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:
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.
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.
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.
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)
-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.
-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*
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.
-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.
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.
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.