Formless, locationless beings of enigmatic origin, there are many minor gods. Gods interact with the world entirely by being invoked, and are often really starved for stimulation because of this. Gods cannot speak directly to each other, except by simultaneously possessing creatures within hearing distance of each other. New gods may be created when invoked with sufficient fervor by a name not already claimed by another god; no god remembers existing before the time it was first called upon.
The price of a god is equal to the number of divine powers they have, squared, times 10, except the Basic Commune power which all gods get for free. A god must have at least one power other than Commune.
Each divine power also gives one of the following: 1 Mana, +1 Force, or an upgrade to each current and future power they have. Gods start with 1 Mana and 1 Force.
To invoke a god and call upon its power, a creature must say its name and speak a specific prayer for that specific power as a standard action. The god then gets to see through the creature’s senses for one round and decide whether to spend Mana granting the creature's prayer. Spent Mana is recovered one minute after the god decides to end the power, or the godly power’s duration expires, which in the case of instant powers is one minute after the power is used.
Commune — Basic Power |
|Effect: You may speak into the target’s mind and sense with their senses for the next fifteen minutes.|
|Effect: There is an explosion at the designated spot the invoker can see within 60 meters, with a 5 meter radius blast. It makes an attack against AD for 1d6+Force Void damage against each creature and unattended object in the blast.|
Bigger Blast: You may trade out Force to damage for doublings of the radius.
Precise Blast: If you wait for the invoker to concentrate for one round as you assess the scene, the blast gets +2 accuracy.
Hellfire: You may have the blast deal Heat damage and light hit targets on fire.
Smite: You may have the blast deal Noise damage, except for one target it deals Electricity damage to with a +1 bonus to accuracy.
Lay On Hands |
|Effect: A creature the invoker hits with an attack against GD as part of the prayer is healed for 1 wound. The Mana is invested in the target until you take it back, giving back the target its wound. Lay on hands only works on creatures with less than or equal to 2+2*Force Toughness.|
Gentle Healing: The Mana comes back to you after one hour without you having to give back the Wound.
Revigoration: The creature is also healed of the unconscious, asleep, tired, and blind conditions. These have to be given back in the same way.
Multi Heal: You may grant this prayer more than once from a single invocation.
Pre-emptive Heal: You can reduce someone to fewer than 0 wounds with this healing. Even with Gentle Healing, the target cannot continue having negative wounds when the Mana stops being invested in them.
True Strike |
|Effect: You may grant the invoker +Force to accuracy and damage for an attack they make.|
Holy Power: You may have the attack deal Void damage.
Unstoppable: You may add Force to Demolition instead of damage.
|Effect: You may take control of the invoker. While controlling a creature, prayers to you do not work, and you can make your host use any of your Godly Powers as a Standard Action.|
Hostile Takeover: The invoker may try to give you control over a creature they are grappling instead. The creature gets a Will Save to resist, DC 3+Force. Every two rounds, if you are over your point limit, the creature gets another save, with a +1 bonus for each save made.
Inanimation: The invoker may try to give you control over an object within its reach instead. The object gains visual, auditory, touch, and scent senses of a 1 meter creature, and the ability to hobble Force meters as a move action. The object chosen may be no heavier than 10 kilograms, times 2 per Force.
Necromancy (requires Lay On Hands): The invoker may try to give you control over the corpse of a [ Living ] creature within its reach instead. This restores it to full health and makes it [ Undead ], allowing it to act entirely under your command without any hint of its old memories or personality. If you stop controlling it, it dies again and stops being [ Undead ].
|Effect: You may protect a sphere of up to 10 meters in radius around the invoker's current location from the interference of other gods. The sphere stays there even if the invoker moves, and can be sensed with any visual sense a god is using. All godly powers except Sanctum used by other gods that have an effect within the sphere get a penalty to Force equal to your Force. Thus, an Explosion partly crossing into a Sanctum would get a penalty to damage, and a creature Possessed with Hostile Takeover who enters a Sanctum would get a penalty to the Save DC for as long as they were within the Sanctum.|
Bigger Sanctum: You may create a large but weak Sanctum instead, which only reduces other gods' effective Force by 1, but its maximum radius is doubled for every point of Force you have beyond the first.
Dispelling Sanctum: You may spend Mana to end godly powers that extend within one of your Sanctums. The power's god is aware that you are trying to do this, and may choose to spend the same amount of Mana to stop you.
Shunning Sanctum: Any creature who has prayed to a god other than you in the past day must make a Will Save (DC 3+Force) or waste its action hesitating if it tries to intentionally move into your Sanctum.