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Arrogancy

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The world is not new. Life is not fresh. And yet something different springs into the world this day. The Age of Man has dawned, and with it comes the Age of Spirits. Ethereal beings, constructs of faith and the primordial power of existence begin to follow Man into the world. Thus far, Man has stumbled blindly about the world, but now the spirits come to help shape Man, and the world...

So, Belmarc and I decided to take another crack at setting up a gods game and seeing what comes of it. Without further ado, here's the important stuff you need to know.

Actions and difficulty:

Keywords:

Assist/Hinder: A spirit may assist another spirit with an action (including an attack), adding their domains to the action, which can ensure success.The assisting spirit must pay an additional half the action?s AP cost (rounded up) and may only use half their relevant domains? strength in the action. Relevant domains will be determined by the GMs. Hindering, negatively affecting the action, is done in a similar manner. Relevant domain strength is also halved (rounded up). [No assisting or hindering can occur with overlapping pantheons i.e. your spirit cannot be assisted by their champion, and two of your champions cannot assist the same spirit/champion.]

Avatar: The physical form you manifest as. Only assume one avatar at a time, but can be nearly anything. Never changes your true form, and other spirits and Champions can always see past any avatar form you take on to see the true self.

Bless- A lasting positive action performed on a mortal or group of mortals.

Create Magic Item (Mortal scale)- These act as D&D magic items. From everlasting chalk to a Handy Haversack to a tricked out Vorpal sword, even the most powerful of these cannot be used to harm spirits or Champions except in extensively-discussed GM-sanctioned unlikely events.

Create Race (non-sentient)- Whether it be large medium or small, please be pretty clear about it's form and habits. Carnivorous rabbits or beetles the size of a T-Rex for example.

Curse- A lasting negative action performed on a mortal or group of mortals.

Enchant: A sustained magical effect over an area.

Forge Magic Item(Ranked 1-2): Through increasingly considerable costs and effort you forge a magic item capable of wielding a fraction of the power of the spirits. Please think carefully about these.

Inspire- A lasting change to the way of thinking of a mortal or group of mortals. Teach actions fall under this Keyword in the absence of other mechanics to handle them.*

Scry- To use divine senses and powers to search over an area.
Note: Please ask 1-4 clear, concise questions you hope to have answered by the scry.

Break: Breaking or undoing an action (curse/bless/enchant) requires a roll equal to the roll used to create that given blessing/curse/enchantment.

Effortless: no roll, not counted as actions
-Conjure up a small quantity of anything
-Listen in on mortal prayers to you.
-Talk to someone(across any distance if known or scried or receive prayers from.)
-Talk to another spirit(across any distance)
-Take on a physical avatar.(spirits may only possess one avatar at a time)

Difficulty: 5 Local Action Cost: 1 AP
-Affect(Bless/Curse/Inspire) a single mortal for the term of their natural life
-Enchant/Scry an area the size of a large room.
-Identify a magic item in your possession; required to register a ranked item for use, and must be done every time another spirit or champion does this to the item.

Difficulty: 7 Village Action Cost: 2 AP
-Affect(Bless/Curse/Inspire) a small group of mortals (less than 50) for life
-Enchant/Scry an area the size of a village or neighborhood.
-Create one Heroic-tier sacred relic.
-Creating or altering a single non-sentient creature smaller than an elephant.

Difficulty: 9 Town Action Cost 3 AP
-Affect(Bless/Curse/Inspire) a large group of mortals(500) for life.
-Enchant/Scry an area the size of a town or small city
-Create a Paragon-tier sacred relic.
-Creating or altering a one-off living creature bigger than a blue whale.
-Creating or altering a non-sentient species smaller than an elephant.

Difficulty: 11 Area Action Cost 4 AP
-Affect (Bless/Curse/Inspire) a very large group of mortals(2000) for life.
-Enchant/Scry an area the side of a Large City or a town and surrounding countryside.
-Create an Epic-tier sacred relic.
-Creating or altering a non-sentient species larger than an elephant.
-Start a covenant. Create a religious order that follows a set of ideals based on the principles of your god. (Must explain how this relates to your god and must be cleared by a GM)
-Grant genuine immortality and invulnerability to a single mortal. They will gain the quality Immortal +0 as long as their spirit still lives. This does not include superpowers (eg the ability to break out of a prison cell) Nor are they immune to attack by other spirits or mortals with ranked items.

Difficulty: 13 Regional Action Cost: 5 AP
-Affect (Bless/Curse/Inspire) a huge amount of mortals(5000) for the rest of their lives.
-Enchant/Scry an area of many towns or a metropolis or small Kingdom.
-Forge a +1 Magic Item

*Note: All spirits are aware of DC 15 and above actions, regardless of last recorded location, with very few exceptions.*
Difficulty: 15 Continental Action Cost: 6 AP
-Affect (Bless/Curse/Inspire) an entire race or civilization.
-Enchant/Scry a large area of the game world.
-Forge a +2 Magic item (see Item Forging)
-Turn a mortal or creature into a Champion [Champions begin as +2 Domain, -2 Drawback in the first age of their creation. Second age they become +4 Domain, -2 Drawback and remain so for the duration of the game](Limit 3 Spirits per spirit, is controlled by patron player. Quality and Drawback must be approved by GM)
-Introduce a major change to the world's structure or its atmosphere without causing any lasting damage to the world (eg adding a new moon, new islands etc)

Difficulty: 17 World Action Cost: 7 AP
-Affect (Bless/Curse/Inspire) the entire world(Other players will likely take issue with this)

Difficulty: 19 Planar Action Cost: 2 MP
-Imprison target PC (Note: This is a highly contentious action and must be cleared with GM before even undertaken. Do so at your own peril [Secondary Note: Mythic Point bonus is not factored in Planar Actions] Mythic Point cost can be shared amongst two players)

*A note on actions: if a spirit?s last recorded location is within the area you are affecting, they will be able to notice. If you wish to make an exception to this rule, please talk to the GM or player.*

Item Forging:
Note: Only 1 Ranked item may be forged per age by a player.

Difficulty: 13
Forging a +1 Item
Easier ranked item to create, but perhaps a bit lofty of an aspiration for a fledgling spirit. Forges it magically from the aether. Item can be destroyed by another spirit. Can also reforge a +1 item to a +2 with the same conditions(see below)

Difficulty: 15
Forging a +2 Item
More difficult ranked item. Forged in a similar manner to a +1 item, but requiring the spirit to draw on and work with more aether.
AP (Action Points)

Spirits will receive 10 AP points at the start of the game, with the amount they receive at the start of each age increasing by 5 until finally maxing out at 30 total. They cannot be carried over into a new age.

MP (Mythic Points)
All spirits receive 2 MP at the start of an age. Mythic points are intended for big, world-changing actions or dire situation last-ditch efforts in a style reflecting many other real-world and fictional-world mythologies.. Actions involving Mythic Points gain an additional +2 toward their total. Mythic Actions are intended to enter the mythology of mortals and other lesser beings. They are not recycled into a new age.

Growing in Power
Other than crafting powerful items for yourself, power can be taken from fellow spirits. If you?re a little queasy turning on your innocent friends, worry not! Many creatures lurk in this world, and they will most likely be none too happy at your encroachment on what they consider to be theirs...

Game-Specific Notes

Acting:
-Acting is taking action, which requires Action Points based on the difficulty of the task being undertaken. Aftering applying relevant domains (which will be discussed and reasoned with a GM) you will get a D10 roll to your action.

-Combat rolls will usually be done with both players attacking and defending simultaneously Whoever initiates combat gets the bonus of getting one free strike, but only for the first round.
-However, you cannot be destroyed outright by the outcome of a single skirmish. Instead, should a PC be dropped to 0 ranks they will lose all of the AP in their pool(basically out of play until the next age), the winner can choose to either:
-subtract a rank from the loser, allowing you to amplify your own power take over part of their domain (can also be given to a champion)
-confer an additional drawback(to be discussed with opposing party and GM. Example: in D&D histories Corellon wounding Gruumsh's eye).
[Note: These can only be done to full spirits, not champions]
-Both players roll at the same time, using their full base power as a modifier and a D6. If a players attack roll is higher than the defense roll, they?ll deal damage based on relevant ranks and items. Items can also be used to increase base attack and defense modifiers, as well as a damage reduction should you be hit, but can only do one of the four per round (damage, hit chance, defense, or damage reduction) If both attack and defense roll are the same, defense wins out.
-You will lose ranks upon taking damage, but will retain your modifier for attacks (until you are reduced to 0 ranks). Every 2 damage will result in the loss of one rank, with the damage rounded down. This means you will need to use at least two +1 items to cause damage with an item of such a rank.
-To initiate combat, it will cost 1/10 of your max AP, rounded up. Defending is automatic, but to return an attack costs the same as initiating. This cost will carry you through all subsequent rounds until one side is defeated, or you stop making attacks.
-Should three or more players get involved in a battle, all pay an initiation cost to attack, and then may choose one person to attack each round. All attacks are defended against separately but simultaneously and all damage is considered dealt at the same time.

FUNDAMENTAL FORCE : Life, Death, Protection, Light, Darkness, Order, Chaos, Law, Anarchy, Decay,

NATURE: Natural Phenomenon (Storms, Lightning, Volcanoes), Elemental (Earth, Fire, Wind, Water, etc.), Natural (i.e. Forests, Deserts, Mountain God, Oceans), Cosmic/Celestial (Sun, moon, stars), Disease, Toxicity, Pollution, Evolution,

MAGIC: Shamanistic, Nature, Blood, Ritualistic, Runic, Lore,Hexes, Curses, Arcane

TECHNOLOGY: High-Tech, Magical Artifice, Biological

EMOTIONAL CONSTANT: Love, Hate, Strength, Compassion/Mercy, Justice, Vengeance, Sorrow, Joy, Pride, Corruption, Redemption

CIVILIZATION: War, Diplomacy, Architecture, Artistry/Arts/Inspiration, Education/Learning, Kings, Royalty, Government

SPIRITUAL and MENTAL: Oracle, Wisdom, Knowledge, Secrets, Dreams, Psionics, Insanity, Madness, Deception, Revelation

FUNCTION: Murder/Assassination, Hunters/Stalking, Trickery/Con- artistry, Thieves, Blacksmithing, Craft work, Merchants, Strife, Corruption, Redemption, Chance, Luck

*You are not limited to these domains, but you have to check with us different ones. We fully welcome new and diverse domains, but just need to be sure they are not out of balance or complicated*

-Time -Too hard to keep up with and do well both for the GM and the Player. Also, it wouldn't do justice to the game or the player.

-Inanimate Object style domains i.e. "I am a swordgod of godswords." -No one wants to worship a pet rock and it is just about as interesting.

-Being multiple beings or constant shifting "I am a sentient dining room set, I am through states of being twins, I am a series or group of things. I am a baby then a man and then an old man." -It gets confusing! Stop it!

-Opposites, Balance, Equilibrium -They're never done well and the players who pick these NEVER accomplish anything other than being annoying to the other players.

-Plain Mindless or Mindless Destroyers -Gods without minds are like the pet rock example above. Mindless destroyers or destroyer gods that simply destroy have no character. If you do submit a destroyer god MAKE IT GOOD!

-Atheism -Really? In a GODgame?

-Pacifism - Just more trouble than it's worth.

Imprisonment: Should a spirit run afoul of many others, if the opposition should so choose they can imprison the target in a demiplane (uses the DC 19 action, requires target to be completely drained of all power: +0, 0 AP). This effectively ends a character's run and is kind of a big deal.

Mythic Points: Actions using mythic points are intended to be in the style of the myths of many world cultures. As such these posts should have some distinct effort and flavor to them as befits your spirit. This is not to say that they should be especially long or complicated, just well thought out and decently executed.

Interconnectivity:Should you choose to create a populated part of the game-world separate from a unified physical world (like the moon, as an obvious example) it must be accessible to mortals under some fairly regular conditions (examples: a crossing forms under certain repeating predictable natural conditions, or a stable entrance portal or magic door etc.) To have mortals in an absolutely separate realm is to remove yourself from the game.

Update Schedule: All rolls will be at least attempted to be resolved in a timely manner, so that your spirits are not awkwardly sitting around and can take part in whatever stories are evolving around them. The update schedule will therefore be informal, but please at least refrain from taking another action until your last one has been resolved.

Participation: Please let us know if you are busy, but if we feel that you have not been around for awhile and attempts to contact you have gone unanswered, we will have to remove you from the game.

Name: What your character calls themself

Gender: Being spirits, this can be pretty much whatever you want.

(True) Appearance: What your spirit looks like to themselves and other spirits. This can change as the ages go on, but not by an extreme amount. Try to mostly use this to reflect either a growth in power or addition of domains, if at all. Speak to a GM before going through with the change.

Personality: How does your spirit act? Keep in mind that this doesn't necessarily have to reflect what they have control over. A god of war could be sweet and gentle, for example.

Domains: What does your spirit have control over? Domains are measured in ranks, with each rank being +2. We'll be throwing enough NPCs at you at the end of every age so that, without adding any others from players/giving them to champions, you would end up with a +12 spirit. Give us an idea of how you're planning to end up (though you're not restricted to this). Be sure to state which is going to be your starting domain (which will be the +4 you will have at the beginning of the game).

Drawback: No one is good at everything. Whenever you try to do something in this domain, it's a little harder for you than it might be for everyone else, and your modifier will include a -2.

Name: Syllus

Gender: Male

(True) Appearance: Short, proportionally equivalent to 5'6". Thin frame, pale, and swathed in a cloak of shifting shadows. His eyes are gold with black sclera and hair like raven feathers. His grin is wolfish, and all four of his canines are slightly larger and sharper than the average human. His movements are fluid.
(Note: Once he obtains Vengeance as a domain, his cloak can change into a pair of wings.)

Personality: Secretive, but not always quiet. Good at talking around a subject. Selective about friends and close relationships, but extremely loyal to those he chooses. Cares deeply about devout followers, and takes care of those praying for his aid from the shadows. Hold onto grudges and seeks out retribution when the opportunity arises.

Domains: +6 Shadow: Shadows are caught between light and true darkness, being banished or swallowed by either, and requiring both to survive. It is between these two worlds that Syllus has domain, allowing him to manipulate shadows and see what hides there, either to protect it or expose it. Extends into a figurative sense, capable of affecting and looking into the shadows in people's hearts.

+4 Vengeance: Syllus is the symbol of the avenger, and aids those who take this mantel. He seeks out retribution for those that have sinned against him and his folk.

+2 Kinship: Syllus holds domain over the bonds that hold beings together, particularly those that go beyond genetic relation. Those that huddled under his shadow cloak are his family.

Drawback: -2 Fire: The flickering light of a fire makes dancing shadows that are useless for hiding. Man uses this element to cut through the darkness and prolong light's reign, and to find things that would rather stay unfound. Syllus finds himself at a loss with how to work with it.
 

Arrogancy

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Name: Farenal

True Appearance: A graying old man in dark robes. He carries a tall white staff. He has a beard neatly trimmed and cool gray-blue eyes. While old in appearance, Farenal gives off an air of wisdom rather than frailty. Age comes with respect and dignity.

Personality: Hard but fair, Farenal is one to set a standard and hold everyone to it. He will uphold order and decorum to the best of his ability, and scorns those who dismiss such. That said, Farenal is also one who engages in building order as well as maintaining it, he enjoys lively debate about how to structure the world, and the interactions between the spirits.

Domains (Prospective):

+6 Justice (initial +4)- Farenal is able to act in the interests of justice and create orders and systems that create and uphold this ideal.

+4 Strength- Farenal understands that strength is a necessary component of creating order. Strength must come first for peace and order to follow, and Farenal can bless and empower his followers, lending his strength to theirs.

+2 Chivalry- Power cannot be unrestrained. It must be disciplined, and held to standards. It must be controlled and principled. It must be chivalric.

Drawback:

-2 Chaos- The antithesis of order, and the harbinger of destruction and anarchy. Farenal hates chaos and its evils with the fiber of his being.


Name: Syllus

Gender: Male

(True) Appearance: Short, proportionally equivalent to 5'6". Thin frame, pale, and swathed in a cloak of shifting shadows. His eyes are gold with black sclera and hair like raven feathers. His grin is wolfish, and all four of his canines are slightly larger and sharper than the average human. His movements are fluid.
(Note: Once he obtains Vengeance as a domain, his cloak can change into a pair of wings.)

Personality: Secretive, but not always quiet. Good at talking around a subject. Selective about friends and close relationships, but extremely loyal to those he chooses. Cares deeply about devout followers, and takes care of those praying for his aid from the shadows. Hold onto grudges and seeks out retribution when the opportunity arises.

Domains: +6 Shadow: Shadows are caught between light and true darkness, being banished or swallowed by either, and requiring both to survive. It is between these two worlds that Syllus has domain, allowing him to manipulate shadows and see what hides there, either to protect it or expose it. Extends into a figurative sense, capable of affecting and looking into the shadows in people's hearts.

+4 Vengeance: Syllus is the symbol of the avenger, and aids those who take this mantel. He seeks out retribution for those that have sinned against him and his folk.

+2 Kinship: Syllus holds domain over the bonds that hold beings together, particularly those that go beyond genetic relation. Those that huddled under his shadow cloak are his family.

Drawback: -2 Fire: The flickering light of a fire makes dancing shadows that are useless for hiding. Man uses this element to cut through the darkness and prolong light's reign, and to find things that would rather stay unfound. Syllus finds himself at a loss with how to work with it.


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Rogue Trooper said:
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EmperorZuma said:
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Dogmatic99 said:
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Pappytech

Invested all my Souls into Res
Jun 7, 2011
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Hey, another god game RP! You know, I was actually considering getting another of these going in the next week or two; glad to see that someone else started it for me.

I think I'll probably try to apply with an updated version of my last sheet. Change a few of the sillier bits into something more acceptable. Hopefully have that up sometime tomorrow.
 

booksv2

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Aug 17, 2012
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Name: Nadur
Gender: male
(True) Appearance: Tall humanoid spirit with rough brown bark skin and willow like hair, falling to halfway down his back. 12 point antlers standing from his head and wolf ears on top of his head. His face pushed out like a muzzle and having a black nose on the end, several fangs jutting down out of his lips. His eyes are slit vertically and wide. His arms are long and end in thick fingers that hide large bear like claws inside that he can sheath and unsheathe. Torso thick and solid it looks like an oak tree trunk has been put there. Thin long legs ending in the hooves of elk.
Personality: judgmental and quick to take those he sees at face value he always faces the strong and lets those weaker than him do as they want. Fiercely loyal to any he has taken into his pack and wary of all outside.

Domain
Death +4: The deaths in the wild, animal carcases and dead plants. Their use by the living to continue on as they themselves are dying. Taking them and helping their spirits pass on, either to the next life and reincarnation or into oblivion.

Bonds +2: The bonds that hold pack members together. That hold the flock, the swarm, the herd. He makes the weak bonds strong for those willing and the strong ones weak for those unwilling to keep them.

Nature +6: From the hot deserts to cool mountains to rolling plains to the thick forests. Everywhere were nature abounds is where he can be found, if you're willing to look hard enough. Starting and main domain.

Drawback:
Deception -2: Deception of others by words or actions. Nature has nothing of this so he doesn't understand others doing it and can't do it himself. Affecting anyone or anything doing this is harder than even affecting things outside his domain.


This is from the spirit dawn before this so i'm just going to post it without change.

As always it looks like an awesome game.
 

Pappytech

Invested all my Souls into Res
Jun 7, 2011
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Edit: Yeah, sorry, think I'm going to have to withdraw. Apologies.
 

Terratina.

RIP Escapist RP Board
May 24, 2012
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Name: Gloddes
Gender: Male

(True) Appearance: He takes the form of a satyr [http://media-cache-ak0.pinimg.com/236x/eb/40/1e/eb401e0f381cd35320eb76a8175a4f59.jpg]: horns spiral out of his skull past wild curly hair black hair, floppy ears with gold piercings stick out from underneath the dark mass and if the being wasn't hairy enough, his legs are covered in shaggy goat fur. They end in cloven hooves, which make any revel on a hard floor a rather noisy affair. As for his face, there is always a dangerous glint in Gloddes's eyes and a mad grin to match, although on his bad days, Gloddes's face is taken over by the worst of frowns. His goat patch is as curly as the hair on his head and leads down to a swarthy chest with a fine pelt of chest hair. Gloddes's arms are covered in faint markings, though they hold little meaning.

Personality: Gloddes is anything but subtle; he is loud, brash and quick to blurt out anything that comes into his mind. A highly unstable character prone to mood swings from absolute bliss to the deepest depths of depression. The only things constant with Gloddes is his more-than-healthy lust for life, his love of music (the louder, the better), his almost sommelier-like obsession with wine and a penchant for parties. He has a rather simplistic view of life: that it should be enjoyed to the fullest. Gloddes can be rather childish, however, even over a little thing like a broken horn that would grow back over time. In short, he is a spirit of extremes.

Domain(s)

Madness [+6]: For some, madness is a disease of the mind and for others it is liberation from reality. For Gloddes, it is something everyone should try once in a while! With this power, the satyr god can drive mortals mad, obscure things in a veil of delusion, give a drop of insanity to a location in order to spice things up and can even create a menagerie of twisted creations.

Revels[footnote]Starting domain.[/footnote][+4]: Celebrations, merrymaking, parties... Anytime a mortal partakes in those sorts of activities, they are honouring Gloddes. Gloddes would honour them as well if he happens to be in a good mood. With this domain, Gloddes can inspire mortals and create celebrations of his own, even if it happens to be something like The Festival Of Lanyards.

Chaos [+2]: The antithesis of order. Gloddes does not really care about the whole order versus chaos debate, only that he has the power to wield chaos and use it as he pleases. For example, sowing chaos in people's hearts and causing them to run riot for no reason whatsoever or even sowing chaos into the world and causing it change unpredictably.

Drawback

Order [-2]: Gloddes has little need for order, being a god that embodies the life of every party ever and then some. When it comes to things that fall under the banner of order, Gloddes finds himself lacking. He'd rather go off and dance with teapots than mess around with stuffy things like governments or hierarchies. In summary, Gloddes has a slippery grasp on the concept of order.

party_hard.gif
 

Rogue Trooper

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Oct 25, 2012
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Name: Evander

Gender: Male

(True) Appearance: Tall, thin muscular build, standing at a height of around 6?1?. Has a tanned complexion and is seen equipped with bronze; greaves, Cuirass and helmet along with a blue embroidered vest, which is worn under his cuirass. His eyes are brown which match his dark brown hair. Evander constantly has a sad agitated look on his face; the sort of look that a person would get following the aftermath of a great battle or the loss of a loved one. His look is supported by his dirty and blood appearance which strengthens the fact that he appears to have walked straight off of a battlefield. Along with his armour, Evander carries a bundle of javelins and a large oval shaped shield.


Personality: Somber and reflective, with an emotional almost philosophical outlook on the many actions and events which take place within the world. Protects his followers and those that beseech his help with a caring fatherly nature, he will go to any lengths to ensure that they are protected from harm. Also has a liking to the use of javelins, which has resulted in it becoming the signature weapon of his followers.

Domains: +6 Protection: Evander has become the symbol of protection within the world and will offer his protection to those that worship him. He will protect his followers from violence, diseases, misfortune and anything else that may appear.

+4 Sorrow: An emotional spirit, Evander will seek to comfort those who have lost something dear to them in this world and will watch over them, until they can continue on their own.

+2 Strength: While a protector, Evander sees that having strength, may that be physical or mental can overcome and even prevent loss of any kind. His followers that are Soldiers often pray to him for strength in their duties.

Drawback: -2 Murder: A task that Evander cannot do or condone. In his eyes, murder is a selfless act that only brings pain. Anyone who does such a thing deserves to be looked down upon.

First time making a sheet for an RP like this, so if anything is wrong just give me a shout and I'll fix it.
 

EmperorZuma

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Jul 16, 2009
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Name: Trae

Gender: Male

(True) Appearance: A literal embodiment of his domain, Trae appears as a living tree. He is able to move, though slowly, but he can also take root and meld with his surroundings in times of dormancy or meditation.


Note: The more powerful he gets, the larger Trae grows, until finally he is large enough to support an ecosystem on his own back.


Personality: Consistent, methodical, and slow, Trae marches ever onward toward his goal. He seeks to understand before taking drastic action, but will move towards his end objective at a constant pace. He bares no ill will towards his enemies, nor special fondness for his followers or creations, as existence is a constant battle for survival.

Domain:

Nature [+4 (12)]- The wild and the domesticated, the wielded and the untamed, what grows, flourishes, and eventually dies, this is the domain of nature. It can be seen as what gives the world beauty, or is the grime that eats away at the more fundamental forces. It can be as peaceful as a meadow, where the blooming flowers inspire those that look upon them; or as violent as the jungle, where everything works to win the eternal competition for survival. Strive to thrive, evolve to survive, and, despite everything, live.

Drawback:

Civilization [-2]- Being entirely a human invention, Trae knows little about it; and even when he can understand a small portion of it, the humans then go about changing it! Because of this, Trae is always behind the curve, and can do little to help the humans adjust their own system to his/their benefit.

EDIT: Changed the name for the sake of distinction.
 

Ruedyn

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Jun 29, 2011
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Name: Nucdos
Gender: Unknown

(True) Appearance: His true appearance is a thing rarely seen by mortals, though everyone has a general idea. The most common thing about him is his large, baggy hooded robe that covers completely, trimmed with the white fur of a great wolf. A mortal, when looking at his face, will usually see that of a passed loved one, always smiling a calm, disarming smile. Underneath his robes are bones, human and wolf, leading to his skull. A god or special mortal will see it for what it is, a plain flat white mask with a single purple eye. In times of mass death; a war, famine, plague, he is seen in a worn silver breastplate and carrying a large hooked sword.

Personality: Morbid, inappropriate, yet entirely friendly. He sees all mortals as equals, and deeply loves each and every one of them. While life chooses few and grows tired soon, death will dance with anyone, and Nucdos loves to dance, and listen to stories, since life is dull and confusing when you only know the beginning and end. The elderly are his favorite, but he does love the boundless enthusiasm of the young.

Nucdos is also selfish, and stubborn. He follows his personal code and will never stray, unless he is given something of equal value in return. He is punctual, and he is unforgiving. His messages and rituals oftentimes are misinterpreted, or seen as contradictory and ignored. This frustrates him, and farmers usually live in fear of him, having to debate between sacrificing several animals or simply letting him wander off with their crops.

Domains:

Death +10: All things must end. Some before they're even born, others when old and withered. Regardless of how it happens, they will be met by Nucdos, and attended to on the Ethereal Plane. There is no favoritism, and Nucdos simply wishes to meet you. Preferably with a story on hand, but he'll always have his turn with you.

Fertility +2: Nothing can end without a beginning.

Drawback: Healing -2: Medicine is the ultimate form of stalling, and Nucdos sees no point in it. Everyone dies, and there's an ending to all things. Delaying only puts you further and further from his good graces...

There's a character.
 

Dogmatic99

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Jun 24, 2012
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Name: Sang'regel "The Sweet Lady"
Gender: Female

(True)Appearance: Her true form is a hunched and scuttling creature with a wild and matted mane of red and white hair flowing behind her like a tail sprouting from her scalp. Sang's skin is grey and resembles something between craggy rock and battered iron, separated into segments as if it was banded armour. Her limbs and spine are lined with thorn like spikes that meet at the nape of her neck and run up the side of her harsh and angular face. Her features are sharp and haggard, with deep sunken black eyes and rows of razor sharp teeth.

(Note) As she becomes more used to people Sang'regel will start taking on a more human form, at least while people can see her. Her human form will look just as witch and crone like as her true form. As she grows in power both forms will begin to look taller and more beautiful (in her human form's case).

Personality: Sang prefers to lurk in the shadows and shirks responsibility and care of her works, despite being very possessive and demanding of them. She watches and studies the strange human things that brought her into being, finding their endless ambitions fascinating and thoroughly entertaining. Sang is drawn to civilization and bloodshed, the fight for survival against nature has no real allure to her, she prefers the flash of blades and the slow crawl of poison, as grand designs and schemes come together like the threads of an intricate tapestry or the broad strokes of a luscious painting. Sang'regel sees all these Machiavellian things as one great show, drinking them in as her own pleasures, finding enjoyment in mortal success and failures.

Domains:

+4 Murder/Assassination (starter) - Sometimes it's a done in the heat of the moment, as a crime of passion. Other times it's a cold and calculated strike in the dark. Others may fool themselves into believing that they fight for honour or higher causes but Sang'regel knows better. The first time man drew the blood of his brother was out of pure rage and blood lust and they have loved that feeling ever since.

+4 Blood Magic - As Sang becomes more comfortable and refined in her ways she begins to experiment with her power and the tributes she claims from her mortal acolytes. Blood magic is fueled by the life force of the user or an unlucky sacrifice. It's often used to enhance the user's own body or to ravage the flesh of another. The toll it takes on the user does not make it something to be used lightly.

+4 Domination - The ability to kill as you please is the ultimate sign of strength! And the strong will do as they please. All empires are made in blood and all order comes at a price, civilization exists because the strong minority can keep the weak majority in line. Willing or not.

Drawback:

-2 Life - Sang'regel was born in the death cries of humans, her existence is one of murder and the manipulating of those that she finds. She has no place in the giving of life and has little skill when it comes to creating living creatures of her own design, let alone sustaining them.

Here's an opening sheet! Feedback and all that is always appreciated.
 

Mestizaje

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Jun 5, 2013
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<spoiler=Seras>Name: Seras, Miss Fortune

Gender: Female

(True) Appearance:

<spoiler=Seras>

Seras often appears to mortals as a see-through illusion, which can be difficult to determine if it's actually there or not. Her true appearance is that of a queen with flowing black hair, jewelry and a large crown on her head. She wears an exquisite dress that's been torn, and now reveals plenty of her skin. Where the dress has been torn and skin revealed she has scars, remnants of wounds she may have sustained once. She has leather boots with high heels, and carries a scepter that glows pink and blue. The scepter doesn't serve any real purpose yet other than adding to her royal appearance.

Seras is tall, and will always attempt to appear taller than anyone else, even if it means she has to change her height with the use of her powers. She likes looking down on people, and has cruel, calculating eyes.

Personality: Seras is subtle, manipulative, and prefers to remain in her own domain of dreams. In reality she'd just be an illusion, a rumour of what someone may have seen, but with no facts to back such a tale up. She's the recurring nightmare that gives people insomnia and keeps them up for nights on end. She's the inspiration an artist or inventor may have found in their dreams. She enjoys causing strife and mischief, and have no compassion for the mortal beings. Seras can inspire people at times, but she'd often have an agenda for it or expect something in return for such an act.

She's got a royal attitude to her, thinking herself superior and smarter than most, with little patience for others. She'd not make a good leader if she'd been one, as she is indifferent, snobbish and cruel. Seras could get along with others, and even make friends, but she'd hope to get something out of it in turn.

Domains:
+4 Dreams (Starter): Seras' main domain is that of dreams, where she can create anything, inspire anyone and make even the bravest fear her. She affects reality by showing mortals visions in their dreams to make them act like she wants them too. The visions may be benefitial for them, or threatening and show them what they hold dear destroyed. The visions do not need to come real, as long as the mortals believe they will.

+4 Psionics: Seras possesses powerful psychic abilites, which allows her to see into the minds of mortals, affect their emotions and thoughts for example. However, it can also be used to tamper with reality, the one perceived by an individual, or to make more permanent changes that would seem to defy any logic. It can be an effective offense and defense too. She has a penchant for illusions and hallucinations.

+4 War: Seras enjoys wars, especially causing mortals to go to war over petty excuses. To her, it's among the greatest things she can accomplish with the use of her psionics and dreams. Making a leader dream that another country is marching an army on them, when they're sending a peace envoy, can be quite entertaining. She can help the mortals advance their technology for war, if she wants too. Warriors may pray to her for aid, but the results may vary.


Drawback:
-2 Luck. As Seras finds it more fun to revel in the despair and misfortune of mortals, she sees no reason to help anyone with their luck or lot in life. If anything she might make their situation worse instead of better, so praying to her for an improvement in ones luck or life is a rather bad idea.
 

Arrogancy

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Jun 9, 2009
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booksv2 said:
How many people do you want, and how long will it be open?

We're hoping to make it as large as possible, somewhere around 12/13 people would be good, possibly more accounting for drop-offs, and we'll probably be open for maybe another week, depending on how much interest we pick up.
 

drmigit2

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Dec 25, 2008
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Name: Theisare, Father of Monsters

Gender: Male

(True) Appearance: Theisare appears to all who see his true form as a chimera, a seven headed hydra with the body of a tiger, tail of a scorpion, and gigantic wings like a bat. Most do not get to see his true form, as he only reveals it when enraged, most of the time he is seen as a comforting man in high society dress clothes, whatever that may be at the time.
Personality: Theisare, like most monsters, wears the clothing of a sheep. He is kind, a smooth talker who can get anything for anyone. He moves with grace and will present himself with the utmost care. Everything about Theisare is designed to hide his true nature, a monster with a hunger for destruction, an urge that can only be held back for so long. How long that is, not even the divines themselves can know. He of course tries to pretend that his true nature is a mere perversion of himself and that he really is the sleek man he presents himself to be.

When confronted with those like himself, Theisare immediately takes an interest and will try to bring them the greatest happiness he can. He might teach a sociopath to disguise himself, a dragon how to avoid capture, or simply bring a group of lepers together to make a society. His decisions are brought out by a sympathy for those plagued as he is, though in a way, he almost wishes he could unleash them all upon society.

Domains:

+6 (starting +4) Monsters: The monster inside us all, it can be held back to pacify, or brought out to enrage. This domain also covers monster creation, any creature that would not fit the humanoid template is within Theisare's creation domain. He can also summon temporary monsters to create actions for himself. IE: If Theisare wanted to attack something, he could make a temporary dragon and use that instead, or being a monster himself, this domain does apply to Theisare making actions using his own true form (at the cost of his sanity).

+6 Illusion: As Theisare grows in power, so does the monster inside him, he hides this by learning illusions and tricks to further his mask. Though the more he relies on this, the more detached he becomes.

Drawback: -2 Purity: If something has been corrupted, a lake defiled, a human cursed, or a town plagued, Theisare is really bad at removing this sort of stuff without just killing everything. Undoing harmful actions is simply not his forte.
 

Arrogancy

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Jun 9, 2009
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booksv2 said:
Snip
Looks good still from the last game.

Pappytech said:
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I have a few things to mention. First, it's a straight twelve. Nothing wrong with that, but I will say that it does risk hindering your flexibility late game. I won't insist you change anything, if you're good with that, then so be it, besides, this is just a prospective, so most things are subject to change.

The only other thing I noted was under personality. You remark that Justeaze has a deep-seated loathing of everyone and everything, yet it wants to help people attain utopia? Again, I'm not going to insist you change this bit, but it seems contradictory to me.

Terratina. said:
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Seems fine to me.

Rogue Trooper said:
Snip
Don't worry, everything seems in order here.

EmperorZuma said:
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First we had Nadur, now we have Rudan. Hmm...

Regardless, I'll redirect you to what I had to say about straight twelves above, and add one more thing. Your drawback is civilization, and this game is largely based around interacting and shaping the world of people. Your drawback risks making your character more insular than others of the pantheon. I'm not going to insist you change anything, because it still fits within the rules, but know going in that your character might find it harder to be as involved as other characters.

Ruedyn said:
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Indeed there is. Your character looks good overall, but as a duality god know that you'll be examined more stringently than others during the game. We don't want duality to become a carte blanche to cover every action.

Dogmatic99 said:
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The only thing I don't think works here is the drawback, it seems a bit too specific for a domain. Changing it to Life, or even just Fertility would be good. Other than that, everything else seems in order.

Mestizaje said:
<spoiler=Seras>Snip
Seems fine to me.

drmigit2 said:
Snip
The only thing here is the drawback. You say "If something has been corrupted, a lake defiled, a human cursed, or a town plagued, Theisare is really bad at removing this sort of stuff without just killing everything (which would not invoke the drawback, but would probably be ill advised)." That seems to imply that his drawback can be almost selectively activated for certain actions. Unless there's something I'm missing here I'd advise getting rid of the section in parentheses.
 

drmigit2

New member
Dec 25, 2008
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Arrogancy said:
booksv2 said:
Snip
Looks good still from the last game.

Pappytech said:
Snip
I have a few things to mention. First, it's a straight twelve. Nothing wrong with that, but I will say that it does risk hindering your flexibility late game. I won't insist you change anything, if you're good with that, then so be it, besides, this is just a prospective, so most things are subject to change.

The only other thing I noted was under personality. You remark that Justeaze has a deep-seated loathing of everyone and everything, yet it wants to help people attain utopia? Again, I'm not going to insist you change this bit, but it seems contradictory to me.

Terratina. said:
Snip
Seems fine to me.

Rogue Trooper said:
Snip
Don't worry, everything seems in order here.

EmperorZuma said:
Snip
First we had Nadur, now we have Rudan. Hmm...

Regardless, I'll redirect you to what I had to say about straight twelves above, and add one more thing. Your drawback is civilization, and this game is largely based around interacting and shaping the world of people. Your drawback risks making your character more insular than others of the pantheon. I'm not going to insist you change anything, because it still fits within the rules, but know going in that your character might find it harder to be as involved as other characters.

Ruedyn said:
Snip
Indeed there is. Your character looks good overall, but as a duality god know that you'll be examined more stringently than others during the game. We don't want duality to become a carte blanche to cover every action.

Dogmatic99 said:
Snip
The only thing I don't think works here is the drawback, it seems a bit too specific for a domain. Changing it to Life, or even just Fertility would be good. Other than that, everything else seems in order.

Mestizaje said:
<spoiler=Seras>Snip
Seems fine to me.

drmigit2 said:
Snip
The only thing here is the drawback. You say "If something has been corrupted, a lake defiled, a human cursed, or a town plagued, Theisare is really bad at removing this sort of stuff without just killing everything (which would not invoke the drawback, but would probably be ill advised)." That seems to imply that his drawback can be almost selectively activated for certain actions. Unless there's something I'm missing here I'd advise getting rid of the section in parentheses.
It was a clarification on what had been said before, which is basically that Theisare could just wipe out a town to remove a curse if he didn't want to take his debuff, but that probably isn't the best course of action in most cases. That said, I have removed the clarification and left it vague as requested.
 

Arrogancy

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Jun 9, 2009
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drmigit2 said:
It was a clarification on what had been said before, which is basically that Theisare could just wipe out a town to remove a curse if he didn't want to take his debuff, but that probably isn't the best course of action in most cases. That said, I have removed the clarification and left it vague as requested.
Alright then.