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Latest revision as of 19:23, 8 June 2010
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Godly Powers
There are a number of categories of godly capabilities. Each of these three sets of powers follows its own rules, which have varying degrees of simplicity depending on their type. Each power is dependant on one of the ways in which gods interact with the world.
Traits
By their nature, gods do not change. While they are capable of absorbing information, they cannot change who or what they are; that aspect of them is confined. Because of this, a god never gains experience, and can never increase her Attributes, Abilities, Virtues, Willpower, Essence, or magical effects by her own efforts.
Sometimes, concentrated worship will serve the purpose of changing a god by changing the way that she is thought of and worshipped. In this situation, the Storyteller should decide what traits a god may gain or lose due to shifting image. Gods can theoretically attempt to learn new traits, but must use complicated schemes whereby they convince their worshippers that the trait is already a part of them.
Gods never have Kismet scores. They are both a part of and separate from Destiny, and they do not have humanity’s capability to surpass it. Similarly, they may never know Thaumaturgy, Enlightened Martial Arts, Savantry, or Knacks, although they can possess Charms that are similar to any of the above (or even have the ability to teach such abilities to mortals).
Gods have an Essence pool equal to (Essence x8) + (Willpower x4) motes. This pool is recovered through worship, rather than respiration (see below).
Innate Capabilities
In addition to their traits, many gods have capabilities that surpass those of mortals. Each god will have a very small number of such traits (usually no more than two or three), and more powerful gods have more powerful traits. These traits are generally unique.
In addition, gods have the following traits permanently: They do not require food, breath, or sleep, although they often partake of all three out of habit. Any god can be targeted by the Art of Spirit Beckoning. All gods also have a natural Sanctum, a location that is sacred to them (see the Spirit World section for more information.)
Gods recover Essence based on their worshippers. The more people that offer general prayers and offerings, the faster the god will recover Essence, as follows:
1 to 10 followers: 1 mote per hour.
11 to 50 followers: 2 motes per hour.
51 to 250 followers: 3 motes per hour.
251 to 1000 followers: 4 motes per hour.
1,001 to 5,000 followers: 5 motes per hour.
5,001 to 25,000 followers: 6 motes per hour.
25,001 to 100,000 followers: 7 motes per hour.
101,000 to 500,000 followers: 8 motes per hour.
Up to 2 million followers: 9 motes per hour.
Up to 10 million followers: 10 motes per hour.
Up to 50 million followers: 11 motes per hour.
Up to 250 million followers: 12 motes per hour.
Finally, all gods that enter the physical world are naturally immaterial. Immaterial beings may pass freely through any object at will, as a reflexive action. Any object moving quickly enough will pass through them automatically without injuring them, and they cannot be affected or perceived in any way by any physical being that does not possess appropriate magics. However, unless they have appropriate magics, they cannot affect physical beings either (they can see them normally).
Gods may Materialize in two ways. By spending (Essence) motes, a god may manifest partially, gaining the ability to be seen or heard by anyone material. This effect lasts for one scene. By spending (Essence x4) motes of Essence, and a Willpower, a god may materialize fully. This process is a special action which takes 6 ticks. During those 6 ticks, everyone can see the god materializing, but she cannot take any non-reflexive actions until after the 6 ticks are done. Gods must keep half of their spent Essence committed to remain material, but can do so indefinately.
Dematerializing is a reflexive action that costs nothing. The god begins to fade instantly, but can be affected by actions until the end of the tick in which they begin to dematerialize.
Rites
The second common godly power are the Rites. It is through these capabilities that gods affect their domains; rites function by pulling at the threads of Creation, strengthening or weakening the power of certain functions.
Each rite that a god possesses is based around a single task, such as Gaining Justice, Gathering Wealth, Drowning, or so on. More powerful gods often have rites with broader capabilities, while weaker gods have rites with slimmer capabilities.
Rites may be activated against individuals or groups. Rites are Speed 6 Simple actions. In order to activate a rite, a god chooses a target, who they must either be in the presence of or be able to name without any ambiguity (so "the city of Posselton" would be allowed, as would "Master Pai Lee", but not "that guy that stole my sword") and decides whether their rite will support or guard against the task that it is designed around. She then spends an amount of Essence equal to (the level of the Rite x3 + the Magnitude of the affected unit, if any). They then roll their Essence + Willpower, with a difficulty of the target’s Essence or Kismet, whichever is higher. If targeting a group, use the highest member’s Essence or Kismet, and apply an external penalty equal to half the group’s Magnitude (round up). The number of successes determines how long a rite will remain in effect, as follows:
One success: (Essence) minutes
Two successes: (Essence) hours
Three successes: (Essence) days
Four successes: (Essence) months
Five successes: (Essence) years
Six or more successes: (Essence) generations
A god may never apply more successes than her Essence rating, regardless of how well she rolls.
For the duration of the effect, the rite will provide one to three bonus dice on all rolls that the target makes that support the rite’s desire, and a one to three die penalty on all rolls meant to avoid the rite’s desire. For example, if Plutus applies a two-die Rite of Gaining Wealth to a merchant, all of the merchant’s rolls directly based on making money gain a two-die bonus, and all of his rolls that would cause him to lose money lose two dice. In addition, if the rite is long-term, it may provide more subtle bonuses. Once per story per level of the rite, events will subtly alter to support its events.
Only one Rite may affect a given roll or effect for good or ill. If multiple apply, use the largest bonus and the largest penalty.
Gods must keep (Rite Level + half unit’s Magnitude) motes of Essence committed to rites. Because of this, they tend to use long-term rites sparingly.
The power and number of a god’s Rites are based on their positions within the courts. Servitors have only one or two Rites, and can only apply 1-die effects. Divinities will have between three and five Rites, and can apply any of them as 1-die or 2-die effects. Exemplars will have between six and nine Rites, and can apply any of them as 1, 2, or 3-die effects. Finally, the Incarna will have ten to fifteen Rites, which can also be applies as 1, 2, or 3-die effects.
Charms
In addition to their other powers, all gods have two Charms for every dot of Essence they possess. These powers allow them to directly affect the world. Godly Charms often function by manipulating either the god or the world around them, and are often the product of interaction. They may be taught to mortals; however, most gods are reluctant to do so often. In order to grant a Charm, a god must commit a single mote of Essence; they cannot withdraw it, and gain it back only in one of two instances: if the mortal renounces the Charm in a formal ritual, or if the mortal dies. Because of this, most Avatars try to stay on good terms with their godly patrons.
Gods, Avatars, and Primordials may activate any number of Charms in the same action, provided that they have the actions for the Charms available. They may also activate Charms in the same action in which they enact a Rite or use one of their innate capabilities (or use Techniques).