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20:48, 6th May 2024 (GMT+0)

Origins of the Divine: Character Creation.

Posted by TalonFor group 0
Talon
GM, 4 posts
Weaver of Tales
The Underlying Order
Mon 30 May 2022
at 00:25
  • msg #1

Divine Self-Actualization: Character Creation

You are a god of a fledgling world tree.  There is much unknown about your tree and even more that is undecided. Take nothing for granted.  Be wary of the evils of the tree, but even warier of other gods, just because you're part of the same World Tree, that doesn't mean you're allies.

Domain: This is the domain your god governs.  It could be beauty, retribution, battle, war, crickets or anything else.  One thing, though.  If you chose a domain which another god shares with you, then there could be a problem.  Gods are of the mentality that there can only be one when concerning their domains.

Name: The god's name.

Personal Details: Your gods aesthetic and motivations, details about your character.

Style: Use three words that will help embody your gods style. (Ex: Fierce, floaty, angular) This will help with ensuring you have a distinct style of your own, this will extend to all things relating to your god.

God Powers:

You begin with two Manifested powers which relate to your domain. These can be used anywhere your god travels. You also begin with three Incidental Powers. These are less potent than your Manifested Powers and, importantly, they can be lent out to others.

Manifested Powers: These are powers you can utilize wherever you go, they originate from you. Manifested Powers are powerful abilities and grand displays of your control over your domain.

Incidental Powers: More subtle than Manifested Powers, Incidental Powers are quieter reflections of your powers. They can still be quite useful, but they can also be suppressed by others and thus care should be taken about relying upon them. Incidental Powers can also be granted to others, whether it's one of your heroes or another god. Another god may only hold the power for one Week or until its used, it then returns to the originating god. A mortal granted the power may hold it until they return it or they die, so take care when lending these powers to your faithful.

While Incidental Powers are lent out they are unavailable to their god.

More powers, both Manifested and Incidental, can be obtained over time if a god dedicates themselves to expanding their powers.

Realm and People:


Realm Name: This is the Name of your Realm.
Realm Description: This is what your realm looks like, usually it correlates directly to the center province of the realm, and determines the overarching theme for the rest of your realm.  How it looks is completely up to you.
Chosen People: The name of your people.
Description: How your chosen people look and fit into your realm.  They can appear anyway you want them to.

Stats:

You Have 17 points to distribute to ever stat to a maximum of five per stat.  Each number makes you incrementally stronger in a skill.
1: This is at the level of a mortal soul, a feeble number.
2: A particularly skilled or adept human.
3: This is legendary by mortal standards, but average concerning gods.  Still nothing to scoff at.
4: A truly godly talent.
5: A paragon of this ability.

Note: During character creation no stat can exceed 5, but later in the game can be raised further. Stats exceeding five are used when measuring yourself against other divinities. Both gods may be able to throw a mountain, but one can throw it slightly further.

Might: How strong your character is.
Finesse: Determines things like dexterity, hand eye coordination, and the like.
Endurance: How tough your character is, how good he is at taking hits.
Acumen: How smart your character is, this governs things like perception and intelligence.
Will: This is the force of your character's mind, how powerful his magics are.
Essence: This is how strong your character is against magical and supernatural attacks.

Skills: You start off with a number of skills equal to 2x your Acumen. Skills are anything learned.
Magic: See Magic section of Settings and Rules. If you choose this, it'll be a slow burn at the start.

(See the Rules and the section for Skills and Magic)

Knowledge: Knowledge's pertain to science and the natural world.  Knowledge can be shared with and advance your people.

Passive: Functional Skills directly correlate, or can correlate, to god interactions, and interactions with the world.  These are the only skills that you do not pick at random, and are predetermined by the GM:
Athletics
Acrobatics
Deception
Persuasion
Survival
Stealth
Thievery

Craft: Crafting skills are used to make items out of raw material.  Crafting skills are unique in that you can have special crafting skills craft items out of substances unique to your realm.

Martial: These are skills relating to the execution of violence. Be wary of physical violence if you do not possess any of these.

Enlightened Society: If you start the game without a magical aptitude then the inhabitants of your realm start with up to three ranks of proficiency in skills which you also possess.

Magic: Magic as a force is something yet to be explored.  Upon creation, if you want to make a god that possesses an aptitude for magic, you can exchange five skills for magical proficiency, this is simply to start with the aptitude, you won't begin with mastery, or even a real understanding of it.
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