There we go. Of note:
Free, Large Group, Nation, Fantasy, Historical, Military, Romance
This RP was inspired by an OldGuild roleplay, named Divinus, GMed by ActRaiser. It found new life in the early summer of 2015 and developed tremendously as Divinus: They Deity Roleplay Mk.I. A new iteration, Mk.II, has since been and continues to be an astounding success. We would now like to launch a new version, reconfigured and refined for the Free Section –
GENDER (IF APPLICABLE)
Dᴏᴍᴀɪɴ & Pᴏʀᴛꜰᴏʟɪᴏ
Aʟɪɢɴᴍᴇɴᴛ
Pᴇʀsᴏɴᴀʟɪᴛʏ
Mᴜsɪᴄᴀʟ Tʜᴇᴍᴇ
--Incorporates the 'Might is Creative' element, but has not completely gotten rid of its potential for destruction (gods CAN be destructive and I don't think it makes sense to get rid of that completely). The difference now is that while Might is VERY good at creating things, it is EXTREMELY bad at destroying, or creating for destructive ends.
--Gods are effectively demigods from level 1-3, and only mature into fully-fledged gods at level 4.
--Demigods have been removed, the offspring of a god are now level 1 gods.
--New gods can emerge at any point in the game through Mater Lei's doors (if Termite still wants that, the above mechanic sorts out the issue the doors sought to solve).
--As no one other than Cyclone expressed a strong aversion to the Primordials, they're still around.
--As we haven't yet fleshed out the 'Portfolios Only' system, the Domain(Portfolio) system has been retained.
--Oh, and the Might cap (2 x [Level + 3]) as well as indirect levelling up (2 x Level) have been incorporated.
--Gods are effectively demigods from level 1-3, and only mature into fully-fledged gods at level 4.
--Demigods have been removed, the offspring of a god are now level 1 gods.
--New gods can emerge at any point in the game through Mater Lei's doors (if Termite still wants that, the above mechanic sorts out the issue the doors sought to solve).
--As no one other than Cyclone expressed a strong aversion to the Primordials, they're still around.
--As we haven't yet fleshed out the 'Portfolios Only' system, the Domain(Portfolio) system has been retained.
--Oh, and the Might cap (2 x [Level + 3]) as well as indirect levelling up (2 x Level) have been incorporated.
Might Cap:
1) (2 x [Level {1} + 3 = 4] = 8)
2) 10
3) 12
4) 14
5) 16
6) 18
7) 20
8) 22
etc.
Indirect Might Expenditure required to Level Up:
1) (2 x god's level [level 1] = 2)
2) 4
3) 6
4) 8
5) 10
6) 12
7) 14
8) 16
etc.
1) (2 x [Level {1} + 3 = 4] = 8)
2) 10
3) 12
4) 14
5) 16
6) 18
7) 20
8) 22
etc.
Indirect Might Expenditure required to Level Up:
1) (2 x god's level [level 1] = 2)
2) 4
3) 6
4) 8
5) 10
6) 12
7) 14
8) 16
etc.
Free, Large Group, Nation, Fantasy, Historical, Military, Romance
Based on ActRaiserTheReturned's OldGuild 'Divinus'
- GMs: [@?], [@?] and [@?]
This RP was inspired by an OldGuild roleplay, named Divinus, GMed by ActRaiser. It found new life in the early summer of 2015 and developed tremendously as Divinus: They Deity Roleplay Mk.I. A new iteration, Mk.II, has since been and continues to be an astounding success. We would now like to launch a new version, reconfigured and refined for the Free Section –
Gᴏᴅꜱᴩᴇᴇᴅ: ᴀ Dɪᴠɪɴᴜꜱ ꜱᴛᴜᴅɪᴏꜱ ᴩʀᴏᴅᴜᴄᴛɪᴏɴ
- Domains are 'elements' of the universe over which a god rules. These 'elements' are broad and can range from the obvious (classic elements of air, fire, earth, water) to the obscure ('fear', 'fantasy'). There can be many gods with the same Domain.
What makes gods more unique is their (Portfolio). No two gods can share a Domain(Portfolio), or just a (Portfolio). These are specific elements of a Domain over which the god has greater power. A god whose domain is water will have power over all water, but if their portfolio is 'rivers' then their power over rivers is particularly potent and overrides the power of any other god - whose domain is water or otherwise - over rivers. Other factors will also be at play, but adopt this as a general rule, and exceptions can be explored in-game.
As a god's level rises, they can add new portfolios within their Domain to their personal portfolios. A god of Water(Oceans) cab - once they 1) reach the required level, 2) carry out the requirements, and 3) have the Might to spare - add another (Portfolio), like (Rivers) to their portfolios. Likewise, a god can also add another Domain.
Keep in mind: gods are not limited to their domains. They are powerful beings and all share a basic threshold of power. - A level 1 god has certain base powers.
- Great initial strength and stamina, akin to a powerful Hero. More or less depending on the god's martial expertise.
- Can fly.
- Can of using magic and are usually naturally proficient at it. More or less depending on god's magical expertise.
- Have a phenomenal amount of magical energy reserves, compared to mortals.
- Cannot venture into space, though exploration is stunted by inability to move at high enough speeds or teleport far enough.
- Presence can irritate or even hurt weak mortals in their vicinity. This is subject to the god's will.
- Have a limited ability to know things within their vicinity, including the presence of living beings, strands of thoughts and feelings, holy sites and other gods
- Normal weapons are generally ineffective against then, as are low-level magics.
- Can teleport intraplanetary distances.
- Can create basic life. This is generally not sentient and very basic, e.g. a carnivorous plant. Or an unintelligent hobgoblin who must be injected with purpose (i.e. defend lair, collect wood)
Once a god reaches level 4, they mature into a fully-fledged god with the following powers.- Control over weather, landscape, and other physical phenomena in their direct vicinity. (Gods whose Domain(Portfolio) is specifically geared towards weather, or earth etc. have increased vicinity and power over these.)
- Ability to appear in whatever shape or form they wish.
- Cannot be harmed by normal weapons or magic. Gods can muster power great enough to hurt another god, and if united, a group of gods can even cause the 'death' of another god.
- Sense all things within their effective vicinity, including thoughts, feelings, holy sites, and other gods. A god also has a basic idea of what is happening outside their effective vicinity. They know no details, but general things. A god has the ability to cover their presence or block the senses of another god to their presence with Might Points (MP, Might), abilities whose strength depends on level and Domain(Portfolio).
- Can create their own, private plane of existence. These generally cannot be located by other gods unless the creator god allows them. These planes are small (e.g. not a universe).
- Can travel wherever they wish in the universe instantly.
As a god's level increases from level 4, the strength of the above will increase - for instance, their effective vicinity at level 3 will be slightly greater than at level 2.
A god's level also dictates how much Might they receive per turn. At Level 1 a god gets 4 Might per Turn; at Level 2 they get 5 Might per Turn; at Level 3 they get 6 Might per Turn etc.
Levelling up occurs indirectly through spending (2 x god's level) Might on anything other than LEVELLING HEROES UP, HOLY SITES or DOMAIN(PORTFOLIO)s. So if say a level 1 god spent 1 Might on creating [Enchanted Forest] and another 1 Might to create [Spring of Eternal Youth] in said forest, they would automatically level up to level 2 as they spent the total (2 x god's level [Level 1] = 2) Might required to level up. If that level 2 god then spent 2 Might on [Divine Weapon of Divine Power], strengthened it by spending 1 Might to create and place within it [Soul of DOOM] and then spent another 1 Might to create [Ug the Hero] to wield it, they will have spent (2 x god's level [level 2] = 4), which is the total Might required to level up. In short:Level 1-2: 2 Might spent on anything other than Levelling Heroes Up, Holy Sites or Domain(Portfolio)s
Level 2-3: 4 Might " " " " " " " " "
Level 3-4: 6 Might " " " " " " " " "
Level 4-5: 8 Might " " " " " " " " "
Level 5-6: 10 Might " " " " " " " " "
Level 6-7: 12 Might " " " " " " " " "
Level 7-8: 14 Might " " " " " " " " "
Level 8-9: 16 Might " " " " " " " " "
Level 9-10: 18 Might " " " " " " " " "
Level 10-11: 20 Might " " " " " " " " " - A game mechanism that orders the game and limits what any one god can do at a time. A turn, in-game, has no set time-limit. In real-time, we play a turn out until it reaches its natural end and it is necessary to move on to the next turn in order to allow for the story to develop. Why? This is because Might is used up during a turn and recuperated once a new turn begins. The first turn will see all gods at level 1, meaning they have 4 Might to spend.
- Might is the unit of divine power in-game. Particularly powerful miracles or actions require Might.
While a fully-fledged god can, using their inherent abilities, raise a small island or mould and form land more to their liking, they can use Might to, for instance, raise whole continents.
A god's actions can be split into two categories; 1) those requiring nothing other than a god's inherent power, 2) those requiring Might.
What kinds of actions require Might? Here is a (far from exhaustive) list:- 0.25 Might: Teach people a simple idea (e.g. agriculture, reading, writing, loyalty, honour, bronze-working etc.)
- 1 Might: Teach people powerful and unique skills/abilities (e.g. Magic, The Force, Exceptional Farming Capabilities, Expertise in Swordsmandship etc.)
- 1 Might: Creating huge land masses or oceans
- 1 Might: Create a Hero. These are exceptionally powerful individuals whose powers and skills are well beyond those of normal members of their species or race. Heroes gain immortality, though a god may set conditions to this. Immortality does not mean they cannot be killed.
- 1 Might: Bless or Curse. Can be anything, depending on the will of the god in question. Blessings and curses can be countered by other gods.
- 1 Might: Censure or Praise. Very similar to the above miracle, but is applied to individuals or small groups of people and is far more severe.
- 1 Might: Form an Order. A highly specialized and well-trained group - if you want to create the Jedi, the Knights Templar or the Valkyries, this is your port of call.
- 1 Might: Create a portal. A permanent connection between two locations. Alternatively, this action can create a hotspot for mana from a different place. E.g. you could create a permanent strong magical connection between the dungeons of a castle and your world of death, leaving deposits of negative energy there and wreaking unknown mutations on whoever is unfortunate - or fortunate - enough to be there.
- 1 Might: Create an Avatar. Avatars are small fragments of a god that operate independently. They are beings of extreme power. They can be devastating in war and boons in peace. Magically, physically and in many other ways, they are very difficult to match. Depending on the god in question, an Avatar's abilities and qualities will differ. These beings exist so long as their creator wills it or a more powerful Avatar or god destroys them. Magic from mortal beings, if powerful, can harm and weaken them, so far as to force them to dissipate until they regain strength, but cannot destroy them. If an Avatar is created, the next Avatar will cost double (i.e 2 Might), and the one after that will cost double again (i.e 4 Might). Every Avatar after the third will cost 4 Might more than the previous one (so: 1-2-4-8-12-16-20). There is no limit on the number of Avatars a god can create, and Avatars are taken to be at the same level as the god in question. While a Hero can potentially defeat an Avatar, the level between the Avatar and Hero must be extraordinary.
- 1 Might: Create a moon.
- ? Might: Level a Hero up. See 'Heroes' section for details.
- 2 Might: Create stars or planets.
- 1 Might: Create a Hero item - a powerful weapon or item used by a hero. No more than 1 Might can be spent on such items. They can be upgraded/improved by building components, systems, and so on.
- 2 Might: Create a Divine item - a powerful weapon or item used by a god, and which can also be gifted to a hero or mortals. No more than 2 Might can be spent on such items. They can be upgraded/improved by building components, systems, and so on.
- 0.25 Might: Create an item imbued with magical properties (NOT something blessed or divine).
- 10 Might: Destroy a hill.
- 0.25 Might: Create a simple or mundane species (i.e. lacking sentience and having no powerful abilities or properties, things like dogs, cats, mice, one-legged hopping dwarf-camel etc.)
- 0.75 Might: Create unintelligent species which are rather powerful or have extraordinary capabilities (fire-breathing giant lizard, dinosaur, mammoth bear)
- 1 Might: Create sentient or extraordinary species (e.g. humans, lizardmen, goblin etc.)
Note that Might is inherently creative rather than destructive. While it can be used for destructive means, it is very bad at doing so (see disparity above). So while 1 Might or even less can be used to create many great and glorious things, a comparatively large amount of Might would have to be used, as in the above example, to crush a hill. In the same way, creating something for a destructive end is classed as destructive (e.g. creating a black hole inside a hill to destroy it, or create a star right next to a planet to destroy it). What does count as 'creation' are things like creating armies or super-powers or weapons or heroes or avatars for the purpose of going out and destroying something a god wishes destroyed.
If, when a turn comes to an end, you find that you have not used all your Might, then the unused Might will be transferred over to the next turn, subject to a cap. This cap is (2 x [Level + 3]). So the cap for a level 1 god is (2 x [1 + 3 = 4] = 8), while the Might cap for a level 2 god is (2 x [2 + 3 = 5] = 10) and so on. If a level 1 god has 7 Might at the end of a Turn, at the beginning of the next Turn they will have 8 Might and not (7 + Might per Turn [4] = 11), as they are capped at 8 Might.
Levelling up is one of the ways in which you can increase the amount of Might your god recuperates per turn, each level up increases your total Might recuperation by 1.
'Holy Sites' are another way. Half the amount of Might which goes into creating a Holy Site is produced by it per turn. So, for instance, if you spend 4 Might on creating a Holy Site in a given turn, it will generate 2 Might for you every turn thereafter.
Holy Sites can easily be destroyed by gods or mortals.
A player must wait three turns after creating a Holy Site to create a second, and another three to create a third. One cannot create more than three holy sites. Destroyed or damaged holy sites can be rebuilt from scratch. The Might spent to rebuild the holy site replaces the original value of the holy site. Rebuilding a holy site does not affect and is not affected by the time limits for constructing new holy sites. When rebuilding a holy site, you cannot spend more than two times the original cost of the holy site.
A holy site must be maintained by worshippers in order to generate Might. If a holy site is abandoned, or the worshippers present there stop worshipping the creator god, then the creator god will stop receiving the Might bonus. A holy site can also be 'captured' by another god, thus producing Might for them rather than the creator god. This is done by converting the worshippers at the holy site, or supplanting them with one's own worshippers. This captured holy site counts as one of the creator god's three holy sites.
One of the uses of Might is to adopt portfolios for oneself and even Domains. Once a god reaches the required level, carries out the required actions and have the Might to spare, they can add a (Portfolio).
The following are the requirements in order to add a (Portfolio):- A god must have used 3 Might on the specific (Portfolio) before they are eligible to adopt it as theirs. For instance, a Water(Oceans) god who wishes to incorporate (Rain) into their portfolios must spend 3 Might on (Rain)-related actions before they 'unlock' (Rain) as a portfolio which they can add.
- A god must spend another 3 Might in order to incorporate the (Portfolio). So, the above god spent 3 Might on (Rain)-related actions, now they need to spend another 3 Might to incorporate it.
- A god cannot incorporate a (Portfolio) which is not within their Domain. So, a Fire-type god cannot incorporate (Rain) as a (Portfolio).
- Each (Portfolio) requires 1 Level to sustain it. For instance, a Level 1 god cannot sustain any more portfolios than they have. At level 2 they can add a new (Portfolio), at level 3 another, and so on.
The rules for Domains are as follows:- A god must have used at least 6 Might in the specific Domain before they are eligible to adopt it.
- A god must spend another 6 Might in order to incorporate the Domain.
- A god cannot incorporate a Domain which is a natural opposite to one of their existing Domains - god with a Water Domain cannot incorporate Fire. Earth cannot incorporate Wind, Light cannot incorporate Darkness etc.
- A Domain can be incorporated every five levels. So once a god reaches level 5, they can incorporate a new Domain. Once they reach Level 10, they can add another, and so on.
- Other than hanging about and being in every way more terrifying and powerful than you, Mater Lei and Fate also have a pretty decent purpose which relates to you directly (other than destroying you if they feel the time has come).
Fate and Mater Lei bring gods into the Universe and, if a god wishes to leave, help them depart. They can be approached if you have questions about the game-world and the mysteries of the Old Universe and what they guard against. They will also intervene should they feel the need to, either blessing or cursing, praising or censuring. It is a mystery why they do this and what their reasons are.
Further, and of further interest to you, they can be directly approached for favours and powers. How a god does so must be explored during game-play. If you RP well and show creativity in approaching them, they may take note of you and listen to what you have to say.
These two may even be challenged – but as things are, any challenge to them, even should the new gods unite, will certainly be crushed. - A god can produce offspring - whether on their own, with another god, or with a mortal. These offspring are level 1 gods. New gods created in such a manner should be played by different players unless you have received express GM approval.
Fate and Mater Lei can bring new gods into the Universe at will. Unless decreed otherwise, these will always be level 1 gods. New players are encouraged (but not required) to find existing players to be their divine parents. - Generally, gods engage in wars and combat indirectly through their minions/slaves/worshippers. Such wars and battles will take place like in any other RP: players can either have a good back and fro posting battle until strategy and best writing wins out, or they can discuss it and decide a plot line or they can collaborate.
If battles become direct, then the procedure will be much as above. In both cases the level of the gods involved must be taken into account, and so too the Might at play.
For instance, if we have a battle between the armies of a Level 5 god and the armies of a Level 10 god, but the L5 army has ten heroes and is blessed and has various technologies, bringing the total Might spent on bringing about such an army to, say, 15-18 Might, but the army of the L10 is made up of hundreds of Ug the Caveman with absolutely no idea which is the sharp end of the stick and which is not, then clearly, the Level 10 god, despite being a higher level, will be really hard-pressed.
With direct god battles, level plays a very major part, but so too does quality roleplaying. If the lower level god puts up a heroic fight and uses all the wit and power available, while the higher level merely plays on the fact that they are a higher level, the 'Forces that Be' may well step in.
Quality roleplaying trumps statistics any day. Keep that in mind.
Now, god death. A single god may be able to hurt, even badly damage, another god - however, unless the difference in level is huge (perhaps, 10 levels) then they will not be able to 'kill' the other god. Should a few gods gang up on one god, and they are all of similar levels, then they could potentially muster enough power between them to kill their victim.
There is a difference between a god dying and god being destroyed. A god who dies merely slips from the current planes of existence available to any other god. In other words, they exit the 'World' guarded by Mater Lei and Fate. They are formless and without will and power, but they are still technically living. Their existence as whatever god they were before is gone, but their essence lives on and can return as a new god with a different Domain(Portfolio). This is how old gods 'die' and new ones are 'born'.
If a god is destroyed, which is impossible for player characters in this RP, then their very essence is destroyed and their existences all cease to be. While player characters may not be able to do this, be warned that certain actions may bring upon you the wrath of those who can and will (you will be warned if you are in danger). - Heroes are creations who have been 'chosen' by the god and granted great power.
Heroes wield tremendous power and can be devastating forces on a battlefield and great, charismatic leaders. They may also be peaceable creatures, depending on their god, with very little combat knowledge or ability. Heroes are immortal and are largely impervious to harm - e.g. poison, serious stab wounds, magical attacks. However, this does not mean they are invincible. Potent poisons can kill them in large quantities while powerful magic or numerous serious wounds can bring about their death. Depending on the god in question, their Heroes can be more or less impervious to such things. While all Heroes have unique powers, all have a basic threshold of power, as listed below:- All Heroes are immortal
- All Heroes are partially impervious to attacks, poisons, and magic
- All Heroes have extraordinary strength, speed, and stamina, the extent depending on their god and level
- All Heroes can cast magic, the type and their proficiency depending on their god and level
- All Heroes can Bless or Curse individuals. The power of this grows with level and is not as powerful as a god's ability
- All Heroes can slightly mould their surroundings to their will - an inherent magic rather than a divine capability
- All Heroes can sense people, objects, creatures, and gods unless any of these are concealed, within their vicinity
As Heroes grow in strength, their own, unique abilities will grow, as will their above traits. Heroes level up using Prestige. Beginning at Level 1, Heroes have 0 Prestige, and as they go about their daily life, they will earn Prestige. Prestige are earned by posting.- Every hero post will earn 2 Prestige.
- Completing a Divine Quest will earn a Hero Prestige (see below for details).
Gods can use Might to level heroes up:- Levels 1-8: 1 Level per 0.25 MP
- Levels 8-16: 3 Levels per 1 MP
- Levels 16-24: 1 Level per 0.5 MP
- Levels 24-32: 1 Level per 1 MP
- Levels 32-40: 1 Level per 2 MP
- Levels 40-48: 1 Level per 3 MP
- Levels 48-56: 1 Level per 4 MP
- Levels 56-64: 1 Level per 5 MP
- Levels 64-72: 1 Level per 6 MP
Beyond this, each group of 8 Levels costs one more Might per Level than the previous group.
The higher a Hero's level, the more Prestige needed to level up. The following are the Prestige requirements for each level up, considering all Heroes begin at Level 1:- Level 1-2: 2 Prestige
- Level 2-3: 4 Prestige
- Level 3-4: 6 Prestige
- Level 4-5: 8 Prestige
- Level 5-6: 10 Prestige
- Level 6-7: 12 Prestige
- Level 7-8: 14 Prestige
Every level up thereafter requires 2 more Prestige than the previous level.
Prestige can also be earned by completing Divine Quests. These can be set by GMs, but are also set by gods for free. Each god can only have one active quest at any one time, and only one Quest can be created per turn. Each quest can be completed by more than one hero where that makes sense, although each hero can only claim the prize once. Multiple heroes working together to complete a quest all gain the full prize. All heroes have the opportunity to learn of the existence of a Quest (via rumours, legends, proclamations, visions, etc.); no secret or private Quests are allowed. A hero can only complete one Quest per turn.
A quest starts out granting zero Prestige. The reward increases based on the risks faced by the Hero and consequences suffered. Time taken and roleplaying elements (such as collaboration) also make a difference.
The amount of Prestige earned for completing a quest is increased by the following Risk Factors (these do not stack; take the highest value one only if multiple apply):- The Hero risked mild harm. (1 Prestige)
- The Hero suffered mild harm. (2 Prestige)
- The Hero risked moderate harm. (4 Prestige)
- The Hero suffered moderate harm. (8 Prestige)
- The Hero risked severe harm. (6 Prestige)
- The Hero suffered severe harm. (12 Prestige)
<<'Harm' is to be defined broadly as any physical, mental, or spiritual injury sustained. Severity is to be judged by how much of a setback it is and what the probability of that setback is.
Thus mild injury would probably be things the Hero could easily brush-off and recover from, such as a cut, a sprain, minor fractures, small burns.
Moderate harm would be things like broken bones, wounds, significant burns, traumatic experiences with no long-term effect; things that would probably require some kind of rest period to recover completely from.
Severe would be permanent (or potentially permanent) and significant losses, such as a lost leg, permanent trauma or other psychological damage, damage to the Hero's soul and so on.>>
If no risk factors apply, a Hero can not gain any Prestige from the quest.
Roleplay Factors are as follow:- The Hero collaborated with characters from other players to complete the quest. (+5 Prestige)
- The quest took more than one post of continued effort to complete. (+2 Prestige)
- The quest took more than one Turn of continued effort to complete. (+8 Prestige)
Note that this system provides different rewards for different Heroes. If the quest is to 'Protect a village from a horde rampaging orcs', then a powerful combat Hero might receive little or no reward from such a quest, while a comparatively weak Hero could receive significant rewards for the quest.
Prestige can be used in much the same way a god would use Might. Using Prestige, a Hero can found a full-fledged Order without a god having to use Might, form societies, and teach their people new technologies and ideas. A people who could previously not build stone houses may be taught by a Hero how to do so, one who could not use magic in a particular way can be taught, and a Hero could set himself up as a King, thus teaching them monarchy. Further, a Hero can teach ideologies - by building a temple to a certain god, he can teach them a religion and teach them laws and so on. The only difference is that unlike things a god does, they do not magically affect an entire species or people, merely those whom the Hero interacts with, and they must be shown to take a substantial amount of time ICly, depending on the thing in question. Teaching people how to make Fire may take a few months, teaching people about Monarchy and getting them to accept a monarch's authority may take decades.
Prestige usage examples:- 2 Prestige - Teach people a basic technology or idea (stone houses, Monarchy, empiricism)
- 5 Prestige - Form a village, tribe or other small settlement
- 8 Prestige - Teach people an ideology (such as a religion or way of life, Code of the Samurai etc.)
- 10 Prestige - Teach people a powerful magic or technology (Magic, The Force, Damascus steel, sword specialization etc. very unique boons to a people)
- 10 Prestige - Form a full-fledged Order, complete with any unique skill or magical specialization
It must be noted, last of all, that there is potential for Heroes, given extraordinary circumstances, to become gods. There is no set route for a Hero to go about becoming a god and it is a matter of developing ICly, though one ingredient that is of utmost importance is to gain access to divine essence in some way.
If an extremely powerful Hero were to harm an Avatar, for instance, and drinks its ichor, they would take in some of said god's essence present in the ichor and become somewhat divine themselves (or at least close to it). It must be noted, also, that normal mortals or Heroes who are not powerful enough would be immediately destroyed upon exposure to divine essence. In cases where a god willingly gifts a Hero with their essence, this will cause said Hero to immediately ascend to godhood, if they are powerful enough.
NAME
ALLIAS (IF ANY)GENDER (IF APPLICABLE)
Dᴏᴍᴀɪɴ & Pᴏʀᴛꜰᴏʟɪᴏ
e.g. Water (Oceans)
Aʟɪɢɴᴍᴇɴᴛ
Good, Evil, Indifferent or some kind of variant of Good or Evil. For example, if you are a god who is extremely into law but who is also benevolent and uses law for the 'good', Lawful Good is your alignment. If you are a Jackboot fascist, you are Lawful Evil.
Pᴇʀsᴏɴᴀʟɪᴛʏ
Their personality etc. the way they see themselves.
Pictures, descriptions or both are fine. You can specify preferred forms and what forms they adopt in particular circumstances.
Mᴜsɪᴄᴀʟ Tʜᴇᴍᴇ
Lets add some spice.