals quickly die. Many will be forced to cannibalism, including you.
Doing this makes you the immortal enemy of: The Primordial Doom Lord, The Doom Lord of the passed god, Avarice and politics. All of which will receive a boon specifically for combating your effects. You cannot take this if you are any of these or the "fall!" devoted.
Callous Caretaker
You serve two gods, the Enigma and the host of the games of this dark deity get away. He task you with keeping the domain clean and as it were. Making all the Doom Lords your perspective enemies as they are always cluttering up the place, summoning things and mixing up the carefully cultured minions that worm around here. They have no consideration for other immortal beings. You must also compete as a doom lord yourself.
You gain a direct phone line to any of the other doom lords, including mad or monstrous ones. While talking to you on the phone these beings will understand you and retain a sense of coherent sanity.
You may task each(or none) with a mundane obstacle for that week. If they fail they will receive a random curse. Mundane must pertain to the cleanliness, status qou or order of the Cauldron. EG: Not destroy a town property. Keep a faction unchanged from its practices or beliefs, including no enslavement. Labor must make sure the forest isn't cut down ectr.
You only use mindless constructs. You gain the Life Give power for free and start with 1 regiment of weak, gremlin like labor force made of marble. You cannot change or add anything to your dwelling nor use factions. Your job is to undermine all the Doom Lords and keep the cauldron, including its people as they are found. your immortal enemies are Primordial, fall, anarchy and hell realm. You can reverse their environmental and minion mutates but only after they die.
Modernize Myths
Turns out that becoming a demi-god and ascending the normal boundaries of man doesn't live up to what you think it would be without the modern life style from Earth. You and you're people are on an industrial rampage to turn every inch of the cauldron into a all genuine 21st century capital of cooperation, skyscrapers, overly expensive coffee shops and cliche groups that sit around commenting on their face book arguments.
The goal is not pure industrial growth but an emulation of the world you come from. You may only recruit Motley Crew, hired and ideologues. Any other unit will not understand or be interested in the world you are trying to make and must be slowly conquered via agriculture and market expansions.
You start with 2 factory villages to begin, that's right. 2 dwellings, next to each other. Your secondary one dosen't include the house that you would live in. Both also start with 2 hired labor units regiments who cannot be converted to combat and count as "slaves" in combat in terms of ability. Both of these factories can be devoted to anything but after you declare them they cannot change.
Once a factory production material is declared it cannot be changed. Factories cannot produce magical items nor can you take elementalism, life giver or shamanism. (cannot be taken by bliss, primordial or isolationist)
Good Guy in Guile
This is clearly some kind of mistake, you're not a bad guy. Sure, maybe you don't practice chastity or tip your waiters but Doom Lord!? Come on, what is this a late 1980's board game. No, you refuse to do it. Of course, you aren't exactly keen on pissing off literal deities of darkness. Maybe there is a way to use their own power against them, if you're sneaky enough...
You are on a mission to do as much good as you can while you're stuck in this dust bowl. It's your goal to convince the gods that you're actually out to commit evil or pull of some grand dark scheme while in actuality helping people anyway you can. How you help people is up to you, however if the gods figure out that you're actually soft they'll disown you of your powers, including your stats and give them out all the other Doom Lords. An independent will be rewarded your god favor if they kill you and your followers brutally.
Good: equals stopping thieves, stopping general violence. Seeking peace between factions. Helping even evil minions-like metal eaters- live in harmony despite their dark natures. Generally being giving and protecting others. Killing people count as an evil act except for demons and undead with the exception that they can display a desire not to die or surrender to you. Pacifism is a big part of good karma.
While you do not automatically lose if you commit evil. You suffer massive sanity and will buffs if you keep doing evil things. There are possible rewards for playing the good side, believe or not. The kinder gods can see you, even if they are weaker here.
Exterminator
Kill everything. That's it. Kill every plant, every child, every rodent, every mammal, every bug. Literally turn this place into a barren landscape that would make a post nuclear nightmare look like a picture of lively activity. This includes other doom lords, friends, family, your own minions. Anything that can move or think or act. Including mindless or undead.
You gain necromancy for free, including a large library for you to study to the higher levels of the deathly devices. You gain a the Finger of latuah for free. Fire elementalism and 2 regiments of undead. You, however. cannot make any alliances with any doom lords, factions or hire none mindless minions. All Doom Lords will get a boon against you each time a Doom Lord dies, even if you played no part in it.
Can be taken be taken by anybody
Humanity First
No god tells you what to do. You tip over their complimentary peppermints bowls, politely suggest to them that they shouldn't consider a career in modeling, disagree with their choice in curtain colors and generally make a ruckus to their faces before they wrap you in chicken wire and slowly start to push you into the soil with the ease of a baby seed until you are finally deep enough into the Earth to suffocate to death without light or hope.
That is until you kept falling. Pulled into a pocket, a figure. A man, bloody with constantly wiggling barbed wire like snakes on his body while he holds up a large statue face that whispers thing to him constantly with one hand, the other on your foot before on his burden again. The Iconoclast, the first avatar of man commends you. Offering you a chance to prove the supremacy of humanity.
You cannot go above 1 stat in anything. You will not receive any powers if you kill another Favored Doom Lord. As you commit acts that put humanity above other races and defy the gods the Iconoclast will give you what little boons he can offer.
You gain the alliance of one faction that is human in your starting area, any slaves that are human will auto turn into ideologues under your command this ideology is not corrupted and is a human supremacy empire. While any none humans, including demons will be turned into slaves when captured or freed by you. You cannot buy any powers besides from weapon mastery, physical formation or Empath. Humans automatically like you more.
You're end goal is to either dominant all doom lords with humanity or possibly find a way for Earth to invade here.
(can only be independent. All other doom lords are your immortal enemy. Expect them to get boons if you do well)
Boss Mode!
Looks like the gods messed up because you are not any normal human. You are in fact the Invora: An ancient beings whom, after having lost his loved ones each new reincarnation to the dark gods dirty devious tricks swore to hunt each of them down and kill them. Your memories come flooding back as you are plucked and put on the cauldron.
You start with a magical weapon with 4 enchantments of a basic nature: It is a vorpal weapon and damaging to gods and immortals. Meaning that even if a Doom Lord has max endurance this weapon will hit them as if they were a normal man, beast or not. The enchantments can only be simple in nature: ignore armor, heal a wound on Doom Lord kill, emit fire ectr vorpal is free.
When you meet a doom lord you can initiate a dome of control over you an him by pointing and shouting "Round 1!" which stops all outside interference, including gods. While in this dome you're character is ascended himself, gaining stats equal to his opponent. You gain weapon mastery for free along with physical formation.
You cannot have minions and are an immortal enemy of ALL doom lords and gods. You can only operate with NPC alliances whom you must win over and their actions or decisions are outside of your control. You may have 1 regiment of warriors of mindless constructs at your dwelling and that's it.
The cauldron feral creatures, elements, monsters and secrets will actively try to kill you constantly.
CHARACTER SHEET
Name:
Age:
Sex: your character, can. if they so wish. Have changed their sex in their physical reform.
Appearance: you are granted the ability to change your appearance at the start. Pictures are fine, some writing is expected though.
Personality: What do you feel guilty about. What's your issue, what's your upside. Are you the shit or are you the asshole?
Stats:
Strength:
Endurance:
Will:
Intelligence:
Dexterity:
1 is human.
2 is metahuman. You can run like a horse. You can do math as it is natural to you as counting your fingers. Run like a horse. Take a hit like a bear. Kick a car and watch it get dented and tip. Did I mention you can run like a horse?
3: super human: pretty much steven hawking level of intelligence, abstract mathematical concepts are easier for you to grasp. You can run the speed of 80 miles an hour. Lifting and throwing cars, no problem. Getting hit with a boulder, not exactly a death assured event for you.
4: you're pretty much beyond anything human: You can read tones of books within half an hour and math, even advanced math is preschool for you. You can wield a truck in each hand and lift them like dumbbells. You're moving past cars and running as fast as a jet. You can head butt a bullet and the bullet will struggle to pierce your skull.
5: god like: you can cross an entire state within an hour. No problem. Your intelligence basically renders the entire science community as confused baboons to you. Sniper fire, shit. you can take a couple of those to the face no problem. You can punch down the most advanced vault doors with enough effort and throw planes like base balls.
note: intelligence doesn't grant you knowledge. You don't instinctively know how to say...build a gun. But designing one on physical principles would be very easy for you. Even genius need a few prototypes to get it right though.
powers: The powers you have purchased.
Minion: Any and all regiments of minions you have purchased.
Doom Lord Deity:
Bonus Condition:
Hoard: Any and all treasure-just their names-
Capital city/dwelling: Your place of operation in description. Themeatics changes are accepted. Such as using decorations or the keep use wallpaper. Head on sticks, images of god ectr.
Dwelling Add ons and descriptions of them
Relationships:
Put here any relations you may have with another player. Be they enemy, team mate or lover.
if you want to add some flare to your sheet with colors or bbcode art. Go ahead. It's your sheet, do what you like with it.
Age:
Sex: your character, can. if they so wish. Have changed their sex in their physical reform.
Appearance: you are granted the ability to change your appearance at the start. Pictures are fine, some writing is expected though.
Personality: What do you feel guilty about. What's your issue, what's your upside. Are you the shit or are you the asshole?
Stats:
Strength:
Endurance:
Will:
Intelligence:
Dexterity:
1 is human.
2 is metahuman. You can run like a horse. You can do math as it is natural to you as counting your fingers. Run like a horse. Take a hit like a bear. Kick a car and watch it get dented and tip. Did I mention you can run like a horse?
3: super human: pretty much steven hawking level of intelligence, abstract mathematical concepts are easier for you to grasp. You can run the speed of 80 miles an hour. Lifting and throwing cars, no problem. Getting hit with a boulder, not exactly a death assured event for you.
4: you're pretty much beyond anything human: You can read tones of books within half an hour and math, even advanced math is preschool for you. You can wield a truck in each hand and lift them like dumbbells. You're moving past cars and running as fast as a jet. You can head butt a bullet and the bullet will struggle to pierce your skull.
5: god like: you can cross an entire state within an hour. No problem. Your intelligence basically renders the entire science community as confused baboons to you. Sniper fire, shit. you can take a couple of those to the face no problem. You can punch down the most advanced vault doors with enough effort and throw planes like base balls.
note: intelligence doesn't grant you knowledge. You don't instinctively know how to say...build a gun. But designing one on physical principles would be very easy for you. Even genius need a few prototypes to get it right though.
powers: The powers you have purchased.
Minion: Any and all regiments of minions you have purchased.
Doom Lord Deity:
Bonus Condition:
Hoard: Any and all treasure-just their names-
Capital city/dwelling: Your place of operation in description. Themeatics changes are accepted. Such as using decorations or the keep use wallpaper. Head on sticks, images of god ectr.
Dwelling Add ons and descriptions of them
Relationships:
Put here any relations you may have with another player. Be they enemy, team mate or lover.
if you want to add some flare to your sheet with colors or bbcode art. Go ahead. It's your sheet, do what you like with it.
Posting Form
When you post you will include a Tag of all the players involved. EG: if you were fighting another doom lord [@mention] them in that tag.
include a log at the bottom of effectively what you did this turn game wise: example: I moved moved my minions to this part of the map. I trained my guys ectr ectr. It just makes it easier to keep all things together if posting starts moving a bit fast.
Time: basically. All actions, besides conversations take up hours. Each person has a set of hours to use up before they got to wait for another character to use up theirs. Then the RP moves to the next day. Hours are determined by logical principles. Most results will depend on how many hours to put into it.
conversations don't use up time. When two characters are interacting or you're talking to a minion, whatever. this moves into "scene time" which basically is infinite. Whether this is scene time or an actual move that buys, recruits, makes resource. Moves troops...ectr. Should be noted so it's easier to look at back logging.
I will be expecting a minimal of 2 paragraphs standards.
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Mostly done. May need to proof read it again.
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