Everyone starts with a halo or nimbus – the “marks” in a halo
denote level, one nimbus per level. Characters can see the halo of other being
with divine or otherworldly abilities. Some beings can hide their halos.
Character may choose other aspects of their divine nature that is hidden unless
revealed to others. For instant, your true form may be an entirely difference
race than the form you normally manifest to the world. Whatever their
appearance, it is purely cosmetic unless they develop abilities that correspond
with it.
Name changes
Dragons (powerful mages) are called Exarchs, Matriarchs or
Imperators in the game world and dragon has returned to the classic monster
bearing the name.
The Banished & Exiled
In some distant past age there was a divine war that lead to the
banishment of the former servants of the gods. The angelic beings that once
served them were banished into the aether and have not been seen since. The
current seraphs were created to replace the beings that once served the
gods. At some point in the past dragons were either hunted to extinction
or exiled from the world.
Cyphers & Relics
Cyphers/fragments of Elanethar appear in the world as gems, stones
or shards that when accepted by the characters become tattoos that adhere to
the appropriate spot on their body or equipment. They may concentrate to return
the Elanetharian fragment to its inert state. Cyphers will give your character
temporary abilities, use them freely since more will always be found in the
world as the shards of Elanethar are numerous. In the Afterworld characters
will also encounter artifacts and relics. Artifacts and relics are items
that tend to have multiple uses. They will either have a set number of
uses if they are a wand or staff or have depletion rate that ends their
usefulness.
THE SEVEN PROPHECIES
The Book of Fate contains a record of the Seven Prophecies that
were made before the Fall by Sudhara, god of Destiny. Copies of the Book of
Fate appear from time to time in private libraries, on the shelves of magical
academies, on the front stoops of noble estates, and in other odd places. No
one knows who is distributing the books, and no one wants to know. As soon as
the Reconciliators hear of another appearance of a Book of Fate, or of anyone
openly discussing the Seven Prophecies, they show up with the intent to put to
the fire both the Book and anyone who might have read the tome.
When Sudhara made the Seven Prophecies over a century ago, given
the relative peace the world enjoyed, the predictions didn’t seem to have any
significance. The prophecies speak mainly of righting injustices. Then after
the Fall, when injustices abounded (the Fall arguably being the worst injustice
of all), no gods remained to right them. However, with the rise of the PCs and
other gods, the Seven Prophecies may have found their proper time, and their
proper agent: the player character. The PC’s divine character could help move
the world closer to a state of grace, or at least relieve it from the loss of
hope it currently suffers from. More terrors, dangers, and cruelties afflict
people now than ever before. In fact, some PCs may want to use one or more of
the prophecies as a character personality attribute if a particular prophecy
speaks to them and describes the kind of god the character aspires to be.
PROPHECY OF LAW
The reign of lawless dictators who believe might makes right, who
pursue personal fortune over law, and who allow whim to dictate duty will be
thrown down.
PROPHECY OF LIBERATION
The enslavement of the innocent to the will of others will be
abolished. Those who are kept shall be made free. Shackled minds will discover
the hidden truth.
PROPHECY OF UNDERSTANDING
Agents of willful ignorance, lies, and repression of discovery
will be overthrown. Knowledge and its open pursuit will blossom.
PROPHECY OF SALVATION
The memory of the dead shall be honored, their deeds celebrated,
and their final rest hallowed against intrusion and disruption. Those without
hope will be granted another chance at redemption.
PROPHECY OF RESTORATION
That which has been destroyed will be remade. That which has been
thrown down will be restored. That which has been lost will be found.
PROPHECY OF LOVE
Those without affection will find solace. Those without care will
find healing. That which has not known desire will change their heart for love.
PROPHECY OF RUIN
That which desires not peace, but mayhem; not understanding, but
exploitation; and not prosperity, but destruction shall have its day. Without
darkness there can be no light.
OBLIGATIONS
Starting at first tier, a PC’s awakened character must meet
certain divine Obligations to unlock their dominion. One Obligation is
suggested for each tier, though an Obligation can also be met if you decide
that some other achieved by the PC qualifies as the Obligation for a
given tier. Alternatively, you might choose ahead of time additional or
different Obligations of your own. Obligations can be thought of as a
combination of holy works and philosophical stances any god needs in order to
grow in both stature and in worshippers.
Timing for an Obligation isn’t vital. A character can meet an
Obligation prior to achieving a particular tier or at some later point. For
instance, it’s not unusual for a character to have accomplished their tier 2
Obligation (choose a symbol) and tier 3 Obligation (banish an evil) while
they’re still first tier, which means that upon reaching second and third tier,
they can immediately gain the associated dominion benefits of those tiers. On
the other hand, a character must meet Obligations to gain the dominion benefits
for that tier. For example, a character who achieves fourth tier that hasn’t
yet worked out their fourth-tier Obligation (dogma) doesn’t gain their dominion
benefits for that tier until they codify their divine philosophy.
TIER 1: CHOOSE DOMINION
Unlike other choices like descriptor and type, a character’s
choice of dominion is a bit looser, and could change—or become more
refined—over time and as the result of campaign play. So even if a PC does
choose a dominion immediately, circumstances may befall them as a result of
later adventuring that makes them want to change their dominion. They can do
that. There is no uber-god parceling out claimed dominions. So a PC could
change their dominion (and associated dogma, if they have previously created one)
even if they pursued a different path for several tiers. A god of the Hearth
could become a god of Revenge, given the right set of regrettable
circumstances. To sum up, a character is free to make up or pick anything they
want as their dominion, though you of course have final say. A PC could be the
god of Storms, of the Sea, of Magic, of Poetry, or even of Divination. The PC
may discover, during the course of play, that they’re not the only
up-and-coming deity claiming a particular dominion.
TIER 2: CHOOSE SYMBOL
For a PC’s second-tier Obligation, they must choose a symbol that
represents them, and carry a likeness of that symbol somewhere on their person.
Their symbol can be as simple or grand as they desire but should somehow
pertain to the dominion they eventually want to claim. For instance, a god of
the Storm might choose a lightning bolt as a symbol. A PC can design their own
symbol. If you like, you can provide the symbol options presented here, in
whole or in part, to aid players when they create their symbol. Combining
simple symbols is also a great way to create new symbols. For example, someone
who claims to be a god of Justice might have a fiery sword symbol.
TIER 3: CHOOSE FIRST LABOR & FOUND A TEMPLE OR SHRINE
To achieve their third-tier Obligation, a PC must banish an evil
from the land (or release a force for good from entrapment). A PC could banish
something by sending it to a place where it can do no harm but killing an evil
also does the trick. For something to qualify as an “evil,” it must be
something that has taken (or ruined) innocent lives purposefully, and which
will continue to do so if not stopped. Generally, you choose what qualifies as
a PC’s first labor. Characters working together as part of a pantheon might
have the same first labor, though of course you might decide each PC needs to
finish their own first labor (though with the aid of the other
players). After completing the labor, the character or characters may
found a temple where the faithful may begin to assemble.
TIER 4: DEFINE DOGMA
To achieve their fourth-tier Obligation, the player must elucidate
their character’s philosophy, and relate that philosophy to their dominion.
Essentially, a character’s dogma is a collection of core tenets that the
character strives to live by. The god’s dogma is, in turn, the basis for the
faith of all who proclaim the character as their god. It is their religious
creed, and the foundation for how these followers aspire to emulate their
god. They can be as simple or complicated as the player desires.
For example, if a PC is a god of
Protection, their dogma might be as simple as “Help those in need,” full stop.
Alternatively, the character might prescribe a set of commandments. Those who
eventually end up worshiping the PC (if any) can flesh out the PC’s liturgy:
the ways in which to worship them, specific prayers in their name, how to call
upon their beneficence (or avoid their wrath), and so on. Creating a god’s
liturgy doesn’t fall to the character, unless the character wants it to. Here
are some options a PC can choose from, or build upon.
DOGMA OPTIONS
Be courageous - Be honest - Bring criminals to justice
- Bring light to dark places -Bring pain to unbelievers - Cultivate
humility - Conduct war honorably - Do not betray - Do
not fear - Do not give in to envy - Do not kill - Do not steal - Win war at any cost -
Eschew magic - Gain knowledge - Gamble - Help the poor - Kill with honor -
Kill with stealth - Learn magic - Promote fairness - Protect the defenseless - Revere nature - Revere the old gods - Seek joy and contentment - Seek revenge -Seek the truth - Slay
the weak - Smite foes without pity - Turn the other cheek - Or other decrees of your desire or liking to your character
LITURGY OPTIONS
Build shrines and temples - Celebrate storms - Convert unbelievers - Deliver cyphers to my
shrines - Give coins to the poor - Never speak my name - Plant trees in my
name - Pour out wine in my name - Say prayers in my name - Sing hymns in my name - Hold feasts in my name - Spill blood in my
name - Spread my faith -
Worship me one day out of seven
TIER 5: SPREAD THE FAITH
A PC might be a god, but they can progress only so far if regular mortals don’t
believe in them. To meet their fifth-tier Obligation and take their divine
spark to its zenith, the character requires the spiritual support that
worshippers provide: the character requires followers. The faith must spread
beyond the confines of their temple or shrine.
Your PCs could meet this
Obligation off stage if you wish, in which case you inform one or more players
that a group of believers sprang up in the wake of one of their adventures,
praising the character’s name and the return of the divine to the Afterworld.
Or you could explicitly require that the PCs spend at least some in-game time
attempting to proselytize various NPCs as to their divinity in whatever way
they choose.
TIER 6: CHOOSE DIVINE LABOR
Just as at third-tier, a character must banish an evil from the land to achieve
their sixth tier Obligation. However, the target must be a major evil.
Dispatching a single witch won’t do. Slaying the Hellmaw or sinking the Fleet
of Sin, however, would do nicely. Choose what qualifies as a PC’s divine labor
from the options provided below, or design one suitable for your own campaign
and the struggle facing the Afterworld. Characters working together as
part of a pantheon might have the same divine labor, though of course you could
decide otherwise. The nature of the sixth-tier Obligation is considered an epic
quest.
Advancement Changes
Level 2
At level 2 you may also begin the quest for a signature weapon or item that
becomes another symbol of your character to worshipers. Think of Thor’s hammer,
Zeus’ lightning bolt, Freya’s cat drawn chariot, the bow & arrow of
Artemis, the helmet & spear of Athena, or the winged sandal and helmet of
Hermes. You don’t need to go after your signature item, but the option remains
available thereafter. Alternatively, you could choose a weapon or item
you possess and in declaring it your signature item it no longer risks being
depleted.
Level 3
All
characters gain a disciple. Disciple: You gain a level 3 NPC disciple who
is completely devoted to you. You and the GM must work out the details of the
disciple. You’ll probably make rolls for your disciple when he takes actions.
If the disciple dies, you gain a new one after at least two weeks and some
proselytization. Each time you gain another tier, your disciple gains another
level. Enabler.
Envoy: All characters
may search for an envoy. An Envoy is a magically bound being that serves as the
messenger of the character. The character may determine the level of the envoy
by the amount of health they are willing to dedicate to their envoy. The level
of the envoy is 1 per 5 points of health but no more than twice the current level of the character. The character and GM can work out the
details of the envoy. The envoy also serves as a collection and
communication switchboard for all those who pray to the character. If the
envoy dies, the character looses that many points of health beginning with
might. The envoy will magically reincarnate after 24 hours as long as the
character is alive.
Magical
Awakening: The character gains access to Dominion Cyphers. Dominion Cyphers
do not count against the normal cypher count. Unlike normal cyphers, Dominion
Cyphers only disappear on a 1 in 6 roll. The used cypher returns within
24 hours. Characters possess 2 Dominion Cyphers at level 3 and gain
access to one additional Dominion Cypher at level 4, 5 & 6. At level 4 & 6 they
may choose one greater Dominion Cyphers.
Level 4
Immortality: You cannot die from
natural causes. You do not age, and do not need to eat, sleep, or even breathe
(though you can do all these things if you wish, and you still need to rest
quietly to make recovery rolls). The only way for you to die is by violence,
magic, physical trauma, or other special circumstances. Enabler.
Home Plane: If the characters claim a home plane, they will become immortal to all damage except dying on their home plane. If slain on another plane they will be unable to manifest their form for one month and their followers may suffer from lack of support during that time since the character cannot respond to prayer request.
Home Plane: If the characters claim a home plane, they will become immortal to all damage except dying on their home plane. If slain on another plane they will be unable to manifest their form for one month and their followers may suffer from lack of support during that time since the character cannot respond to prayer request.
Level 5
Power of the Masses: Use of your Dominion Cyphers can lead to mass conversions, which in turn can alter your depletion rate from 1 in d6 to 1 in d10 or d20 depending on the Dominion Cypher. More popular Gods can develop more durable powers.
Chosen Servants: If the character(s) possess a home plane they can designate a chosen race or creature as their chosen servants. These "angelic" beings have a share in the immortality of their master. The details of the number, power and abilities of chosen servants can be worked out with the GM.
Level 6
Home Court Advantage: Your powers on your home plane are magnified in extraordinary ways. You regenerate 10 points per turn. None of your Dominion Cyphers have a depletion rate.
Avatars: You may now have up to 6 envoys who are raised to the status of Avatars and serve as your heralds. You hear and see everything that they do as you so desire. Unlike Envoys, your Avatars are not linked to your health. Characters possess 50 investment points for designating the level of an Avatar. You may never invest more than 12 points (levels) in any single Avatar.
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