Spirits' Dawn (Open, Recruiting Players)

Recommended Videos

Belmarc

New member
Nov 24, 2012
120
0
0
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...

Hey there, Escapist Roleplayers! Belmarc here, and joined by Arrogancy to bring you a fun little roleplay we've tried to improve on the formula of. We tried our best so we'll see how this goes, y'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. Break DC will always be 2 less than the DC used to create it. I don?t know about this. It seems to me destroying something shouldn?t cost less than creating it. Can just be present or have a focal point like a physical object. Altering/Destroying an area by divine power falls under enchanting's header.

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.

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:
-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.

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 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.

Ages: Ages will come and go, and will mark the growth of civilization. The first few age ends will be marked by some kind of major event, but once you have grown to control the world, this will be less likely to occur.

Of course, where would a roleplay be without the players. The character sheets are pretty standard but don't forget to include what domain you'll start with control over (a +4 quality) and what direction you'd like to take. You are not locked into things you have not already taken but you will have to talk to use about changing your plans.

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.

Edit: The title has been changed because of the similarity to the game being run by Terratina. Yeah, our bad on that one.
 

Belmarc

New member
Nov 24, 2012
120
0
0
Q & A section

Since we're trying to fix a system we consider broken, plenty of questions will probably come up. For easy access, and to keep from having to answer the same questions over and over, I'll put up questions and their answers here (as well as answering the person directly.)

Q. Can a player make multiple actions at once?

A. Since rolls should be made for a player within 3-4 days on average, and how quickly multiple rolls could build up from the number of players (that we're hoping for, at least) are limited to one action at a time.


Q: I didn't see anything about creating a sentient species. Was this left out deliberately or was it an oversight?

A. This was not an oversight. Sentient races often became placeholders on a map. The only sentient race to start is mankind, and while we may possibly be negotiated with on this, but chances are slim we'll change our mind. However, you may alter members of your covenant in a fashion similar to creating a race, though they must remain at least mostly human.

Q: Are there mythical creatures already in the world? And if so please give a good reference of what kinds would be expected to find.

A. The world is pretty parallel to Earth's growth, up until now. The only mythological creatures are spirits or other similar ethereal beings. We're hoping this changes as the game goes on, so we're leaving their existence up to the players.

(Note: We may or may not include some kind of mythical monsters as NPC enemies at some point or another, so ancient beasts from long ago MIGHT spring up, but none of this is apparent and no one would know about them.)
 

Belmarc

New member
Nov 24, 2012
120
0
0
[Reserved for Characters]

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

+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.

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.
 

Terratina.

RIP Escapist RP Board
May 24, 2012
2,105
0
0
Another godgame? Sheesh.

You have my interest, anyways.

[small]I call shotgun on Dreams/Blood Magic btw.[/small]
 

Arrogancy

New member
Jun 9, 2009
1,277
0
0
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.
 

Arrogancy

New member
Jun 9, 2009
1,277
0
0
Terratina. said:
Another godgame? Sheesh.

You have my interest, anyways.

[small]I call shotgun on Dreams/Blood Magic btw.[/small]
Can you really have too many godgames?
 

Terratina.

RIP Escapist RP Board
May 24, 2012
2,105
0
0
Arrogancy said:
Terratina. said:
Another godgame? Sheesh.

You have my interest, anyways.

[small]I call shotgun on Dreams/Blood Magic btw.[/small]
Can you really have too many godgames?
Three's a crowd, as they say. >.>
 

booksv2

New member
Aug 17, 2012
632
0
0
Q: I didn't see anything about creating a sentient species. Was this left out deliberately or was it an oversight?

Q: Are there mythical creatures already in the world? And if so please give a good reference of what kinds would be expected to find.
 

drmigit2

New member
Dec 25, 2008
1,195
0
0
Yay for more god games. I am going to go ahead and make a god of vengeance and rebellion. Now to think of a name...
 

Belmarc

New member
Nov 24, 2012
120
0
0
@booksv2

A. This was not an oversight. Sentient races often became placeholders on a map. The only sentient race to start is mankind, and while we may possibly be negotiated with on this, chances are slim we'll change our mind. However, you may alter members of your covenant in a fashion similar to creating a race, though they must remain at least mostly human.

A. The world is pretty parallel to Earth's growth, up until now. The only mythological creatures are spirits or other similar ethereal beings. We're hoping this changes as the game goes on, so we're leaving their existence up to the players.

(Note: We may or may not include some kind of mythical monsters as NPC enemies at some point or another, so ancient beasts from long ago MIGHT spring up, but none of this is apparent and no one would know about them.)
 

booksv2

New member
Aug 17, 2012
632
0
0
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:
Humans -2: anything having to do with humans he has trouble understanding and accepting. They confuse and trouble him. The ones who destroy nature just for their own personal gain and nothing more are anthem to him. Those that only take and take and don't give back, or try working with nature.

Comments and critiques on him.
@belmarc Thank you for your answers.

EDIT 1.1: Traded hunting/stalking for Death.
EDIT 1.1: Traded survival of the fittest for Humans.
EDIT 1.1: Traded strength for Bonds.

EDIT 1.2: redefined my disadvantage. Not it isn't all humans but is instead now only those humans that destroy nature without doing anything in return. those that work with and within nature are exempt.
 

Belmarc

New member
Nov 24, 2012
120
0
0
booksv2 said:
Snip
Alright, over-all, I like this character. The brutality of nature is a fun concept to play with, and the appearance is really cool. I can respect being unafraid to pull yourself away from a typical human appearance in order to better express his nature.

However, there are a few issues. Please keep your domain (specifically your +4 Hunters/Stalking) to one idea, as it will either expand or limit what you can do with it (letting you use the domain for things that involve stalking or hunting or limiting you to things that only fall between both). Your concept for this domain is okay, but it needs to be cleaned up. Perhaps a domain of Hunting would be a more natural fit while still sticking to the theme? (Don't feel the need to make it hunting because I brought it up, I'm just offering an example.)

As for your drawback, this brings up one of the issues we had in the last game. Please make your drawback something tangible that will actually effect your character taking action. Previously, most players used a drawback strictly as a character flaw, and while it can relate to one, it should be more than that. Think of it as a negative domain, a specific area where they are not just unskilled, but have such difficulty that it would inhibit their chances of succeeding.

Just a note, for you and for those that might not know otherwise, the format I set my character up in is not the only possible configuration of ranks. So long as all your domains add up to +12 and one of them is at least +4 (since your starting domain cannot be split into two starting domains), any combination is acceptable.
 

booksv2

New member
Aug 17, 2012
632
0
0
Belmarc said:
booksv2 said:
Snip
Alright, over-all, I like this character. The brutality of nature is a fun concept to play with, and the appearance is really cool. I can respect being unafraid to pull yourself away from a typical human appearance in order to better express his nature.

However, there are a few issues. Please keep your domain (specifically your +4 Hunters/Stalking) to one idea, as it will either expand or limit what you can do with it (letting you use the domain for things that involve stalking or hunting or limiting you to things that only fall between both). Your concept for this domain is okay, but it needs to be cleaned up. Perhaps a domain of Hunting would be a more natural fit while still sticking to the theme? (Don't feel the need to make it hunting because I brought it up, I'm just offering an example.)

As for your drawback, this brings up one of the issues we had in the last game. Please make your drawback something tangible that will actually effect your character taking action. Previously, most players used a drawback strictly as a character flaw, and while it can relate to one, it should be more than that. Think of it as a negative domain, a specific area where they are not just unskilled, but have such difficulty that it would inhibit their chances of succeeding.

Just a note, for you and for those that might not know otherwise, the format I set my character up in is not the only possible configuration of ranks. So long as all your domains add up to +12 and one of them is at least +4 (since your starting domain cannot be split into two starting domains), any combination is acceptable.


I edited my sheet.
And thank you for the clarification on the amount of domains but i like the 3 domain style, one main one lesser and one least.

Please also comment and critique this one because i believe it will be better than the previous version.
 

Belmarc

New member
Nov 24, 2012
120
0
0
booksv2 said:
Snip
This is pretty close! I really love the realtionship of nature and death. Nature and Life is just so overdone, y'know?

However, I've gotta say I'm a little conflicted on Humans being the drawback. As a spirit, they'll kind of be your main source of worship (since, like we said, making a sentient species is unlikely to happen). Not to mention humans being extremely diverse and complex, there may be humans much closer to what your god considers nature than others. It would make things difficult, but still, if it's what you want to do than we aren't going to stop you on it.

I just wanna make a small clarification on the subject of death, however. We ran into a lot of problems of players using their domains two-sided. If you choose death as a domain, it won't grant you any relevant power over life. Guiding them along is fine, but as far as bringing things into life or back to life, it won't give you any modifier. I'm not saying you were planning to do this, it's just something that the god of death (yeah I'm looking at you Dogma) used in our last game, and it really takes the relevance of making a god with the opposite quality. It was good that you chose the domain and reminded me. Like I said, there is nothing wrong that choice, I just want it to be clear that it's specific dominion over Death and not the other side of the coin.

Other than that, it looks fine. No necessary changes, so if you are happy with what you have you may leave it at that.
 

booksv2

New member
Aug 17, 2012
632
0
0
Belmarc said:
booksv2 said:
Snip
This is pretty close! I really love the realtionship of nature and death. Nature and Life is just so overdone, y'know?

However, I've gotta say I'm a little conflicted on Humans being the drawback. As a spirit, they'll kind of be your main source of worship (since, like we said, making a sentient species is unlikely to happen). Not to mention humans being extremely diverse and complex, there may be humans much closer to what your god considers nature than others. It would make things difficult, but still, if it's what you want to do than we aren't going to stop you on it.

I just wanna make a small clarification on the subject of death, however. We ran into a lot of problems of players using their domains two-sided. If you choose death as a domain, it won't grant you any relevant power over life. Guiding them along is fine, but as far as bringing things into life or back to life, it won't give you any modifier. I'm not saying you were planning to do this, it's just something that the god of death (yeah I'm looking at you Dogma) used in our last game, and it really takes the relevance of making a god with the opposite quality. It was good that you chose the domain and reminded me. Like I said, there is nothing wrong that choice, I just want it to be clear that it's specific dominion over Death and not the other side of the coin.

Other than that, it looks fine. No necessary changes, so if you are happy with what you have you may leave it at that.
i did an edit to the disadvantage so the humans who work with nature and within it, such as hunters and people that live within and live off the land instead of trying to make the land work for them. this will give me a good percentage of people i can use for following while leaving me having a hard time working with the other 90% of humans in the world.
 

Belmarc

New member
Nov 24, 2012
120
0
0
booksv2 said:
Belmarc said:
booksv2 said:
Snip
This is pretty close! I really love the realtionship of nature and death. Nature and Life is just so overdone, y'know?

However, I've gotta say I'm a little conflicted on Humans being the drawback. As a spirit, they'll kind of be your main source of worship (since, like we said, making a sentient species is unlikely to happen). Not to mention humans being extremely diverse and complex, there may be humans much closer to what your god considers nature than others. It would make things difficult, but still, if it's what you want to do than we aren't going to stop you on it.

I just wanna make a small clarification on the subject of death, however. We ran into a lot of problems of players using their domains two-sided. If you choose death as a domain, it won't grant you any relevant power over life. Guiding them along is fine, but as far as bringing things into life or back to life, it won't give you any modifier. I'm not saying you were planning to do this, it's just something that the god of death (yeah I'm looking at you Dogma) used in our last game, and it really takes the relevance of making a god with the opposite quality. It was good that you chose the domain and reminded me. Like I said, there is nothing wrong that choice, I just want it to be clear that it's specific dominion over Death and not the other side of the coin.

Other than that, it looks fine. No necessary changes, so if you are happy with what you have you may leave it at that.
i did an edit to the disadvantage so the humans who work with nature and within it, such as hunters and people that live within and live off the land instead of trying to make the land work for them. this will give me a good percentage of people i can use for following while leaving me having a hard time working with the other 90% of humans in the world.
I may have just made things worse. If you have difficulty working with humans as a whole, but not these certain exceptions, it kind of ruins the point of having an over-arching domain. If you don't want the penalty towards acting on certain humans but do want a difficult time working with the rest, you'll have to find a different drawback that excludes them naturally, and not with a footnote.
 

Terratina.

RIP Escapist RP Board
May 24, 2012
2,105
0
0
Name: Kala'pana

Gender: Female

(True) Appearance: She has no eyes, for she has no need of them. In their place, is a fleshly mockery of a dreamweaver. Tendrils of flesh extend from where normally there would be eyes, a forehead and a scalp to form a twisted halo of sorts. Below that it is as normal - a nose, a mouth, a chin and so on. Kala is as pale as moonlight, but stripes of red break up the white - dream against nightmare. Her neck is always craned, as she always seems to be trying to look at something, or be in deep concentration.

Note: Once she obtains the Blood Magic domain, the red stripes start to bleed, like blood. Based on this image [http://th00.deviantart.net/fs70/PRE/f/2012/274/1/1/dreamweaver_by_negativefeedback-d5gio9a.jpg].

Personality: She is as fickle as a fleeting dream, however, she is not an airhead. As Kala came into existence, she was touched by both dream and nightmare, after all. Kala is like a mother, kind but firm. She truly loves humanity and the gift of existence they have given her. Still, she is also aware of their faults and flaws. She is aware that, unlike the dream world, nothing comes without cost. Kala acts cautiously and prefers to act subtly, almost like a spider taking slow, methodical steps across its webs. Still, she is not without emotion and will act in accordance with them.

Domain(s):

Imagination [+4] - Dreams are made of this - made of pure undiluted imagination. So, is she, in a way. Ideas are born from its depths and Kala has power over it. Power to inspire and torment others, bringing their brightest ideas to the center of their mind or purging them into the deepest recesses of their souls. Power to bring forth and make the imagined real, from the ethereal realm of dreams to the corporeal realm of reality. Imagination also sleeps in the collective unconsciousness, and through that, she has power over it.

Note: Main domain, will be upgraded to Dreams [+6].

Prospective Domains:

Blood Magic [+4] - Blood has power, and flows through every living thing in some form or other. To mortals, it is precious and considered mystical - the embodiment of life force itself. Because of this belief, it has power and significance. This idea floated about in the collective unconscious of mortals-to-be and as Kala rose from it and then when she will rise to higher heights of power, she will choose this bloody branch of magic as a supplementary power, helping her to bring imagination to reality.

Secrets [+2] - Secrets also swim about in the collective unconscious and sometimes Kala couldn?t help but pluck them out. Knowledge is power, and whoever controls the knowledge, controls the power, after all. Whether it is just the location of a squirrel?s nest or a monarch?s shameful past. Kala can use her power to reveal secrets to others or to herself. She use this power to scry for hidden things, or make things hidden herself. Additionally, this domain can be used to help her followers perform clandestine actions.

Drawback:

Blind, But Seeing [-2] - Kala has no eyes and therefore cannot see, that?s the general assumption anyway, Her sight is limited to the amount of followers she has, as she uses them as her eyes. However, because of that, she is affected by the perspectives of her followers and so her vision is skewed by that. Of course, she is truly blind in a place where there are no mortals and has difficulty seeing, let alone acting, in those places.

[small]Awkward portmanteau of Sanskrit words go![/small]

Anyways, here it is. And it looks like you and Arro have switched character types for this one.
 

Sehnsucht Engel

New member
Apr 18, 2009
1,890
0
0
Name: Scarlet De Metus

Gender: Female

(True) Appearance: From a distance she may appear quite human, but any closer look would quickly dismiss that thought. She is a perfect doll, white glistening skin, with clockwork joints where her body bends. Half of her face is that of the doll, with a blue eye and red lips that never moves or blinks, the other half is a fast set of cogwheels and machinery that forms her facial features on that side, with the blue eye and lips actually being able to move on that side of the face. She has long white hair. Scarlet dresses in a green dress, with a cape in a darker green flowing behind her. The details of her clothes are golden and black.

Personality: Happy, usually with a laughter not far away. It's a shame it's the laughter of a madman. Brilliant at times, but easily mistaken for just pure madness. Scarlet can be eager to help others, but then it is in her own way. The things she touches becomes twisted in a way that suits her, or appeals to her senses. She wants the best for others, but finds mischief more fun to commit.

Domains: +6 Beastmaster: Scarlet is the spirit of the beasts and monsters of the world. Her creations are both the stories of legends, myths and the fears of humans. The hero is not the main character in the fairytales, her dragons and other creatures are.
+4 Steampunk: Tick tock, tick tock. There's nothing that can't be improved with clockworks! Scarlet is an engineer of the greatest caliber, and if it weren't for her love of beasts she'd be a more obvious choice as a spirit to worship for the inventors of the world.
+2 Fear: She knows how to strike fear in the collective minds of the simple. Her mixture of living beasts with machinery is just unnatural!

Drawback: -2 Emotions: Other than primal fear, Scarlet has a hard time affecting and changing the emotions of others into what she'd want them to be.

Actually not another incarnation of my first one this time. Anyone who plays GW2 would get the main inspiration.