- This has been moved to its own wiki at deities.arcanumverum.net.
(Note: For ease of language, for all documentation the gender of the deity is assumed to be male, but obviously is not restricted to such.)
Mortal bias (MB) starts at 20 and can be lowered as far as 17 during character creation. It represents the mortal perspective and beliefs about reality carried with the character into his godhood. As reduction in this stat represents the character familiarizing himself with his new god status, to every roll the player makes for the god, the player adds dice equal to twenty (20) less the god's mortal bias.
(Note: I changed it back from 18 to 20 because I don't think character flaws should give more freebie points. Character flaws should be RPed and all characters should have some, so there is no real reason to have a system for running gods giving bonus points to such things.)
Subdivided into Major (tier 3, MB≤7), Medium (tier 2, MB≤13), and Minor (tier 1) categories, these are the aspects of reality over which the god holds dominion. A god's main domain often forms part of his title, e.g. Ares the god of war, Venus the goddess of love, Jeff the god of biscuits.
Each domain has an associated Domain Attribute. Depending upon the number of Domain Points invested in the domain (see below), this attribute is raised above base by 1 to 5 points. E.g. the Domain Attribute for the Knowledge domain would be Intelligence.
Minor Domain Examples
- alcohol (stamina), colors (wits), (battle)field medicine (dexterity)
- fortune OR misfortune (resolve), (battle-won) glory (strength), heat (stamina)
- illusions (presence), secrets (composure), serendipity (intelligence), whispers (manipulation).
Medium Domain Examples
- battle (strength), deception (manipulation), fortune AND misfortune (wits)
- healing (dexterity), luxury (presence), science (intelligence).
Major Domain Examples
- any major celestial object (e.g. sun, moon, sky) (varies)
- day (intelligence), death (stamina), lies (presence)
- life (dexterity), knowledge (intelligence), magic (wits)
- night (resolve), war (strength).
Calculated by taking the god's mortal bias from 21 and multiplying by 2 ((21 - MB) * 2), these are points that are placed in the god's domains according to the proportion of his followers who associate him with that domain. For example, a god with mortal bias 11 may have the domains of illusions and chance. If 60% of his believers associate him primarily with illusions and 40% associate him with chance, then the god would have 6 points in illusions and 4 points in chance.
Domain Points yield automatic successes to the roll for any magical or deific action attempted in that domain. These follow according to the Fibonacci sequence:
DP1 DP2 DP3 DP4 DP5 DP6 DP7 DP8 DP9 DP10 DP11 DP12 DP13 DP14 DP15 DP16 DP17 DP18 DP19 DP20 1 2 3 5 8 13 21 34 55 89 144 233 377 610 987 1597 2584 4181 6765 10946
Domain Knowledge measures the amount of intimate knowledge the god has gained about a particular domain. In game mechanics, this is exhibited in a number of ways. It reduces experience cost for miracles and spells, and it adds dice to the rolls for casting such magic. A level of 2 or more allows a god to learn spells in domains other than his current without teaching from a god of that domain, and a level of (4 + Domain Tier) allows the god to cast any spell from that domain without prior knowledge of it. More about this in Character Progression.
These are innate, supernatural actions that the god has learned from either simply being a god or progressing in his power over a specific domain. Miracles can be performed nearly instantaneously and require nothing more than the will of the god for effects to take place.
Examples of miracles: healing the sick, summoning a mug of beer, flying.
Often called simply Spells, magical spells take a slightly longer amount of time to perform than miracles and may require material or mystical components, however a god can learn spells from other domains limited only by his tier. Once learned, a god can forever cast a spell. If a god loses a domain in which he possessed miracles, these miracles become spells, sometimes necessitating that they take longer to cast than they used to.
Examples of spells include miracles from any domain.
Often called simply Rituals, magical rituals are the ultimate expression of divine power. Rituals can take anywhere from minutes to millennia to perform, but the feats accomplished can be neigh unfathomable. Unlike spells and miracles, if a god changes domain, he loses the capacity to cast rituals in that domain.
Examples of rituals include disintegrating continents, creating entire astral realms from nothing, merging astral or physical realms, curing a nationwide plague, creating a city, permanently levitating a city, enchanting (or cursing) a family bloodline, destroying another god.
Innate Deific Powers
Like walking or breathing for mortals, these are powers every deity has.
- Personal flight.
- Eternal Youth (or whatever age the person was when he became a god).
- Immunity to disease, poisons, and toxins.
- Instantaneous teleportation to any place previously visited.
- Speak all languages.
- Non-magical item conjuration (up to the size of a large building).
- Item enchantment (gives item one power reflecting one of the god's domains).
- Hear domain-related prayers (or all local prayers if the god has no domains).
Mortal Bias Restricted Powers
As a god lowers his mortal bias, he unlocks more innate abilities. These function identically to those above; the god just doesn't know he can do such things until his mortal bias drops to a certain level.
- Deathsight and Raise Dead (19): Two very early abilities that must still be unlocked are the ability to see mortal souls that still linger on the material plane, and the ability to reforge bodies for such souls and replace them.
- Astral Flight (18): Once his mortal bias has dropped to 18 or below, a god gains the ability to pass from the mortal plane to the astral realms. Many deities' mortal bias starts this low, so those can travel to astral realms at character creation.
- Rules for travel in astral realms to come: Astral Realms.
- Personal Realm (18): Along with travel in the astral realms, the god gains the ability to create his own home realm.
- Tele-presence (17): Just before achieving the medium tier, the god gains the ability to cast his perceptions and powers to any one location on the mortal realm or local astral realms (including his own) where any of his domains is present. For example, the god of alcohol may summon a barrel of ale in a tavern on the other side of the world, and the god of secrets may hear any secret that is told anywhere, should he know where to listen. The advantage of this over Multiform is that the god cannot be detected observing the distant location through any means mortal or divine (though his magical actions may be identified). If the god is split with Multiform, only one copy may use this power at a time.
- Minor Shapeshifting (17): The god can change his appearance (including all smells, sounds, textures, and, if necessary, tastes he evokes) to any life-like form he desires. His only limitations are size (no larger than a planet; no smaller than a flea) and natural law.
- Deathwalk (16): At a MB of 16, the god can travel to the lands of the dead.
- Rules for travel in the dead lands to come: Deadlands.
- Afterlife (16): Now that the god has found the eternal souls of his followers wandering the lands of the dead, the god can carve out his own niche in the lands of the dead to form an afterlife for his followers.
- Multiform (15): At this level, the god can split into any finite number of copies of himself as he desires, and each share a duplicate of his powers, personality, and memories. Additionally, they each share new knowledge and experiences with all other copies instantaneously and across realm boundaries.
- Nebulous Form (13): The god may effectively disintegrate into a region and coalesce part of himself into any form he desires. It is through this power that the god may take a form that cannot support divinity, such as becoming a sheet of paper that can be torn or a cloud of poison to be inhaled. The god does not actually force his entire self into such a form, but merely channels a portion of his essence into that form, while the rest is supported by the surrounding environment.
- Lesser Mortal Enchantment (12): The god may enchant a mortal with any power under the purview of any (or a combination) of his domains. The god need not possess a miracle of equal power, but the enchantment may not be of a power normally requiring a ritual (e.g. destroying a god). The god chooses how long the enchantment lasts, but this period may not exceed the god's Domain Knowledge + 1 in years. If multiple domains are used, the lowest Domain Knowledge score is used for calculation.
- Omnipresence (8): Nearing the pinnacle of divine power, dropping the 4th point of mortal bias allows the god to cast his perceptions and powers to any and all regions of the material realm and local astral realms where his domains lie. A god with the secrets domain can now hear any secret when it is told anywhere without even knowing where to listen, and a day god can examine all parts of the material world upon which the rays of the sun fall, even if cloistered away from such light. At this level, the concept of "separate copies" formed through Multiform blurs, as the god is in such a state at all times.
- Mortal Enchantment (7): The first perk of becoming a major god is permanent mortal enchantment. This functions identically as the Lesser Mortal Enchantment power, however the time limit is raised to the mortal's lifespan. If the enchantment includes making the mortal immortal (requiring at least the domain of life), the enchantment is eternal.
- Elevate Mortal (1): At the final level of power where the god retains some sense of his mortal origins, the god gains the ability to gift mortals with true godhood. In this way, a god that leaves the material realm and local astral region in the pursuit of greater things may elevate his consort or greatest follower to the level of a true god in order to take his place. This new god starts with stats as any new player character, tending towards minor domains related to their former god.