Vitality
A being has a number of Health Points equal to
5 + (5 * Resilience), with each God beginning with a minimum 10 HP. When injured, HP is reduced by a factor equal to the Damage - any armor that the god may be wearing or in the case of magical defenses, shielded by. If a god is reduced to 0 HP they are unconscious and considered dying. If they suffer further harm, reducing them to -5 or lower HP they are dead and lose one of their lives until they experience Final Death.
Aramanth
If a God is dying (between 0 and -4 inclusively) you may decide to do Aramanth upon them. By drinking your opponent god’s blood as the final blow, thus draining their life, you gain 25% of their minor souls that they have at that moment once they die as well as gain 1 in Divine Rank (while lowering the God who died by 1 Divine Rank).
Note that Aramanth is dealt at a rate of 1 HP damage per round of action (shielding has no effect upon this).
This act defiles the god doing Amaranth and they gain a Corruption. Corruptions are both boon and curse as they give the god some special ability but also a weakness.
Example: Sabris, the Mad God of Beasts. Corruption - Feral: The possessor is no longer effected by abilities that would target their Will. In return they cannot recognize friend from foe, attacking Chosen Units, bound Monsters, and allied gods once they begin fighting.
If Aramanth is done upon the final life of a God, then the remaining souls the God had are taken in full by the God that is doing Aramanth, as well as any accumulated Monster Souls, Natures and Aspects that the God had accumulated and not used.
Healing
A god heals
1 HP each day (game time) per point in Resilience regardless of their activity. If a god is reduced to negative HP but is not dead they will recover to
0 HP within an hour (game time) and then begin healing at the usual rate. This rate can be augmented by abilities and magical items.
Monsters heal at rate of
1 HP/Resilience/Day (game time) but only while resting. If active this rate is cut in half, rounded down to a minimum of 0. Chosen heal
1 HP/Resilience/Week (game time) although this doubles if resting. Advanced and Elite Units heal as if Monsters of equivalent Resilience.
Aura
Every god is shrouded in a sphere of invisible divine power. This shroud acts as a dampener to any damage that would be dealt to the god. The strength of a god's Aura is equal to their
Essence plus their Divine Rank and reduces damage by that value before being further reduced by armor. Certain items can augment the efficiency of an Aura and even bestow it special effects. Attacks which are equal to or greater than the Aura reduce its power by 1 until it is allowed to regenerate, often at a rate of
1 per 5 minutes (game time). Lesser attacks also reduce a god's Aura but at a rate of 3 attacks per 1 Aura reduced.
Even an unconscious and dying god benefits from their Aura.
Diseases and Ailments
Diseases of mundane nature have no sway over gods but magical and theurgic afflictions do. If a diseases threshold value is higher then the god's Resilience, or Will (depending on the disease, plus any relevant skills or abilities) it takes hold. Diseases normally impart some negative condition which lasts until it is cured or otherwise removed.
Magical diseases last a number of days equal to their threshold while theurgy lasts indefinitely until removed by an equal or greater power.
Ailments, unlike diseases, affect gods equally. These ailments are often bodily conditions such as starvation, thirst, confusion, etc. An Ailment takes hold if the gods Resilience or Will is lower than the threshold and lasts until remedied in some fashion.
Ailments by their nature can increase in intensity if ignored and can debilitate gods if left unchecked.
Language
A god instinctively knows how to communicate with other Gods and their own Chosen. The Chosen of other gods are foreign to them and only through practice and effort can they learn to communicate effectively with these beings.
These boons and limitations also extend to any Intelligent monsters that may come from a Realm.
Skills
There are four ranks for Skills.
1: Novice
2: Adept (If a new sub-specialty can be had for that skill, can gain it at Novice Level)
3: Journeyman (If a new sub-specialty can be had for that skill, can gain it at Novice Level)
4: Master: Gain Special Ability based on that skill
For all basic skills (Running, Jumping, Swimming, etc.) a god is considered to have Master Rank in and cannot fail at these tasks unless some outside force is acting against them. These basic skills do not have sub-specialties or specials associated with them.
At character creation you may select 3 Skills to have Adept Rank in and 2 Skills to have at Novice Rank. Skills are linked to an Attribute and the combined value of the Skill and Attribute often serves as a threshold value to see if you succeed at some action or not. In other cases, the skill level will add to the threshold of actions (such as Combat). In certain cases, skill add to the success rate of certain actions (as %).
When a Skill reaches Adept Level you gain a sub-specialty related to the skill (if it has any). This is often some application of the skill such as Solo Combat on a Longsword Skill or Elaborate Designs on a Basket Weaving Skill. At Journeyman level you gain a second sub-specialty. Finally at Master level you gain a special ability that can be used under some circumstance.
Example: Master, Blacksmithing: Items forged by you are always of superior quality and have a 33% chance of gaining a soul.
Periodically you will be rewarded with Skill Progression, given as a percentage, and when you reach 100% you increase to the next Skill Rank and the Progression sets back to 0. Progression is often given in 5-30% increments and will decrease in amount and frequency as Rank increases.
A being with a Skill Level of 2 (Adept) or higher may teach other beings their Skill so long as their skill level is higher. Instruction of this level is only capable of providing them with Novice Skill level if they possessed none. Alternatively they can be instructed in a sub-specialty that you possess so long as they have Novice or higher rank in the skill. These sub-specialties do not count against any that you would gain from skill progression and only one such additional sub-specialty may be obtained in this fashion per skill.
Example: The God of Games and Tests instructs his Chosen in his skill Mason - Labyrinths, giving all of the Unskilled Chosen a Novice level Mason skill and the Novice and Adept Chosen a sub-specialty in Labyrinths. The Novice Chosen could then go on to become Adepts and select a second sub-specialty, Construction.
The time that this instruction takes depends on the being taught. Gods are naturally fast learners and obtaining this degree of skill through the instruction of another god can occur within hours (Game time). However if a god is instructing a Chosen or intelligent Monster then the process takes considerably longer; often days or weeks (game time) of instruction unless they are gifted in some fashion to obtain information more quickly. This duration increases dramatically if the God wishes to teach a being magic often taking months (game time) for them to grasp.
A god can learn from a mortal being but are subject to the same restrictions laid above as a mortal teacher cannot deliver the same amount of information as another god could in the same time period.
Here is a skill tree to show the progression of skills. Note that while some are specific (ex: Block), others are vague in title which means they have various forms (Ex: Specific One-handed Weapon).
So for example, a person can take COMBAT, then Two-Handed Weapons, then Swordsmanship, then Longsword. All of these skill points would add to their threshold in combat with that weapon. To become a MASTER of the LONGSWORD, they would need to gain 3 in each of the skills before it and then 4 in LONGSWORD.
Only certain skills can become a MASTER class. This will be marked by an *
* = Master Class possibility
Italicized = Name of Skill to be determined by choice
Base Skill | 1st Sub-Specialty | 2nd Sub-Specialty | 3rd Sub-Specialty | 4th Sub-Specialty |
Combat | Weapon Size Skill | Type of Weapon Skill | Specific Weapon* | |
| Tactics* | Warcraft* | | |
| Sundering | | | |
| Marksmanship | Specific Weapon | | |
| Melee Fighting | Natural Weapon Fighting | | |
Dodge | | | | |
Block | Parrying* | | | |
Armor Size | Specific Armor | Armored Agility | | |
Shield Size | Specific Shield | | | |
Magic | Conjuration* | | | |
| Abjuration* | | | |
| Divination* | | | |
| Enchantment* | | | |
| Evocation* | | | |
| Illusion* | | | |
| Necromancy* | | | |
| Transmutation* | | | |
| Runes (Must have Magic 3)* | | | |
| Ritual (Must have Magic 3)* | | | |
| Blood (Must have Magic 3)* | | | |
| Theurgy (Must have Magic 3 & 4 in two Fields of Magic)* | | | |
Animancy | Fusion | | | |
| Genesis | | | |
| Alteration | | | |
Lore (General) | Specific Subject* | | | |
Divine Mastery | Domain Mastery | Specific Domain | | |
| Realm Mastery | Mastery of the Weather | | |
| | Mastery of the Land | | |
Communication | Diplomacy | | | |
| Bluff | | | |
| Intimidate | | | |
| Persuasion | | | |
| Sense Motive | | | |
Leadership | Administrate | | | |
| Influence | | | |
Craft (General) | Masonry | | | |
| Blacksmith | Specific Weapon Size | Specific Type of Weapon | Specific Weapon* |
| Armorsmith | Specific Armor Size | Specific Armor Type* | |
| Tanner | | | |
| Bowyer | Specific Type of Bow* | | |
| Boatmaking | | | |
| Construction | Specific Structures | | |
| Carpentry | | | |
| Innovation | Focused Subject/Field (aka: Biology, Architecture) | | |
| Other form of Crafting | | | |
Animal Handling | Riding | Specific Animal* | | |
| Riding Airborne | Specific Animal* | | |
| Taming | Specific Animal* | | |
Survival | Specific Terrain | | | |
| Hunting | | | |
| Tracking | | | |
Awareness | Spot | | | |
| Listen | | | |
Hide | | | | |
Stealth | | | | |
Navigation | Sailing | | | |
Perform (Specify type of Performance) | Specific use of item for Performance* | | | |
Magic
All gods have an innate understanding of magic, although their Essence determines how strongly connected they are to the universal fonts of magic that flow through Creation. Regardless of Essence however all gods can perform magic and are the first Awakened beings to be capable of doing so.
At character creation the god will pick a field of magic to define their style. The basic fields are Abjuration, Conjuration, Illusion, Divination, Necromancy, Transmutation, Enchantment, and Enhancement although additional fields of magic will be considered on a case-by-case basis.
Field of Magic | Type of spell |
Abjuration | Protective spells that create physical or magical barriers, negate magical or physical abilities, harm trespassers or even banish targets |
Conjuration | These spells summon, heal, transport or create physical items out of nothing. |
Divination | Enable you to learn secrets, to predict the futurem to find hidden things and to foil deceptive spells |
Enchantment | These affect the minds of others, influencing or controlling their behavior |
Evocation | These manipulate energy to produce a desired effect. They create something (nothing physically permanent) out of nothing |
Illusion | These deceive the senses or minds of others. |
Necromancy | These manipulate the power of death, unlife and the life force. |
Transmutation | These change the properties of some creature, thing or condition. |
Note to choose wisely, based on your characters style. Once chosen, THAT FIELD OF MAGIC will be the type of spells you will be casting (thus a God using EVOCATION magic cannot cast Nercromantic Spells unless he gains another field of magic),
Given the freeform nature of the game spells and other expressions of magic will be up to the player's discretion but results will vary depending on GM interpretation. To assist players, however, consult the following information:
Rank | Skill Threshold | Potential Effects |
1 | 1-4 | Basic spells which target self or a being you are touching |
2 | 5-8 | Spells which target others at range or cause some minor/temporary change |
3 | 9-12 | Spell which target others at sympathetic range or cause some major/lasting change |
4 | 13+ | Grand Spells |
If your Essence + Magical Skill is 3 then you can cast Rank 1 spells at maximum. Alternatively if your Essence + Magical Skill is 6 then you can cast Rank 2 spells at maximum.
You can cast a spell at your maximum Rank for your major action or cast a spell of maximum Rank - 1 and attack as your major action. This is useful for spells that buff yourself or allies / debuff your enemy.
Your Magical Skill Threshold determines both maximum Rank and the relative power of some types of spells, such as shielding and offensive spells. An offensive spell cast with a Skill Threshold of 6 is equivalent to a Sword attack whose Skill Threshold is a 6. In simpler terms it can do a max of 6 damage.
Spells which give some flat bonus (+X to Dodge) give a bonus/penalty equal to the Rank of the spell.
Example: God of Fire casts a Rank 3 spell to increase a Chosen ally's Defense by 3.
Spells of lower thresholds that are cast with Essence + Magical Skill higher than them increase to that degree proportionality.
Example: A shielding spell for a single being cast with a skill threshold of 3 will repel attacks of skill threshold 3 or less while that same shield cast using a skill threshold of 9 will withstand attacks of skill threshold 9 and lower and may even reflect blows of 3 or less since it is two degrees stronger. Note that defensive spells such as this work for the total amount of damage taken during that round of combat (not per attack).
The number of times a being can use magic is limited by their Essence and Magical Skill. In a given day a number of spells equal to
twice Essence + Magical Skill can be cast, although spells cost more uses depending on their rank.
Rank 1 Spells: 1 Use
Rank 2 Spells: 2 Uses
Rank 3 Spells: 4 Uses
Rank 4 Spells: 8 Uses
Note that this is relative PER INSTANCE of a God. So if a God can cast 6 spells per day and is using spell in his realm and also casts two spell in a Public Realm, then each instance would have the following of spells left to cast: 5/6 in his realm, 4/6 in the public realm.
Note that a God is limited to casting spells in upto (1 Realm + (Divine Rank / 2 round up)) at any one time. To cast in an extra realm than allowed, the God will have to allow 3 updates to pass in both the NEW REALM (one he wants to cast in) and the OLD REALM (one he wishes to stop casting in) before being able to do so.
The duration of a single spell ranges from instantaneous (fireball) to the end of a particular scene (shield). Often spells which cause buffing or debuffing effects will last a number of posts equal to Essence or until countered through magic of equivalent or greater power; whichever occurs first. When a scene is not easily distinguished such with travel assume the spell lasts 1 hour and can be maintained by through the consumption of additional uses.
This message was last edited by the GM at 17:55, Thu 29 Aug 2019.