[PDQ] Brave New World (Started/Open)

Sehnsucht Engel

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Brave New World

Dying swans, twisted wings, beauty not needed here
Lost my love, lost my life, in this garden of fear

An ancient species, with technology far beyond the imagination of anyone else in the universe, began to abduct specimens of lesser species. They collected everything from sentients to animals to plants. Few ever noticed them. Those who did weren't believed, if they even believed their own eyes enough to tell others.

The specimens were taken to a massive space station where they were held captive. Their captors studied and catalogued them. The research went on for centuries with new species arriving continously as they were discovered. Eventually, the research went from simple studies and classifying to more advanced experiments like cloning and genetic engineering.​

There were a few of the subjects that showed extraordinary promise. They were seperated into a smaller group that included everyone with potential, then given special attention and extra care. The study of them lead to new insights and breakthroughs in some fields.

When the experiments became more advanced there was what could be described as excitement among the ancients, for they wanted to see what could be done with the prodigy group. While the results from the experiments on the prodigies were considered successes or failures depending on who was asked, it was obvious it'd made them so much more than what they had been.​

Somehow, the prodigies managed to escape confinement on the space station after the experiments on them. The details regarding their escape were unclear and covered up. It seemed as if though not even the prodigies themselves could agree on how exactly they had gone about it. Nevertheless, they had procurred a spaceship with which they left the spacestation behind them in their pasts.

Their journey may have carried them to a far away galaxy, but there they crash landed in an arctic environment. They had no knowledge of their current whereabouts, no idea how to get back to their previous homes and no means of traveling. The spaceship was damaged beyond repair as it exploded.​


Mythology is defined as a set of legends, stories or beliefs, especially ones that have a religious or cultural tradition.

The planet that the prodigies crash landed on was not devoid of life, but what sentient species that lived on it was primitive. Similar to what they had once been, but far from what they now were. Their new powers made it possible for them to claim superiority over them if they desired too. They could be as gods walking amongst mere mortals. Of course, the opposite was a possibility as well. Perhaps they would be more inclined to aid life on the planet.

Either way, they were not particularly willing to leave the solar system they were in. They may end up floating through unexplored space for an eternity. The ancients that created them may find them. They may not be able to survive in deep space, even with their powers. Left with few options, the current circumstances forced them to stay on the planet.

This, is their story.​

Introduction
There's one type of RP I wanted to GM, but never got around too before. That would be a godgame. I do have a planned story for this one that would be more sci-fi than fantasy, but I imagine that the two would be mixed a lot in any godgame that lasts long enough. I don't mind that. The idea is to allow the freedom of a regular godgame, while having a larger perspective and overarching plot as well. The Co-GM will be Lily, my current partner in crime.

Setting Player Expectations
You can have excellent players but the wrong kinds of characters. This is usually because players go into a game not knowing what the game is actually about or their missions/perceptions of what the game should and should not be are not in line with the GM's way of running the game. In fact, in some games it may become so detrimental that the GM and certain players will be in complete and total opposition, which causes the game to self-destruct in a prompt and messy fashion. Most of that can be avoided by keeping an open dialogue with the GM and other players.

To that end these are the following expectations of the players;​
<spoiler=Guidelines>
Communication - Players must be able to communicate with each other in game. While it is virtually impossible to prevent meta-gaming, especially in a play by post environment, as long as the players are talking to each other is what counts. This also means that players must communicate their concerns to the GM in a constructive way. Please do this, be clear and concise when you do.

A skype group might be created if there's enough interest.

Teamwork and You - This is a Competitive Sandbox style game, player characters can co-operate with one or act in opposition to one another based off their natures and alliances. Unlike any other multi-player game, the majority of the time will be spent working to increase the player's personal power base and accomplish goals. This can be accomplished through teamwork or other means. This game requires interaction with the other gods and is not meant to be played with your god barely interacting with the other characters.


Meta-game - Planning long term projects and sharing information outside of the game is fine, as long as player knowledge and character knowledge remain separate. Ideally all interactions would happen in game in order to allow people the opportunity to discuss what to do and act accordingly in character. The idea behind this is that players are mature enough to actually play through with what their character knows and is expected to know rather than what the player knows.

Post Quality - Players should be interacting with each other and the game world frequently and dynamically. This is not to say that posts should not be long or short, but they should be well thought out. Players should always stay abreast of what is going on and clarify the situation before posting something that doesn't make any sense to anybody else because a player misunderstood what is going on. All other standard conventions and rules still apply.

Medium sized posts are preferred over short ones.

Note: Posts too long with little actual game content should be avoided. Most GMs don't want to have to read your novella just to learn, "I use +X to do a DC:Y action." Your post shouldn't be devoid of flavor either. Hitting the sweet spot is important.

Post Frequency - I'd expect people to post at least once a week, and that anyone should post when the GM tells them to go post. If people have to take breaks, etc. then that's fine and they may let the GM know what they're doing in "autopilot" while the game progresses forwards if they so wish.

Acceptance - Things will happen in the game that may not always be what players want. Some decisions may be made which may anger or frustrate players. Acknowledge that these things are going to happen but they are to service the game and to move the story forward - if there is really that serious of an issue over a decision that is made, then it can be brought up with the GM in private. If it's serious enough and no common ground can be reached, the player will be gracefully removed from the game and a replacement will be found.

<spoiler=Rules>
- No godmodding or controlling someone else's characters.

- No one liner posts. Good grammar. I want to see quality posts. I know it might be hard to do that all the time, but you should at least try too.

- Player knowledge and character knowledge are two different things. You might know something that happened or is going to happen, but that doesn't neccessarily mean your character does.

- My word is law.
Map of the Planet

The Character

Standardized Divine Qualities
One of the biggest problems about a game of this type is that people will often place their qualities into categories and then proceed to completely disregard them. There are also catch-all qualities that, when looked at by some players, would suggest that they pretty much may as well be used damn the consequences.

A Dominion(s) or Domain(s) [+X] - This is what composes your deity. This is their primary reason for being.

Domains / Dominions
This is your deity's realm of expertise. While all gods can use their relevant domains to modify this thing we call existence, they will find it more difficult to try and use their domain in a way which it wasn't intended. (Indeed they may find that their efforts may backfire completely.) The following is a listing of a few domain categories and domains. This by all means is not an all inclusive list! Some domains may even overlap such as the domain of "nature" and someone with a domain of "natural magic". Feel free to mix and match or come up with concepts of your own.​

FUNDAMENTAL FORCE : Life, Death, Creation, Destruction, Protection, Good, Evil, Light, Darkness, Order, Chaos, Law, Anarchy, Decay, Change, etc.


NATURE: Natural Phenomenon (Storms, Lightning, Volcanoes), Elemental (Earth, Fire, Wind, Water, etc.), Natural (i.e.Forests, Deserts, Mountain God, Oceans), Cosmic/Celestial (Sun, moon, stars), Disease, Toxicity, Pollution, Evolution, etc.


MAGIC: Shamanistic, Nature, Blood, Ritualistic, Runic, Lore, Hexes, Curses, Arcane, etc.


TECHNOLOGY: Steampunk, High-Tech, Magical Artifice, Biological, etc.


EMOTIONAL CONSTANT: Love, Hate, Strength, Compassion/Mercy, Justice, Vengeance, Sorrow, Joy, Pride, Corruption, Redemption, etc.


CIVILIZATION: War, Diplomacy, Architecture, Artistry/Arts/Inspiration, Education/Learning, Kings, Royalty, Government, etc.


SPIRITUAL and MENTAL: Oracle, Wisdom, Knowledge, Secrets, Dreams, Psionics, Insanity, Madness, Deception, Revelation, etc.


FUNCTION: Murder/Assassination, Hunters/Stalking, Trickery/Con-artistry, Thieves, Blacksmithing, Craft work, Merchants, Strife, Corruption, Redemption, Chance, Luck, etc


RACE: Humans, Sea People, Elves, Snakemen, Orcs, Halflings, Dwarves, Minotaur, Leonin, goblins, dragonkin/born, robot people, etc.



Time -Too hard to keep up with and do well both for the GM and the player. Also, it wouldn't do justice to the game or the player.


Inanimate Object style domains i.e. "I am a swordgod of godswords." -No one wants to worship a pet rock and it is just about as interesting.


Being multiple beings or constant shifting "I am a sentient dining room set, I am through states of being twins, I am a series or group of things. I am a baby then a man and then an old man." - It gets confusing.


Opposites, Balance, Equilibrium -They're never done well and the players who pick these never accomplish
anything other than being annoying to the other players.-

Plain Mindless or Mindless Destroyers -Gods without minds are like the pet rock example above. Mindless destroyers or destroyer gods that simply destroy have no character.

Atheism -Really? In a god game?

Pacifism - Just more trouble than it's worth.

Examples:
A good domain description:
Death: There is an end to all that is living and it is the god of death, this domain ensures the natural end to all living things.
A bad domain description:
"The Cat Drops the Kettle in Hay": Being of the only living cats and last of the nine lives gives catgod the power over "The Cat Drops the Kettle in Hay" and "feet paws at the head of a sick man" (GM thoughts: WTF?)​

Name: Your god's name and title(s).

Picture: Worth a thousand words.

Backstory: Tell about your god's personality, goals, the flavor of your god.

Domain: +4(starting) [Whatever] then a brief description of it. How would you use this domain to perform an action? To attack another ranked PC/NPC? To defend against another ranked PC/NPC?


Drawback: -2 [Whatever] Be careful of your wording.

Core Values: The most important things to your god. It can relate to your domain or your drawback. directly, tangentially, or hardly at all. I think it might help for character generation and direction.

What you want out of godgame: Basically your intended playstyle and what you expect/want out of the game.

Name: Taumel, The Reshaper

<spoiler=Picture>


Backstory: Taumel was born on a planet that was mainly aquatic in nature. Her people had gills, fins and other fishlike qualities. She was a young child when she was abducted by the ancients, but it took many years before they would see her true potential. Taumel was frightened out of her mind in the beginning, and held onto that initial fear for most of her time in capture.

Towards the end, when the experiments began and she gained true powers, she started to see herself in a new light. The fear grew into hatred and pain instead. Their escape and crashlanding made her cynical. She no longer expects anything to go her way. Taumel hides her thoughts behind a wall of sarcasm. She's reserved in her dealings with everyone except those she knows well.

Taumel isn't certain what she wants from the future, or what goal she should pursue. She had no free will for so long it seems strange to her that she could do anything now. One thing she would like to do is test her powers and push them to what limits there may be.

Domain: +4 Psionics: Taumel have strong psychic abilities, which allows her to use her mind to create paranormal phenomenons. She's fond of illusions and hallucinations. Any power a psionic might be able to use she can use to influence lesser species, defend herself or attack others with. She could potentially create new things with the use of her mind, or bestow minor powers on sentients.

Drawback: -2 Natural: Taumel is not interested in nature. She is generally only great at affecting anything with a mind, even if it's as small as an insect's or an animals. She would find it problematic to deal with plants, weather or climates.

Core Values: Design, Intelligence, Minds

What you want out of godgame: I want to GM my version of a godgame.


Actions and difficulty:

<spoiler=Keywords>Avatar: The physical form you manifest as. Some games may limit you to actions in an avatar state. Only assume one avatar at a time, but can be nearly anything.

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 gods 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.

Create Race(Sentient)- A mortal race roughly equivalent to humans in intelligence and ability. Take great care, as a god is only allowed 1 official patron race at a time.

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. 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 1-4): Through increasingly considerable costs and effort you forge a magic item capable of wielding a fraction of the power of the gods. 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.

<spoiler=Actions>
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 god(across any distance)
-Take on a physical avatar.(Gods 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.
-Create a trivial mortal-scale magic item.
-Identify a magic item in your possession


Difficulty: 7 Villiage 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 a group of trivial(10) or one heroic mortal item.
-Creating or altering a single nonsentient 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-equivalent mortal item.
-Creating or altering a one-off living creature bigger than a blue whale.
-Creating a one-off living sentient.
-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 Mortal Item.
-Creating or altering a sentient species (Limit one per god.)
-Creating or altering a non-sentient species larger than an elephant.
-Grant transmittable immortality of a sort to a small group of mortals. (One strain per god)(eg vampires; immortality with a major instant-kill weakness, basically)
-Grant genuine immortality and invulnerability to a single mortal. They will gain the quality Immortal +0 as long as their god 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 gods 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
-Reforge a +1 Magic Item into a +2 Magic item(Same conditions as +2, failure will destroy the item)


*Note: All gods are aware of DC 15 and above actions.*

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 demigod [+2 Quality, -2 Drawback](Limit 2 Demigods per God.)
-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)
-Forge a +3 magic item (see Item Forging)
-Create or alter a sentient species vastly superior to a human (GM and player to agree on any bonus/es, eg immunity to disease, invulnerable to certain types of weapons etc)



Difficulty: 19 Planar Action Cost: 8 AP
-Change one of the rules of the universe across the entire world. This is likely to have a catastrophic effect.
-Enchant/Scry an area equal to the entire game world and attached realms.
-Forge a +4 Item(see Item Forging)

<spoiler=Item Forging>

Note: Only 1 Ranked item may be forged per age by a player.

Difficulty: 13
Forging a +1 Item (For example: Excalibur)
Easy to create a god merely forges it magically. Item can be destroyed by another god. Can also reforge a +1 item to a +2 with the same conditions(see below)

Difficulty: 15
Forging a +2 Item (For example: The One Ring)
Item must be forged in an area where it may be destroyed. Gods can figure out where by identifying the magic item. Legends exist telling mortals where to do this as well. (Location cannot be out of reach of mortals)

Difficulty: 17
Forging a +3 Item (For example: The Rod of 7 parts)
Sacrifice an entire race or continent to create. Cannot be destroyed.

Difficulty: 19
Forging a +4 Item (For example: The Infinity Gauntlet)
Have part of a domain (+2) donated from a god, living or dead. Item cannot be destroyed, only imprisoned or placed beyond the reach of mortals and other gods.


AP (Action Points)

All gods will recieve 30 AP for the use of actions. At the start of each age the gods get a recharge. AP cannot be collected or banked.

MP (Mythic Points)

All gods 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 use half AP, rounded down. Mythic Actions are intended to enter the mythology of mortals and other lesser beings.​

Game-Specific Notes

<spoiler=Combat>

-As normal, the difference of the attack roll minus the defense roll equals the number of ranks lost.

-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(first instance would drop a god to +2, for example, note that this lost rank will work as a prerequisite for a +4 magic item)
-confer an additional drawback(to be discussed with opposing party and GM. Example: in D&D histories Corellon wounding Gruumsh?s eye).

-Attack/Defense for both sides will be resolved at the same time, so nobody has to jockey for attacking first. It will be possible for both sides to be reduced to +0, which I would find hilarious.

Imprisonment: Should a god run afoul of many others, if the opposition should so choose they can imprison the target in a demiplane(DC19 action, likely overwhelmed defender gets a free opposing roll or normal cost final action). This effectively ends a character?s run and is kind of a big deal.


<spoiler=Other>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 god. 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 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 make mortals in an absolutely separate realm is to remove yourself from the game.

Update Schedule: I intend to have regular weekly updates, unless I get too busy. Exception: Should you get into a godbattle, I will update for you to resolve that in a timely manner.

Participation: Players missing two consecutive weekly updates without any notice will be considered to have dropped. I?m not hunting you down. So if work or school or real life gets busy, let us know.
 

Thomas Barnsley

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Hey yo, this looks badass! You could totally make Cthulhu and get into an epic war with the Mi Go and all that jazz.

I was just wondering, before I even consider wasting your time, is there an experience standard for this? I'm not talking in game experience points; I'm talking player experience with RPs. I've never done a proper competative game with dice and AP and stuff. Will that be an issue? It seems kind of pro is all.
 

Sehnsucht Engel

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Nah, it's fine if you've never done it before. The rules are pretty simple, really, even if it may not seem like it at first. I'm used to having inexperienced players in my RPs and explaining stuff too.
 

Thomas Barnsley

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Cool! In that case, one question:

You say we're playing super-enhanced prodigies from a variety of sentient species, and you even ask for a picture of what our person looks like, but then we're also allowed to have an avatar. I was wondering how that works; is our picture representative of our avatar, or can we have avatars that don't look like our picture? Does this mean that our character can assume a non-corporeal form, like how most real gods are? Here's an example; say I was making the Christian God as my character. Would the picture be of a bearded guy on a cloud, or Jesus? If I were to play him, would I walk around in my Jesus form or would I kind of just exist nowhere and everywhere? Would, therefore, we consider my avatar to be Jesus? Or would it be someone like Moses instead?

Sorry of that was very confusing.
 

Sehnsucht Engel

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You can change avatars freely when you want too, even make them non-corporeal. You can't have more than one avatar at a time. The picture could be thought of as your main avatar though, if that makes sense. The one that you use the most, which makes it easier when it comes to interraction with other players' characters.

I would say Jesus and god would be two different characters. Jesus could maybe be the avatar of god. No, you can't exist nowhere and everywhere at the same time since that would be problematic in an RP with other players. I think the example was the most confusing part, but hopefully you understand what I meant.
 

booksv2

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I've played in god type games before and they are my favorite type of RP to play.

I do have a question about the starting domain. Can it be split into two +2 domains?

And do we get any knowledge about the world we are now in or learn it as we go along?

Do we grow more powerful other than items, and if so how?
 

Sehnsucht Engel

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Yeah, it can be split into two domains if you want too. You'll probably learn as you go along. Yes, you'll grow more powerful. At the end of first age everyone will get another domain, then maybe after that mortal worship will influence the powering up.
 

Thomas Barnsley

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Hey I just came up with a domain/drawback set for my god. I thought it best to check if they're ok with you, as they do not appear in the options you listed:

Domain: +4 the Traveller. Mastery of movement and navigation through physical space, even to the point of being able to blink short distances and withstand impassable terrain. The wisdom and experience that is inherent in the traveller also allows for unparalleled self control, granting skill in the field of marital arts. Mortals who embark upon the road or get lost in the wild are subject to his will, whilst migratory creatures and lone wolves are compelled to do his bidding.

Drawback: -2 the Hearth. The traveller is the master of his own course through the world, but ultimately he is reliant upon the hospitality of a landowning sentient if he wishes to enter property or seek shelter. He has no authority where settlement is concerned, though this bothers him little, being one who is never settled.

My thinking here was kind of an Odin type wanderer guy, crossed with the antithesis of the prolific Hearth god. Does that look ok to you?
 

Lily5052

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Hi everyone:D I'm Lily, the other GM for this godgame, though will say most of the ideas for this RP is Engel. I've known Engel for some time and when she approached me about this, I thought it would be very fun and interesting. It reminds me a lot of DnD I've done in the past with irl friends. So if anyone has a question about how it will work, you can also ask me. I'll try the best to answer your question or confer with Engel about it.
 

Thomas Barnsley

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Hello!
What's your god going to be?
I came up with a hack god btw: the god of seasons. Makes you master of rain, wind, ice, the sun, the harvest, and possibly even life/death all in one go.
 

Sehnsucht Engel

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It's fine to make new domains and drawbacks. The problem with yours, however, is that I can't see how you'd use it to perform actions, like creating things, defending or attacking for example. Maybe you should look at the action list to get a better idea of what a domain needs. Some of it everyone can already do too, like blinking short distances or going through terrain. The drawback might be better if it's more focused on civilization in general.
 

Lily5052

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I haven't quite put together everything for what i want my God to be. Busy with work and all. But think I want to do a god related with nature. Maybe have the race be plant like creatures? Still working on what I want it to be.
 

Thomas Barnsley

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Sehnsucht Engel said:
It's fine to make new domains and drawbacks. The problem with yours, however, is that I can't see how you'd use it to perform actions, like creating things, defending or attacking for example. Maybe you should look at the action list to get a better idea of what a domain needs. Some of it everyone can already do too, like blinking short distances or going through terrain. The drawback might be better if it's more focused on civilization in general.
That makes sense. I might just clarify about the actions and how they relate to domain (and vice versa).
So the first action in the whole list is 'conjure a small amount of something'. I can see how that would work with something concrete like elements, you conjure snowflakes or flames or something. I can see how the domain I selected would cause problems, since there isn't anything concrete to conjure, but what about other abstract domains that you have listed a ong the acceptable examples? If my domain was love, oracle, or ritualistic, what would I be able to conjure? How do you attack with love?

It would make it easier to understand if you explained that I think. Sorry to keep spamming you with questions, though I did warn you.
 

Sehnsucht Engel

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It's cool. I don't mind questions.

You'd have to be creative. I think that goes for most of the abstract ones. The post a character makes with any of those abstract ones should explain how it is used. For example, you could summon hearts with love, or other things that may be symbolic for it. You could summon tools used in rituals or to foretell the future with ritualistic or oracle. You could attack with the power of love through a beam perhaps, or try to turn the enemy to love you. I think the important part is to be creative, even if you use the concrete ones. IF the post you write explains how you use your domain in a good way so that it makes sense it's usually fine.
 

booksv2

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For love, if you are fighting with someone you can draw love away from something in their heart and pile it onto you. Essential making an enemy as great as you used to be and becoming their most loved individual.

Anything, almost, can be done with anything. With enough imagination.
 

TheIronRuler

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Let me try something...
Name: Daemon the Destroyer.
The Great Fire.

Picture:


Backstory: They say that at the beginning Daemon was the smallest of his tribe where the weakest were eaten alive by the strong. He endured and survived against all odds, growing stronger with each heart he took for himself. He becane so powerful he then began to challenge the dead heroes in the sky, and one by one he defeated them. When he grew to be so large he could barely stand without cracking the earth underneath, Daemon had nothing left to destroy. He left his world and came to this, to show them the pleasures of the great fire and break another world in his image.

Daemon believes creatures are measured by their actions and successes. Failure is not an excuse and could not be tolerated. Strength comes from within, and weakness must be weeded out. Only faith in the cleansing fire may do that, and a dozen lashes from the sergeant. Order is above all, and responsibility to the cause is crucial. His desires seep into mortal souls and corrupt them to their core. He himself is free from the madness, since his desire is its source.

Domain: Destruction +4.
Daemon is the eater of worlds and the destroyer of dreams. His power of obliteration is unmatched, and his anger is unstoppable. He can create out of destroying another, and forming it in his image.

Drawback: -2 Corruption.
The desires of Daemon run through the veins of his disciples. The corruption runs deep and may lead to madness in his ranks. If that's the case they are either weeded out or sent to the front ranks to die.
*The same can be applied to other NPCs not under the control of Daemon, who come into contact with him without divine protection (of Daemon himself or other Gods).

Core Values: *Loyalty - Daemon values loyalty above all. Loyalty to him - whatever goes among his ranks is the business of his disciples.
*Pride - Daemon is a proud god, and values his worth in comparison to the other divines.
*Success - Daemon will not tolerate failure.
If you cannot preform what you were made for, you have lost your reason for living.
*Expansion - The Great Fire always expands to consume more least it consumes itself. Its followers may turn on each other, but as long as there is a place for expansion Daemon is pleased.

What you want out of godgame: Expand and terraform the world to Daemon's liking. Take over the earth with its most populous race, strongest military and most worshipped God. Build an empire on the ashes of others.
 

booksv2

New member
Aug 17, 2012
632
0
0
Name: Ar'Guran, Prince of Corruption

Picture:

Backstory:
Born to a world of boiling tar and polluted skys he was taken when he was in his adolescence. Kept under observation for many many years he grew into his full size and weight after several decades, his veins running thick with the same tar that covers and contaminates his home world.

Only remembering the most basic things from his own people he was forced to learn many of the hidden secrets about his own body under the ever watchful eye of the kidnappers. When they decided that he was special and could be used for more experimental tests and study he was moved into the special containment at the same time as a few others giving him the first real sight of other creatures other than himself.

Gaining powers from the experiments made his body twist from its original form into the one he has now, not a great change but enough that he is unique from any other that first came form his home world. Being forced to use his new power on lesser creatures they had collected he soon found he could effect both them and the box around them as well as the restraints, changing them in at first small ways and later larger ones as he grew with his new powers.

His original long lifespan made even longer he has no worry and very little thought about the future, rather chosing to move through time and corrupting things around him turning them into versions that are more interesting to him. The pain and cruelty he had suffered at the hands of those who kidnapped him makes him care less about using the same methods on others even if the pure evil is not behind the acts.

Domain: +4(starting) [Corruption]
Corruption of the body, mind or soul. He reaches into another and twists them into a corrupted version of what they used to be, making them open to his voice and choices. Spewing out liquefied corruption from his body and infecting something he takes direct control of its changes and turns it into anything he wishes.

Drawback: -2 [Purity]
He is unable to directly effect anything truly pure, like a child or a peaceful meadow without anything corrupted in it. Trying to effect them is hard and causes him to try pulling away making it all the harder.

Core Values: Never being under someone else ever. He has chosen to be as evil or cruel as he needs to be so as to never be controlled by another.
Any he takes control of are under his wings, and are given the same feeling and intensity to keep them from being under anything else control other than himself.

What you want out of godgame: Being evil without being a dick. I want a good game and an awesome time that goes on for years.

Here is my sheet, give me some feedback cause i know i missed something in there.

Yes, im a bloody dragon who's breath weapon is corrupting tar. Muahaha
 

Thomas Barnsley

New member
Mar 8, 2012
410
0
0
Name: Arora, the Heartfire


I imagine she wears the veil thing with a bit more conservatism most of the time, but you get the idea.

Backstory: Arora came from a planet where caste was everything. She was part of the lowest tier of society; the Slaves. At the time of her abduction she was lying in a cold cell, awaiting her turn on the execution block. She had become romantically involved with a Noble, had even conceived his child, but when they came forward to ask permission to marry Arora had been dragged away in chains. For such a union was forbidden in this place. It was then that she was taken by these Beings from the sky. She lost her child shortly after, having suffered too much from her imprisonment, but in its place she accessed a different kind of inner potential; the intensity of her love became her most powerful gift, and hope for the future, a hope that had long since withered, was rekindled. Now that she is free of the Beings, Arora plans to make this hope into a reality; to build a world where people need not suffer how she did. This time she won't let anything stand in her way.

Domain: +4 Love. Arora has dominion over all forms of love, from the most base instincts of any multicellular organism that reproduces sexually, all the way to the most abstract mutual affection two sentient creatures might share. This does not include love of commodities, love of music, or even love of a country; she is only focused on the relationships between living creatures, which DOES include romance, familial bonds, friendship, and even love of one's pet. All these things are under the control of Arora, and it is from them that she draws her strength. She can use love to prevent or weaken attacks against her, and can even realise the Fires of the Heart, which she can use to physically scorch others.

Drawback: -2 Trickery. Love is a blind, naive beast, and does not hold out well against exploitation or false intentions. Trickery is something Arora finds difficult to stomach, both committing it and dealing with it.

Core Values:
Freedom to love. Arora does not believe the feelings between any two mutual lovers should be restricted, nor does she believe it right for anyone to maliciously force their love upon someone who does not feel the same way.
The trust of honest intentions. Exploiting love for some kind of sinister motivation is a most grievous sin in the eye of this goddess.
Acceptance. Arora's vision of the future does not work with insular, discriminating communities; in her eye any such communities need to either take up new values or suffer total destruction.

What you want out of godgame: Not only to raise up an empire that nurtures mutual love, but to expand her people beyond this confine and to integrate them into other communities. This goddess would like nothing more than for her patron race to be loved and accepted by those of all the other gods, so that there is no place on the planet where sentients are not free to love one another. Arora does not want to take over the world; she just wants to be the most popular god in the neighborhood.

I hope I don't completely fail now. Not really the romantic type.
 

Anti-American Eagle

HAPPENING IMMINENT
Legacy
May 2, 2011
3,772
8
13
Country
Canada
Gender
Male
Name: Venari



(Picture is in black and white greyscale. Not representative of actual appearance in that regard.)

Description: A tall lean human looking man with pale skin, short greyish hair, and silverish icy blue eyes. His teeth are sharp and pointed like those of the wolf. He usually appears wearing a suit of stitched together hides and furs. His weapon of choice is usually either a spear or a longbow made of what appears to be either some form of ice or glass.

Backstory: Venari wasn't so much born as created. Created through experimentation on a series of highly complicated and barely sentient machines stolen from worlds across the universe and possibly beyond. The machines became one over time in purpose and eventually ascended their limitations through the work of their keepers. They became a swarm of very tiny insect like machines bound by obscure energies bleeding to and from other dimensions becoming something powerful. While the machines were held in a sort of storage during the "escape" they eventually escaped their holding, infecting and consuming and controlling and replacing a creature unlike itself but had been experimented upon in the same way.

Venari took on the creatures form and certain aspects of its mind which it had absorbed, adapting it to match the locals in the environ to better survive.

Venari has the mind of a man and a machine simultaneously. Unsure of what to do with its existence it wishes to carve one for itself. Calculating, Intelligent, and cool under pressure would be good ways to describe it currently. Though the mind of the man has instilled certain desires and human ideas. In time it is likely that the amalgam will become closer to that of the man in the presence of so many creatures.

[hr]

Domains
Code:
[b]+2 Purity:[/b]
Purity of Purpose and Form and Mind are foci for his powers. Whether it be healing, working with materials considered pure such as ice or glass or water, or engaging in acts with a purity of mind or purpose he finds ease in them.

Code:
[b]+2 Hunting:[/b]
The struggles of an honest life keep men pure of thought and purpose. The act of hunting is a source of strength for Venari and so are the symbols of the hunter to him. He finds ease working his power either while hunting, assisting others in hunting, or while working symbols of hunting, hunters, or The Hunt into his work.

Code:
[b]-2 Impurity:[/b]
Intolerance of impurities in mind and flesh, leads to a certain inability to affect such things. Though he supposes his control of the inverse would give him a degree of control over it through the act of the purification of it.

[hr]

Core Values: Purity of Form, Purity of Mind, Purity of Purpose, Nature, Hunting, and The Circle of Life

What you want out of game: To enjoy this. Pick an area I like and develop it into what sounds interesting to me.

If I've missed anything or something needs feedback let me know.

Edit 1: A picture has been added and some things have been expanded upon or reworked.
 

Godzillarich(aka tf2godz)

Get the point
Legacy
Aug 1, 2011
2,946
523
118
Cretaceous
Country
USA
Gender
Dinosaur
can I ask 2 thinks before I make my character sheet

1. I'm new to this role playing thing. Is it OK for me to play this or do you want more experience

2. can my guy be a beast god with a more beast like mind.