RolePlay onLine RPoL Logo

, welcome to Theogenesis - Creation Unfurled

08:38, 16th April 2024 (GMT+0)

Info - Character Creation (Read Third)

Posted by OverlordFor group 0
Overlord
GM, 9 posts
Sat 2 May 2020
at 21:21
  • msg #1

Info - Character Creation (Read Third)

KNOWN NAME

A God's name is the most basic facet of their existence. While this has no special significance it will be what your people and those you will encounter will know you by. Legends will be made and songs sung to exalt your name; choose wisely.

TRUE NAME

A God's TRUE name is a powerful thing in itself. As other powerful entities within Creation, the True Name of a being of such power can have one hold control over that beings actions, requesting favors from them if so desired. Beings, such as gods, keep this information a secret to avoid having this information used against them. (See Invocation in Game Mechanics for more detail).

This name is different, in some way, than the KNOWN NAME. While there are ways for others to find out the True Name of a being, even a god, it is not a feat easily accomplished.

PRIMARY DOMAIN

The Primary Domain is the strongest domain aligned to a single god. No two gods from the same generation can have the same primary domain as it represents their absolute authority over the concept. Primary Domains are often broad, such as life, death, time, etc. A goddess of life cannot extinguish life as that is the domain of death and a god of death cannot bring things back to life for that is the domain of life.

SECONDARY DOMAIN

The Secondary Domain is a sub-specialty or related and more narrow domain of a god's Primary Domain. This represents their passions, nuisances, and largely defines how they interact with the world. A Death God may have a Secondary Domain of Ruin and be a destructive god where as a God of Life might have a Secondary Domain of Plants and be a nature warden.

Note that you do not have to take a seconday domain. This is upto you. Not taking a Secondary Domain grants the god 2 extra Attributes or 1 Major Power upon creation.

APPEARANCE

Your appearance is two-fold. There is your divine appearance which is only assumed when flaring your Aura or when you are in a realm where your physical form cannot take form. This appearance is normally outlandish in proportion and grandiose in nature. This form should reflect the true essence of your power as a god and the domains which you embody. (see rules for effects of taking this form)

The second appearance is your icon, or physical, appearance and it often, but not always, has some traits that show that you are divine in some way (glowing hair, unnatural eye color, markings, etc.) This is the appearance you take when in the physical realms as it cannot sustain your divine form for any meaningful period of time.

PERSONALITY

Just like mortals, gods possess personalities and all the boons and deficits that come with it. That said the divine typically have exaggerated personas and are driven by passions and fears much more intense then their mortal counterparts. These quirks shape how they behave and how they view the world around them.

MAJOR POWER

A Major Power is a gods most powerful exertion of divine power. Linked to their Primary Domain, a major power easily reveals the difference in power between the god and any mortal being who would dare earn their ire. This power need not be offensive but the scope should be grand.

Examples:

Withering Gaze: All living beings within line of sight of the god age as if 100 years had passed in that moment. Most mundane substances will be reduced to dust and most mortals will die outright, leaving only barren bones.

Cleansing Radiance: Within 100 feet of the god all ailments, deformities, poisons, and toxins are destroyed or cured;whichever is more appropriate.

Stay the Reaper: A touched creature is marked. The marked creature shall not die until the mark is removed through your will or an ability of greater power. Only 1 such being can be marked at any given time.


As with all powers, they will grow in strength based on the gods own progression as they gain Divine Ranks.

MINOR POWER

You start with two minor powers at first. A Minor Power is an ability that is inherent to the divinity's form or nature. It does not have to be related to their domains and often serves a functional or supportive role. Common non-domain powers would be flight, amphibious, truesight, etc. Thus it may a non-domain related power or , as many do, a minor power that is reflective of their Secondary Domain or lesser effects of their Primary Domain.

REALM NAME

Gods and Realms are bound together, their fate intertwined. When the Realm thrives, so to does the gods power grow and vice versa. If the Realm were to fall then the god would face consequences as a part of them is lost to them until regained. As such Realm Names should be treated with the same care as the god's own name because in many ways it is.

REALM DESCRIPTION

Realms are often places of wild and exotic nature whose geography, climate, and even fundamental laws are set by the god who presides of it. Some are mundane and others are overtly magical. Regardless of the circumstances surrounding the Realm it is wild and untamed, the first population of mortal beings having only recently taken their place among its lands. The realms development as it ages will reflect that of the deities own progression as well as those of his Domains.
This message was last edited by the GM at 00:26, Fri 30 Sept 2022.
Overlord
GM, 10 posts
Sat 2 May 2020
at 21:29
  • msg #2

Info - Character Creation (Read Third)

Once accepted there are some additional factors that must be determined about your character.



Attributes

Attributes define the raw potential that your god has and is used as a baseline to define competency and ability when a comparison must be made.

Might: A measure of the god's raw power and strength. A god of high Might can easily slay armored warriors with their bare hands while a god of low Might is likely to struggle in direct confrontation.

Finesse: A measure of the gods grace in motion, agility, and dexterity. A god of high Finesse can easily dodge rain while running while a god of low Finesse is largely inept at tasks which rely on manual manipulation.

Grace: A measure of the gods charm, charisma, and natural awe. A god of high Grace is likely to fawned over and worshiped openly while a god of low grace is likely to earn respect and admiration slowly and in more reserved fashions.

Resilience: A measure of the gods resistance to physical harm, disease, and other ailments. A god of high Resilience can weather blows from mighty warriors and survive the untamed wildernesses worse of storms while a god of low Resilience will need to rely on proper planning, shelter, and armor to survive the world.

Intelligence: A measure of the gods ability to process information, understand what is before them and bring forth their thoughts into concrete results. A god of high Intelligence can understand what he is seeing much quicker, as well as create and bring forth his vision into reality much more easily.

Will: A measure of the gods mental fortitude, resolve, and ability to overcome psychological pressures. A god of high Will can wade through psychic assault without pause while a god of low Will is likely to fall victim to mental traps.

Spirit: A measure of the gods Divine ability to command the Essence that flows through them, and Creation. Linked heavily to Traditions, it also empowers some of the more passive abilities of a Divine being.

All Gods begin with scores of 3 in each Attribute and have 21 points to distribute.

At creation, an attribute can be brought ABOVE 10 only through a 2 for 1 exchange where two points are used or removed (thus lowering an attribute below 3) from one attribute or used from the points to distribute upon creation to raise the attribute above the threshold of 10. This system is only relevant at creation. Once the game has started, acquired attribute points can be applied to the attributes without limitation as to its maximum threshold.

Skills (See game Mechanics for details)


At character creation you may select 3 Skills to have Adept Rank and 3 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 as some action or not.

You may upgrade one ADEPT skill to JOURNEYMAN (Rank 3) by foregoing 1 Adept and 2 Novice Skills. You would thus have 1 Journeyman, 1 Adept and 1 Novice ranked skill to start (instead of the 3 Adept and 3 Novice Skills)

Tradition (See Game Mechanics for details)

Pick a field of Tradition to define your Gods style.
This message was last edited by the GM at 00:35, Fri 30 Sept 2022.
Sign In