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Just as humans grow and change with time, interests change as well. I wish I had the urge to roleplay like I used to...

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@Necrodancer Thanks, I was curious if I had accidentally hidden away all the mechanics and people were confused.
Just making sure, you guys can see the zeroth post in this thread, right?
@ActRaiserTheReturned I have been working on polishing your magic framework. I will be giving you a link to a doc file soon, so you can go through it and tell me what you think.
@Necrodancer Well in the end it's not about what I want but what feels best for the setting. It's going to be ironic If we have a War god that oversees mortal's deaths but no Death god to actually take them away when they die. Of course, that then births another question: Where would Adria bring these mortals post-death? I would guess that, until there's an afterlife or something similar, they would really just die. Period. No afterlife, no reincarnation, nothing. It would be similar to the atheist view of our reality, and generally it seems to fit the theme: no Death God, no afterlife, we just die.

I really like this haha, what do y'all think?
Interested @Vec but I can be placed on the waitlist tentatively if other newer players wish to join. Happy to see this regardless!


We'll be happy to have you regardless. If we don't fill in the requirement for players by Friday then I'll ping you.
@Necrodancer Continuing from here

Well I am glad you are thinking it thoroughly! Other feedback I would have are minor, just things to think about until mortals start popping up in the setting: To the minds behind strategic planning, she is their muse."

Strategy/tactics/intelligence are typically governed by Wisdom, Knowledge, or Strategy deities distinct from battlefield-combat war gods. Athena vs. Ares, essentially. If another player makes a god of Wisdom/Strategy, there's bound to be overlap. Not that it's a bad thing, however it helps both players and me as the GM to have a general idea of where one Domain ends and another one starts.

Does Adria govern Combat tactics (battlefield decisions), Grand strategy (campaign planning, logistics, politics), or both? The same applies for the whole "appears in front of dying soldiers, soothing them as they take their last breath" kind of thing.

Do you want your deity to take a quasi-ferryman of souls in place of a proper Death Domain god, until a player comes with us with a concept of one? How far do you expect to take this facet of Adria?


@BingTheWing @ActRaiserTheReturned @Rekkuza @Stanifly @Cmmelody @Theyra @Necrodancer

For those with accepted character sheets, please go ahead and post them in character thread of the OOC. For the rest, port your WIP over to the OOC for us to continue over there.
Deity slots have been filled, but there's a waitlist so if you feel that creative urge pushing you to write out a deity concept, you are welcome to do so and submit it to be put in the waitlist as well.
Aside from deity characters, however, we will always be open to mortal characters!

Thanks for visiting our thread! — Vec
HOW DOES IT WORK?

Every god starts with 2 Domains (Fire, War, Death, Dreams, Knowledge, etc.) that define their sphere of influence.

Divine actions generally fall under four distinct categories:
  • Lucid (in-Domain): Automatic success, no cost. Your god lights a fire, guides a soul to the afterlife, whatever fits naturally.
  • Hazy (stretching boundaries): Minor cost. You create underwater flames, or raise a corpse temporarily. Define a consequence (a "Ripple") or collaborate with another god.
  • Surreal (reality-bending): Significant cost. You create sentient creatures, reverse time, shatter mountains. Spend your god's Conviction (a resource that regenerates through worship and roleplay) and accept the risk of Turbulence—glitches in reality that may spawn unpredictable results.
  • Nightmare (breaking existence): Catastrophic cost. You attempt to kill another god, erase a civilization, or punch a hole into the very fabric of reality. This ALWAYS triggers Turbulence (ranging from whimsically strange to existentially horrifying).

Divine death isn't permanent: If your god is slain (with your OOC consent), their essence dissolves and reconstitutes as a NEW god—inverted in nature, bearing the scars of how they died. You respawn with fresh roleplay potential.

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DIVINE ACTIONS REFERENCE GUIDE
What Gods Can Do & What It Costs

This is a REFERENCE, not a limit. Players can propose novel actions not listed here—use this as a baseline for understanding Action tiers.

CORE PRINCIPLE:
  • In-Domain actions trend toward LUCID/HAZY.
  • Out-of-Domain actions trend toward SURREAL/NIGHTMARE.


Addendum 1: Clarification about the Omnipotence, Omnipresence, and Omniscience of the Gods.
Addendum 2: A sample list of Domains to choose from if having any difficulties.
Addendum 3: A domain of Creation does not exist. All gods are equally able to create things, either freely through their own Domains, or by spending their Conviction points on things that fall outside their Domains.
Addendum 4: On divine blessings/gifts/curses/blights and the potential recurring costs that might be required.
Addendum 5: Sacred Relics are artifacts created exclusively with a Nightmare-tier action (3 Conviction cost).
Addendum 6: On Conviction generation through mortal worship of the gods.

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Ripples: Consequences, Costs, and Creative Chaos

A Ripple is an unintended consequence of divine action. When gods reshape reality, reality pushes back—not maliciously, but because every action has knock-on effects the god didn't predict or couldn't control.

Ripples generally serve three main purposes:
  • Balance power — gods can't solve everything perfectly
  • Generate plot hooks — consequences create new stories
  • Maintain stakes — even winning has costs

Ripples are required for:
  • HAZY-tier actions (small Ripples)
  • SURREAL-tier actions (major Ripples)
  • NIGHTMARE-tier actions (catastrophic Ripples)
The Three Tiers of Ripples

"But Vec, why am I being punished?"

Ripples are a consequence of divine actions, not a punishment or penalty, so don't think I am out to get you all. Whenever an action takes place that warrants a Ripple, I will give 3 options to the player that triggered it in private I will generate an appropriate ripple that furthers the overarching narrative/fits the flow of the story. The information regarding the Ripple will be revealed IC narratively as part of a GM post.

This allows the person who caused it to immediately know and prepare in advance for cases where the Ripple directly affects them, while also keeping the rest of the players in suspense until the GM post drops. Last but not least, Ripples play a key part in Conviction generation. I hope you all interact with the world a lot!

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Understanding Conviction

Conviction is your god's divine power, meaning the resource you spend to perform major actions like terraforming continents, creating new species, or altering reality itself. You begin with 5 Conviction and can accumulate up to a maximum of 10. Think of it as your god's certainty in their purpose: the more convinced you are of your path, the more power you wield.

You earn Conviction by actively shaping the world. Post regularly (2+ times per week) and you'll receive a steady flow of divine power. Beyond that, exceptional contributions earn bonus Conviction: collaborate with other gods on joint creations, perform miracles that matter to your mortal followers, investigate the mysteries woven into reality, or simply write a character moment that resonates. When mortals reach major milestones (their first settlement, first war, first city) all gods who contributed gain Conviction together. Your power grows as the world grows.

The key is investment: the more you engage with the world, the pantheon, and the mortals, the more Conviction you earn and the more spectacular actions you can attempt. Small actions (within your Domain) are free, but reality-bending miracles require spending Conviction wisely. Every week, I'll post Conviction updates showing who earned what and why, so you'll always know what behaviors the world rewards.


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