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    Lightbulb [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Ok, I知 the overgod mortals in the setting I知 building do not know about, but I致e had 9 children, each corresponding to a classic pathfinder alignment. I値l pick the gods I like, then I can move on to round 2 of recruitment, which is recruiting the actual players.

    This is going to be a Lords of Creation//Pathfinder crossover game, and the rulesets will be combined. I知 also importing 3.5痴 mythic skills and mythic rules, in case a mortal does something to become a demigod. I envision the mortal phase of the recruitment to never really end, and if we lose a god of an alignment, I値l open recruitment back up to replace that god. The LOC portion of the rules for this game are a bit altered: As the alignment-less over-deity, I am all-powerful but mysterious, and can do what I want with free license. Also, the deities applying get to start with 5 domains chosen from the pathfinder domain list with an optional subdomain for each domain (essentially replacing that domain with its subdomain if you choose to not pick the vanilla domain), and you get to start with 5 domains instead of 2. You must take the alignment domains of your chosen alignment, and this counts against your limit of 5. As there is no neutral domain, the true neutral god and gods with a neutral component get the more freedom when picking domains, as compared to gods without a neutral component.

    As a god, when I recruit mortals, you have to listen to their prayers, and you have to do something to the world once per rollover even if it doesn稚 involve AP. Failure to do this means I値l need to replace you. Also, in character, you talk about my character in fearful and hushed tones, as I am god of gods. When mortal life is created, and we have at least 4 races to pick from and magic is a thing, I値l start round 2 of recruitment. The interim between round 1 of recruitment and round 3 can best be thought of as a minigame to set the campaign world up for our mortals. I知 hoping the purely LOC version of this game only lasts a rollover or two, so I can add the other component of the game quickly and change the speed of time to something more mortal friendly, though I値l probably need to introduce soap opera rapid aging syndrome to make the houserules for the mortal game work.

    Player Name//Deity Name Deity Alignment Deity Domains
    Chaotic Evil Chaos (demon), Evil (demon), __, __, __
    Neutral Evil Evil (Daemon), __, __, __, __
    Lawful Evil Evil (Devil), Law (Devil), __, __, __
    Lawful Neutral Law (Inevitables), __, __, __, __
    True Neutral __, __, __, __, __
    Chaotic Neutral Chaos (protean), __, __, __, __
    Chaotic Good Chaos (Azata), Good (Azata), __, __, __
    Neutral Good Good (Agathion), __, __, __, __
    Lawful Good Law (Archon), Good (Archon), __, __, __
    Last edited by Zhentarim; 2019-10-26 at 03:11 PM.
    DnD Alignment: Neutral Evil
    M&M 3e Character Thread
    Spoiler: Dare you stare into Abaddon?
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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    DnD Alignment: Neutral Evil
    M&M 3e Character Thread
    Spoiler: Dare you stare into Abaddon?
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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    LOC rules for deities as well as an application sheet:

    Advice and Character Sheet

    Spoiler: Ownership of Life and Concepts
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    In LoC, it is tempting to think of the Concepts and Creatures that you create as 'yours'. While sometimes it makes sense for an idea or life-form to be a closely kept secret, it should not restrict the story. When you Create Life or a Concept, you should discuss openly with other players whether you mind if they use it or not. If they want to use your creation for something, be open minded and consider their request. You can, of course, say no, but it is discouraged to completely shut someone down. Instead, try to work with them to find a compromise. You'd be surprised what can happen when players communicate with each other.


    Spoiler: Blank Character Sheet
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    In addition, the deity in question will need the approval of the mods.

    Name, Epitaph

    Player Name: Name of the Player

    Domains (Subdomains): What your God has dominion over (D&D Domains and Subdomains are fine). There will be five of these with a Portfolio being some smaller portion of the Domain in question. An example would be Death (Disease) dealing with specifically Disease. Additionally, Knowledge domains are pretty tricky - in that some players take them too far and treat them like omniscience. Don't do that. Anyway, exceptions can always be made - feel free to send the mods a PM to discuss.

    Spoiler: About Domains and Subdomains
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    Domains and Portfolios go hand in hand and must be picked at the same time. Domains are a broad category such as Darkness, War, Death that a Portfolio fits under. In simple terms, a God is a god of its Portfolios and not its Domains. Subdomains thus are more narrow such as Night, Tactics, Disease etc. Gods may share Domains but cannot share Subdomains and Gods can have multiple of the same Domain but not the same Subdomains. Domains and Portfolios should be written as Domain (Subdomain) on one's character sheet.

    Your God is always going to be the God of the five things you picked at the start of the game. Often players lose sight of the five pre-requisite Domains and merely work on expanding their laundry list. They're just place holders, not really vital or important to the character. Think long and hard about your Domains and Portfolios. Are they going to be relevant in Week 20? If not, why did you pick them? Did you just pick them because you didn't think you'd get in on the ones you wanted? Players drop in Lords of Creations and one of the biggest reasons is they get tired of the God they started with and then diverge from the original idea and find themselves...not really playing any one thing. Lords of Creation, like any "table top" game, is about the character. Think of investments. This goes for more than just Domains and Portfolios but it applies to them especially deeply.


    Alignment: Your God's general demeanor (Use a DnD alignment then elaborate why that alignment fits)

    Symbol: What is your god's personal sigil?

    Appearance: What does your God look like?

    Personality: What is your God like?



    Spoiler: The First World
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    An unnamed planet born from the Creator's power, the First World is unique in that powerful divine beings are unable to walk upon it. Only Demigods may set foot upon the First World, any Deity who is of higher rank must act through an Avatar if they wish to physically touch the First World.

    To be more percise - only demigods may actually step foot on the first world. Once you are above a demigod your god may still exist in the void (space) that surrounds the first world (or even live on a seperate planet or the moon or sun), but cannot physically step on the first world. Your god may still use bless actions and alter land actions to interact with the first world - and your god may still create societies and organizations on the first world. Once your god becomes an intermediate god, your god may not use any actions to effect the first world (that means no blesses/curses or land actions). Instead your god must interact with the first world solely through the use of its avatar or agents. Players who join during the first recruitment begin as lesser gods rather than demigods, and mortals recruited during recruitment round two may become demigods with 2 domains by being raised as a hero by one of the gods, but cannot gain additional domains amd thus remain at demigod level.

    Additionally to describe this planet for the more technical of you: it is a rock, roughly earth sized covered by only ocean. There is no sun, there is no moon. Just a rock far enough from other stars that they are stars not suns, and far away from other rocks that it is just a planet and not a solar system. There is no light, no concept of light. It is darkness without the awareness that it is darkness. Even the ocean is perfectly still completely still like a surface of a mirror that has no reflection. The earth itself is like our earth: crust, mantle, outer core, inner core. Just like our earth but completely uniform: no fault lines, no caves. All that will have to be made carved. There is air, there is atmosphere roughly the same as our earth, because just like our earth, this world spins.

    For life to be created that life must either be able to exist in this lightless subzero existence or . . . life will have to wait for the Gods to create what is necessary for that life to survive. Warmth and food most of all. Maybe even air.

    It痴 always tricky to decide what is absolutely necessary we池e story tellers not scientists, so it痴 important to pick the middle road between pedantic and ignorant. We are looking for poetic needs almost rather than absolutely necessary needs.


    Spoiler: Divine Apathy
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    Gods who are inactive for too long cease to be, their minds fading and their bodies drifting through the void forever. If you wish to play the game, you must post at least once every three weeks, although you are encouraged to post far more often than that. If you are going away for some time, you may let the Moderators know, and your god will be put to sleep rather than dying when the time runs out. Upon your return, your deity may wake up and resume play. In the interim, other gods may encroach upon your creations and domains. If you wish to quit the game, simply say so in the OOC and your god will be given a final farewell of some sort. If you do post in the OOC that you are leaving, do not continue to post in the IC. The Mods will handle your deity's death and farewell.


    Spoiler: Countering Actions and Curse Wars
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    Gods do not play nicely and sometimes one God attacks not another God but their flocks and their creations. This is generally done through a Bless or a Curse action. It is generally advised not to strictly expunge this action with an action of your own but to alter it. Regardless of how you answer this challenge, countering or alter an action of a God is always 1AP over the original cost of what you are countering. For example, countering or altering a Curse that drives your human flock insane would cost 2AP as a Curse costs 1AP.

    When two or more Gods continue to counter one another in this way a Curse War erupts. It is generally good form to check with your fellow Players on how to handle these situations and if no solution can be reached an RCR may be required.

    Additionally some advice I wrote . . . god knows when:

    Spoiler: Mystic痴 Curse War Advice
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    I think the problem is that people treat curse wars like this:

    1 AP: Make super healing plants.
    2 AP: Kill all super healing plants.
    3 AP: Recreate super healing plants.
    4 AP: Kill all super healing plants.
    5 AP: Recreate super healing plants.

    When it should be treated like this:

    1 AP: Make super healing plants.
    2 AP: Super healing plants are struck with a disease like real world plants and large cluster of them die because of lack of genetic diversity, now they only exists but far spread out, rarer and never in large clumps.
    3 AP: Super healing plants emit an aura that make them easy to find.
    4 AP: Plant poisonous plants around the world that emit the same aura, look the same and kill instantly, so a person looking for these plants will have to journey towards them but will never know if they will die or survive at the end of the journey.
    5 AP: Create spirit guides that aren't an actual species but a manifestation of that super healing plant's benevolence, and like the will o' wisps in "Brave" they lead people away from the poisonous plants.



    Random Conflict Resolution

    Sometimes players can稚 come to a conclusion on how an event should be dealt with. Sometimes a God wants to press combat with another God or society. To alleviate such problems Random Conflict Resolution can be called. All Gods receive a 1d10 regardless of their Rank and an additional +1 per domain they possess. Societies are given a flat 1d6. Gods cannot interfere with society combat rolls just as societies cannot interfere with Godly combat. These rolls can be altered by additional AP moves as indicated by their write up. Gods may force a combat for 2AP and other Gods may assist in an RCR for the cost of 1AP.

    Spoiler: On RCR
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    Note: It is widely understood by any past participant of LOC games that LOC痴 RCR is always, and always will be problematic. The system morphs too often and too randomly, and none of its designers are actual game designers. As such it is always possible to 堵ame the RCR system to create a truly powerful god. However, a couple of requests. First, do not game the system for gaming the system痴 sake, it will not make a fun game for you or the other players. Second, if you absolutely want to create a powerful god, then make that god痴 power and search for power part of its story. Essentially the advice is 電on稚 game the system, but if you have to then make it flavorful


    Combatant (Base RCR) Hero Minor Artifact Organization Fabled Life Major Artifact
    Deity (1d10) - - - - +2
    Society (1d6) +1 +2 +1 +1 -
    Hero (1d6) (1d6) 0 +2 +1 +1 -
    Organization (1d6) +1 +2 0 +1 -
    Fabled Life (1d6) +1 +2 +1 0 -

    Action Point System

    The Action Point System is a measure of how much power and influence your Deity has and can expend at any one time. Any instance of discounts or "free" AP (such as utility artifacts) can be used once they are acquired. Each week, at 12:00 PM EST on Saturday, every player gains their Weekly AP as determined by their Divine Rank (as well as having their artifacts/infusions refresh) during what is referred to as 'rollover'. This AP can be spent in any way you want, and it is the chief method of changing or creating things on the world that we are crafting.

    Players start the game with 16 AP and begin gaining AP normally upon their first rollover.

    Owing to the system, Lords of Creation has an emphasis on cooperation and rivalry between Gods. As such certain actions can be shared by one or more Gods with the premier example being the Create Pantheon Action which requires three separate Gods to spend 1AP each to fulfil the action. However owing to the fact the game is played on forums not all players can respond in real time.

    Split actions must be marked in a player's AP actions and must specify who the action will be split with and all other Gods have one Roll Over to complete the action until the AP is refunded. Concept and Life Actions can be split between any God and further Actions can be split for Gods who are within a Pantheon.

    Additionally, a good rule even for expect LOC players is to review the AP actions. Actions change every game, including this one. There are many new actions many important differences and clarifications to old actions, and some old actions were outright eliminated. In general, view the AP actions as if it was the first time you are seeing them.

    Spoiler: AP Actions
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    World Shaping Actions
    Disclaimer: All World Shaping Actions include in their o the creation of mundane life forms to populate the lands and worlds they create. Any real world animal or analogue that you can think of is created on and populates any lands or worlds that you create with these actions.

    Alter Land (1AP): Alter Land is used to change the physical properties of a location, allowing gods to change plains to hills to mountains to forests to deserts to plains again. An Alter Land action can only be performed on existing land created through the Create Land or Weave Plane actions. Alter Land can be countered by another Alter Land action, however, any countering actions cost 1 more AP than the original action did. To counter a 1 AP action costs 2 AP, to counter that costs 3 AP, and so on. (Remember to be creative with your countering)

    Create Land (2AP): Create Land allows gods to form new lands where none existed before. You could create floating islands, raise continents up from beneath the sea, carve out massive cave systems below the surface of the earth, or create a chain of asteroids in the space above a planet. When creating land, you can decide its terrain, climate, and ecosystem. Created Land has a basic geography that is decided when it is created and is generally the size of a continent ranging from Australia to Asia. This action can also create physical worlds that exist as a part of the Material Plane, such as moons, other planets, or stars. However, if the Land being created is supposed to serve as its own world rather than as a feature of the existing world, then Weave Plane is the appropriate action.

    Weave Plane (4AP): Weave Plane allows you to create another world or dimension, separate from the First World of the Creator. Planes can be visible from the First World, but they do not need to be. Planes can be anything you wish, from a world of blistering fire to an endless sea to a mirror image of the First World. Planes can have their own laws of physics or magic, which are decided upon at the Plane's creation. Any Plane that is created cannot be reached from the First World without magical, technological, or divine aid. If your plane is meant to be a feature of an existing world rather than its own world, then Create Land is the appropriate action. Planes can稚 be 鏑ocked

    Create Portal/Bridge (2AP): The act of creating is an action that bridges two planes or a plane and the Mortal World together at a spot designated by the creator of the Portal or Bridge. These Portals or Bridges could be in ancient groves or be pools of liquid drifting in the Astral Plane, or even an actual bridge that against all logic goes from one plane to another. This portal or bridge can (up to the creator) create an area of 'bleed through'. The metaphysical properties of the planes will leak into each other in the area surrounding the connection that can form an area distinct from either connected Plane. A God higher than Demi-God can exist within this Bridged Area (or within the Portal) even if it overlaps The First World, however still require an Avatar to interact with the First World if they are Greater God or above. Portals can稚 be 鼎losed but an alter land action can destroy or change the geographic feature that acts like a portal.

    World Populating Actions

    Disclaimer: World Populating Actions are anything that creates, expands or otherwise influences non-Divine aspects of the game. This could be making a civilization of Elves that worship bonfires. Entire Magic systems. A race of evil Dragons. Mighty Heroes and powerful Avatars of the Gods themselves. All these actions and more count as World Populating Actions.

    Create Life: The Create Life Action is, in fact, several separate AP actions under a single umbrella. Create Life does not create mundane life such as plants and real world animals, these are so trivial they are included in any land creating action. Create Life is to create monsters, sentient races and mythical beasts.
    Create Monstrous Life (1AP): Monstrous Life is any sort of incredible or supernatural creature that is incapable of higher thought. They think like animals, and cannot learn magic or industry. Monstrous life is incapable of using Concepts, but they can have innate abilities that are considered fantastic. Wyverns, Golems, Zombies, Shambling Mounds, or Dretches are all examples of Monstrous Life.

    Create Sapient Life (2AP): Sapient Life is life which can think and solve problems on its own. They are the mainstay of any fantasy setting, and many of the major characters in the world will be Sapient Life. Sapient life is roughly equivalent to a real-world human. One might be stronger on average, or smarter on average, but when you add up all the pros and cons of each kind of sapient life, they're all roughly equal. Sapient Life can make use of concepts, although their innate abilities are only about as impressive as a human's. Humans, Elves, Gnomes, Orcs, or Intelligent Zombies are all examples of Sapient Life.

    Create Mythical Life (4AP): Mythical Life is life that can think for itself, and also have fantastical properties. They might be quasi-magical by nature, are capable of supernatural flight, or lightning manipulation. They might be vastly stronger than the average human or have greatly expanded intellects. Mythical Life is inherently superior to Sapient Life, and are capable of utilizing the same concepts as Sapient Life. Dragons, Demons, Vampires, Angels, and Archons are all examples of Magical Life.

    Create Sub-Race (Variable): Subraces are forms of life that are descended from and related to existing creatures. Half-Elves and Drow are subraces of Elves, while Metallic and Chromatic Dragons are subraces of Dragon. Creating a Sub-Race costs half as much AP as creating the parent race took, rounding up. Sub-Races are by default the same level of life as the parent race, but you can change the level of life during the creation of a Sub-Race if you wish. Changing the level of life up costs 1 AP per tier while lowering it reduces the cost of the action by 1 AP per tier (to a minimum of one).

    Create Concept: The Create Concept Action is in fact several separate AP actions under a single umbrella. Concepts can be as simple as the wheel to entire magic systems depending on the cost. Concepts can spread through interaction of Sapient or Mythical Life and through Societies.
    Create Mundane Concept (1AP): Mundane Concepts are simple things that nonetheless lay the foundation for higher civilization. Many Mundane concepts can be assumed to exist in a primitive form in any society of sapient beings, but spending AP will develop it further and make it a defining point of a culture. Agriculture, Trapping, Writing, Masonry, Shipbuilding, and Smithing are all examples of Mundane Concepts.

    Create Advanced Concept (2AP): Advanced Concepts are complex ideas that greatly improve the capabilities of sapient beings that utilize them. While a single Advanced Concept does not on its own revolutionize a society, in tandem with other concepts they can advance societies by leaps and bounds. Architectural Engineering, Mathematics, Steel Working, Siege Warfare, Astronomy, and Literature are all examples of Advanced Concepts.

    Create Mythical Concept (4AP): Mythical Concepts are fantastical ideas and elements that provide incredible resources and capabilities to the Sapient beings that utilize them. Mythical Concepts represent the various extraordinary arts and techniques that can be performed by sapient beings, from systems of magic to powerful technologies. Sorcery, Alchemy, True-Naming, Magitech, and Mythril Forging are all examples of Mythical Concepts.

    Teach Populous: The Teach Populous Action is in fact several Actions of varying cost. A Teach Populous Action is intended to teach a Concept made by your own God or another player's God to a society not granted access at its creation. A Teach Populous Action may be countered by the usual means.
    Teach Mundane Concept (1AP): Mundane Concepts are simple things that nonetheless lay the foundation for higher civilization. The Teach Mundane Concept action grants the knowledge of a single Mundane Concept.

    Teach Advanced Concept (1AP): Advanced Concepts are complex ideas that greatly improve the capabilities of sapient beings that utilize them. The Teach Advanced Concept action grants the knowledge of a single Advanced Concept.

    Teach Mythical Concept (3AP): Mythical Concepts are fantastical ideas and elements that provide incredible resources and capabilities to the Sapient beings that utilize them. The Teach Mythical Concept action grants the knowledge of a single Mythical Concept.

    Spoiler: Mystic痴 advice on 典eaching Populaces and 徹pen/任losed Concepts
    Show

    In LoC, it is tempting to think of the Concepts as 'yours'. While sometimes it makes sense for an idea or life-form to be a closely kept secret, it should not restrict the story. When you create Concept, you should discuss openly with other players whether you mind if they use it or not. If they want to use your creation for something, be open minded and consider their request. You can, of course, say no, but it is discouraged to completely shut someone down. Instead, try to work with them to find a compromise.

    As such a general rule when creating a Concept is that you state in the OOC that it is either 徹pen or 鼎losed.

    An 徹pen concept is one that any player may play around with. Other God痴 may RP with that concept, showing how their societies use or abuse it. 徹pen concepts are also generally assumed to spread through cultural osmosis and diffusion. If dwarves have an 徹pen concept of smithing it would be understood that species that trade with the dwarves would eventually pick it up.

    With 徹pen concepts even if they eventually spread to other races/species/organizations, it is understood that you can still use a 典each action in order to make that concept something a particular race/species excels at or something that is a cultural touchstone. For example if you teach dwarves the 徹pen concept of smithing, even though smithing would eventually be something the whole world can do, dwarves would be the best at it, and/or smithing is something that they define themselves with.

    A 鼎losed concept is one that only the creating player may use freely. Other players cannot show their species or characters as using that concept without a 典each action. For example if dwarves have a 鼎losed concept of smithing it would be understood that species that trade with the dwarves would not pick it up as the dwarves keep it a closely guarded secret. It would take divine help for the dwarves trading partners to learn how to smith.

    Now it may be tempting to do a couple of the following things in response to 田losed concepts (1) to teach it to your populace, or (2) simply duplicate the concept or create a concept that is substantially the same. (2) is explicitly banned. If someone creates smithing smithing is now something that exists in the world. (1) is encouraged, but it is encouraged with some caveats. Primarily, it is encouraged that you still ask the original concept creator痴 permission OOC and you turn the teaching into a RP event.

    For example instead of just spending some AP to teach humans, who trade with dwarves the 田losed concept of smithing, you instead RP a spy to sneak into the caves in order to find a tome or manuscript to teach humans smithing (and then spend AP). Who said teaching had to be boring?


    Create Organization (1AP): Organizations are groups of like-minded individuals who are united under a single banner or cause. Organizations differ from societies in that they exist as separate entities. A single society may have several organizations that operate within its borders, while a single organization may operate within several societies. Organizations give non-heroic mortals the ability to wield Minor Artifacts outside of Societies, where they count as heroes for purpose of RCR. Organizations add a +1 to a society痴 RCR when combined with the society. Secretive Cults, Mercenary Companies, Magic Schools, Scientific Universities, and Merchant Guilds are all examples of potential Organizations.

    Form Society (2AP): Societies are the cultures and civilizations that mortals form when they band together for mutual gain. They can take the form of monarchies, merchant republics, city-states, nomadic tribes, democracies, or anything else you can think of. Societies are required for any non-heroic mortal to make use of Advanced or Mythical concepts, and without a society mortal痴 default to hunter-gatherers or isolated hermits. Human Republics, Dwarven Kingdoms, Giant Empires, Elvish Democracies, and Orcish Tribes are all examples of potential Societies.

    Join Pantheon (1AP): Pantheons are groups of Gods that have banded together for mutual gain or goals. Each member of a pantheon, at a minimum of three Gods, must spend 1AP to form a Pantheon and any God wishing to join the Pantheon there after must spend 1AP to become a member. Pantheons must adhere to some form of guidelines stated at the forming of the Pantheon such as a Pantheon dedicated to Elves requiring any God who wishes to join have some function or connection to Elves (it is suggested that these guidelines be short and vague, in order to avoid OOC or IC gameplay turning into a contract negotiation).

    Additionally, Prior to spending any Pantheon AP (PAP) however, a Pantheon, either together or by the actions of any one of their members perform the following actions:
    The Pantheon must elect a Leader or Leaders picked when the Pantheon is made (a new leader is picked from the remaining members should the original leader or leaders leave the Pantheon. If players can稚 decide immediately upon formation, again to prevent OOC or IC gameplay turning into a contract negotiation it is suggested that a dice should be rolled. This had actual mythological precedent in the game of dice between Zeus, Poseidon and Hades)
    The Pantheon (or even a single member) must create a Church/Religion. It is up to the Pantheon if this should be a create organization action or create MYTHOLOGICAL concept action. (Note, a create concept action would allow you to use a teach populace action to forcibly spread your religion other than that, and the cost between the two actions, a 撤antheon痴 religion created as a mythological concept does not trump an organization in RCR or even RP game play)
    Choose a Sphere. Mechanically a Pantheon begins with a single Sphere which encompasses an aspect the Pantheon stands for or embodies. Spheres are larger, broader aspects of Divinity and should allow for numerous Domains to fit under its umbrella. At least one God within the Pantheon should have a Domain or Domains that fit under an associated Sphere. For example, a Pantheon that takes the Death Sphere should have one God with something akin to Pestillance, Chaos, or Undeath. (Again to prevent avoid OOC or IC gameplay turning into a contract negotiation, if players can稚 come up with an immediate decision the mechanic to resolve this is that a Mod who is not a member of the Pantheon will choose one such sphere. If each Mod is part of a Pantheon, then a dice role between the Mods).

    Gods within the Pantheon may then spend PAP to gain further Spheres for the Pantheon. The number of Spheres a Pantheon holds determines the bonus PAP as illustrated by the following chart.

    Pantheon Rank Weekly PAP Required Shperes
    Gathering 1PAP 1
    Tribunal 2PAP 3
    Congress 3PAP 7
    Parliament 4PAP 12

    A God may be a part of as many Pantheon as they wish to be however but must declare their primary Pantheon. A God may only spend PAP to further the cause of their Primary Pantheon. At least two thirds of the Pantheon must spend PAP to gain a Sphere. Spheres are gained in the same manner as Domains, requiring ten (10) Pantheon AP to be spent to further them. Spheres may be shared between Pantheons. A God may be removed or join an existing Pantheon for the cost of 1AP, spent by the Leader of the Pantheon at their discretion. This may cause OOC friction, as the leader has the power to essentially deny another player PAP. The advice for this is to treat joining a pantheon as an important one and for leaders and pantheon members to treat expulsion as a story instead of a metagame argument.

    Raise Hero (2AP): Raise Hero marks an individual as having an important role to play in the events of the world or the machinations of the gods. Such beings may have a wide variety of titles, or indeed no title at all, but they are all referred to as Heroes in this action. Heroes are set apart from the masses for some reason, be it impressive natural talent, divine providence, or perhaps they are exceptionally unremarkable. While Heroes can be affected by Blesses and Curses, or other actions, they cannot be killed or defeated through the use of AP without the permission of the owning player. Heroes grant +1 RCR, only one such bonus is applied.

    Create Avatar (4AP): Avatars are small chunks of Divine Energy that allow a God beyond Demi-God to walk the Mortal Plane. These Avatars can fight in Divine RCR at half the strength of their God (rounded down). Gods of Intermediate Rank or higher require an Avatar to effect the First World.

    Divine Artifice Actions
    Disclaimer: Divine Artifice Actions are actions that produce effects and creations specifically tied to your god's influence and essence. These actions allow your god to directly influence the circumstances, energies, and inhabitants of the world.

    Bless/Curse (1AP): Blesses and Curses are extraordinary circumstances that have been influenced by a god or brought into being by powerful forces. Blessings are generally beneficial effects that improve circumstances or events, while Curses are malignant effects that do the opposite. A Bless or a Curse can be as wide or narrow as you want, ranging from causing a drought in a small village to resurrecting every dead being in the world. Blesses and Curses can be countered by another Bless or Curse, but countering such an action costs 1 AP more than the action being countered did. (Remember to be creative with your countering).

    Create Minor Artifact (3AP): Artifacts are incredible objects with extraordinary powers and importance. Swords that can cut anything, boots that can walk across dimensions, or legendary forges that smith weapons unlike any other are all examples of Artifacts. Artifacts are incredibly significant magical or technological items, capable of unleashing world-shaking power. Minor artifacts come in two types much like their Major counterpart. Minor Artifacts are simply not powerful enough to harm Gods and thus provide no RCR bonus in Godly RCR
    Minor Combat Artifact: A minor combat artifact provides a +2 to society RCR and can only be used by a Society, Hero or Organization

    Divine Favor: Divine favors are small gifts directly from a God and provide a society or hero with the ability to use an Alter Land, Create Monstrous race, Bless/Curse or Create Mundane Concept. A God may only gift such a favor once per type though such gifts may be shared between their societies. This free charge is only useable once per week.

    Create Major Artifact (5AP): Major artifacts are so great that even a god can find great advantages to possessing one, and only the greatest of mortals could hope to hold one and survive. Major Artifacts come in the following two types (Artifacts cannot be 迭efocused).
    Combat Artifact: Combat Artifacts provide a +2 to RCR rolls once a week. A God may have as many Combat Artifacts as they have Domains.

    Utility Artifact: Utility artifacts provide a -1 to an AP cost of a specific AP action decided upon creation. This cost modifier can be used once per week, can be used in split AP actions and can reduce an AP action to 0. AP costs for purposes of Domain Gain are counted as the reduced AP cost. A God may only have one Utility Artifact per AP action.

    Divine Growth Actions

    Domains and Portfolios: After spending ten (10) AP points towards an intended goal, a God may essentially "cash in" these actions towards a Domain and a subset Portfolio. Actions only count once and must be claimed towards an Advancement for the AP to count. A one week grace period exists after spending the AP should a player be indecisive. After this one week period however, any AP spent and not accounted for is simply spent and cannot be claimed towards an advancement.

    Domains and Portfolios go hand in hand and must be picked at the same time. Domains are a broad category such as Darkness, War, Disease that a Portfolio fits under. In simple terms, a God is a god of its Portfolios and not its Domains. Portfolios thus are more narrow such as Rivers, Rain, Storms etc. Gods may share Domains but cannot share Portfolios and Gods can have multiple of the same Domain but not the same Portfolio. Domains and Portfolios should be written as Domain (Portfolio) on one's character sheet.

    Spoiler: Razade's advice on additional Domains
    Show
    Lords of Creation can run for a long time. You don't need to snag Domains as early as possible. This is especially true in the case of Racial Gods and what we term "Tech" Gods and for a few of the same, and a few not the same, reasons. I'll split them up.
    Racial Domains are awesome, they can really flavor a God and it shows a level of dedication and focus for said character. But they're not the best thing to take before the game even starts. To use an example posted, the God of Wraiths is on review before Wraiths are even a thing. While that's fine, Lords of Creation games of the past have rarely suffered merely because of the fact someone put a claim so early, there's some finer points missed. The first is the AP spending. You're going to have to spend the AP to get your race started, why not kill two birds with one stone and use the AP to get the Domain in actual play and keep a slot open for something else you might keenly want? The second, and much more important bit, is...what if other players might want to help with said wraiths? Or Orcs or anything of the sort? Instead of indicating to those players they're best to just use a Sub-Race action, perhaps discuss (once the OOC is up) what your plans are for races and see if people want to join in? Easily my favorite Lords of Creation game saw a large cadre of players form up around the Elves, they made complex societies and nuanced relationships and it was an amazing game. It wouldn't have happened if someone too "Creation (Elves)" or something of the sort off the bat.
    Tech starts at level 0 in Lords of Creation and there are no rules that indicate how it progresses from there. While it's totally cool to have Gods who want to make lasers and spaceships, often people start at that level and then find themselves nowhere else to work to. When you start at the top, you only have the bottom to go to. This is a big deal for said Tech Gods, as they soon drop or move on to other things and abandon their toys which hurts their enjoyment and the game in equal measure. Don't be afraid to work up the pyramid.





    Divine Rank
    Deity Rank Weekly AP Required Domains Maximum AP
    Demigod 4 2 16
    Lesser Deity 5 5 20
    Intermediate Deity 6 7 24
    Greater Deity 7 9 28
    Elder Deity 8 12 30
    [/SPOILER]
    Last edited by Zhentarim; 2019-10-26 at 06:14 PM.
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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    This fascinates me and I would be thrilled to help out. But woe this is going to take a while to finish reading the last few spoilers and look up what things like LOC and RCR are. I think they may have been defined early in but I forgot by the time I got near the bottom.

    Cool concept.

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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Quote Originally Posted by Mai View Post
    This fascinates me and I would be thrilled to help out. But woe this is going to take a while to finish reading the last few spoilers and look up what things like LOC and RCR are. I think they may have been defined early in but I forgot by the time I got near the bottom.

    Cool concept.
    If anything looks odd or contradictory, I copied the rules from an old LOC game and made some edits to make it mesh better with a pathfinder game. We have 3 different mechanics sets I知 trying to mesh together, so its a lot to unpack.
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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Searching the terms LOC and RCR here gives no definition and I can't tell what's the correct terms. Or even find them. Could you please define what those mean?

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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Quote Originally Posted by Mai View Post
    Searching the terms LOC and RCR here gives no definition and I can't tell what's the correct terms. Or even find them. Could you please define what those mean?
    LOC is the rules set I知 using to run the deities in the game, since pathfinder has no deity rules and 3.5 on lightly touches on deity rules. LOC is short for 鏑ords of Creation and is just another game system. I listed the important rules under the 鏑OC rules post, making a few houserule tweaks to let it fit the game better.

    RCR stands for random conflict resolution, which is more important in traditional LoC games but I doubt it will come up in my game. Basically, if a god has a beef with another god, and they want to fight that god without going into a long story, the gods roll dice with any bonses they accrued and the one with the higher number wins that round.
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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Huh. Well that痴 interesting. I already have deity entries written about me, too, from the old threads.
    Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
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    Quote Originally Posted by Snowbluff View Post
    All gaming systems should be terribly flawed and exploitable if you want everyone to be happy with them. This allows for a wide variety of power levels for games for different levels of players.
    I dub this the Snowbluff Axiom.

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    Kobold

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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Posting interest, Smiting helping mortals is always fun.

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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Quote Originally Posted by Snowbluff View Post
    Huh. Well that痴 interesting. I already have deity entries written about me, too, from the old threads.
    I have a master plan with all this and I'll share the details with the gods I've chosen. I watched a youtube video that had an over-god, 9 normal gods (one for each alignment), and 40 regular players. If I share any more, I'll spoil it, but it would be neat to capture lighting in a bottle twice and have the game repeat itself. If I pick you, you'll see what I mean when I share the video.
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    WolfInSheepsClothing

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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Interested; will probably work on the TN deity.

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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    I'm immensely interested in this. Working on a Lawful Neutral divinity I'll hopefully post tonight.

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    Default Grigori, the Forge Master

    I'm going to keep developing this but I figured I'd get my application up.

    Spoiler: Grigori, the Forge Master
    Show
    Grigori
    Aramak, The Forge Master, Lord of Machines, God Machine

    Name: Grigori
    Player Name: Anti-Eagle
    Domains (Subdomains): Artifice (Smithing), Community (Legalism), Industry (Machines), Law (Inevitables), Trickery (Embellishment)
    Alignment: Lawful Neutral
    Primary Colour: Green

    Symbols: Grigori and his creations work in multiple symbols but the ones most frequently used to represent him is a thick toothed gear, frequently metallic though contstructed of a variety of tools across history. Depending upon the specific Inevitable one follows or sect the details differ in some symbology such as the Flaming Gear of the Illuminate cult of Aramak to the Gear with a Skull in the center of the Fleshwrought cult of Sinan.

    Appearance: Grigori's most common appearance is a tall mechanical humanoid, stylized, sharp, and sleek in appearance and constructed of a living iron, molten beneath his outermost casing. His machinery is composed of a molten iron taking the shape of clockwork mechanisms and at their heart, a heart-like mechanism connected to an electrical grid and hydraulic system designed to assist the operation of the whole and force machinery back into place should his will falter. For his face he has a oxidized brass mask covering the bare machinery underneath, featureless save the emerald eyes and intricate carvings across its surface.

    Spoiler: Pictoral Depiction
    Show


    Dogma: Grigori is a hard creature to please, constantly driving himself and his creations forward to create and alter and innovate. Beyond this is his driving to instill purpose in everything. To him everything has a purpose, improvement of the self and others is an important task in the cultivation of a greater purpose, and this cultivation is the path towards one's own greater purpose. Explained on some future day as "Understand others and bend them to your purpose, understand the world and bend it to your purpose, understand yourself and be bent to your greater purpose."

    To this end he encourages his followers towards lawfulness, following specifically the guiding hand of his laws. His many, many laws. Ranging from the obvious forbidding theft and murder with punishments to match, to guidelines for how one should dress and groom themselves. All in an effort to shape his Artificers and "Clockwork Adepts" as they are known towards their greater purpose and glory through his laws. Through these laws his creations are encouraged to learn, alter, and create both the laws of him and the world, and to modify them to better suit their purpose.

    To Grigori the forge and the act of creation, of creating anything mean a great many things. The forge is both a tool and a teacher, it sculpts and shapes what it is presented with to better fit its purpose as the one using it is better sculpted to their purpose by it. It is a tool created to further create tools by creators who will likely be outlasted by their creations. By creating, one grants form to ideas, improving the world even if only in the mind of its creator, and these ideas may outlast its creator and grant them a level of immortality through their creations. Though this is not the only reason to sculpt the world.

    Spoiler: Obediences to Honour Grigori
    Show

    Obedience: Meditatively clean one's tools (equipment) whilst reciting the mantra granted to them by their Inevitable.
    Last edited by Anti-Eagle; 2019-11-08 at 10:17 PM.

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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    How does death work lore wise? Does each god act as a Psychopomp for their followers? Or is that an actual Godly profession? I had ideas but knowing that could help.

    I have many ideas. Too many.

    One of them is a sort of image to orphic dionysu or zagreus with a personal spin on it. A sort of madness god, perhaps madness: truth(clarity and revelation through insanity). Perhaps add Healing: resurrection to tie in themes of rebirth. I am wondering what would be good for shapeshifting. Protean probably? If so I already planned chaotic nuetral for this idea anyway.

    I imagine the character when need with an avatar might induce madness and shapeshifting, a cool.reference to the story of dionysu getting taken abort a pirate ship and inducing insanity, shapeshifting crew members, etc. Perhaps Destruction: catastrophe? Perhaps adding Luck: Imagination as the final subdomain. Or Magic: Arcane.

    Just iseas.
    Last edited by Mai; 2019-10-28 at 03:28 AM.

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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Definitely interested. Do we have to take specifically the listed specific-outsider-creature subdomains? That is, not asking if I can take something else instead of Good, but rather if I could take Good (Agathion) instead of Good (Archon)--or just plain Good, no subdomain at all.

    Either way, definitely eyeing that LG spot.
    Last edited by ezekielraiden; 2019-10-28 at 05:13 AM.

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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Quote Originally Posted by Mai View Post
    How does death work lore wise? Does each god act as a Psychopomp for their followers? Or is that an actual Godly profession? I had ideas but knowing that could help.

    I have many ideas. Too many.

    One of them is a sort of image to orphic dionysu or zagreus with a personal spin on it. A sort of madness god, perhaps madness: truth(clarity and revelation through insanity). Perhaps add Healing: resurrection to tie in themes of rebirth. I am wondering what would be good for shapeshifting. Protean probably? If so I already planned chaotic nuetral for this idea anyway.

    I imagine the character when need with an avatar might induce madness and shapeshifting, a cool.reference to the story of dionysu getting taken abort a pirate ship and inducing insanity, shapeshifting crew members, etc. Perhaps Destruction: catastrophe? Perhaps adding Luck: Imagination as the final subdomain. Or Magic: Arcane.

    Just iseas.
    Its hard explaining death without giving out too much about the game, but I suspect the way the other game did it was to limit the resurrection spells to only affecting creatures who died up to 5 hours per caster level before the casting of the spell and after 125 hours have passed since the character died, the player is reborn as a level 1 child of a different class, race, and gender who has no memories of their former life. Characters thus reborn gain the 斗azarus tag on their character which grants them double experience points, but bars them from holding other special tags like 泥emigod or 釘BEG. Note that 釘BEG is a hidden tag and the other players have to guess who has the tag, while pretending they do not have the tag themselves if they have been pm壇 and told they have it. I知 getting dangerously close to spoiling the game, so I値l keep it at that.

    Quote Originally Posted by ezekielraiden View Post
    Definitely interested. Do we have to take specifically the listed specific-outsider-creature subdomains? That is, not asking if I can take something else instead of Good, but rather if I could take Good (Agathion) instead of Good (Archon)--or just plain Good, no subdomain at all.

    Either way, definitely eyeing that LG spot.
    You can take another variant of good, if you really want to.
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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Also, think about the default boons you will grant to players who take these classes:

    https://aonprd.com/PrestigeClassesDi...ame=Evangelist

    https://aonprd.com/PrestigeClassesDi...mName=Sentinel

    https://aonprd.com/PrestigeClassesDi...emName=Exalted

    Good deities get this extra class to consider:

    https://aonprd.com/PrestigeClassesDi...tery%20Cultist

    The Lawful Evil Deity gets this extra class:

    https://aonprd.com/PrestigeClassesDi...Name=Diabolist

    The Neutral Evil Deity gets this extra class (and characters who take this class gain the benefits of all lesser oblivions and all greater oblivions):

    https://aonprd.com/PrestigeClassesDi...me=Souldrinker

    The Chaotic Evil deity gets this extra class:

    https://aonprd.com/PrestigeClassesDi...mName=Demoniac


    Nongood Nonevil deities get this feat they can grant their followers:

    https://aonprd.com/FeatDisplay.aspx?...or%20Obedience
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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Here's my application for the best alignment Chaotic Neutral spot. Might need a bit of refinement but I think it's about done.
    Spoiler: Risia, The Wandering Wind
    Show

    Name: Risia
    Epithet The Wandering Wind
    Player Name: BaratheonFury
    Domains: (Subdomains): Air(Wind), Chaos (Entropy), Chaos (Whimsy), Travel (Exploration), Liberation(Self-Realization)
    Alignment: Chaotic Neutral
    Symbol: A White Feather, often depicted floating in the wind.
    Color: Blue

    Appearance: Risia often appears as a beautiful elfin woman riding upon the gales as deftly as any steed. Both her features and dress shift constantly to match her mood, taking on a mirage of colors and styles.

    Personality: As Fickle as the winds she commands, Risia's attention is easily gained but seldom kept for long. She abhors monotony and blandness above all else and will strive to "Fix" any offenders unfortunate enough to catch her attention. Risia can be as gentle as an evening breeze or as destructive as the greatest of tempests, but either way those touched by her passing are seldom unchanged.
    Last edited by BaratheonFury; 2019-10-29 at 12:25 PM.

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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    This struck inspiration for me, so I'd love to put myself forward for the Lawful Evil god. Leaning a little MTG Black, though still suitably LE. I'm not sure about Void as a domain, so open to suggestions.

    Spoiler: Caudex, Dark Librarian
    Show

    Name: Caudex
    Epitaph(s): The Repository, Dark Librarian, Grimoire Lord/Lady
    Player Name: Omoikane13
    Domains & Subdomains: Evil (Devil), Law (Devil), Knowledge, Magic(Arcane), Trickery(Greed)
    Alignment: Lawful Evil
    Colour:Indigo, because Black seems kinda silly
    Symbol: Caudex's symbol is of two parts. The first is a sharpened version of the most common writing implement in a society. Most often, this seems to be a quill shown to have both a deadly point and a knife-edge feather, but could be anything from a dagger-like stick of chalk to a fountain pen that is sharp as a blade. The second is always a book of some sort, or the societal equivalent of one.

    Appearence:
    Caudex's most notable feature is lack of a head, instead possessing a large open book. This points where one would expect a face to point, and contains writing in unidentifiable languages. Caudex lacks a neck, and this book floats above the neckline of any clothes.

    Otherwise, Caudex appears dressed in a variety of high-class clothes suitable for the viewer's perception of such; humans may see a ballgown or elegant suit, dwarves may see armour made of the most rare metals, etc. These clothes always appear to be - on closer inspection - formed from layers upon layers of paper and parchment, coated with writing that constantly changes.

    Caudex's body lacks detail, and is typically inky black, providing contrast to lighter clothes. This blackness may swirl, but never clears.

    Personality:

    De scientia, imperium

    Caudex craves information. It does not know everything, but desires to, and wishes to discover everything it can in an effort to better itself, finding joy in how creations in the mortal world generate so much information. This does not mean Caudex is neutral and only craves for knowledge. Knowing the dark secrets of the universe allows for amoral and immoral acts, as well as some control over fellow deities.

    This desire for knowledge leads Caudex to be a relatively involved god, though not necessarily when it comes to acting. Communication and petitioning work well if you have something to offer, and Caudex may offer something in return. Magnitude means little; Caudex will just as soon learn your darkest secrets to reveal your enemy's as it will devour your cherished memories in return for the true name of a devil.

    Caudex will learn the deepest, darkest secrets if there's a chance it will gain power in doing so, and encourages its followers to do the same. If you learn the name of a devil to summon it and kill your enemies, Caudex will praise you. If you dig into the annals of old laws to topple a worthier opponent with subclauses and legal chicanery, Caudex will be pleased. If you discover your neighbour is having an affair and blackmail him, Caudex will laud you. Learn, and in doing so become more powerful than the rest. Learn, and with it, control, conquer, and decimate your enemies.

    Last edited by Omoikane13; 2019-10-29 at 04:59 AM.

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    Barbarian in the Playground
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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    For the Lawful Good position, a literal god of heroism. Also, while he is "a dragon," note that I am *not* choosing to start with dragon-ness as part of my core domains--if chosen, I do intend to have dragons be one of my creations, but I fully expect that species (and concept) to get picked up and shared by many deities. Because dragons are too awesome to belong to JUST me.

    Spoiler: Arkhos, the Shining Wyrm
    Show

    Arkhos, the Shining Wyrm
    Name: Arkhos
    Epithets: The Shining Wyrm, the Noble Knight, the Golden Flame, Fate-Defier, the Hero-King
    Player Name: Ezekiel
    Domains & Subdomains: Good, Law (Archon), Luck, Travel, Glory (Heroism)
    Portfolio: Heroism, Oaths, Self-Sacrifice, Adventure, Hope
    Alignment: Lawful Good
    Colour: Gold
    Symbol: A golden, shield-shaped scale, with a silver (or mithril) sword pointing down. In times of peace, the shield lies in front of the sword. In times of strife, the sword comes to the front.

    Appearance:
    Arkhos is known to take two main forms. First, his serpentine dragon form, with scales like precious metals (gold, silver, mithril, platinum) and eyes that flash like rubies and sapphires. His wings are feathered, and shine with diamond-like and pearlescent colors. In short, glorious, or perhaps gaudy for those not so keen on his style. This body is both sinuous and muscular, like a blend between Eastern and Western conceptions of a dragon. He does not preen or prance to garner attention however; he may resemble the peacock's splendor, but he does not wear this form for praise. Rather, in this form, he metes out unflinching justice and unending mercy. It is a form of grace and magnitude, seen only rarely outside his demesne.
    In his second form, his disinterest in ostentation becomes manifest: a knight in plain metal (or leather, for societies where metal is too precious/unknown) armor, carrying a metal (/wooden) shield emblazoned with his symbol. In this guise he is always a humanoid figure--from any one a variety of races, or from seemingly no discernible race at all--usually of middle age, with scars of battle on his hands and face, making him not quite attractive but not quite ugly either. The only sign he usually gives of his divinity in this form is the flash of his eyes--golden, sapphire, or ruby--because he enjoys going out to see, and help, the lives of everyday folk in this form. By showing them how their luck is their own and fate is what one makes of it, he demonstrates the value of even one person standing up for what is good and right.

    Personality:
    Arkhos is warm and welcoming to others, but perhaps not strictly sociable. Were he a mortal, he would shun the vast crowds, but gladly drink a flagon or two of ale and swap tales with other adventurers beside a warm fire or hearth. Arkhos loves those who give their word and keep it. Many of his champions take a long time to realize that they have received his blessing through passing a secret test of character, showing that the law written on their hearts is stronger than any steel. His compassion for the downtrodden and forgotten is second to none, and he is keen to remind his faithful that heroism comes in small forms as well as big ones, like feeding and clothing the poor or giving a loving and reliable home to orphans. Obvious glory without kindness is like a gilded wooden throne: beautiful but rotten inside. True glory and heroism come from good deeds, and from winning the game without resorting to cheating or deception.

    As a deity, he cannot strictly look away from society as a whole, and he certainly encourages his followers to obey just laws and adhere to custom that does not cause harm. However, his inclination is to encourage and empower individuals and societies to address their own problems, rather than always intervening himself. As he sees it, he would be a poor guardian if he made his charges dependent on him for everything. He has no problem bending the patterns of chance and fate to support a noble deed, and heroic last stands are perhaps his favorite moments to surprise a faithful soul with the power to survive impossible odds.

    When it comes to treachery, wickedness, exploitation, or tyranny, Arkhos is stern and unflinching in his rebuke. All deserve a chance to turn away from the path of evil and walk the difficult road of the just, but those who mistake his mercy for weakness rarely live to regret the error. An oath of repentance is no less serious than an oath of purity, and each deserves respect. That means punishing those who break their oaths right alongside rewarding those who keep them even against terrible temptation. Arkhos knows that societies need to balance the rewards for cooperation against the penalties for succumbing to temptation and exploiting others for personal gain. Further, he knows all too well how easily a person with legal power can abuse that power to hurt others, and as a result he has neither patience nor sympathy for tyrannical or oppressive regimes. Under his auspices, authority is for good alone. To abuse one's authority is to turn Arkhos, and therefore fortune itself, against you.


    Also @BaratheonFury, have you considered the Liberation domain (or any of its subdomains) instead of Luck (Inspiration)? It strikes me that your deity cares less about inspiring others to greater heights, and more about "helping" others achieve what *she* considers perfection. So perhaps Liberation (Self-Realization) or (Freedom) fits better? It also goes into her emphasis on lacking limits and generally doing whatever "feels right," no matter what others may think of it.

    Edit:
    @Omoikane13: Possible alternatives for Void could be Rune (Legislation), linking magic into rules and loopholes, and the eldritch mystery of runes; Trickery (Greed), for stealing magic (among other things) from others for your own benefit; Artifice (Construct), perhaps to reflect a view that all things are but tools to be understood and used; or Darkness (Loss), to show how it's not enough to just learn something, but necessary to make that info more valuable by eliminating it in others, sort of like Braniac from Superman: the Animated Series and the Justice League cartoon.
    Last edited by ezekielraiden; 2019-10-28 at 08:50 PM.

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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    I like what I see so far.

    I hope I don稚 spoil things by saying the game I知 basing this on was a 努est march style discord game.
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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Spoiler: Shyrask: The Primordial Dragon
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    Spoiler: Basic Sheet
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    Shyrask
    Primordial Dragon & Lady of the forest

    Player Name: Mai / Rayne

    Domains (Subdomains):
    Plants: (Growth)
    Animals: (Feathered)
    Healing: (Medicine)
    Strength: (Ferocity)
    Protection: (Purity)

    Alignment: True Nuetral.
    Shyrask is mostly focused on creation and nature itself, and like nature, she is neither evil nor good. She is a diety of balance and creation, and thusly has no desire to tangled up in the ethics of good or bad.

    Symbol:
    A wooden dragon standing on 2 legs and spreading it's wings.

    Appearance:
    Shyrask is a massive dragon, bigger than any normal dragon. Her horns are like deer antlers and tree branches, yet short and slightly curved backward and around vaguely like ram horns. Her body seems composed mostly of wood, even her scales, though they resemble more stained, polished wood. Her wings are webbed, but covered in thin, almost feather like flower petals in shades that change with the seasons.

    Personality:
    Shyrask is a strange god, she has no major moral qualms, she doesn't hate evil, nor rejoice in good. Yet despite this, she has 2 major goals. Those being creation, and balance. She has a desire to mold the first world into an amazing creation, full of wonder and amazing creatures. She gets protective over what she creates too, which may drive her against some deities who wish to destroy what she creates. She also believes in balance. Law and chaos are both needed aspects of creation. Both are embodied in nature. Laws define what life is and what it can do, but chaos has a hand in changing life as it progresses. In the same way good and bad are meaningless without the other side of the coin.

    Shyrask is a joyful god overall unless provoked, and is one that is all too happy to interact with mortals when she can, especially those who embrace what she wants to create. She had a steady, even tempered attitude, but is very free thinking and active. She is also somewhat playful when she can, and acts with a certain steady whimsy.


    Spoiler: Dogma & Boons
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    1: Respect the land and all creations. They are freely available for use as food, as this is the cycle of nature. Be careful never to take too much. Over hunting, fishing, or harvesting the wild places is disrespectful and invokes Shyrask's anger.

    2: Kill humanely when you hunt. Wether toy be fishing, hunting dear, or dealing with sapient beings. Never torture your prey, kill them quickly and as painlessly as possible. Never use more force than nessisary. When prey can't be killed quickly, end their suffering as soon as possible after you have what you need.

    3: Keep yourself pure. Rather than in the sense of Virginity, Shyrask means this in more a sense of childlike curiosity and wonder. In her eyes you should always have the capacity for awe. Things should never become common place and boring. Appreciate and grow a curiosity for the wild things that live around you.

    Obedience:
    Spend an hour each day surrounded by plants and animals. It doesn't matter what you do in this hour, from reading to gardening. Many take walks in a local forest, park, or alongside a creek to fulfill this, but many followers who live in cities make shrines surrounded by flowers and trees, with bird feeders ans such if possible. Doing this for 1 hour a day grants a +3 to survival checks, and +3 to identifying common plants & animals.

    Divine Gift:
    Like both Dragons and nature, those who have Shyrask's favor are sturdy and adaptable to most situations. Shyrask gifts those who worship her +1 constitution.

    Last edited by Mai; 2019-11-01 at 12:36 PM.

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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Quote Originally Posted by ezekielraiden View Post
    @Omoikane13: Possible alternatives for Void could be Rune (Legislation), linking magic into rules and loopholes, and the eldritch mystery of runes; Trickery (Greed), for stealing magic (among other things) from others for your own benefit; Artifice (Construct), perhaps to reflect a view that all things are but tools to be understood and used; or Darkness (Loss), to show how it's not enough to just learn something, but necessary to make that info more valuable by eliminating it in others, sort of like Braniac from Superman: the Animated Series and the Justice League cartoon.
    Ooh, thank you muchly. I think Trickery(Greed) broadens things out nicely, and I'll maybe work towards some of the others once we're up and creating.

    Also, having looked at another LoC game, I htink we might need a handful more rollovers to get something appropriate for the mortals.

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    NecromancerGirl

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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Would it be possible to reserve a domain? Me and Ezekiel (The maker of Arkhos, the shining wyrm) have talked it though once he realized I was claiming it. We'd like to both take it, but we can't share what we start with at first so far as I know. But it would sick for us to come up with plans for our deities and not take it so we could both have it in the future, then to have it taken as a subdomain by someone else and forever barred to us. So would it be possible to reserve Scalykind: (Dragons) for future expansion? We both have cool ideas for how we want to share it after all.

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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Quote Originally Posted by Mai View Post
    Would it be possible to reserve a domain? Me and Ezekiel (The maker of Arkhos, the shining wyrm) have talked it though once he realized I was claiming it. We'd like to both take it, but we can't share what we start with at first so far as I know. But it would sick for us to come up with plans for our deities and not take it so we could both have it in the future, then to have it taken as a subdomain by someone else and forever barred to us. So would it be possible to reserve Scalykind: (Dragons) for future expansion? We both have cool ideas for how we want to share it after all.
    That is fine.
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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Thank you. We are both open to sharing it in the future too. I think he plans to make good metalic dragons a thing and me to make nature infused dragons, kind of like dryad dragons so maybe we could work something else out too if a third person really wanted it?

    But that's for letting us reserve Scalykond: (Dragon) so me and Ezek can share it later.

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    NinjaGuy

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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Quick question: if one of us makes a non-statted race, would it be a good idea to make some stats for post-round 1?

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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Quote Originally Posted by Zhentarim View Post
    That is fine.
    Quote Originally Posted by Mai View Post
    Thank you. We are both open to sharing it in the future too. I think he plans to make good metalic dragons a thing and me to make nature infused dragons, kind of like dryad dragons so maybe we could work something else out too if a third person really wanted it?

    But that's for letting us reserve Scalykond: (Dragon) so me and Ezek can share it later.
    Much appreciated, Zhentarim! And thank you, Mai (or Rayne, if you'd prefer that), for having the intestinal fortitude to ask. I'm very excited to see how things play out.

  29. - Top - End - #29
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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Quote Originally Posted by Omoikane13 View Post
    Quick question: if one of us makes a non-statted race, would it be a good idea to make some stats for post-round 1?
    yes, thats part of the idea
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    Default Re: [Round 1 recruiting] Picking 9 applicants to be deities in a pathfinder game

    Quote Originally Posted by ezekielraiden View Post
    Much appreciated, Zhentarim! And thank you, Mai (or Rayne, if you'd prefer that), for having the intestinal fortitude to ask. I'm very excited to see how things play out.
    I would, but my forum name is equally fine, so it doesn't matter. I guess i'll remove dragon from my subdomain list. I'll add protection perhaps. Not sure which.
    Last edited by Mai; 2019-10-29 at 08:37 PM.

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