@dragonmancer This is a bit of a test. I haven't written all the stuff yet because I wanted to see if my guy would be accepted. I know another god already has the domain of sorcery. But I'm guessing he goes more about spirits and such? My guy created mana and warpforce to fuel his magic. Again, just checking if the domains are okay. If so, i'll continue writting.
Asivar
Title: The Enlightened. Lord of Mana. Master of the Warp. God of True Magic. Domain: Mana based magic, Warp-based mental power, true magic. Powers: Asivar once created Mana as a mystical power source so all mortals could touch upon divinity. Now, with mana in place and his creation at his command he can make focus points of this strange fuel. The generation of mana out of nothing is far greater here, as well is the draw upon the strange energy. Yet, this leaves certain places barren of the power. Mana is a force which use is nearly unlimited. But it is highly volatile with any forms of shamanic magic, sorcery from Dormammus and spirits.
In the mana-barren places, where either Dormammus' powers repelled the mana or two focus points sucked the area dry, a strange new mutation among mortals can emerge. Warpforce. Warpforce, unlike mana, is pulled from the complexity that is the brain. How exactly it digs up this power is even unknown to Asivar, although he can use it himself. While Mana's power lies in the complete domination of one's surroundings, warp force allows a person to enhance himself. It works from inside you. Warpforce lets you improve yourself physically, making you faster and stronger. Or let you have mental abilities like mind reading. Strong warp force users have been known to have seer-like powers.
When Warp and Mana unite, the result is often dangerously volatile and short lived. But within mortals it is possible. These few have the ability to harness power known as True Magic. Warp and Mana enhance eachother, turning the user into an exceptionally powerful creature. Though often at the expense of one's life force. Only gods, in theory, could stand the use of True Magic. But even then it takes a toll.
Mostly for physical manifestation, but you can also describe miracles and sorts as wells.
Vulnerabilites: Dormammus' magic is incredibly powerful again Asivar. As well are most metals. While Asivar is very powerful in his physical state, he is just as harmful as a common mortal. Thus iron, steel, even would can easily pierce him. Should you get close enough.
Appearance:
Creations: Mana - A power freely floating throughout the universe. At service for anyone born able to use it. The gift to use mana is freely given upon birth. Some have it, some don't. But there is no way that one can get it after being born. Mana loans itself to do many different tasks and is generally very easy to use. Making it an excellent power source for those too greedy or too impatient. Be beware. While not fickle, it is powerful and once you loose control, terrible things may happen. Mana, just like warpforce, as the ability to "mutate" creatures. In a way, it can take creations and imbue them with magical abilities. mutated creatures are often marked by blue crystals protruding from their bodies and often with some magical talent like the ability to control the woods nearby or launch fireballs (when normally that shouldn't be able).
Warpforce - The polar opposite from mana, it's far more fickle and warp users can go mad much faster than others. Sometimes associated with demonic power, warpforce can turn someone into a more advanced version of himself. Eyes may see more, ears hear sharper. Muscles are stronger. Warpforce comes from deep in yourself. Those marked by warp use are often marked by glowing green tattoos. Just like mana, warpforce can mutate all creatures. Whom gain tattoos as a mark. Beware of those mutated by warforce, for they are faster, stronger and often smarter too.
((going to add some more if mana & warpforce are allowed))
Worshipers: Those born with the power to manipulate mana or warpforce often revere Asivar. The best way to do so is to gather massive concentration of the stuff. Which is easier in large groups. Worshippers of Asivar form bonds. Mana users become wizards and mages in orders around the world. Mage Orders like these are either viewed with superstition and fear for their ever growing power, or welcomed as a boon to a city. Though often they do cause one crisis or another. Warpforce users are more commonly found among warriors who were born away from big cities. Their tattoos revealing their gift or curse. They try to honor their lord by deep meditation but also in the heat of battle, where they feel the primal part of the warp beating inside of them like a second heart.
Religion and Culture: As said above. Those revering Asivar are often those with the gift to use one of his two powers. Many are greedy and want more. Making great concentrations of each their respective power. In myth and legend it is said that upon gathering enough mana or warp force (or both) one could summon the attention of Asivar himself. This is rather untrue, for Asivar is more interested in what his followers do with their powers. Those who know this often create might monuments or try to perform miraculous feats. Those very few who've met Asivar are considered heroes . Send out on a specific quest. Often they are supposed to bring his word and his power to a place in the world where none is yet. Or they must slay a beast from another god, making way for a new power there. Greed for power is at the very base of every culture of Asivar.
Region or location: Asiv'Notoa. The island state somewhere in a sea. Asiv'Notoa is so far the only place where there is a known focus point of mana. It flow here is so strong that it is even visible. Blue power flowing through the air from time to time. It attracts the mana-mutated creatures as well as the wizards and mages of Asivar. Here their magic is at its strongest. Something you can easily see by all the decadence. Arenas dominate the place, as the people of Asiv'Notoa desire nothing more than to test their great powers against eachother.
Personality: Greedy and curious. Asivar wants his power to be spread out over the whole world. Pushing away any other form of power or magic. To do this he constantly sends out his mortals, who he sees are mere interesting pawns. He is often intrigued in what they are capable of with his mana or warpforce. Asivar believes that no creature should be cautious but instead be ambitious and ever pushing upon his own borders. This often lead to impulisve and foolishly dangerous decissions. But sometimes it also leads to greatness.
Hetero. Having just gone through a difficult and messy breakup from a 5 year relationship, Jacob will openly and publicly say that he has no interest in love. Though deep down, he yearns nothing more.
▻ APPEARANCE ◅
Standing an impressive 6'1", Jacob is surprisingly lean. His entire body is well toned and formed from working out thrice a day. Which has the added benefit that he's not particularly weak either. Jacob carries himself with a certain confidence that comes from knowing he's good. This confident appearance is strengthened by his clothes: Casual and refined, but not restricting or old. Jacob likes to wear shirts and suits. He'll rarely wear anything else and probably not voluntarily. Those few who do not linger to look at his strong chest and are able to look on his face will see eyes that burn with a fire. His face is contoured by a stubbly beard which is trimmed neatly every day. Giving him a sort of sophisticated aura. All in all, Jacob's appearance is that of a man who has it all, seen it all and can do it all again if he wants to without even breaking a sweat.
T H E M Y T H
▻ PANTHEON ◅
Egypt
▻ GODLY PARENT ◅
Thoth. God of knowledge, writing, science and magic. As well as the mother of Jacob.
▻ POWERS ◅
Science of Magic - To many magic is all about mythical forces creating phenomenon that cannot be explained. Rituals are required to summon up these forces and a strong will is required to harness them. Through spells and incantations these forces temporary obey the caster's will until they are no longer required and may return from where they came from. To most people magic is about mysticism and the impossible.
The science of Magic is, as the name suggests, a combination of this and science. A caster must know the right incantation, as well as use the right channeling object. This can be a wand, a staff or even a ring. However, certain mystical powers work better with certain channeling materials. Some materials are straight up just better. Plastic could be used to channel power, but it will do a terrible job at it compared with a century old oak. The incantation is important too. Getting it wrong can make a spell imbalanced. Unbalanced spells can backfire very quickly. If you're lucky, they will simply drain you and make you feel tired. If the effects are worse, the very spell you tried to cast may backfire entirely upon you. Worst case scenario is that the spell is so powerful that one error is enough to turn it into a magical singularity sucking up all magical powers near it. In other words, it takes the life of the caster.
Now, this all seems pretty standard to magic. But now Thoth's influence comes into play. Spells can vary in strength based upon one's understanding of the spell, the words, the aspects they deal with and the world around them. For example, when you use the word "heat" many just think about warmth. They forget about the fact that it is radiation, a wave. When you hear the word fire you think about a fireplace or a torch. But that's a polluted image of the pure aspect fire. Aspects are trickier. One could say that Aspects are the fuel that is called and used for a spell. The mystical powers. Finally the understanding of the universe around you. Say you want to create fire. Once you've made it, you must keep it going. You could keep up channeling the fire aspect into the flame. Or you could apply science. Split water particles to create hydrogen (a fuel) and oxygen to keep the flame alive. The easiest way to do this is electrolysis. Thus instead of keep draining the fire aspect, one could start draining the electrical aspect and separate water molecules in the air to keep the flame burning.
Limits However, the opposite is even harsher. Should you not understand the basic fundamental forces and particles behind what you want to do, you simply cannot do it. You need a deep understanding of the subject like electromagnetism or the element iron. Furthermore, should there be no scientific explanation (necromancy) then it's straight up impossible. With the Science of Magic, you can only do which science and biology allow. So even creating matter out of nothing is straight up impossible. Lastly, finding certain incantations and suitable resources for a focus is hard. Certain aspects favour certain languages and materials. The fire aspect greatly enjoys gold and rubies, while the water aspect likes silver and amethyst. How or why these aspects like these languages or materials is so far unknown. There are tomes in the world with knowledge in it, but it's hard to know if the writer is lying or telling the truth.
▻ FATAL FLAW ◅
Don't, for a minute, think that Jacob will close his eyes and make a leap of faith. Jacob remains in his own world and slowly expands that with careful experimentation. This makes him nearly useless the moment he's confronted with something entirely unexpected.
T H E L E G E N D
▻ PERSONALITY ◅
Confident, strong, capable. Jacob in his daily life looked like he had it all, did it all and could do it all again without much effort. He’s easy going and always seems to know what to do. But that’s because he’s in control. That’s his trick, his way of dealing with the world. Jacob must control everything around him. At work he knows everything there is to know about the system. At home, he knows exactly how to cook the meal. When going out he knows exactly to what bar he’ll go. Of course, sometimes you have to broaden your horizon. But Jacob does it carefully and slowly, often in controlled enviroments. He won’t try a new recipe unless he is absolutely sure that nothing can go wrong and even when things go wrong, he still had back-up food. He won’t walk up to meet a colleague unless he observed him/her from a distance and hear enough things about them by other people. Throwing unexpected problems at him is a good way to make him break completely.
▻ HISTORY ◅
There is almost nothing exceptional about Jacob’s life. He was born to an average man who was content with his life as garage worker. His father never told him about how he was born or about his mother. But many colleagues often said that she was some strange woman who always kept on asking questions to the point that it became annoying. But clearly Fredrick saw something in her. The second he was born she took wings. Jacob could have turned out pretty screwed if Ruth didn’t show up. Ruth was Fredrick’s second wife, and according to many the right kind of girl for a simple man.
Jacob’s early life was dominated by curiosity. Even when he was litte he’d ask strange questions as why the grass is green or why the sky is blue or how a pen works. Much to the annoyance of the teachers who wanted to get on with their lessons. Jacob was a strange student. If the subject engaged him he’d achieve the highest scores of the entire class, but if it bored him a “barely passed” is the best one could hope for. Many teachers often assured his father and stepmother that he was a very smart kid.
Something that got proven in college. Where he studied computer science. The subjects were actually fun to him and he graduated with incredibly good scores. From then on he also fell in love with a girl named Jane. Jane was everything Jacob wasn’t. While Jacob was smart but reclusive, Jane was wild and uncaring about the consequences. More often than once she got herself in trouble Jacob had to save her from. They stayed together, but every question about marriage from Jacob got shot down. Eventually, a year ago, he broke it off. Devastating himself in the process.
▻ FAMILY ◅
Fredrick Harper To Jacob, his father is nothing but a good role model for those who, one day, will decide to sit down and say: I’ve done enough. He loves his father very much, but he dislikes the idea of settling down. Never the less the two have a good relationship and he calls his dad often.
Ruth Harper Fredrick’s second wife and Jacob’s stepmother. Though to Jacob she’s simply his mother. Even if she isn’t his biological one, she helped him through a lot in his teenage years. Just like his father he dislikes her idea of life, but respects it.
Location; Outside Delirium Interacting With; Bouncers, people in line. Mood; Happy & Excited → Suspicious → Teasing
Lucas Farweight felt home as anyone ever could in New York City. Manhattan was and will be forever the place to be for him. At the epicenter of its greatness were many things. Among it, was Delirium. The club that received legendary status from him. He rarely visited but was received with open arms and the ability to cut the line like some celebrity. That alone was a reason to enter to have a party there. But it was only the beginning, the sound, the people, the drinks. You could smell the sins in every room. From lust to greed to sloth. Everything was peaceful but no-one was at peace. This was a place of demons and nobody could claim to be a victim once they pass the threshold.
So when Lucas was passing the waiting line he was literally skipping a step. He came alone, not caring to meet up with his friends first. They’d find him, or he would be found. Tonight, like any night in Delirium would be a night of not caring. A night of no trouble. For once, he refused his current situation to have a hold over him. With all worries left at Mayweather, he arrived at the two big bouncers of Delirium. Lucas had no idea if Nico or Jimmy had any superpowers. He never saw them use anything. So far, that never was required. Only once did he see them throw a guy out. Until then he never thought the saying could be applied literally. But Nico and Jimmy gave the guy some free flying lessons, right before he hit the street face first. The two were stone-faced, but Lucas counted them among his acquaintances. “Jimmy! Nico! How are my two favorite gorillas?” They just grumped at him. Probably disliking the comparison. Lucas believed it was a good one, but he only said it to tease. He outstretched his hand, shaking both the bouncers’. “So, anything special already lined up for tonight?” Lucas asked curiously. Nico and Jimmy looked at each other. Clearly doubting if they should speak. Lucas assumed that Gianna had something lined up. Maybe a karaoke like on her birthday last year. He actually couldn’t remember what he sang exactly but he’d swear the entire room was laughing or clapping. He’d kill to relive that night, but then again, he’d kill to relive any night at Delirium.
But it never starts out the way it ends. That was the power of Delirium. Gianna’s birthday party didn’t start as a karaoke. But it sure as hell ended like one. At Delirium, you don’t know what’s going to happen. After every shady spot, there is a surprise. From every shadowy corner, something could jump you. So as the bouncers were doubtfully looking at each other, Lucas decided to cut in: “You know what, just don’t tell me. It is Delirium after all. No plan survives first contact. Now, I’m going to guess I’m on the list, right? Could I go in?” the last part was asked respectfully. Despite being an asshole sometimes, Lucas knew what respect was and to who to give it. Jimmy nodded without even checking the list, and Nico opened up the small rope-gate to let him in.
Much to the annoyance of the line. Whom were nearly all male. “C’mon man! You can’t do that! I’m on the list too!” the one in front of the line said. Lucas perched his ears and made a 90° turn on his heel. He marched straight at the guy and asked: “If you’re on the list, you would be inside already.” He said it with a nice smile, but it was clear that nothing about those words were meant to comfort. “Hey man, I’m on the list, okay? Leopold –euhm- Turner. Yeah.” The kid, about 19, wasn’t particularly convincing. With questioning eyes, he looked at the kid. “Leopold… Turner.” He repeated, looking at Nico. Who just shook his head. Lucas turned back to the kid waiting. “I actually know Leo.” He saw the kid suddenly getting anxious. “Yeah, yeah I do. Big fellow. About 35 with a kid now I think. Yeah, yeah, I remember. You know he once knocked a guy unconscious because he was flirting with his wife. Well, he bought her a drink really. Didn’t slip anything in it even. Good old Leo would have slipped it. But yeah, no. The kid had to wink. Next thing he was on the floor. Blood running from his nose. Judging from the angle, I’d say it was broken. He was lucky, actually. Leo hit him with his left.” He made the story on the fly, really. There was no doubt this kid just grabbed a semi-important name from the internet and tried to wave it around at bars, hoping to get in. But right now he looked positively terrified. “You know.” Lucas grabbed the kid by the front of his shirt and pulled him closer. “If I see Leo, I’ll tell him some punk ass kid tried to impersonate him. I want to see what a right hook does to someone’s face.” The kid wrestled himself free but only because Lucas let him. He and his jock buddies started moving back in the line, trying to get away. While Lucas waved them goodbye with a wicked grin. Until Nico literally held open the door, letting the blue flashing lights and the loud music out. While saying: “Mr. Farweight. Please.” It wasn’t a request. The bouncers probably didn’t like it either that someone was raising hell at the lines. With a nod, he went to the entrance. Feeling the wave of heat, music, and smell as he passed the doors. Yes, tonight would be a night he’d never forget.
The Asiv - Every religion has its gods. For the Asivar Theocracy, those are the Asiv. They are the leaders, founders, and guides of the Asivar Theocracy. Serving as beacons of the Faith. They gather the other species' belief for to turn it into actual power. They can be considered gods. Should everyone stop believing they are, they have no power and die. But that is nigh-impossible to happen. centuries of indoctrination has cemented the Asiv so deep within the minds of the people that should the Asiv die, civil strife would be so great that every other species is plunged in chaos. The Asiv have no physical body. Instead, they exist as hyper-intelligent constructs of pure energy. They remain on machines named "Golden Thrones" from where they rule, control or show their power. These Golden Thrones enhance the absorption of Faith, but also serve as relays of the power of the Asiv.
The Umbeliar - Physical representations of the Asiv, or so many claim. The Umbliar are bipedal creatures with 2 arms commonly standing over 2 meters in height. Their triple jointed legs give them an edge in running speed. They only have 3 fingers, each the same amount of degrees away from the other. They can hold things but not like most humans (as they don't really have a thumb). Umbeliar are the great warriors and champions of the Asiv. They can harness the Faith Energy better than any other race, save from the Asiv themselves. This kept them high in all ranks.
The Surrear - The most common "plebs" of the Theocracy. Quad-pedaled insect-like creatures with 2 arms. They rarely grow over 1.7m. Most are genetically engineered to fulfill certain roles in the Theocracy. Natural mutation and development is branded as heresy and evil. For only the true gods (the Asiv) may create living beings. Surrear are neither strong nor particularly intelligent. But work instinctively together to overcome obstacles.
The Yvuïn - A strange, recently discovered race with an aptitude for the Faith Energy similair to the Umbeliar. The Yvuïn are human-like but with small crystal formations on their back. Upon discovery they were still in a medieval time period. Now they serve as proud guardians and warriors for the Asivar Theocracy. Their worship produces massive quantities of Faith Energy so the Asiv are very happy with the new race. The Umbeliar? Not so much. But they cannot deny the species' advantages to the Theocracy.
Goverment
At the head are the Asiv. While all Asiv are equal, some prefer to leave the civil matters to others and dedicate themselves in other fields. Still, all Asiv are welcome in the Divine Throne Council. Where all major civil matters are discussed. While, again, all Asiv are equal, some demand more respect than others. The eldest, often slumbering, sometimes rouse in times of potential crisis or great opportunity. Their words are considered to be the words of aeons of knowledge and experience. Should an Elder speak, his council is almost always honored.
The Umbeliar often control the executive powers. Simply put, what the Divine Throne Council says, the Umbeliar command and the Surrear and the Yvuïn do.
Society
All live in the belief that the Asiv are gods. Every waking day is spent either honoring them through prayers in the temples or through hard work on the fields or the factories. Common Surrear will probably never leave their home planet. They live with nothing too much but nothing too little. Constantly grateful that their bellies are full and minds and souls are pure. These simple creatures desire nothing more. The Umbeliar desire power over everything. They are gathered in Houses, dedicated to an Asiv. For example: the House of Thornthegar has 1.598 Umbeliar as members, whom can each siphon Thronthegar's Faith Energy on demand. These houses vie for constant power and try to take it from the others. While this is not frowned upon by their gods, certain measures (like assassination) are. Though certain Asiv may secretly allow it. Umbeliar are beyond a doubt arrogant and vain. The Asiv are eternal creatures of energy that want nothing more than the entire universe collectively bowing to them. They stand above petty things like war or anger. Saying those are mere distractions towards the light. The Asiv have no doubt that all species in the universe will see the light, their light. Even if it must take aeons.
What stands appart from all of these are the Yvuïn. Honorable warriors, the Yvuïn are blindly faithful to the Umbeliar and the Asiv. Every curious to the limits of the Faith Energy, the Yvuïn have set on to be the first race to discover its true depth. They believe that the Faith Energy is closely tied to a deep understanding of the universe and the eternal cosmic dance.
Military
Ground forces
Yvuïn High Guardians Guards of the Umbeliar and the Asiv. These highly trained, highly skilled Yvuïn soldiers are entirely unarmed. They utilize the Faith Energy to launch powerful bolts of energy towards their enemies. As well as make devastating singularities or almost impenetrable barriers. Very few species can stand against a Yvuïn Guardian in a one-on-one. The only hope you can have in defeating him is temporary sever his connection with his chosen Asiv by destroying the Halo on his back. Though a Yvuïn Guardian is often so skilled that after a few minutes he can re-establish a minor link. Giving him enough power to throw his bolts of energy once more. Yvuïn Guardians are utterly fanatic and will throw away their own lives if that is what it takes to let their Umbeliar and Asiv survive. Often dressed in robes with armor made of nearly a thousand different pieces floating over them.
Umbeliar High Masters A truly rare sight. The Umbeliar High Masters rarely descend upon a battleground. But when this happens, run for your lives. For they wield the Faith Energy like nonother. From atop their Thrones they tear asunder the very ground beneath them. With a single flick of the wrist they can flip a tank into the air. Should they be given the time to assemble enough Faith Energy, their Throne Crystal can be used as a lens to focus it's energy into a deadly beam. Anyone foolish enough to fire at the Throne will realize that a strong barrier is up at all time. Only a near endless barrage of energy could hope to destroy the barrier and leave the Umbeliar inside exposed. Upon which most teleport out of danger.
Yvuïn Shamans The most common users of the Faith Energy. They have practiced their art for long and know how to effectively use it in combat to fight the enemy. At range they will fire off bolts or protect their squads with barriers. While up close they draw their swords to engage in melee. One is not to underestimate a Yvuïn Shaman, for they are often the leader of Yvuïn Squads.
Yvuïn Soldiers More specialized ground forces than their Surrear brothers, the YvuÏn are used as shock troopers, drop troops and zero-gravity fighters. With many different roles, most Yvuïn soldiers are specialized in at least one Path of Combat (frozen worlds, dessert worlds, zero-G, urban). Yvuïn Soldiers commonly use an array of energy based weapons with many different floating parts. Some may use minor Faith Energy powers, though this is exceptional and rarely these individuals are not taken away from the battlefield for Shamanic study. In close combat, some prefer knives, as it is more honorable. They have personal shield generators, but no barriers like Shamans and up. So once the batteries are down, the Yvuïn is left exposed.
Surrear Grunts Canon fodder. Surrear are inherently bad fighters. Though when the need arises, they rise up in greater numbers. Often employed to wash over a planet like a wave, Umbeliar Commanders rarely care about how many Surrear died in combat. As long as they can be replaced once the reïnforcements arrive. Surrear Grunts utilize minor energy based weapons with much less yield as their Yvuïn brothers. No Surrear to this day has been able to use the Faith Energy.
Space forces
Emissary Interceptor-Fighter The Emissary is often the first sign of a Crusader Fleet arriving. It is a multi-purpose aircraft capable of interception, aerial and space combat. As well act as escort and scout ships. They have a small Enlightenment Engine that allows them to make minor warp jumps. The true danger of the Emissary is it's Void drive. New, experimental technology that lets certain crafts jump very limited distances. In essence, they can blink. In a dogfight, it can suddenly blink out and appear right behind you. The Emissary is armed with 2 small Faith Energy Projectors (or FEPs) which shoot homing bolts of energy. A pilot, when controlling an Emissary, has a synergetic bond with the Faith Engine inside the ship. Should he desire so, he can pull more Faith Energy from his sworn Asiv and enter an Overdrive State where he can launch an incredible amount of bolts in a short time at the expense of his shield. After exiting the Overdrive State the Faith Engine but recharge. In other words, it leaves the ship entirely vulnerable.
Seer Recon Probe The Seer Recon Probe is often used for long distance observation and reconnesence vehicle. Often mentally controlled by a Seermaster back on a bigger ship, these probes are sent to solar systems with the potential of life. Either to observe it or to deems a planet right for colonization. Further, it is sent to a colony's neighboring solar systems to find resources. The Seer Recon Probe is unarmed but is outfitted with a strong Enlightenment Engine, as well as sublight Messenger Engines to traverse the solar system swiftly. The Seer's Eyes sensor array functions literally as the ears and eyes of the Seermaster controlling it. While not yet used, every Seermaster has something called the Shadow Protocol. Dictating that should they encounter another space faring civilization they would warp out immediately out of the system.
Deliverance bomber The Deliverance bomber is exactly what it is. It flies in and is generally used to do as much damage in a single strike. Unlike the Emissary it has no Void Drive. It does have an Enlightenment Engine and a very strong Faith Engine powering a Singularity Forge. The forge creates a singularity of Faith Energy capable of melting through most armours and overload most shield generators in a few good hits and releases this as a bomb against the enemy. Should a pilot ever feel so inclined, he can sacrifice his own life and the Deliverance Bomber to create a massive, uncontrolled singularity. Fed by the ship's Faith Drive and Enlightenment Engine the singularity grows massive in size for a moment, consuming every particle (like a black hole) in its path. Leaving nothing behind. Though this sort of suicidal behavior has never been seen so far.
Gate Transport Craft One of the only vehicles of the Asivar Theocracy to not have an Enlightenment engine. The Gate Transport Craft has but one use: to arrive at a destination and setup a temporary Warp Gate allowing forces to either get on the enemy's ship or on the ground. The Gate Transport Craft in itself does not carry troops. Instead, they stand ready on a larger craft for the gate to open. Should the Gate Transport Craft be destroyed, the Warp Gate is cut off and no more reïnforcements can step through it.
Okay, this is probably a really weird question but: do powers need to be like subtle? Or can they be big? Because I'm seeing a big but that makes me feel as if some demi-gods will be better in a fight than others. Actually, I think my question is more like: what do the GM's prefer for the story? Should a demi-god be able to hold his ground?
Oh, just a minor titbit but if you take 1 power instead of the max of 3, can it be really versatile/powerful?
@Snarl Okay so then I got 2 questions: - Does the "power" of my primary weapon influence the power of the spells and channeling stuff I can do? I'd imagine so but I still want to check into it. - Would it be possible that my secondary weapon can influence the power of the Guardian?
@Snarl I got 1 extra in health, 5 extra in strength and 4 in intelligence. Together that makes 10. I thought we could freely give those to the stats? Did I make a mistake somewhere?
I do have one question about the secondary and primary weapon. I'm not entirely sure here. I'd imagine the Theurgist is somewhat of an actual magician class channeling the energy of his guardian beast into ranged spells. If this is the case, then would it be possible that the secondary and primary weapons directly influence the power of these spells? If so, I'll tone down my secondary weapon. In fact, I might still do it. But I'm just curious how my character would function with his Guardian. If I'm entirely wrong then please say so and I'll adapt his weapon according. But rest assured that I'll tone down the secondary weapon.
So just to get this right, Honor (and Dishonor) is gathered not during interaction with NPCs but by fulfilling certain objectives (or not fulfilling them) during a mission, task or quest? (not that it will change my Charisma stat)