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Scion: Children of the Gods (OOC/Cancelled)

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Kershya
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Founded: Jan 08, 2012
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Scion: Children of the Gods (OOC/Cancelled)

Postby Kershya » Sun Mar 02, 2014 12:31 am

With the failure of my previous RP, I decide to wait for enough people to enter and to help in the designing of the RP. This time, instead of an obscure tabletop RPG game to base on, I decided to use White Wolf's, or maybe Onyx Publishing since they bought the gameline, Scion.

Scion is basically a demigod RPG where you are the child of a real world mythological deity (or a fictional Atlantean deity) who are fighting a war against your chthonic grandparents, the Titans, who escape their imprisonment from Tartarus in the Underworld and are now sieging the Gods' homes in the Overworld.

You can be a scion from the main six pantheons. The Norse, Greek, Egyptian, Aztec, Japanese, or the voodoo Loa. The supplements adds the Irish, Chinese, Indian, Persian, Yankee, and Allied (Britain, France, and Soviet) pantheons. I'll also include the fan made pre-Islam Arabian, Mesopotamian, Incan, Polynesian, Slavic, Canaanite, Inuit, and Mayan pantheons. I'm working on a Filipino pantheon as well.

This is still an interest group for interested people, the RP would still be in development as we'll try to translate a tabletop RPG game into a forum RP while keeping as much of the game intact while making sure to make this fun for all.




• Architect — You are a methodical planner.
• Autocrat — It’s your way or the highway.
• Bravo — You live life on the edge.
• Caregiver — You are a wellspring of compassion.
• Competitor — You are driven to be the best.
• Cynic — You are quite familiar with Murphy’s Law.
• Fanatic — You zealously champion your beliefs.
• Gallant — You protect those who can’t protect themselves.
• Gambler — You risk all to win.
• Judge — You are the law.
• Libertine — You live each day like it’s your last.
• Loner — You rely on yourself alone.
• Pacifist — You endeavor to solve problems peacefully.
• Pedagogue — You live to teach.
• Penitent — You seek to expiate the wrongs you’ve done.
• Perfectionist — You strive for flawlessness in all your endeavors.
• Rebel — You constantly seek to challenge authority.
• Rogue — You believe laws were made to be broken.
• Survivor — You persevere against everything life throws at you.
• Traditionalist — You believe that the old ways are the best ones.
• Trickster — You live to deceive.
• Visionary — You see the World for what could be, rather than what it is.


• Conviction — Devotion to one’s beliefs.
• Courage — Drive to prove oneself in battle.
• Duty — Doing what’s expected of one.
• Endurance — Standing tall in the face of adversity.
• Expression — Bringing art into the World.
• Harmony — Belief in the natural order of the universe.
• Intellect — The exaltation of reason.
• Loyalty — Repaying the trust put in one.
• Order — Belief in the rule of law.
• Piety — Faith in the Gods.
• Valor — Willingness to fight for what’s right.
• Vengeance — The redress of wrongs.

Dark Virtues (For more information, please read the last part of Pantheon Virtues):

Ambition - To the titanspawn, love, family, and friendship are alien concepts. Communal instincts are sins against one's own self, the only being a titanspawn should ever care about. Titanspawn who espouse the Virtue of Ambition reserve their trust, support, and devotion only for themselves and their own advancement. Even the Titans themselves are not truly worthy of the titanspawn loyalty except as a means to greater personal power. Everyone and everything that exists is merely a potential sacrifice on the altar of the titanspawn's quest for glory.

Malice - To the titanspawn, compassion is a form of madness unique to Gods and the pathetic humans who choose to emulate them. It is the natural desire of all thinking beings to revel in the fear that those beneath them show. Deliberate cruelty and even outright sadism are not deficiencies in one's character, but rather evidence of one's natural superiority. The weak enslave themselves, and suffering is the natural consequence of one's own inferiority.

Rapacity - The gratification of the senses and the satiation of hunger are the sole motives for action. That is the creed of the titanspawn ruled by Rapacity. Such a hunger need not be for food; indeed, it rarely is. Instead, the titanspawn might be driven by a lust for the flesh of nubile virgins or an insatiable avarice. What matters is that the titanspawn has found something that she must have at all costs or die in the attempt.

Zealotry - All titanspawn draw their strength from the vast power of the Titans, but not all are grateful enough to risk their lives working to allow their masters access to the World, particularly when confronted by wrathful Scions. Such dangers are insignificant to those who cherish the Virtue of Zealotry. Filled with the unholy spirit of the Titans, these zealots serve their creators with an unquenchable religious fervor. When the chance to serve comes their way, such titanspawn serve with all their hearts and souls.


The Big Six:

Aesir (Norse) - Courage, Endurance, Expression, Loyalty
Amatsukami (Japanese) - Duty, Endurance, Intellect, Valor
Atzlánti (Aztec) - Conviction, Courage, Duty, Loyalty
Dodekatheon (Greek) - Expression, Intellect, Valor, Vengeance
Loa (Voodoo) - Harmony, Order, Piety, Vengeance
Pesedjet (Egyptian) - Conviction, Harmony, Order, Piety

Dead, maybe:

Atlantis (Antarctican) - Duty, Intellect, Order, Piety

Minor Canon Pantheons:

Tuatha de Dannan (Irish) - Courage, Expression, Intellect, Piety
Shen or The Celestial Bureaucracy (Chinese) - Duty, Harmony, Intellect, Valor
Devas (Indian) - Endurance, Harmony, Intellect, Order
Yankee (Modern American) - Conviction, Duty, Intellect, Valor
Allied (British, French, and Soviet) - Conviction, Duty, Endurance, Valor
Yazata (Persian) - Conviction, Duty, Expression, Valor

Fan Made Pantheons:

Alihah (Pre-Islam Arabian) - Endurance, Expression, Piety, Vengeance
Anunna (Mesopotamian) - Conviction, Courage, Order, Piety
Apu (Incan) - Conviction, Duty, Endurance, Harmony
Atua (Maori/Polynesian) - Courage, Duty, Piety, Vengeance
Bogovi (Slavic) - Conviction, Endurance, Harmony, Piety
Elohim (Canaanite) - Courage, Order, Piety, Vengeance
Inue (Inuit) - Conviction, Endurance, Harmony, Vengeance
Kuh (Mayan) - Conviction, Courage, Harmony, Loyalty
Diwata (Filipino) - Endurance, Harmony, Loyalty, Valor

Titans, their creations, the Titanspawn, and their traitorous servants:

Ambition, Malice, Rapacity, Zealotry

The Virtues they follow are called the Dark Virtues and they're basically survival instincts with malevolence in the mix. Those who are being corrupted by the Titans begin to switch a Virtue to a Dark Virtue and they're considered lost to the Titans once three of their Virtues are replaced.


Epic Attributes

Crushing Grip - The Scion is a fearsome wrestler and grappler not to be trifled with.

Holy Bound - Only characters whose Boons include the Sky Purview have more freedom to flaunt the laws of physics. Simply having Epic Strength enables a Scion to perform prodigious leaps that leave mortals standing slack-jawed with wonder. This Knack, however, doubles a Scion’s vertical and horizontal jumping distances.

Holy Rampage - The Scion is especially good at breaking inanimate objects.

Hurl to the Horizon - Baseballs, manhole covers, beer kegs and other thrown objects become tiny specks in the distance when the Scion throws them. Having this Knack doubles the distance she can throw something as a feat of strength.

Uplifting Might - The Scion can lift and hold tremendous loads that would stagger even other Scions with Epic Strength.


Cat's Grace - This Knack imbues a Scion with the uncanny ability to remain on his feet despite treacherous terrain or an enemy’s best attempts to knock him down.

Lightning Sprinter - The Scion is a lightning bolt on two legs, zooming past in a blur, trailing leaves or grit or loose debris from the ground he’s already covered.

Monkey Climber - As long as she has sufficient hand- and footholds, the Scion scuttles up vertical surfaces with cavalier ease.

Trick Shooter - Basically, a near-miraculous shooter.

Untouchable Opponent - Basically, a near-miraculous dodger.


Damage Conversion - Any lethal damage in one attack is completely ignored, leaving only the non-lethal damage.

Holy Fortitude - The character is the epitome of the holy ascetic. The periods for which she is able to go without food, water and sleep all double.

Inner Furnace - The character rarely lacks for sustenance. As long as he can find some sort of organic substance (from rotting quail eggs to a piece of notebook paper on which someone blew her nose), the Scion can eat it and survive. And as long as he finds a source of water (no matter how stagnant or polluted it might be), he can drink it and survive. Any pestilence or poison lurking in what he consumes burns in the fires of his superior constitution. The same goes for drugs or poisons he ingests on purpose, or for any Mickey Finn a ne’er-do-well might try to slip him. He’s still just as susceptible to airborne toxins and any drug injected into his bloodstream, but any drug that has to go through his stomach first stops there.

This Knack does nothing to suppress the gag reflex or make an unappetizing meal taste better.

Self-Healing - Any damage of any form, short of amputation, will heal miraculously and leaving behind no scar.

Solipsistic Well-Being - Any attack that the character doesn't sense with any of his/her senses will not cause any damage.


Benefit of the Doubt - The listener gives the Scion the benefit of the doubt in regards to what the Scion next tries to explain, despite what he might be otherwise inclined to believe. And what they say, no matter how contrived, will be believed by the listener.

Blessing of Importance - The Scion is especially good at winning people over by making them feel special and wanted.

Charmer - With the sheer, raw charm this Knack represents, the Scion can smother an upwelling of panic, suspicion or utter hatred directed at him/her. But they must convince the listener to stop and calm down, since the emotion is still there and if they fail, it would return at full swing once they leave.

Inspirational Figure - The Scion’s well-chosen words can play on humankind’s social mentality, giving hope and courage to not just one listener, but a group. The only limit is that the listeners must be able to hear him clearly without him using the aid of any amplifying or broadcasting equipment.

Never Say Die - Not every Scion can knock down foes like bowling pins and scatter titanspawn body parts in her wake. Yet some are just so full of optimistic joie de vivre, even when they take a beating for some spectacular failure, that you just can’t help but love them. A Scion might be accident prone or have an infuriating talent for picking fights with titanspawn that are out of her league, but she takes her lumps with a smile and inspires her fellows with her can-do attitude. All she has to do is flash a thumbs-up, holler an “I’m okay!” or show a smile full of dangling teeth.


Blurt It Out - This Knack represents a gift for making people speak their minds. Scions who have it normally corner a person who has information they want, strike up a conversation, direct that conversation toward the information in question, then pry it loose when it’s top of mind. Others confront victims who are surrounded by family, friends or coworkers, in order to make those victims admit damning information when it will do the most harm.

Gods' Honest - When she’s trying to convince someone of something, the Scion puts her hand to her heart, puts her hand on a stack of Bibles, holds up her right hand with her pinkie and thumb crossed in the palm, or performs some other gesture of sincerity. When she does so, her would-be mark accepts that the Scion is telling the truth about the subject at hand, no questions asked, for the rest of the story. Only solid, incontrovertible proof showing that what the Scion said was undeniably false will convince the mark he’s been fooled. Even then, whoever’s showing him the proof will have to convince him that the proof is genuine and not some clever forgery.

A Scion with this Knack doesn’t have to lie when she uses it. She can also use it to convince a recalcitrant skeptic of the actual truth. If the Scion does so, no mortal force can convince that person that the Scion was lying (not even professionally faked “proof” to the contrary).

Overt Order - Sometimes, the direct method is more effective than the cleverest of intricate schemes. With this Knack, a Scion barks out a command that the target must obey.

Stench of Guilt - This Knack gives a Scion an insight into the workings of a victim’s mind. If the Scion hears a topic come up while the victim is speaking that reminds the victim of a misdeed he’s keeping secret, the Scion senses the presence of that secret. The victim needn’t feel guilty about the wrongs he’s done, but as long as he’s taken, or is taking, pains to hide them, the Scion catches on. This Knack can’t reveal what secret the victim hides, nor does it point out specifically what was said in the conversation that reminded him of the transgression. Conversational context is usually enough for a crafty Scion to figure out where to start looking, though.

Takes One to Know One - Liars and tricksters know their own. If some matchstick man tries to run a scam, Scions with this Knack know exactly what sort of person they’re dealing with. Whenever the Scion hears a person knowingly tell a lie, the Scion is automatically aware of the deception. This Knack doesn’t reveal what the truth actually is. Nor does it work on text written by someone who knows it’s false or when someone speaks untrue words in a language the Scion does not understand.


Center of Attention - The Scion commands the attention of everyone in the room. This Knack is best used when making an important entrance, but it can also serve as a wonderful broad-spectrum distraction.

Come Hither - Some Scions are so beautiful you can’t help but be drawn to them, and a Scion with this Knack makes that compelling attraction inescapable. Whether she beckons across a crowded room, emails a picture of herself along with an invitation or sends a picture message from her phone with the text caption “GYAOH,” the object of her desire makes all due haste to reach her.

Scions whose Epic Appearance represents divine ugliness cannot use this Knack.

Dreadful Mien - Some Scions are so hideous that seeing them spurs the primitive centers of the human brain toward reckless flight. Most humans can clamp down on this instinctive response and remain in such Scions’ presence, but this Knack overrides that social nicety.

Scions whose Epic Appearance represents divine beauty cannot use this Knack.

Lasting Impression - The Scion has an effect on a subject that’s slow to fade away. Thoughts of the Scion creep into the victim’s mind unbidden either to undermine his concentration or to uplift his spirit.

Serpent's Gaze - When using this Knack, the person whom the Scion is trying to affect locks eyes with her and is unable to look away, no matter what event or scenario is happening.


Perfect Pitch - The Scion can be a musician’s best friend or worst nightmare, as she has the innate ability to detect even the subtlest variation in musical pitch. The Scion’s sense of hearing is also refined enough to be able to identify with absolute certainty a phone number or security code just by hearing the distinctive key tones.

Predatory Focus - The Scion is a hunter par excellence. With this Knack, the hunter can follow his prey across any sort of terrain as long as the prey continues to flee and does not take significant pains to mask its scent or minimize the disturbance its passing causes.

Refined Palate - The Scion has exceptionally precise senses of taste and smell (as the latter enhances the former). With a faint sniff or a tentative taste, the Scion can figure out what ingredients compose a certain concoction, and in what proportions. She can also sniff out drugs or poisons that have been added to what she was about to wolf down, as well as detect airborne toxins by the way they make the air taste. This Knack doesn’t tell a Scion what an ingredient is if she isn’t already familiar with it. The Scion also remembers the taste and smell of various ingredients she experiences so she can recognize and identify them if she’s exposed to them again.

Subliminal Warning - Whenever the Scion enters an area where an ambush is waiting, even if he has no reason to suspect he’s in danger, certain tiny clues set his subconscious on edge, preparing him for an attack.

Unfailing Recognition - The Scion can automatically recognize any people to whom she is Fatebound. She can pick their faces out of a crowd with just a glance. She can recognize their voices despite electronic distortion or overpowering background noise. She knows their scents and their body language and even the exact feel of the way they shake hands. She can also recognize an imposter when someone tries to mimic the voice or appearance of someone to whom she is Fatebound.


Fast Learner - By buckling down and intently studying certain subjects, the Scion internalizes them in a fraction of the time it would take a lesser intellect.

Know-It-All - The Scion is widely read and has a ridiculously well rounded education. She might not be a master of any single subject, but she knows a little bit about a wide range of disparate, esoteric subjects.

Math Genius - The Scion is a walking, talking calculator. She can divide up a 10-party restaurant bill so everyone pays only what they owe or calculate the standard deviation of oil prices over the last 15 years, all while holding an intense conversation about whether Republicans or Democrats are worse tippers. As long as she knows all the figures involved, she can crunch the numbers in her head with only a moment’s pause.

Perfect Memory - The character remembers everything about his past from before the game started to the current moment in the story.

Teaching Prodigy - With this Knack, a Scion can help someone else become a fast learner.

The catch built into this Knack is that a Scion cannot teach a student an Ability that she (the teacher) doesn’t have. Nor can the teacher help a student surpass her in mastery of a subject—which is to say, the Scion cannot teach her student more dots in an Ability than she (the teacher) has.


Instant Investigator - The Scion can take an intuitive “read” of a crime scene and make a reasonably accurate assessment of what transpired there.

This Knack doesn’t reveal specific, plot-sensitive information that isn’t readily apparent (such as who the perpetrators actually are), but it should provide enough clues in a single glance for the character to develop solid leads that further the story.

Meditative Focus - No matter what’s happening, she keeps her mind on what she’s doing while maintaining sufficient vigilance to avoid getting caught up in the hubbub all around her.

Opening Gambit - Sometimes, victory in conflict is all about being the guy who makes the first move, and the Scion is usually that guy.

Rabbit Reflexes - When an unexpected attack targets the character with this Knack, the Scion instinctively defends herself. The character cannot preemptively attack her attacker or even shout out a warning to her comrades, as she’s reacting to an attack that’s already taking place, but she is much more likely to dodge or parry that attack.

Social Chameleon - Being thrust into a situation full of strangers who have bizarre customs and weird manners (such as a sorority house at the height of rush) can be disorienting, but the character with this Knack handles herself with remarkable aplomb. By observing the behavior of the people around her and reacting preternaturally quickly to their reactions to her behavior, she can fake like she fits in just about anywhere, with any class of people. She still has to dress the part, and the language barrier might pose its own problems, but she won’t embarrass or draw attention to herself unless she goes out of her way to do so on purpose.


The Abilities that would need to be specialize are Academics, Art, Craft, Larceny, Occult, and Science.

Academics - Academics is a wide-ranging Ability that represents the sum of a person's higher education in the Arts and Humanities-everything from history to linguistics, literature, theater and the study of law.

Animal Ken - Reading an animal's state of mind and reacting accordingly can sometimes mean the difference between life and death. Animal Ken represents a person's experience in dealing with wild or domesticated animals.

Art - Producing-or performing-works of art demands both imagination and skill. It requires both the spark of creativity and hard-won technique to carve a sculpture, write a song or deliver a moving soliloquy.

Athletics - It's one thing to say that someone is strong but another thing entirely to say that she is athletic. This Ability describes a character's physical fitness, coordination and endurance, as well as her skill in applying herself to strenuous physical activity. It's the difference between someone who can lift a heavy box and someone who has honed her strength and coordination to climb sheer rock walls.

Awareness - Most people are reasonably alert and aware of their surroundings, but those with the Awareness Ability have honed their powers of observation to an exceptional degree. Constant alertness might be a part of their profession, as it is with a police detective or a bodyguard, or it might be a matter of survival, as it is with a soldier or a gang leader.

Brawl - This Ability governs all types of hand-to-hand combat, from boxing to Kung Fu to no-holds-barred street fighting. A character can pick up this Ability from a wide variety of sources. Maybe she was a martial arts student for years. Maybe she learned some techniques in the military. Maybe she simply learned how to use her fists on the rough streets where she grew up. Characters use Brawl when they fight using their hands and feet (and knees, elbows, teeth, etc.).

Command - Command represents a person's skill and experience in leading people, whether it's managing work teams in a corporate environment or guiding raw recruits into battle. This Ability can be learned through training or won through hard experience. A young officer in the military is taught how to motivate and lead soldiers in the most stressful situations, while a teenager who has to raise her younger brothers after their parents die has leadership thrust upon her whether she likes it or not. Characters use Command when they need to direct or lead other people, especially in crisis situations.

Control - This Ability governs driving, piloting or riding any and all types of transportation, from horses to cars to helicopters. In the modern day, most forms of transportation (cars, motorcycles, bicycles, etc.) are common and relatively easy to obtain, and most people have some basic familiarity with their use. Control doesn't cover mundane tasks such as driving to the corner market, however. This Ability represents the skill and training to put a vehicle through its paces and perform maneuvers under difficult or desperate situations.

Craft - Craft is the Ability to make and repair useful objects, from chairs to clothing to car engines. Most people learn these skills in a kind of apprenticeship, starting at a job doing small tasks and working their way up as their aptitude increases. Some people learn their trade as part of a family business. Others begin with a hobby that becomes a full-time pursuit. Most of these trades require an extensive set of tools and a workshop in which to operate, but some craftspeople get by with just a box of tools and whatever flat surface is handy.

Empathy - This Ability represents a person's skill at gauging the mental and emotional state of others and picking up clues about their motives or intentions. Many people possess this Ability in differing degrees, from poker players to corporate negotiators to police interrogators. Regardless of the application, the technique is the same: Human beings give away clues about their mental state in the tone of their voice, their body language and myriad other tiny details often referred to as "tells." By asking a few questions or observing a subject's actions and reading these tells, characters with this Ability can learn a lot about what someone is thinking-or trying to hide.

Fortitude - Fortitude represents training and experience in deliberately hardening the body to resist physical punishment. Different people have different reasons for hardening their bodies to suffering, whether they are marathon runners, professional athletes, soldiers or monks. Some simply learn Fortitude the hard way, having been brought up in hostile environments such as the desert or the Arctic Circle.

Integrity - Holding fast to one's principles in the face of deceptions, threats-even torture-is the stuff of which heroes are made. This Ability governs a person's capability to resist the mental and physical manipulations of others and not be swayed by tricks, temptations or peril-be it as mundane as a slick car salesman's pitch or as dire as a Titan cultist's skinning knife. Integrity keeps a person from selling out herself or her friends to her enemies.

Investigation - Investigation is the science of piecing together information from disparate sources to explain a mysterious event or expose the perpetrator of a crime. It is equal parts observation, research, interrogation and surveillance, gathering facts like puzzle pieces until the mystery is solved. This Ability typically comes as the result of training or on-the-job experience as an investigator, but some individuals with an insatiable curiosity and a knack for recognizing patterns can sometimes see things that seasoned investigators miss.

Larceny - Larceny is a broad-based Ability covering a wide range of illegal activities, from breaking and entering, to theft, forgery and fencing stolen goods. These are skills learned on the street, picked up in prison yards or taught at police academies all over the World. Characters use Larceny when they want to break into a building, steal a car, forge a driver's license or buy contraband on the black market.

Marksmanship - This Ability governs a person's capacity to operate and maintain ranged weapons, from bows and arrows to pistols, rifles and machine guns. Marksmanship can be learned in a variety of ways, whether as a hobby, part of a profession or a matter of day-to-day survival.

Medicine - Medicine governs the myriad skills necessary to diagnose and treat human illness and injury. Some people come by this Ability by absorbing folk knowledge and remedies passed down through generations of healers and midwives. Others spend years in medical school and emerge with a white coat and many years of loans to repay.

Melee - Melee governs the skill and experience to use close combat weapons in a fight, whether it's a broken beer bottle, a knife or an ancient bronze sword. In a world of firearms, Melee is an Ability that can be difficult to come by. Some people learn the techniques as part of a martial art, while others pick up a little bit here and there in street fights and bar brawls. When it comes right down to it, handling a baseball bat isn't all that different from swinging a broadsword or an axe.

Occult - This is a broad-based Ability that governs a person's familiarity with the supernatural, from the practice of magic to legends about Gods, ghosts and monsters. Some people learn Occult through the stories of their grandparents or the folk tales of their people. Others pursue the subject out of morbid fascination or pure curiosity, poring over library resources and surfing Internet sites in pursuit of arcane secrets.

Politics - This Ability governs a character's skill and experience in dealing with government bureaucracies, as well as her knowledge of how the political process works. She may have gained this Ability from years as a public servant or a member of a national political campaign, or she might be a journalist on the City Hall beat.

Presence - Presence is a person's ability to use her charm and appearance to sway the opinions of others. She can be an inspiring figure of courage and determination, spurring those around her to greater efforts, or she can instill fear and loathing in her enemies, driving them before her.

Science - This broad-based Ability covers the natural and physical sciences. Most people with this Ability acquired it through study in school, but a keen mind and high school science classes could be enough for a person to continue her studies without ever getting a college degree.

Stealth - Stealth governs a person's skill and experience at avoiding detection. This Ability is about more than just walking softly. It's possible to remain unseen in broad daylight or in a crowded room simply by knowing how to blend in with one's surroundings and not attract notice.

Survival - This Ability governs a person's skill at surviving in a hostile environment with minimal assistance. She knows how to find food and shelter, cope with the elements and treat her injuries using local resources.

Some characters gain this Ability via specialized training, whether through the military or as members of a wildlife service or zoological organization. Others become adept at Survival by virtue of growing up in a wilderness environment or spending years hiking and exploring in such regions.

Thrown - This Ability represents a person's skill at hitting a target using a thrown object, whether it's a rock, a baseball or a knife. Most people who possess this Ability pick it up casually, having learned the basic hand-eye techniques as children, though specialized weapons such as throwing knives and hatchets require dedicated practice to use well.


Creature - The Creature Birthright represents a Scion’s close tie to a creature of legend, usually provided by a divine parent as a mount or companion. A player has all of mundanity and literature (especially the stories of his character’s chosen pantheon) to draw upon when choosing a creature for his Scion. This Birthright might represent a coatl, benu bird, crocodile, wolf, snake or other creature. With enough dots invested in this Birthright, a Scion could have an even more impressive creature at her disposal, such as a kirin or a young dragon.

At 1, it's a small, weak, somewhat fragile or perhaps entirely incorporeal.
At 2, it's a somewhat larger or more powerful mundane beast.
At 3, it's a beast of modest power, such as a golem, coatl or a pegasus.
At 4, it's a more powerful one, such as the Taureau-Trois-Graines or a valkyrie horse.
At 5, it's a unique beast of legend (such as Gullinbursti) or a particularly dangerous monster such as a kirin, a roc or a basilisk.

Follower - Many heroes of legend stood at the forefront of mighty armies, and the Followers Birthright reflects that heritage.

At 1, it's basically five mortal followers.

Higher the number, you chose whether it be more people or stronger Followers.

Guide - In Greek legend, the heroes Achilles, Heracles, Jason, Aeneas, Asclepius and Peleus learned archery and the arts from the centaur Chiron—quite a list of students, considering that Chiron himself was the titanspawn child of Cronus. Military mentors, spiritual guides and other gifted advisors often figure prominently in legends from other parts of the World as well. Perhaps the ancient Gods find power in the form itself, because even in modern times, they are known to bless their children with guides.

At 1, it's a wise mortal.
At 2, it's a very wise and/or powerful mortal.
At 3, it's an experienced Scion.
At 4, it's a legendary being.
At 5, it's a minor God or Goddess.

Relic - Humans are creatures defined largely by their tools, and this relationship shows up time and time again in the legends they pass on. The tools of the Gods play a major role in defining Scions as well. The children of the divine must have access to relic Birthrights in order to use their Boons. No relic, no Boons. Only the Boons from the Pantheon-specific Purview can work whether or not one has a Birthright, since that's genetic.

At 1, it has access to one Purview.
At 2, it has access to two Purviews.
At 3, it has access to three Purviews.
At 4, it has access to four Purviews.
At 5, it has access to five Purviews.

Points in the Relic trait can be used for other purposes than just accessing Purviews, such as modifying the traits of the base item, using the relic to contact or summon a guide, a creature or one’s followers, or even granting access to a unique power. Relics have a number of special rules attached to them. Note, however, that a single dot cannot cover both Purview access and other purposes. That is, a point spent to enhance the Accuracy of a weapon would not also cover access to a Purview. Meaning that a two point Relic can have two Purviews, one Purview and a special ability, or two special abilities.


The Fated - http://forum.nationstates.net/viewtopic.php?ns=1&f=31&t=285777&p=19299775#p19299775

The Titans - http://forum.nationstates.net/viewtopic.php?ns=1&f=31&t=285777&p=19329807#p19329807

Pantheons

The Big Six:

Aesir (Norse) - http://forum.nationstates.net/viewtopic.php?ns=1&f=31&t=285777&p=19162692#p19162692
Amatsukami (Japanese) - http://forum.nationstates.net/viewtopic.php?p=19175264#p19175264
Atzlánti (Aztec) - http://forum.nationstates.net/viewtopic.php?ns=1&f=31&t=285777&p=19151998#p19151998
Dodekatheon (Greek) - http://forum.nationstates.net/viewtopic.php?ns=1&f=31&t=285777&p=19149639#p19149639
Loa (Voodoo) - http://forum.nationstates.net/viewtopic.php?ns=1&f=31&t=285777&p=19181611#p19181611
Pesedjet (Egyptian) - http://forum.nationstates.net/viewtopic.php?ns=1&f=31&t=285777&p=19135096#p19135096

Dead, maybe:

Atlantis (Antarctican)

Minor Canon Pantheons:

Tuatha de Dannan (Irish) - http://forum.nationstates.net/viewtopic.php?ns=1&f=31&t=285777&p=19194089#p19194089
Shen or The Celestial Bureaucracy (Chinese) - http://forum.nationstates.net/viewtopic.php?ns=1&f=31&t=285777&p=19218813#p19218813
Devas (Indian) - http://forum.nationstates.net/viewtopic.php?ns=1&f=31&t=285777&p=19189313#p19189313
Yankee (Modern American) - http://forum.nationstates.net/viewtopic.php?ns=1&f=31&t=285777&p=19205675#p19205675
Allied (British, French, and Soviet) - http://forum.nationstates.net/viewtopic.php?ns=1&f=31&t=285777&p=19242939#p19242939
Yazata (Persian) - http://forum.nationstates.net/viewtopic.php?ns=1&f=31&t=285777&p=19274470#p19274470

Fan Made Pantheons:

Alihah (Pre-Islam Arabian)
Anunna (Mesopotamian)
Apu (Incan)
Atua (Maori/Polynesian)
Bogovi (Slavic)
Elohim (Canaanite)
Inue (Inuit)
Kuh (Mayan)
Diwata (Filipino) - http://forum.nationstates.net/viewtopic.php?ns=1&f=31&t=285777&p=19314450#p19314450

General and Special Boons - http://forum.nationstates.net/viewtopic.php?ns=1&f=31&t=285777&p=19123709#p19123709




Everyone gets 15 points to allocate, 1 point for Abilities, Boons and a level of a Birthright, 2 for Knacks, and 3 for Epic Attributes (with a free Knack for the first Epic Attribute). The Associated Powers and Abilities of the divine parents are just suggestions during character creation.

Code: Select all
Character App

Player:
Name:
Appearance:
Calling:
Nature:
Pantheon:
God:

Abilities (Skills): (For specialized skills, the format would be (Ability) (Specialization))

Birthrights: (Ok, the Birthrights are divided into four groups Creature, Follower, Guide, Relic. Each can have five points, while you can have more than one Relic)
(Birthright Type) (Number) - (Description)

Boons:
(Purview) (Level): (Name)

Knacks: (You can have three at most)
Epic (Attribute) – (Knack)

Virtues: (You can have at most two different Virtues from your Pantheon to show the divide between ancient and modern thinking)
Legend: (Starts at 1) (1-4 is Hero, 5-8 is Demigod, 9-12 is God)
Experience: (Every successful event is rewarded 4 points to be used on Birthrights, Boons, Knacks, and/or Legend)

Bio:

5971 (Don't delete. Makes it easier for me to find it.)


Aurinsula and Bering is the Co-op.

Accepted Characters

Bering - Alan Walker
Rupudska - Virata Sharma
Aurinsula - Shi Dizang
Kershya - Markus Juan Sanchez
Zarkenis Ultima - Zeltzin Blanco
ALMF - Luciano Plantagenet
Glovania - Alexander Nylund
Arana - Caleb Mathewson
Calces Millia - Felix T. Terranova

IC Thread

Experience Points Cost Table

Events

Murder in Godsholm. Those who find the killer(s) and deal with them will gain 4 experience points. (Bering and Arana)

Servants of the Vast Ocean. Those who find out what's going on with them will gain 4 exp. points.

Five Crowns Group. Those who find out about the group and gain their trust will gain 4 exp. points. (Glovania)

Developments
Last edited by Kershya on Wed Jun 04, 2014 2:11 am, edited 57 times in total.
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Bering
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Postby Bering » Sun Mar 02, 2014 1:13 pm

I am interested, it sounds like it could be very fun

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Zarkenis Ultima
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Postby Zarkenis Ultima » Sun Mar 02, 2014 1:32 pm

You know I'm interested, but I'm not entirely sure I'll have the time. If it doesn't go too fast, though, I'm in.
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Utceforp
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Postby Utceforp » Sun Mar 02, 2014 1:38 pm

Sure, why not.
Signatures are so 2014.

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Kershya
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Scandinavian Liberal Paradise

Postby Kershya » Sun Mar 02, 2014 6:44 pm

Thanks for the support guys.

Now, since this is a group effort, we would need to work on the mechanics and stuff. Now, I'm thinking of dividing the RP into three Books with a number of Acts in each Book. The Books would be named after the gameline's usual setup.

Book 1 Hero
Book 2 Demigod
Book 3 God

Now, the more difficult part, the character creation. I want it to be flexible and filling up a form might frighten away other interested players.

The good news of following the character creation form is that it's already supported by the game, the bad news is the possible rigidity it might cause.

The good news of a more freestyle character creation is that we can get creative with it, the bad news is the added work we would need to do.

So here's the first poll. Character form or something else.
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Zarkenis Ultima
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Postby Zarkenis Ultima » Sun Mar 02, 2014 6:48 pm

Kershya wrote:Thanks for the support guys.

Now, since this is a group effort, we would need to work on the mechanics and stuff. Now, I'm thinking of dividing the RP into three Books with a number of Acts in each Book. The Books would be named after the gameline's usual setup.

Book 1 Hero
Book 2 Demigod
Book 3 God

Now, the more difficult part, the character creation. I want it to be flexible and filling up a form might frighten away other interested players.

The good news of following the character creation form is that it's already supported by the game, the bad news is the possible rigidity it might cause.

The good news of a more freestyle character creation is that we can get creative with it, the bad news is the added work we would need to do.

So here's the first poll. Character form or something else.


By character form, you mean like those in tabletop games, I assume. Those tend to be a bit more complicated than the ones we normally use in P2TM for RPs, so I'd say, stick with a standard-ish P2TM application form to avoid overly complicating things while still giving a fair ammount of freedom.

That's my two cents, anyway.
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Kershya
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Postby Kershya » Sun Mar 02, 2014 7:09 pm

Zarkenis Ultima wrote:
Kershya wrote:Thanks for the support guys.

Now, since this is a group effort, we would need to work on the mechanics and stuff. Now, I'm thinking of dividing the RP into three Books with a number of Acts in each Book. The Books would be named after the gameline's usual setup.

Book 1 Hero
Book 2 Demigod
Book 3 God

Now, the more difficult part, the character creation. I want it to be flexible and filling up a form might frighten away other interested players.

The good news of following the character creation form is that it's already supported by the game, the bad news is the possible rigidity it might cause.

The good news of a more freestyle character creation is that we can get creative with it, the bad news is the added work we would need to do.

So here's the first poll. Character form or something else.


By character form, you mean like those in tabletop games, I assume. Those tend to be a bit more complicated than the ones we normally use in P2TM for RPs, so I'd say, stick with a standard-ish P2TM application form to avoid overly complicating things while still giving a fair ammount of freedom.

That's my two cents, anyway.


I see, but that would mean rewriting the mechanics at least. Also, please put your vote on the poll on top.
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Zarkenis Ultima
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Postby Zarkenis Ultima » Sun Mar 02, 2014 7:12 pm

Kershya wrote:
Zarkenis Ultima wrote:
By character form, you mean like those in tabletop games, I assume. Those tend to be a bit more complicated than the ones we normally use in P2TM for RPs, so I'd say, stick with a standard-ish P2TM application form to avoid overly complicating things while still giving a fair ammount of freedom.

That's my two cents, anyway.


I see, but that would mean rewriting the mechanics at least. Also, please put your vote on the poll on top.


I cannot know for sure what I want unless you show me the character form that already exists, as well as the mechanics involved that would have to be rewritten.
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Kershya
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Postby Kershya » Sun Mar 02, 2014 8:16 pm

Zarkenis Ultima wrote:
Kershya wrote:
I see, but that would mean rewriting the mechanics at least. Also, please put your vote on the poll on top.


I cannot know for sure what I want unless you show me the character form that already exists, as well as the mechanics involved that would have to be rewritten.


Ok.

Here it is. Sorry for the low quality.

Image

Name: Character's name
Player: Who plays him/her
Calling: A basic concept of the character
Nature: How you live your life
Pantheon: The group where your divine heritage came from
God: The character's divine parent

Attributes: Stats basically, divided into three groups of three
Physical - Strength, Dexterity, Stamina
Social - Charisma, Manipulation, Appearance
Mental - Perception, Intelligence, Wits

Abilities: Basically skills, you can also specialize on a specific area if the skill is broad

Birthrights: Basically gifts from the divine, divided into four
Creature - Animal companion
Follower - Allies who look to you for leadership
Guide - Teacher and instructor
Relic - Wondrous gift from the Gods

Weapons: Self-explanatory, usually mundane or divine
Knacks: A quirk of an Epic Attribute (innate divine traits)
Boons: Supernatural powers granted by the divine parent, boons are divided by Purview, like Animal, or Chaos, there are three special Purview and one Pantheon specific purview
Willpower: The character’s strength of purpose and determination
Soak: Physical damage you can receive by the looks of it
Armor: Self-explanatory
Health: Self-explanatory
Virtues: Each pantheon have four virtues that define good behavior, they begin with one point at the beginning
Legend: The measure of a Scion or other supernatural being’s spiritual power
Experience: Points for leveling up

We can skip some of this, like the combat rules.
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Zarkenis Ultima
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Postby Zarkenis Ultima » Sun Mar 02, 2014 8:20 pm

Well it doesn't look too convoluted. We could do away with the stats, though, don't you think? And give freedom with the abilities (As in, let the people write whatever they want for abilities, instead of what's listed there).

Also, you'd have to give a list of stuff, like the Purviews, or the Virtues.

If you do that we could probably work with the character form, though I don't know if others will agree.
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Kershya
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Postby Kershya » Sun Mar 02, 2014 8:23 pm

Zarkenis Ultima wrote:Well it doesn't look too convoluted. We could do away with the stats, though, don't you think? And give freedom with the abilities (As in, let the people write whatever they want for abilities, instead of what's listed there).

Also, you'd have to give a list of stuff, like the Purviews, or the Virtues.

If you do that we could probably work with the character form, though I don't know if others will agree.


Yeah, it depends on them. Given the freeform nature of forum RPs, I think we'll be filling out guidelines than a form. But yeah, I would have to list the Deities, Titans, Purviews, and Virtues though. Maybe some more as well.
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Zarkenis Ultima
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Postby Zarkenis Ultima » Sun Mar 02, 2014 8:24 pm

Kershya wrote:
Zarkenis Ultima wrote:Well it doesn't look too convoluted. We could do away with the stats, though, don't you think? And give freedom with the abilities (As in, let the people write whatever they want for abilities, instead of what's listed there).

Also, you'd have to give a list of stuff, like the Purviews, or the Virtues.

If you do that we could probably work with the character form, though I don't know if others will agree.


Yeah, it depends on them. Given the freeform nature of forum RPs, I think we'll be filling out guidelines than a form. But yeah, I would have to list the Deities, Titans, Purviews, and Virtues though. Maybe some more as well.


Well, in that case I think the character form could do just fine. It isn't that different from a standard app if we do away with the statistics and such.
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Kershya
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Postby Kershya » Sun Mar 02, 2014 8:42 pm

Zarkenis Ultima wrote:
Kershya wrote:
Yeah, it depends on them. Given the freeform nature of forum RPs, I think we'll be filling out guidelines than a form. But yeah, I would have to list the Deities, Titans, Purviews, and Virtues though. Maybe some more as well.


Well, in that case I think the character form could do just fine. It isn't that different from a standard app if we do away with the statistics and such.


Very well, but we would need to know if the others would want to do that as well though.
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Zarkenis Ultima
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Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Sun Mar 02, 2014 8:44 pm

Kershya wrote:
Zarkenis Ultima wrote:
Well, in that case I think the character form could do just fine. It isn't that different from a standard app if we do away with the statistics and such.


Very well, but we would need to know if the others would want to do that as well though.


Well, yes, of course.
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Kershya
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Postby Kershya » Sun Mar 02, 2014 10:42 pm

Here's the list of Natures for the character's basic personality.

Natures:

• Architect — You are a methodical planner.
• Autocrat — It’s your way or the highway.
• Bravo — You live life on the edge.
• Caregiver — You are a wellspring of compassion.
• Competitor — You are driven to be the best.
• Cynic — You are quite familiar with Murphy’s Law.
• Fanatic — You zealously champion your beliefs.
• Gallant — You protect those who can’t protect themselves.
• Gambler — You risk all to win.
• Judge — You are the law.
• Libertine — You live each day like it’s your last.
• Loner — You rely on yourself alone.
• Pacifist — You endeavor to solve problems peacefully.
• Pedagogue — You live to teach.
• Penitent — You seek to expiate the wrongs you’ve done.
• Perfectionist — You strive for flawlessness in all your endeavors.
• Rebel — You constantly seek to challenge authority.
• Rogue — You believe laws were made to be broken.
• Survivor — You persevere against everything life throws at you.
• Traditionalist — You believe that the old ways are the best ones.
• Trickster — You live to deceive.
• Visionary — You see the World for what could be, rather than what it is.
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Kershya
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Postby Kershya » Mon Mar 03, 2014 2:58 am

Here's the list of Virtues. Usually, your character should follow the four Virtues of the pantheon he/she descended from, but I can allow at most two different Virtues to show the divide in thinking between the ancient and modern times.

• Conviction — Devotion to one’s beliefs.
• Courage — Drive to prove oneself in battle.
• Duty — Doing what’s expected of one.
• Endurance — Standing tall in the face of adversity.
• Expression — Bringing art into the World.
• Harmony — Belief in the natural order of the universe.
• Intellect — The exaltation of reason.
• Loyalty — Repaying the trust put in one.
• Order — Belief in the rule of law.
• Piety — Faith in the Gods.
• Valor — Willingness to fight for what’s right.
• Vengeance — The redress of wrongs.

Here are the Virtues of the Big Six (And Atlantis, just because):

Aesir (Norse) - Courage, Endurance, Expression, Loyalty
Amatsukami (Japanese) - Duty, Endurance, Intellect, Valor
Atzlánti (Aztec) - Conviction, Courage, Duty, Loyalty
Dodekatheon (Greek) - Expression, Intellect, Valor, Vengeance
Loa (Voodoo) - Harmony, Order, Piety, Vengeance
Pesedjet (Egyptian) - Conviction, Harmony, Order, Piety
Atlantis (Technically dead) - Duty, Intellect, Order, Piety
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Calces millia
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Ex-Nation

Postby Calces millia » Mon Mar 03, 2014 3:28 am

I'm interested. So before I do anything stupid, please reserve Helios, the sun god of Greece for me.
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Do not believe in anything simply because it is spoken and rumored by many.
Do not believe in anything simply because it is found written in your religious books.
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Do not believe in traditions because they have been handed down for many generations."

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Kershya
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Postby Kershya » Mon Mar 03, 2014 3:40 am

Calces millia wrote:I'm interested. So before I do anything stupid, please reserve Helios, the sun god of Greece for me.


Sorry, I think Helios is a dead Titan Avatar. You can be a Scion of Apollo though. And please know that Scion is a demigod RP, not a God RP. Maybe when we reach that level.
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Rupudska
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Postby Rupudska » Mon Mar 03, 2014 4:17 am

I'm interested.

Let me summon someone else who'd probably be interested.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
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On Karlsland Witch Doctrine:
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seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

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Kershya
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Postby Kershya » Mon Mar 03, 2014 4:18 am

Rupudska wrote:I'm interested.

Let me summon someone else who'd probably be interested.


Thanks a bunch. :)
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Agritum
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Ex-Nation

Postby Agritum » Mon Mar 03, 2014 4:24 am

Claim on Scion of Lugh, Tuatha Da Nannan (Irish) Pantheon.

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Kershya
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Founded: Jan 08, 2012
Scandinavian Liberal Paradise

Postby Kershya » Mon Mar 03, 2014 4:32 am

Agritum wrote:Claim on Scion of Lugh, Tuatha Da Nannan (Irish) Pantheon.


Oh, so you heard of Scion as well?

I was thinking of putting the supplements later, since there are a lot of gods and pantheons to choose from. But since you pick the Irish one, I'll include the supplements as well. Fan made ones would still be considered optional though. (I need to organize this stuff later...)
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Agritum
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Ex-Nation

Postby Agritum » Mon Mar 03, 2014 4:37 am

Kershya wrote:
Agritum wrote:Claim on Scion of Lugh, Tuatha Da Nannan (Irish) Pantheon.


Oh, so you heard of Scion as well?

I was thinking of putting the supplements later, since there are a lot of gods and pantheons to choose from. But since you pick the Irish one, I'll include the supplements as well. Fan made ones would still be considered optional though. (I need to organize this stuff later...)

I've read the first rulebook.

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Kershya
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Founded: Jan 08, 2012
Scandinavian Liberal Paradise

Postby Kershya » Mon Mar 03, 2014 5:07 am

Ok, since I'm adding the supplement pantheons, here's their Virtues.

The Tuatha de Dannan (Irish) - Courage, Expression, Intellect, Piety
The Shen or The Celestial Bureaucracy (Chinese) - Duty, Harmony, Intellect, Valor
The Devas (Indian) - Endurance, Harmony,Intellect, Order
The Yankee (Modern American) - Conviction, Duty, Intellect, Valor
The Allied (British, French, and Soviet) - Conviction, Duty, Endurance, Valor
The Yazata (Persian) - Conviction, Duty, Expression, Valor
Full Name:
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Social Libertarian/Authoritarian: -4.72

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Zarkenis Ultima
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Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Mon Mar 03, 2014 12:01 pm

Kershya wrote:Atzlánti


That sounds like bullshit.

But anyway, looks good.
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