GODS

PLAYERS GUIDE

STORYLINE

You used to be an ordinary mortal, although admirable personality traits or useful skills. Now because of those special traits. you are a newly created god. The process of becoming a god, though it makes you strong and immortal, robs you of all your memories and skills, although your mind and personality are still intact. Your patron god is the god who created you. He gave you a drink of Ambrosia, food of the gods, and you lost your memory and now are a god yourself.

This is the way things work with gods. For every world there is a supreme GOD. He tends to create lesser gods to help him run things and on down the line. Now, if you get enough Dynamism you go off and start your own world. Zeus after all these years is just getting to that point.


THE OTHER GODS

These are brief descriptions of what the "old gods" have been doing in the modern world. Along with why they would turn someone into a god. When a god chooses you, the particular skill, that drew them to you is not forgotten. It is something in their specific Ambrosia that does not do damage to these ares. (In other words you must spend freebie points on associated abilities.)

ZEUS

Zeus, god of heaven, lives in Geneva, Switzerland. He travels the world, but mostly stays in Geneva. He recently began creating new gods to help in the fight against GOD. Those who he chooses tend to have a strong sense of right and wrong and are trying to help everyone they can. These people tend to be fun loving and happy. Zeus doesn't care much what you stand for or what you end up being god of, so long as you're on his side.

HERA

Hera, queen of the gods, has been operating a marriage clinic in southern France. As the goddess of wives, she tries to see that marriages go smoothly and don't break up. If Hera chooses to give godhood to anyone, it will almost always be to a woman who is having trouble with their husbands and need some help and a new start. Hera despises Zeus and left him because of his ways with other women. So those women who receive her help tend to have rather unfaithful husbands.

ARES

Ares, god of war, for a time lived in Waco, Texas, and before that was good friends with an artist from Germany. Now, however he spends his time in Columbia. He goes back and forth to America selling drugs. He has been creating new gods to serve him in his drug trade and in inspiring riots. Along with the fact that he does want to be recognized as the god of war. Those who Ares gives godhood are those who are bloodthirsty, crafty, and violent. When you become a god under Ares you will be instructed quickly in the arts of war (with a slight starting bonus in those related areas.) These gods always are the ones who cause trouble, because Ares forces him to swear allegiance too him. So under Ares your first months as a god will be spent on drug dealing.

APHRODITE

Aphrodite, is working as an actor in New York. She gets along rather well with other actors, and for some reason or another more guys then girls go to see the plays she is in! Many of those who Aphrodite chooses to bestow godhood upon are quite often members of the Cult of Ecstasy, Hmmm.

APOLLO

Apollo, god of the sun, healing, and music, lives in luxury in the Palace of the Sun in India, where he has lived since ancient times. Those that are blessed with godhood by Apollo tend to be healers who go out and help the world.

ARTEMIS

Artemis, twin sister of Apollo, goddess of the hunt and the moon, lives and hunts in Canada. She doesn't have a set home and is wandering around. If Artemis grants godhood to anyone, they are probably hunters and those of the woods, like herself. You have to try reaaly hard to get her attention, much less find her.

ATHENA

Athena, goddess of wisdom, lives in Tibet, with the monks. Those she finds worthy of godhood are those whose wisdom and learning she feels the world can't live without. To have her as a patron an intelligence of at least five is required, and quite often you will be a researcher who she believes should go on researching and sharing it with the world.

HEPHAESTUS

Hephaestus, the lame blacksmith god, lives in his workshop in Mt. Etna in Italy. Hephaestus may grant godhood to skilled artisans like himself. Being as most stuff is made by machines any more, and since Hephaestus is lame, the instances of this god creating a god are few and far between. The most recent one who received this gift was a skilled gunsmith. This god can make the metal of Hephaestus described below.

HADES

Hades lives in the Underworld and does his job. Because of the increase in the number of people in the world, Hades might choose to make someone a god of death to help bring them to the underworld (This is the generic underworld, you can actually make your own.)

HERMES

Hermes, messenger god and god of thieves and merchants, has no constant home and may possibly recruit new gods who are thieves and merchants of such caliber that they catch his interest.

POSEIDON

Poseidon, god of the sea, makes his home in his underwater palace, with a retreat in a small town in southern Australia. He spends most of his time surfing. In the rare case of him being a patron god, it would be fishermen and captains who get this honor.

HESTIA

Hestia, goddess of hearth and home, lives on a small farm in Arkansas. Those gods she create are family people, for some reason, gods she creates don't lose their memory. (It would be kind of nasty of the god of hearth and home to make you forget about your family wouldn't it? So you don't lose any memories.) Note: Since you don't lose memories, some of the nastier problems of becoming a god, however there are severe flaws that you MUST take.

MUSES

In ancient times there were nine muses, now there are 23. These are the gods and goddesses of arts and music. They live on Mount Parnassus in southern Greece. If you have a sterling artistic ability, they might consider giving you the Ambrosia and making you one of them. Some of the more recent Muses are modern music and art, and pretended to commit suicide.


KILLING OTHER GODS

Doing this is stupid. You do NOT want to do this. Whenever you do combat with another god it forms a sort of bond between them. This bond has no other affect than that if you or the other god dies, then you both die. The bonds purpose is so that you can find the other god, and he can't sneak up on you. It ends five minutes after combat ends. If you get the merit to stop this bond, the other gods will still hunt you down and kill you, because the bond still doesn't form when it's you who will die.


THE BOND

Any time there is extreme physical contact between two gods a bod form. This links their lifeforces for a time and if one dies then the other dies.


AMBROSIA

Ambrosia is the substance that makes the gods the gods. You start with 10 points of Ambrosia. You lose one point per day. When you run out of Ambrosia your loses one hit point per day until ambrosia is regained. This loss cannot be healed. Ambrosia determines the difficulty of using divinities. The number is found by subtracting points of Ambrosia from 10, this number is the difficulty. If you have 9 or 10 Ambrosia casting doesn't require a roll.

Ambrosia is created by mixing fermented honey (found easily or creation one) and some item that has to do with your godhood. If you are a god of war, then you may need to use blood to make your ambrosia. Or a god of Wisdom, an owl feather or a book. If you are a craftsman god, than some small trinket that you yourself have made. Muses for music might have to just play some music while their song is playing. If you are a god of the dead, water from the river Styx would be good for Ambrosia. If you are a god of love, hmmm.


NECTAR

In mythology it talks about the gods feasting on nectar and ambrosia. Nectar can be gotten from any flower around. When you begin to run low (which counts as anything 5 or below) on Nectar it has the affect of causing your difficulties go up by one every point lost. At 3 points your divinities become completely and totally useless because your need for food causes you to not be able to concentrate enough to use them. At 1 point you completely lose all self-control and begin eating flowers, which makes you look like an idiot and might alienate some of your believers. Getting it is not easy, Even though nectar should be simple to make, it takes creation 7 to create it. The standard way to get it is to make workers and believers at your temple harvest it from flowers. However, if you don't have enough believers to harvest the nectar, you have to do it, and that can get tedious. Do you know how many flowers you will have to pick?


BELIEF

Without believers you can't get belief. And without belief, you cannot use your divinities. Each divinity has a cost to use it, pay this out of you belief points. From people with true faith you get belief at the rate of

belief2=believers-max. number of belief dots.
Belief
Number per day Believers Dots Number per day Believers Dots
1 1 1 6 41 6
2 1-2 42 6-7
3 1-3 43 6-8
4 1-4 44 6-9
5 1-5 45 6-10
2 5 2 7 56 7
6 2-3 57 7-8
7 2-4 58 7-9
8 2-5 59 7-10
9 2-6 60 7-11
3 11 3 8 64 8
12 3-4 65 8-9
13 3-5 66 8-10
14 3-5 67 8-11
15 3-6 6-8 8-12
4 20 4 9 90 9
21 4-5 91 9-10
22 4-6 92 9-11
23 4-7 93 9-11
24 4-8 94 9-12
5 30 5 10 110 10
31 5-6 111 10-11
32 5-7 112 10-11
33 5-8 113 10-12
34 5-9 114 10-13


DIVINITIES

Divinities are a gods special powers. To use them you burn points of belief. This table has the cost of belief points and the number of divinity points you distribute, this number should be mulitiplied by freebie or experience points.

Divinity Costs
Wrath Apocalypse Creation Motion Wonders Transformation Presense Psyche Temorality Afterlife
1 2 2 1 3 2 1 1 5 3
WRATH
This ability is a gods basic weapon. An example would be Zeus's lightning bolt. Standard looks like a ball of energy, however some gods have their bolts look different so they are more impressive. Damage is 1 die per point. This ability doesn't affect other gods without a special merit.

APOCALYPSE
This divinity is rather powerful. It is on the same order as Wrath in what it accomplishes, however it is slightly more powerful. Each point will cause 1 point of aggregated damage to anyone.

*You can shatter glass.
**Little things, small toys, things like that.
***Can break small bits of plastic.
****Most solid objects of reasonable size may be destroyed.
*****Larger objects. (twice as big as you.)
******You can damage diamonds.
*******One ton block of steel, no problem.
********You can destoy small hills
*********No man made structure, no matter how large can withstand you.
**********You could toast the Rocky Mountains.

CREATION
With this powerful divinity anything, live or inanimate, can be created. This can be wonderfully useful at gaining believers. This only covers physical creation. One point can make about a pound of solids. Three points are required to make living things. Six points are needed to create a sentient mortal. Eight points can make a supernatural creature. Ten points is what is needed to create completely original life that you have never seen before.

*You can't manage much more than a paper clip.
**Small blocks of metals, less than a pound.
***Crystals
****Bacteria
*****Simple multicullular life.
******You could probably manage to do a mouse.
*******Nothing much bigger than a cat.
********Figure you could handle any animal under 100 lbs.
*********Congratulations, you can make people.
**********Big things, whales elephants, etc.

MOTION
This divinity covers both levitation and transportation of self and other objects. Sentient creatures make a willpower role, difficulty 10, to resist this. With the Telekinesis aspect you can move or make other things move by 10 more miles an hour per dot. * Half a mile
** one mile
*** 5 miles
**** 10 miles
***** 50 miles
****** 100 miles
******* 500 miles
******** 1000 miles
********* 5000 miles
********** 10,000 miles

WONDERS
With this common divinity you can easily attract believers.

* You can do a small light show. With three points, you could swing
** Something about as wonderous as fog.
*** You could do water to wine, or heal mortal damage, 1 pt. per round, not agg. **** Heal agg. damage.
***** Can keep things from running out. Like a cup that never empties.V ****** You can go invisible.
******* You can change the properties of most matter.
******** You can end problems like blindness and restore limbs.
********* You can resurrect animals.
********** required to bring people back from the dead.

TRANSFORMATION
This is a rather obvious divinity. The only problem is that is very easy to die in another form. Damage doesn't go from one form to another, however it is still easier to take damage in other forms.

* You can become microscopic creatures, and your sacred animal.
** You can become a small insect.
*** Any animal up to about the size of a small rabbit.
**** Up to about a cat.
***** Up to a small dog.
****** You can do any animal up to a goat in size, and to crosses between animals.
******* You can change to the appearance of other people instead of just one form.
******** You can do all animals under five hundred pounds.
********* 1 ton animals. ********** Anything living creature, including things you made up.

PRESENCE
This is a divinity you really should take. Without it you are invisible to mortals (note: for half-gods this covers invisibility for varying lengths of time).

* 1 minute, you are faded out still and look like a ghost.
** 5 minutes, fully visible.
*** One hour.
**** Five hours.
***** Ten hours, can reveal yourself only to selected individuals.
****** One day.
******* Any length of time you choose.
******** People get a slight feeling that you're special when they see you.
********* Oh yeah, you are impressive, all who see you know that there is deffinitely something special about you.
********** You can reveal yourself in all your glory. (This even impresses the old gods)

TEMPORALITY
This rare divinity allows you to travel to the past and get visions of the future.

* You can see what will happen in ten minutes.
** You can see what will happen in half an hour.
*** You can go back half an hour or see one hour ahead.
**** You can go back a day and see the same ahead.
***** You can go back a week or see a week in the future. Can give mortals visions of as far ahead as you can see.
****** You can go back a month, or see the same ahead.
******* You can go back or see ahead one year.
******** You can go back or see ahead one century.
********* You can go back or see ahead one thousand years.
********** History and the future are all open for you to see or visit.

PSYCHE
This is mind reading and controlling, as well as adding things too. For some reason it's easier to plant idea's and emotions in someone's mind then find them out. One point and you can make a little animal like you. Three points is the minimum for doing anything to sentient creatures, and even then you can't read or control. Five points is necessary to control a mortals emotions, control an animal, or talk telepathically with another god. Eight is needed to plant an idea or an emotion in a god's head (wouldn't it be so fun to make Ares fall in love), or control a mortal. Ten points and you can control another god.

AFTERLIFE
Any decent god will have an underworld for his believers to go to when they die, and even indecent gods will probably have one, because if they get killed somehow, this is where you go. The points here mean how nice it is and how much of a belief bonus you get from those there. One point and your dead believers get to spend eternity at a put-put course or some other trivial place. Three points and their eternity can be something as nice as a circus. Five points and the afterlife can be a beautiful green valley. Eight points and eternity is pure and total happiness. Ten points and reincarnation is in your reach.

* The Afterlife that your believers spend eternity in is can be as nice as a cheap put-put course.
** You can do a Nicelittle park, or one of those really nice put-put courses.
*** You could probably do a nice circus or carnival.
**** Small Amusement Park.
***** Big Amusement park.
****** Beautiful Valley or other settin, no need for trivial entertainment.
******* Pure Beauty
******** Pure Happiness and Beauty.
********* Nothing you can imagine is this nice.
********** Reincarnation is possible, but who would want to?


Dynamism
Dynamism is a gods power, not all gods get any. It is gotten by dividing your creation in half. You also see your presence and wonders. The number is what the smallest of those is. So even if you have 10 presense, but only one creation you still don't get any.
HALF-GODS

Hercules was a half-god. His father was Zeus and his mother was Alcmene. Because of this he was stronger than other men. Hoverer, he didn't have all the powers of a god. You too can be a half-god. Obviously there are advantages and disadvantages to this when compared to being a full god, most of which show up in Character Generation.

Half-gods get:
Normal Health Levels
4, 6, 8 attributes
Max of 5 in divinities
Max 7 attributes + abilities
No need for ambrosia or nectar


CHARACTER GENERATION

1. Fill in 1 dot in each of your attributes.
2. Add 3, 5, 7 dots to your attributes.
3. Distribute 10 points through your divinities.
4. Give yourself 3 Willpower.
5. Fill up Ambrosia and Nectar.
6. Give Merits + Flaws. Max. 10 pts. of extra freebies.
7. Distribute 15 freebies.


BACKGROUNDS

1. Temple-(1-8)-Your Temple is your resting place and a place for your believers to gather. No other gods may enter without your permission. Because your believers worship you here there is an ambient belief in your temple that you can absorb while there. The points of temple is how much belief you can absorb while resting there 24 hours. Each point also gives you one more point of healing per day.
2. Gardens-(1-8)-In addition to their beauty these are your main source of nectar. Believers who work at the temple harvest this for you. Each point of gardens is one point of Nectar you can get there.
3. Hives-(1-8)-Ambrosia is made with fermented honey. This is where your honey comes from. Now it still takes two weeks for the honey to ferment, but this is how you can get it for making ambrosia. Enough honey for one points worth of Ambrosia is made every day per point of hives with this.


MERITS + FLAWS

1. Lower Attributes (-3) take one point off an attribute at start.
2. Fresh Ambrosia (+3) Ambrosia doesn't spoil.
3. Divinity Inept (-3, -4 if Motion) cannot get any points in a specific divinity.
4. Can die (-7) by normal means
5. Magic Immunity (+7)
6. Can be damaged by other gods (-3)
7. Can damage other gods (+4)
8. Ambrosia dependence (+2) If you lose all of your ambrosia points then you die instantly.
9. Omniscience (+12)
10. Invisible to gods (+3) If you have any points of visible then you pay these three point, you can also be invisible to other gods.
11. Regular memory (+3)
12. Inhuman appearance (-4) Through some fluke when you became a god you have one feature (probably animal) that makes you obviously not a mortal.
13. Self-Control (+1-6) Each point lowers difficulty on willpower rolls by one.
14. Tact (+3) God's start with the flaw No Tact, this keeps you from dealing with that.
15. Conscience (+1-5) Add this number of dice to willpower against doing something "wrong".
16. Courage (+1-9) Minus one to difficulty versus the desire to run away.
17. Hit-Point Maintenance (+5) When you change forms, your max hit-point number stays the same. However you keep damage done to you.
18. Ambrosia (1-5) This merit allows you to make Ambrosia more quickly.
19. Low Self-Control (1-5) Add one to the difficulty of a self-control roll. If desired may divide into points for sexual or aggresive urges. In this case for one point of flaws must take two points of specified low self-control.
20. Damage for damage (-7) When ever you intentionally damage someone, you take the same amount of damage.
21. No bond (+5) The bond does not form.

Point Distribution
What? Experience Freebies 6 7 8 9 10
Divinities x2 8
Attributes 7x 3 50 exp. 100 exp. 200 exp. 500 exp.

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