Divinus : Deity Role Play

Discussion in 'ROLEPLAY GRAVEYARD' started by InindoHero, Sep 6, 2015.

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  1. Thousands of years ago, the world existed. It doesn't exist anymore. All that exists are the gods. Lonely, perhaps with servitors to adhere to their master's will, but no more than that, existed for many thousands of years in the Void. Before this, the universe existed, the Sun, the Moon, Stars, the Sky, and previous deities. The Pantokrater fought with the Usurper, and thus all that remained after their battle was the Void. Somehow, the battle brought the other gods to exist along side each other through residual energy formed when nothing else existed. In turn these deities created their own great Servitors to cure loneliness, perhaps built small, self contained existences or mingled with each other, but that was all that the Void demanded. Finally, a new beginning is taking place. They have Awakened, which means they have gathered enough great power to recreate the worlds down below.

    Name:
    Dominion: (Domains, or rather, thunder/fire/ice, etcetera, what the deity's specialization is)
    Portfolio: (While domains are the specific powers a deity is good at, Portfolios are the real specialization, for example, a god of magic with necromancer as their Portfolio can use magical powers related to death better than any other deity)
    Divine Rank: (( You all start at Rank 11, but you can rise in your Ranks once a Week.))


    Might Points:
    Might Points are used to create artifacts, which are enchanted or blessed objects of great power, to create species of both mortal races and animals, magical arts, to gain new Dominions or Portfolios, to create Demigods and Servitors, etcetera.


    How many Might Points:
    You begin as only able to use 3 Might points per category for your deity. You may then spend 1 extra Might Point per category per two levels after level 11.
    1 Might Point : Artifact, magical objects beyond mortal power to create.
    1 Might Point : Creating a race of monsters, as Dinosaurs. . . ((Yes they count as monsters)) elementals, etcetera costs 1 Might Points
    1 Might Point : Create Land ((You can create a land mass that is as large as 300,000 square miles. You can only create Land with 3 Might Points per Week.
    1 Might Point : Create Unique Technology ((Might Points used to create Technology are special. For example, you can use Ability Points ((More on them later)) to create technologies like Agriculture, Smelting, Medicine, and Masonry, but using Might Points can create a special Technology like primitive mechanical robots, steam punk, and adapt technology into being exceptional no matter what specific level of sophistication it's really at. For example, the Mayans, could use 1 Might Point to have their technology use blood sacrifice that works, astronomy that's highly advanced despite only being neolithic, etcetera.
    1 Might Point : Creating a race like Humans, Elves, etcetera. Give their species traits, like "good at archery, good at magic, good at swordsmanship, etcetera"
    1 Might Point : Create Servitors ((Servitors are spiritually powerful, far more powerful than monsters or mortals. One Servitor exists per deity at the beginning of the RP. Servitors are far more powerful than mortals and monsters, able to teach the messages of their deities with generated Ability Points (more on that later), create societies, etcetera. Heroes made by Deities in the new world are also Servitors.
    1 Might Point : Create Bonds ((Bonds with individuals, societies, even entire civilizations exist by the creation of Bonds. Bonds given over to people, and societies, etcetera, provide benefits over to the deities favored by imbauing them with attributes based on that deity.
    1 Might Point : Create Demigods ((Demigods need something or someone to create into a demigod. Demigods are more powerful even than Servitors. Demigods are far more powerful even than Servitors. In fact, A level 30 Servitor is equal to a level 1 Demigod. Demigods can generate small measures of divine Might Points, far less than a true deity, but it's still an extremely powerful gift. A Demigod's Might Points aren't as powerful as a true deity's Might Points, and are half as powerful, before a real god's Portfolio, in which they are one fourth as powerful.


    You begin the game with 25 Might Points to spend, and 35 Ability Points.
    For every Divine Rank you possess, you receive +1 Might Point to spend, +1. You may store up to a maximum of three turns worth of Might Points. For every Divine Rank you possess, you gain twice as many Ability Points per Turn, +1, and may store up to four times your Divine Rank in Ability Points. T


    Servitors generate twice their Level in Ability Points.
    Demigods generate twice their level in Ability Points, and can generate half their level worth of Might Points, +1. For example, a level 30 Demi god generates 15 Mighty Points, but a level 14 God generates 15 Might Points, and their Might Points are twice as effective, or four times as effective if using their Portfolio.


    Ability Points:
    While Might points may deal with immortal beings, demigods, heroes, artifacts, and the creation of large landmasses, Ability Points are far more low key, dealing with villages, towns, cities, and countries. Their power is also good for creating technologies, spreading philosophies and ideas. Might Points are far more powerful, and have dramatic, long lasting effects, and are ten times more powerful than Ability Points, roughly. At LEAST. Most likely the difference isn't quantifiable. Might Points are also more far reaching in their abilities when they are "performed". Ability Points don't have a limit in how many Ability Points you can use per turn, however.

    1 Ability Point to create a village, town or city
    1 Ability Point to create societies beyond advanced tribes, small confederations of tribes, or even tyrannies and city states. The more productive and expensive the government, the more benefit towards a civilization that government produces per turn.
    1 Ability Point to create technologies such as black smithing, medicine, painting, archery, currency, etcetera.
    1 Ability Point to create monuments, or large structures
    1 Ability Point to create societal leaders


    Free Actions:
    Free Actions can do things mortals cannot do. They are just the ordinary things a deity can do that Mortals cannot. Gods have the Free Actions to perform what the greatest mortals might consider the most powerful act of magic or power of some kind have only been able to do once in their life time, and many other life times besides that. Free actions can also perform temporary wonders, like bringing hostile countries together, changing an important person's personality for change in societies, and introduce direction in a culture's lives, such as telling them how to form their societies through government. Large federations of tribes, instead of just an extended family or two are usually formed by Free Actions. Five Free actions may be performed per day from a God. Technically more, but in reality Five a day, meaning that a God can show his power against rival mortals like the ants to him they are, but game causing effects of Free actions are limited to Five Times A Day.
     
    #1 InindoHero, Sep 6, 2015
    Last edited by a moderator: Mar 7, 2016
  2. Throwing in my potential interest, depending on how the OP forms up. It seems to me like it could make a pretty fun board game actually. Will there also be the traditional IC-type thing with conversations between characters and whatnot or will it just be played like a game?
     
  3. It will be IC with conversations between gods, a storyline, etcetera. :D
     
  4. Then my interest is held :D
     
  5. Ability Points:
    While Might points may deal with immortal beings, demigods, heroes, artifacts, and the creation of large landmasses, Ability Points are far more low key, dealing with villages, towns, cities, and countries. Their power is also good for creating technologies, spreading philosophies and ideas. Might Points are far more powerful, and have dramatic, long lasting effects, and are ten times more powerful than Ability Points, roughly. At LEAST. Most likely the difference isn't quantifiable. Might Points are also more far reaching in their abilities when they are "performed". Ability Points don't have a limit in how many Ability Points you can use per turn, however.

    1 Ability Point to create a village, town or city
    1 Ability Point to create societies beyond advanced tribes, small confederations of tribes, or even tyrannies and city states. The more productive and expensive the government, the more benefit towards a civilization that government produces per turn.
    1 Ability Point to create technologies such as black smithing, medicine, painting, archery, currency, etcetera.
    1 Ability Point to create monuments, or large structures
    1 Ability Point to create societal leaders


    Free Actions:
    Free Actions can do things mortals cannot do. They are just the ordinary things a deity can do that Mortals cannot. Gods have the Free Actions to perform what the greatest mortals might consider the most powerful act of magic or power of some kind have only been able to do once in their life time, and many other life times besides that. Free actions can perform temporary wonders, like bringing hostile countries together, changing an important person's personality for change in societies, and introduce direction in a culture's lives, such as telling them how to form their societies through government. Large federations of tribes, instead of just an extended family or two are usually formed by Free Actions.
     
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