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LupusAter
Sep 5, 2011

A land's history is made of its people, its gods, and its tales. Weave them together, and legend unfolds.

This is an experimental godgame in a couple of ways. First, it uses a homebrewed system that's largely a hack of Spire's stress rules, adapted for PbP godgames. I have been working on it for the past months and already tried running a game with it, but finetuning requires multiple repetitions and doesn't fit the needs of a single long-running game, and here is where the second bit of experimenting comes in. The submissions in this thread will form a single pantheon, from which a rotating cast of GMs will pick 3 to 4 players to run a short game, which when finished will add to the setting's legends and history.

So, that's the idea. If you want in, submit a god, then we'll think about a good starting story. The first page of the linked rules details what you need for character creation and you'll find an empty template at the end of this post. For any questions, you can find me on the Wane server on Discord at euro-friendly times. I aim to start the first game around the next weekend, so take that in consideration if you want an early turn.

As for the kind of application I want to see, the game's setting will be a continent/large island with a shared pantheon, and we'll iron out the specifics at a latter stage. Only recommendations are to keep the power level reasonable and to avoid using Time as a domain 'cause that never ends well.

Example god:

quote:

Name: Sarkthos, He Who Turns the Wheel


Description: Sarkthos is a god as multifaceted as the rivers he governs. Sometimes lazy and helpful, other times boundlessly destructive. He's usually set in his ways, and generally a loner. Trying to change is mind or, worse, coerce him is a fool's errand, but if he decides to be on someone's side he's a steadfast ally. He also is in charge of stewarding the cycle of seasons, and views this duty as his most important one.

Skills: Destroy, Empower
Domains: Rivers, Seasons
Mastery: Culling, tied to Destroy
Commandment: Know what is your path.
TENETS:
A favored way to solve problems: Sarkthos trusts that each end is a new beginning, and that after a flood the land will bloom again. So, when pressed to action, he prefers to decisively end the current problem so that something new can be born.
Something you strongly dislike: Sarkthos mistrusts those who meddle with natural rhythms and especially doesn't like trying to escape necessary endings.
A taboo you have: Going back on your steps.

Resistances:

Believers 1
Reputation1
Will 3
Coherence 2
Substance 0

Rules link

Empty charsheet for convenience

quote:

Name:
Image
Description:

Skills:
Domains:
Mastery:
Commandment:
TENETS:
A favored way to solve problems:
Something you strongly dislike:
A taboo you have:

Resistances:

Believers
Reputation
Will
Coherence
Substance

LupusAter fucked around with this message at 08:27 on Sep 2, 2019

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The Unlife Aquatic
Jun 17, 2009

Here in my car
I feel safest of all
I can lock all my doors
It's the only way to live
In cars
For some further examples of deities in this system, Here is a quick list of deities from the Inspired Horizons test.

Junpei
Oct 4, 2015
Probation
Can't post for 11 years!
Name: Zethanic, Dragon-Smith

Description: The intelligent and powerful god of forging and craftsmanship, Zethanic is intelligent and forceful, ambitious and a little arrogant. Always seeking new weapons, new armor, new magic, new power, new ways to change the world and improve it.

Skills: Create, Empower
Domains: Fire, Metal
Mastery: Smithing, tied to Create
Commandment: Hard work and skill, combined, make any problem surmountable.
TENETS:
A favored way to solve problems: Zethanic sees problems as challenges or puzzles to be overcome. And so, he sees that the best way to solve a problem is to understand it and break it down to it's smallest parts, then put it all together with all the knowledge.
Something you strongly dislike: Indecision. Zethanic is fine with deliberation, waiting to see the facts, and double-checking, but once satisfied, a plan of action should be made swiftly and surely.
A taboo you have: Giving up without having a good reason or proof that what you're doing is past your skills.

Resistances:

Believers 2
Reputation 1
Will 2
Coherence 1
Substance 1

Junpei fucked around with this message at 17:53 on Sep 1, 2019

Scrree
Jan 16, 2008

the history of all dead generations,

Name: Patrach, The Ancestor, The First Human. Our Common Forefather
Description: Long ago, man and woman were not yet human. They could not dress themselves, and shrieked and barked due to their lack of words. One day, a man invented himself, and so invented the human being. He stood on two feet, swaddled himself in the skin of a fresh kill, and spoke the First Word to those around him. They knew he was their leader, and so they mimicked his words and manner to be more like him. Soon, Death came for him, but he spoke secret words that only he knew, and they caused Death to flee.

From his eternal undeath, the Man Who Called Himself Patrach watched as his offspring spread across the land, crudely forge new words from the fragments of the ones he had given them, and eventually -- become a species unto themselves.

Skills: WIthhold, Gift
Domains: Speech, Hierarchy
Mastery: Words Which Hold More Than the Ear Can Hear, tied to Gift
Commandment: Kill for your children.
TENETS:
A favored way to solve problems: There is never much point in doing anything alone. If a great beast threatens the village, send all the strongest warriors together to hunt it. if a disobedient child threatens the peace, confront them with the force of the whole community. Pack tactics are how Patrach lead his family to become a world-spanning species.
Something you strongly dislike: It is natural for predators to hunt and kill prey. It is natural for siblings to wrestle over access to a mate. It is not natural to force one's brother to work til their limbs give out, or sell off one's children for shining coins. Cruelties only humans can conceive offend Patrach to his core.
A taboo you have: Conflict must end with a victor and a loser. Settling conflicts through appeasement is empty trickery. One must submit before there can be peace.

Resistances:

Believers 3
Reputation 1
Will 2
Coherence 1
Substance 0

Scrree fucked around with this message at 23:28 on Sep 3, 2019

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....

Alysidor - The Chainsmith, The Oathkeeper, Patron of Obligation


Alysidor. The Chainsmith. The Oathkeeper. The Grim. By many names known, spoken of in reverent tones lest his ire be attracted, for whilst none would dare second guess his judgments, none wish to be subject of his gaze, for good things rarely follow. Ill of temperament and utterly uncompromising of conviction, Alysidor sees to it that oathbreakers are punished, that customs be properly taught, and that none who break their word or obligation can rest easy. Wrapped in chains forged of the souls of oathbreakers, and wielding the godly flail Castigation, Alysidor stalks the aether between the World and the godly realms, bringing swift punishment to any soul that would try to escape their just fate to the realms of other gods, and keeping in good order the chains imposed upon all thinking things, as well as those keeping the World together.

Skills: Destroy, Create
Domains: Chains, Punishment
Mastery: Binding, tied to Create
Commandment: Words bind as steel.
TENETS:
A favored way to solve problems: The World is simple to Alysidor. If something is not as it should be, it must be immediately fixed to its proper place. If something has been broken, the party in question must be punished. Direct, uncompromising action is his way of doing things, and whilst often effective, has a way of stepping on toes.
Something you strongly dislike: Alysidor does not take keenly to tricks and deceptions, and is indeed liable to smite those ensnared in such endeavors.
A taboo you have: Oathbreaking.

RESISTANCES:
Believer: 2
Reputation: 3
Will: 0
Coherence: 2
Substance: 0

Theantero fucked around with this message at 12:57 on Sep 6, 2019

MaxieSatan
Oct 19, 2017

critical support for anarchists
Name: Alran, the Weaver, the Cloak in Winter, Maker of Paths


Long ago...
When mortals were lost in a harsh, lonely world, who was it that made the first tent?
When cities and towns were a dream, an idea, who was it that brought us together?
When friendship and love start to tangle and fray, by what means is the thread of fate rent?
Who made the first talisman, taught us the arts of working with wood, wool, and leather?


Skills: Empower, Withhold
Domains: Fabric, Community
Mastery: The First Needle, tied to Empower
Commandment: Weave and unweave, bring things together and pry them apart - respect and maintain this cycle.
TENETS:
A favored way to solve problems: Create chains of events or intricate systems that indirectly, but inevitably, eliminate the issue.
Something you strongly dislike: Selfishness and self-absorption.
A taboo you have: Inhospitality.

Resistances:
Believers 2
Reputation 1
Will 1
Coherence 1
Substance 2

MaxieSatan fucked around with this message at 22:06 on Sep 3, 2019

Shogeton
Apr 26, 2007

"Little by little the old world crumbled, and not once did the king imagine that some of the pieces might fall on him"

Name: Sawush- The Kind Darkness, The Way Out, Fugitive's Friend, The Hunted

(source: https://www.deviantart.com/dragibuz/art/Ratus-Ratus-494100607)
Description: Once upon a time, there was a small and unimportant divinity of prey animals. Little more than a spirit. One day, a boastful god proclaimed that they would have this god hunted down, to show their skill. Sawush, upon hearing this, fled, and they have never really stopped fleeing. And they were never caught. Their skill blossomed, and so did the stories. Many hunters, heroic, mortal and monstrous, eagerly joined the hunt, hoping to show their measure. But all over, people that were hunted themselves preyed in their most desperate moments to them. And now and then, in the shadows and the darkness, a quick, whispered response would come, sometimes with a gift. They never stay long, though, never stop. After all, they cannot be sure how close the hunters are to them.

Skills: Gift, Empower
Domains: Darkness, Escape
Mastery: Freedom, tied to Gift
Commandment: If hunted by death or captivity, seek refuge in darkness
TENETS:
A favored way to solve problems: Hide or flee from them
Something you strongly dislike: Anyone or anything with a hunters attitude: Cats, wolves, eagles, lawmen, assassins
A taboo you have: Do not ever aid a hunt

Resistances:

Believers: 2
Reputation: 0
Will: 2
Coherence: 0
Substance: 3

Shogeton fucked around with this message at 23:14 on Sep 1, 2019

Lichtenstein
May 31, 2012

It'll make sense, eventually.
***SUBMISSION WITHDRAWN***


Kohsoom, the Tattered Empress

Aeons ago Kohsoom, the Goddess of Gods, Kohsoom the Spring's First Bloom, Kohsoom the Wisdom's Soft Embrace descended upon this world that was her birthright to command all in creation under her just reign. And so, under her wizened benevolence the creation itself had flowered and the man stood taller and prouder and knew not for want. Kohsoom had loved all that was and all that was had loved her back, for there were none that would wish disturb the forever tranquility of the Eternal Palace. Yet aeons ago, the Blossoming Age, as all things, had to come to an end.

Know, he who stands here, that Kohsoom, the Empress Who Withered does not weep for the reign that was meant to be for tears, as all things, had to come to an end.
- Mosaic at the Duranthii Palace-Garden, unknown author

Skills: Empower, Destroy
Domains: Entropy, Nobility
Mastery: Remembrance, tied to Destroy
Commandment: Death Before Dishonor
Tenets:
A favored way to solve problems: Accept the inevitable to spare that which is not so.
Something you strongly dislike: Accepting the lesser evil.
A taboo you have: Compromising one's dignity.

RESISTANCES:
Believer:
3
Reputation: 3
Will: 0
Coherence: 0
Substance: 1

Lichtenstein fucked around with this message at 11:14 on Sep 4, 2019

Arcanuse
Mar 15, 2019

Name: Stuggd

Description: Stuggd is Stuggd. Stuggd the static, Stuggd the unbroken, Stuggd the rugged mountain.
Stuggd was here before there was a here, stoically waiting at the bequest of another even older than Stuggd.
They will return, one day. But in the meanwhile, they gave Stuggd a second task: Maintain the world, keep it safe from those who would ruin it; knowingly or otherwise.
Consequentially, they have done just that, staring at the horizon and ensuring the world will turn for one more, just one more day, for as long as it takes.

Skills: Create, Empower
Domains: Architecture, Mountains
Mastery: Stability, tied to Empower
Commandment: Don't break the world. Live with the world, rather than preying upon it. You and yours are stuck here, and your actions today are the difference between your children living in paradise or purgatory.

TENETS:
A favored way to solve problems: Stuggd prefers a hands-on approach. Literally; they will hold the world together with their bare hands if they must/have to.
Something you strongly dislike: Aggressive expansionism. From callous warfare to wasting the environment, Stuggd does not like it one bit.
A taboo you have: Mortal Thaumics. When Stuggd sees mortals have learned to care for their own world, they might change their mind. In the meanwhile, lay off the magic, mortals.

Resistances:
Believers: 0
Reputation: 0
Will: 2
Coherence: 2
Substance: 3

LupusAter
Sep 5, 2011

I love what we have so far. Those who haven't done so yet should join the Discord so that we can hash out backstories and all that fun stuff.

The Unlife Aquatic
Jun 17, 2009

Here in my car
I feel safest of all
I can lock all my doors
It's the only way to live
In cars

Halina Alyousha - The Lifesaver, The Wildflower, the Scheme-Spinner, The Thief of Eternity, God-Killer

Before the before, there was a healer in a small village. A quiet girl, a studious girl. She was pretty. Good constitution. Marriageable. She wanted more. Power, respect, control. Why is not important. All that matters is one night, a wandering goddess hidden beneath the mask of mortality fell upon her hut, begging for help. She beckoned them. In the morning, only Halina stepped out. Eternal, resplendent, and still hungry.

At least, that is one story.

There is another story. Another goddess. Eoianshia, the goddess of Healing and Love. She was used. She was pushed. She was broken and thrown away. And so, she fled into the mortal world, shirking her duties and throwing the divine order into chaos for generations. She knew, one day, they would find her. She knew, also, she would rather die than go back. A bargain was struck with a mortal woman whose eyes held hungers she could never understand. She only made her promise two things. That her death would be quick, and the girl would never let herself be used the way she was.

They are the last promises she ever kept.


Skills: Transmute, Gift
Domains: Healing, Trickery
Mastery: Poisons (Transmute)
Commandment: Take What You Want

TENETS:
A favored way to solve problems: Discreetly, quietly. No one needs to know any better.
Something you strongly dislike: Messes. Loose ends.
A taboo you have: Being Trusted.

RESISTANCES:
Believer: 3
Reputation: 0
Will: 2
Coherence: 2
Substance: 0

The Unlife Aquatic fucked around with this message at 08:21 on Sep 6, 2019

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
Name: Telust

Description: The Wondermaker, The Prime Artist, The Custodian of Can and Cannot
Telust has been here from the moment 'here' was permitted, one of the creative forces set to fill reality. Telust crafts wonders in flesh and in mana, magnificent one of a kind creatures great and small, dazzling phenomena of scintillating puissance that elegantly shape reality around them in carefully controlled ways. These works of art are for edification rather than interaction: Attempting to tamper with them, to slay the monsters or to tap into the power of magic without permission or adhering to constraints is to earn Telust's ire and in extremis the creation of a personal nemesis. Telust is exceedingly reluctant to allow access to magic knowing how it can strain the bounds of possibility, but can be negotiated with. Woe betide those who bilk Telust, or who pervert the wonders Telust has wrought.

Skills: Create, Withhold
Domains: Magic, Monsters
Mastery: Artistry, tied to Create
Commandment: The Will Of The Creator Is Paramount: Never Debase Or Misuse An Original Work. Make something new, do not twist the work of others to your purposes. Respect the integrity of what has been made.

TENETS:
A favored way to solve problems: Create something entirely new to solve them, a bespoke beast or custom conjuration.
Something you strongly dislike: Perversion of purpose. Things being put to uses they were not designed for..
A taboo you have: Never plagiarise. You can stop Telust from doing a precise something by doing it first.

Resistances:
Believers: 2
Reputation: 0
Will: 2
Coherence: 1
Substance: 2

AJ_Impy fucked around with this message at 18:48 on Sep 2, 2019

Ronwayne
Nov 20, 2007

That warm and fuzzy feeling.
Interest, app incoming in ~4ish hours.

LupusAter
Sep 5, 2011

As I said, I am joining the fray for the later rounds.



Name: Ashnat
Description: Back when the land was young, rivers flowed to the sea, unthinking and barely present. Their spirit was a lazy, content being, until the First Drowning. Having tasted a life, they grew hungry. They became hunters. They became Ashnat.
Ashnat are a multifaceted being, present in every river and mutable as each of them. Their body is a predator's, patient and implacable, and they love nothing more than waiting for the next unwitting prey to come close enough and be caught, be it by treacherous whirpools or flashing jaws. Their forays are both dreaded and awaited, for those who are left behind can enjoy fertile lands and bountiful waters. That is, until someone gets a little too confident and forgets they need to be careful...

Skills: Destroy, Empower
Domains: Rivers, Hunting
Mastery: Culling, tied to Destroy
Commandment: Make them Afraid. Preys are to dread the moment the hunter finds them. The chase finds meaning in their desperate attempt to survive.
TENETS:
A favored way to solve problems: Prey is to be caught with a calculated, decisive strike, the apex of a carefully crafted plan.
Something you strongly dislike: Acting without thinking, with rashness and irrationality. They are a prey's mindset.
A taboo you have: Keeping the prey alive once you've caught them. The hunt's aim is to kill, and it must end at the appropriate time. No toying with a caught prey, no keeping it subservient, and most important of all, no releasing.

Resistances:

Believers 3
Reputation 0
Will 0
Coherence 2
Substance 2
[/quote]

Lichtenstein
May 31, 2012

It'll make sense, eventually.

Zorp, the Psychopomp of Socks

When you neglect a garden, that's how you get weeds and pests. When you leave crumbs scattered across the floor, that's how you get cockroaches and ants. When you are a divine spinster who did not take proper care with his heavenly yarns - that's how you get goblins.

Zorp is a creature greatly attuned to the natural order, the delicate balance things were meant to be in. And so it takes great effort to take forgotten, neglected items from the purpose they've clearly outlived and leads them to a new life, one where they can be useful again, where they can serve again the harmony of the creation that was meant to be.

While there had been some attempts to frame Zorp as a household deity, they've all lacked the conscientiousness one needs to sustain a lasting organization. Instead, Zorp is a living proof of how far can a divine entity go by mere strength of folk superstitions, casual expletives, children's games and scattering small trinkets around one's house in hopes Zorp will get distracted and leave the goddamn laundry alone.

Skills: Empower, Create
Domains: Incompleteness, Negligence
Mastery: Jury-rigging [Create]
Commandment: Waste not, want not.
Tenets:
A favored way to solve problems: Simple, stopgap solutions.
Something you strongly dislike: Discarding perfectly useable things.
A taboo you have: Excessive effort.

RESISTANCES:
Believer:
2
Reputation: 0
Will: 2
Coherence: 2
Substance: 1

Lichtenstein fucked around with this message at 11:15 on Sep 4, 2019

Lux Anima
Apr 17, 2016


Dinosaur Gum

Name: Shahanna, Wildmaiden, Lady of the Grove and Scion of Gaia

Description: The evergreen goddess reverently referred to as Shahanna the Wildmaiden, Lady of the Grove and Scion of Gaia, is known to be a tender of greenery, growth, and genelines destined for greatness. Shahanna is a patient and watchful spirit-being that has existed in the deific planes for eons, connected to the natural world through her love and dedication to its fauna and flora. As a transformational deity of evolution and change, Shahanna chooses to spread her influence through softer, subtler means of control than most other gods. As a denizen of the wildlands, of fields and forests, the Wildmaiden appears to members of humanity only infrequently, but when she does it is typically when the mortal is alone in the wilderness in the middle of a mystic vision-quest. She does not have a particular love for humans - in fact she finds their more destructive tendencies abhorrent at times - but she views them as part of the natural disorder of the world, in need of mindful cultivation.

Skills: Transmute, Empower
Domains: Animals, Plants
Mastery: Genetic Expression, tied to Transmutation
Commandment: Respect the cycle of life in all its forms
TENETS:
Problem-Solving: Adaptation, evolution, reproduction
Strong Dislike: Widespread deforestation and hunting for sport - excessive destruction of nature
Taboo: Not eating what you kill (exceptions: cannibalism and self-defense)

RESISTANCES:
Believers: 1
Reputation: 2
Will: 0
Coherence: 2
Substance: 2

Lux Anima fucked around with this message at 02:05 on Sep 8, 2019

Tevery Best
Oct 11, 2013

Hewlo Furriend
I figure I'll just leave this right here, see how I am for time in the future

Name: Tyrtaeus Ahenobarbus, The Melody of Skalds, The Sender of Mania, The Bronze Deliverer, God of Courage and Fear, The Enabler, The Trailblazer

Description: Creation was the first act of Courage. Before the demiurgic powers realised that, Tyrtaeus willed himself into being as a necessity, for he had no fear of existing, and would not stand passivity. And when they attempted to quash him like a bug, they could not - because without his will, none could bear to act, too frightened of what was new, and at that time, killing was new.

The world is much changed now, and there are many more things that people know, and are not afraid of. But both men and gods are yet to make large gains against the sea of ignorance, and so, fear continues to be a force not much less powerful than in the Time Before Myth.

Tyrtaeus concerns himself first and foremost with the mortals, for gods bore him; an immortal being is wont to just wait and see, or to act in a way where its will is unstoppable, so it has no need for courage, and fear finds little purchase. But to men he is the one who pushes a merchant across a sea, a scholar to question the known, and a king to brave a war that could save or destroy his realm. He enjoys that.

Few people ask for the other side of his gift. Some want to inspire fear in others, which he loathes, and he is rarely willing to hear them. Others seek to rebuke a temptation they know they ought not follow through, and in their decision he sees a weakness of a weak being who makes mistakes, but them he often grants their wish, for through such nurture they shall learn, and be made wiser, poor, sinful children.

But most of all his beloved are soldiers. Ever vigilant of battlefields, he is always there to answer a call, and remind men of war of the Bargain:

quote:

"Call to me, and I shall come, and I shall overcome you, and you will live. Fear will save you, fear will guide you, fear will set you aside, and your life will resume.

"But if you *stand* against me, if you *struggle* against me, if you *withstand* me - then I shall grant you the greatest gift:

"You shall be consumed by THEIA MANIA, and be made immortal, and your name will forever remain in the song."

Skills: INSPIRE, EMPOWER
Domains: Fear, Courage
Mastery: Heroism, tied to Empower
Commandment: FOLLOW THROUGH.
TENETS:
A favored way to solve problems: Whichever way grants most agency, requires most action, engenders the least passivity, and is the most visible to poet.
Something you strongly dislike: Vacillating and wishy-washiness.
A taboo you have: Choose the easy way out to avoid consequences.

Resistances:

Believers 1
Reputation 0
Will 4
Coherence 0
Substance 2

Ronwayne
Nov 20, 2007

That warm and fuzzy feeling.
Name: Arl

Description: "I used to say 'No one gets out of life alive.' and it helped me get through the day. But obviously, that is no longer true. The vril reactor could probably have stood more testing before being deployed, but the rear end in a top hat paying us didn't want to shell out for extra orgone shielding. If nothing else, we got a satisfying "NO, THIS CANNOT BE HAPPENIN-" out of him before everything exploded. I'm fairly sure this is not a dedicated afterlife, per se. It seems way too improvised and low rent, and have you seen the sorts of lowlifes they let in here (me included)?. I'm not sure how to describe my new peer's relation to their shtick. "Passionate" works, but "Try-hard" seems more accurate.

The magic powers were nice and all but it was about 2 minutes before I realized I still had a job to go to in the morning."

Skills: Gift, Inspire
Domains: Catastrophe, Keep on Trucking
Mastery: Inspire- Workers and soldiers: Although from some sapper company on some forgotten corner of the universe, that's just because he was good at it and paid the bills. Its what he did, not who he was. These are the Terminal Lance/Willy & Joe kind of grunts; "Warriors" and other kinds of true believers are vicious assholes that get everyone around them, including their own side, killed, and often its best you do their part to ensure their heroic death with the enemy somehow hitting them in the back.


The Faithful

Commandment*:

*less commanding more "this is what worked for me, but ya'll do what you want."


TENETS:
A favored way to solve problems: Analyze, figured out what has to be done to fix the immediate issue, and then the core issue that caused it, and ideally in a way that lets you go home on time. Many times the problem is your boss.

Something you strongly dislike: Things that make getting through the day more complicated and annoying. This includes wonder, magic, and amazement. The worst thing about that witch/wizard isn't the horrible thing they're about to do with/to you, its now you have something new and annoying and terrible that you've got to add to your paradigm.

A taboo you have: Never letting the oppressors get the last laugh



Resistances:

Believers 2
Reputation 1
Will 1
Coherence 1
Substance 2

Ronwayne fucked around with this message at 22:04 on Sep 7, 2019

Roland Jones
Aug 18, 2011

by Nyc_Tattoo
Interest post; app's concept is there but still being written and refined.

LupusAter
Sep 5, 2011

And with this, our pantheon totals 14 gods. I think it's a good number to start with, since it gives enough people for three different myths.

No new apps will be accepted for now.

LupusAter
Sep 5, 2011

After some consideration, I've made my picks for the first story we'll be running: the wonderful fivesome of Zorp, Telust, Zethanic, Stuggd and Arl.

This is your plot hook: "The underlying machinery of the world is a delicate masterpiece, unfailingly maintaining reality. But sometimes things can break. Luckily for everyone, it was nothing that Zorp couldn't fix with some trusty discarded socks. Now, other gods have noticed the literal patchjob, and the only thing they can agree upon is that something needs to be done about it."

Thread will be up as soon as I get confirmation from everyone.

The Unlife Aquatic
Jun 17, 2009

Here in my car
I feel safest of all
I can lock all my doors
It's the only way to live
In cars
So Mythgame Part 2: In the Kingdom of Dreams is officially finished.

I'd like to thank all of my players. Without your sense of humor, your insights, and writing skills this game couldn't have existed. I had a lot of fun and I'd love to work with all of you on a godgame again soon!

LupusAter it's always delightful to see how much you get into the headspace of your PCs and the fascinating moral frameworks they have. MaxieSatan, You're a great schemer, and I'm really hoping to work with you more as both a GM and a player in the future. I love big ham and going all in, and Theantero, nobody pulls it off with quite as much panache as you. Shogeton you really sold the utterly alien prey logic of Sawush, kept them weird and unnerving in such an interesting way, and you and Lupus playing off one another always made me smile. Tevery Best I love your prose so much! You have such a gift for making anything sound so classical in character. Your characters always feel like they could have jumped off of faded palimpsest. And AJ_Impy, you do pompous characters so well. It's always great to see you write a real old codger.

And speaking of AJ_Impy..He'll be our third GM here! I'll let him announce further details himself when they're ready. We're going on a brief hiatus for the holidays, but should be back soon after.

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
Part 3 is revving up and will be unleashed in the new year. This will involve the deities Alysidor, Stuggd, Halina, Sahanna and Patrach.

I have had confirmation from all but one of these: Scrree, are you still up for this?

AJ_Impy fucked around with this message at 18:52 on Dec 30, 2019

Scrree
Jan 16, 2008

the history of all dead generations,

AJ_Impy posted:

Part 3 is revving up and will be unleashed in the new year. This will involve the deities Alysidor, Stuggd, Halina, Sahanna and Patrach.

I have had confirmation from all but one of these: Scrree, are you still up for this?

Yes! Sorry for the radio silence, but I am still interested in participating.

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The Unlife Aquatic
Jun 17, 2009

Here in my car
I feel safest of all
I can lock all my doors
It's the only way to live
In cars

Death, AKA Lady Halina Mizoquican - the Debt-Collector, the Laughing Reaper, Frog-Mother, the Gate and the Passage

Domains

Death
Healing

Skills

Transmute (Poisons)
Withhold

Tenets

Commandment: Make other people play by your rules.
A Favored Way To Solve Problems: Taking advantage of the weakness of others.
Something You Strongly Dislike: Selflessness
Taboo: Breaking your word.

Resistances

Believer: 3
Reputation: 0
Will: 2
Coherence: 2
Substance: 0

Conditions:

The Hours Upon The Earth: Halina’s control over the Passing and the machinery of the Beyond remains incomplete. There’s always the same amount of Time in the system. An action that takes life must then be matched with an action that gives life, and vice versa. Failure to do so counts as a Taboo breach, and has dire consequences for Halina and reality at large

The Unlife Aquatic fucked around with this message at 04:04 on Feb 21, 2020

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