| Generic
God
New
God Template
Former
God Template
Cosmology
|
GODS OF THE XENAVERSE [SPOILERS,
SEASON 2-6]
Since gods by their very
definition can have great impact on stories and campaigns, I can't stress
enough that this is my own interpretation and attempt to establish rules
that explain the behaviour of gods in the series.
That said,
here’s my attempt to capture the gods of the Xenaverse in game terms. I’ve
focused on what they actually say and do in the series, and tried to avoid
using mundane mythology (except as inspiration when glaring omissions had
to be filled). This means that only those gods who are in some way active
in at least one episode are described. It also means that there are differences
compared to the traditional portrayal of the deities.
LIST OF GODS
UNIVERSAL GODS (known
in every culture)
| Deity |
Spheres of
Influence |
Typical Worshipers |
| Dahak |
Global destruction, fire
(D&D 4E: CE,
Destruction, Fate)
(D&D 3.5: CE,
Evil, Destruction, Fire, Strength) |
Malcontents of all kinds |
| The Darkness |
Corruption, suffering
(D&D 4E: CE,
Darkness, Tyranny)
(D&D 3.5: CE,
Death, Evil, Magic, Trickery) |
Any evil |
| The Light |
Healing, mercy, self-sacrifice
(D&D 4E: LG,
Life, Love, Sun)
(D&D 3.5: LG,
Good, Healing, Protection, Sun) |
Any good |
| Lucifer |
Corruption, suffering
(D&D 4E: CE,
Darkness, Tyranny)
(D&D 3.5: CE,
Death, Evil, Magic, Trickery) |
Any evil |
| Mephistopheles |
Corruption, suffering
(D&D 4E: CE,
Darkness, Tyranny)
(D&D 3.5: CE,
Death, Evil, Magic, Trickery) |
Any evil |
AFRICAN GODS
Anubis
Osiris
Ra
Set
CELTIC
GODS
| Deity |
Spheres of Influence |
Typical Worshipers |
| Badbh |
War |
Warriors |
| Cernunnos |
Chaos, nature |
Any |
GRECO-ROMAN GODS
There are several Greco-Roman
pantheons shown in the series. They are shown in order of prominence.
GRECO-ROMAN GODS: OLYMPIANS
| Deity |
Spheres of Influence |
Typical Worshipers |
| Aphrodite |
Love (in all forms and aspects)
(D&D 4E: U, Love,
Luck, Madness, )
(D&D 3.5: CN,
Knowledge, Luck, Trickery) |
Any |
| Apollo |
Awesomeness, hope
(D&D 4E: U, Hope,
Sun, Tyranny) |
Any |
| Ares |
War
(D&D 4E: E, Strife,
War)
(D&D 3.5: NE,
Protection, Strength, War) |
Warlords, thugs, soldiers,
fighters, warriors |
| Artemis |
Animals, Hunting, the Moon
(D&D 4E: U, Moon,
Strength, Wilderness)
(D&D 3.5: N,
Animal, Protection, Travel) |
Mostly females, Amazons,
hunters |
| Asclepius |
Healing
(D&D 4E: U, Hope,
Life, Protection ) |
Healers |
| Athena |
Wisdom, warfare, weaving
(D&D 4E: LG,
Knowledge, Skill, War)
(D&D 3.5: LG,
Knowledge, Protection, War) |
Any except evil or very
chaotic beings |
| Bacchus |
Wine, intoxication, bacchae
(D&D 4E: CE,
Change, Madness)
(D&D 3.5: CE,
Animal, Chaos, Plant) |
Farmers, bon vivants, adventurous
women, alcoholics, bacchae |
| Bliss |
None yet |
None yet |
| Calliope |
Heroic tales
(D&D 4E: U, Hope,
Love, Luck) |
Bards, people of Paleos |
| Celesta |
Death (not the Underworld,
just the infinitesimal boundary between life and death)
(D&D 4E: U, Arcana,
Death, Fate)
(D&D 3.5: LN,
Death, Law, Travel) |
None |
| Cupid |
Romantic love
(D&D 4E: G, Hope,
Love, Protection) |
Lovers |
| Deimos |
Strife
(D&D 4E: CE,
Strife, Trickery) |
Lowlifes |
| Demeter |
Harvest, seasons, vegetation
(D&D 4E: U, Justice,
Life, Wilderness) |
Farmers |
| Discord |
Quarrel, retribution (from
s4)
(D&D 4E: CE,
Freedom (Vengeance from s4), Strife |
Gossips, young males |
| The Fates |
Life and death, destiny
(D&D 4E: U, Death,
Fate, Life) |
Philosophers |
| Fortune |
Luck
(D&D 4E: U, Change,
Hope, Luck) |
Gamblers, adventurers |
| The
Furies |
Proper vengeance
(D&D 4E: E, Justice,
Madness, Vengeance)
(D&D 3.5: LE,
Knowledge, Law, Travel) |
Bounty hunters, temporarily
those who have been wronged |
| Hades |
The Underworld
(D&D 4E: U, Death,
Earth, Justice)
(D&D 3.5: LN,
Death, Earth, Law) |
Philosophers, assassins,
bureaucrats, morticians |
| Helios |
The Sun
(D&D 4E: U, Civilization,
Knowledge, Sun) |
Farmers |
| Hephaestus |
Arts and crafts
(D&D 4E: U, Creation,
Earth, Skill) |
Craftsmen, engineers, inventors |
| Hera |
Wives, queenship
(D&D 4E: E, Tyranny,
Vengeance) |
Any |
| Hermes |
Messages, theft, business
(D&D 4E: U, Civilization,
Creation,Trickery) |
Messengers, thieves, businessmen,
travellers |
| Hestia |
Chastity, peace
(D&D 4E: LG,
Civilization, Life, Protection) |
Any |
| Lachrymose |
Despair
(D&D 4E: U, Madness,
Protection, Trickery)
(D&D 3.5: N,
Protection, Trickery, Water) |
Virtually none |
| Morpheus |
Dreams
(D&D 4E: U, Darkness,
Hope, Madness) |
Mystics |
| Nemesis |
Retribution
(D&D 4E: U, Civilization,
Strength, Vengeance) |
Bounty hunters |
| Poseidon |
The sea
(D&D 4E: CE,
Sea, Wilderness)
(D&D 3.5: CE,
Animal, Strength, Water) |
Sailors, traders, fishermen,
coastal dwellers, cyclopses |
| Strife |
Strife
(D&D 4E: CE,
Strife, Trickery) |
Brawlers, arms dealers |
| Therpsichore |
Music
(D&D 4E: G, Freedom,
Skill) |
Musicians, festive types |
| Zeus |
Weather, cosmic balance
(D&D 4E: U, Civilization,
Protection, Storm)
(D&D 3.5: N,
Air, Protection, Strength, Water) |
Any |
GRECO-ROMAN GODS: TITANS
| Deity |
Spheres of Influence |
Typical Worshipers |
| Crius |
Earth, stone
(D&D 4E: U, Earth,
Protection)
(D&D 3.5: LN,
Earth, Law, Protection) |
Virtually none |
| Gaia |
Creation, Earth, Mercy
(D&D 4E: G, Creation,
Earth, Life)
(D&D 3.5: CG,
Earth, Healing, Wilderness) |
Healers, giants, farmers |
| Hyperion |
Sky, sun
(D&D 4E: CE,
Storm, Sun)
(D&D 3.5: CE,
Air, Chaos, Sun) |
Virtually none |
| Mnemosyne |
Memory
(D&D 4E: U, Justice,
Knowledge, Madness)
(D&D 3.5: LN,
Knowledge, Law, Water) |
Intellectuals, chroniclers,
bards |
| Prometheus |
Fire, healing
(D&D 4E: G, Civilization,
Hope, Protection)
(D&D 3.5: NG,
Fire, Healing, Protection) |
Non-evil people of all kinds |
| Theia |
Light, gold
(D&D 4E: G, Love,
Moon, Sun)
(D&D 3.5: NG,
Air, Earth, Fire) |
Virtually none |
GRECO-ROMAN GODS: ILLYRIANS
| Deity |
Spheres of Influence |
Typical Worshipers |
| Kal |
War
(D&D 4E: E, Strife,
War)
(D&D 3.5: NE,
Animal, Strength, War) |
Warlords, thugs, soldiers,
fighters, warriors |
GRECO-ROMAN GODS: ROGUE GODS
| Deity |
Spheres of Influence |
Typical Worshipers |
| Caligula |
Megalomania
(D&D 4E: CE,
Madness, Tyranny)
(D&D 3.5: CE,
Chaos, Luck, Protection) |
Roman citizens (by law) |
| Callisto |
Vengeance
(D&D 4E: CE,
Torment, Vengeance)
(D&D 3.5: CE,
Fire, Travel, War) |
None |
| Velasca |
Destruction
(D&D 4E: CE,
Destruction, Storm)
(D&D 3.5: CE,
Air, Chaos, Destruction) |
Amazons |
GRECO-ROMAN GODS: SUMERIANS
Dumuzi
Ra (yes, this busy boy is
involved in two pantheons)
INDIAN
GODS
| Deity |
Spheres of Influence |
Typical Worshipers |
| Kali |
Fighting demons
(D&D 4E: E, Destruction,
Vengeance)
(D&D 3.5: NE,
Chaos, Luck, Protection) |
Warriors and others in trouble
with evil entities |
| Krishna |
Supreme god, karma
(D&D 4E: LG,
Civilization, Fate, Protection)
(D&D 3.5: LG,
Good, Law, Protection) |
Any |
| Rama |
Human perfection,
heroism
(D&D 4E: LG,
Justice, Love, Skill)
(D&D 3.5: LG,
Law, Strength, Travel) |
Any |
NORSE GODS
Balder
Frigga
Loki
Odin
Thor
DAILY
LIFE OF A GOD
Since a day only has 24 hours,
being immortal isn’t that great an advantage in the daily routine. And
once a god has accepted a portfolio, she had better manage it well, or
face the displeasure of the head of the pantheon and growing indifference
or hostility from her worshipers.
The goal of
an organized pantheon is usually to maintain status quo. Therefore, gods
gather information, interpret it, and act to prevent disturbances from
getting out of hand. The additional goal of an individual god is to further
her own status and power. This means constant plotting and manipulation.
As a result,
it is safe to assume that gods have very little free time. 24 hours/year
can be used as an estimate. Note that this time is used for actions that
aren’t related to either of the goals mentioned. Note also that continuity
devices become an interesting option with this limitation.
So much for
the gods of the organized pantheons, the Olympians, the Indian gods, etc.
But what about rogue gods like Callisto
and
Velasca? Well, simply put, they do what
they want. Rogue gods are per definition outside the established structures,
and answer only to themselves. If they want to travel around the world
and zap everything in sight, they can do so - until someone stops them.
GAME
MECHANICS (4E)
The gods of the Xenaverse
are a bit different than standard D&D gods. Some key differences:
- Xenaverse gods are meddlesome,
prone to follow whims, and generally not very bright.
- While dangerous in a fight,
they are normally within the mortal level 1-30 range, rather than routinely
level 30+. Permanently killing one is a major undertaking, but accomplishing
your objectives in an encounter with an opposing god is doable for low-epic
and sometimes even paragon characters.
- They have certain extremely
powerful abilitites that are of little use in fight, but nevertheless need
to be sharply defined.
- They are quite powerless
if unable to move their arms.
GOD
TRAITS
Both PC and NPC gods have
certain traits:
A god don't age, and don't
need to eat, sleep or breathe.
Name
Sense: Whenever a god's name is spoken, it hears and can locate the
speaker and get a visual image of her. This is only true in cultures where
the god is worshiped.
Temples:
A god can see and hear everything that happens within its temples, and
see everything within a 1 mile radius around them.
God Levels:
A god has at least one god level and no one but a god can have god levels.
A god usually gains god levels by attracting more worshipers and strenghtening
its portfolio. God levels have no connection to other levels in the game
(except on a very basic level (:-P) as a measure of power).
Miracles:
A
god knows one miracle per god level. If the god level changes,
the number of miracles known changes too. Miracles are akin to class powers,
but vastly more powerful and often ill-suited to everyday adventuring.
Unless otherwise noted, a miracle takes a standard action to perform. The
god mustn't be restrained or otherwise unable to use its arms in order
to perform a miracle.
But then there are some things
specifically for PC gods, that NPCs need not adhere to. After all: many
NPC gods have been gods or nearly so from birth, something far beyond the
normal D&D rules. Then again, there are several examples in the show
of mortal NPCs ascending to godhood.
PC GODS
Becoming a God: When
you become a god, you take on the new
god template. You also cease to earn XP. Instead you increase your
power by getting more worshippers and strengthening your portfolio.
Advancing
a God Level: Getting your first temple gives you god level 1. Getting
9 more temples gives you another god level. You advance a new god level
every time you manage to get 10 more temples consecrated to you.
When advancing
a god level, you either learn a new miracle, or you get one character level.
The character level advancement follow all the normal rules, except that
any new powers can be chosen from any character class. If
you wish to retrain a power, you can also pick the new power from any character
class. The only restriction is that you have to reskin the description
to fit your character, its portfolio, or how gods are portrayed in the
series.
ASKING
GODS FOR HELP
Few gods genuinely care for
human needs, but many are wise enough to realize that some effort is needed
to ensure worship and sacrifices. In the show, gods sometimes appear when
important heroes call for their aid. But they are not often as helpful
as said heroes wishes. The same should hold true for PCs. Asking a god
to intervene is a gamble.
To illustrate
this, the following method can be used:
A PC praying
for help makes a Religion check DC 30. A sacrifice gives a +10 bonus. If
it succeeds, and the god belongs to the local culture, the god appears.
| 1d20 |
What the
god does before leaving |
| 1 |
Gives advice. |
| 2 |
Gives advice if the subject
is clearly within the god's portfolio. |
| 3 |
Compliments the sacrifice. |
| 4 |
Performs a spectacular but
unhelpful miracle. |
| 5 |
Holds a lecture on how busy
the god is. |
| 6 |
Hangs around for a while,
cheering the PCs on but not otherwise helping. |
| 7 |
Performs a helpful miracle
with an effect that could just as easily have been done by a couple of
unexeptional mortals working for an hour. |
| 8 |
Performs an heroic ritual
or daily power. |
| 9 |
Performs a paragaon ritual
or daily power. |
| 10 |
Performs an epic ritual
or daily power. |
| 11 |
Fetches a confused mortal
totally unsuitable to the task at hand. |
| 12 |
Fetches a confused mortal
competent enough to help with the task at hand. |
| 13 |
Buys some time for the PCs. |
| 14 |
Demands another sacrifice.
If the god gets one, roll again on this table. |
| 15 |
Solves the immediate problem. |
| 16 |
Solves the immediate problem
but demands a sidetour quest. |
| 17 |
Starts to help
but is stopped by a fellow deity. If either one is persuaded with a skill
challenge, the immediate problem is solved. |
| 18 |
Performs a miracle that
(unintentionally?) makes the situation worse without solving the problem. |
| 19 |
Performs a miracle that
solves the problem but creates an even worse new one. |
| 20 |
Needs persuading before
solving the problem. |
GAME MECHANICS (D&D
3.5)
GOD
A god is a powerful supernatural
being. Most gods exist in a kind of symbiosis with their worshipers, helping
or impressing them, and basking in their awe and worship. All true gods
have at least 1 level in the god prestige class.
Hit Die:
10 hp. A god gains 10hp per level, but no extra HD.
Requirements
To qualify
to become a god, a character must fulfil one of the following criteria:
Ascension
by Ingestion: Consuming one dose of the Food
of the Gods.
OR
Ascension
by a Helping Hand: Another god must sacrifice one god level and invest
that power in making you a god.
Class Skills
The god has all skills as
class skills. Furthermore, there is no upper maximum for skill ranks for
gods. This only applies to distributions of skill points gained from god
levels, not from other classes that the character may have.
Skill Points
at Each Level: 20 skill points. This is not modified by Intelligence.
Class Features
All of the following are
features of the god prestige class.
Weapon and
Armour Proficiency: The god gains no proficiency with any kind of weapon
or armour. Nor do they get any attack-, or saving throw bonuses.
Name Sense
(Su): Whenever your name is spoken as part of a prayer, invocation,
battle cry, or simply with the desire to get your attention, you hear it
and can locate the speaker and get a visual image of her. This is only
true in cultures where you are worshiped.
Immortal
Traits (Ex): Fast healing 10, heal ability score loss 1/day, immune
to acid, cold, death attacks, disease, fire, poison, sonic attacks. Don’t
need to eat, drink or breathe. Don’t age.
Damage Resistance
(Ex): 30/Deicide
Spells:
A god has a limited number of spells. From her store of spells, the god
can cast a maximum of 3 per god level, each hour. There is no ability score
requirement for these spells. Saving throws against these spells have a
DC of 20 + the god level.
These spells
need not be prepared in any way. They have only somatic components, regardless
of what the description says. But even spells that normally lack somatic
components now have them. No XP-cost needs to be paid.
Each time the
god advances a god level, she can choose any spell of any level from any
spell list as her new spell, except limited wish, wish,or
miracle.
Feats:
Each time the god advances a god level (or rather 2 levels out of 3, with
the regular 1/3 levels feat that everyone gets on the "empty" levels),
she gets to pick a new feat. The feat can be general, metamagic, item-creation,
epic, or cosmic. Only gods have access to
cosmic
feats. As befits an unbalanced prestige class, these feats are immensely
more powerful than other feats (or spells, for that matter), but not all
are equal in power.
| Cosmic Feats |
Prerequisites |
| Alter
Time |
God level 5. |
| Archetype |
God level 1, no other god
can have that particular Archetype |
| Global
Archetype |
God level 5, Archetype,
no other god can have that particular Global Archetype. |
| Bring
Knowledge |
God level 5, Wisdom 19. |
| Continuity
Device |
God level 5. |
| Create
Creature |
God level 15. |
| Create
Deicide |
God level 21. |
| Create
Pocket Universe |
God level 10. |
| Death
Body |
God level 5. |
| Decide
Afterlife |
God level 10, need active
permission from gods of the culture to designate a plane. |
| Decree |
God level 10. |
| Dethrone |
God level 10. |
| Event
Awareness |
God level 5. |
| Favourite |
God level 1. |
| Grant
Ability |
God level 5, 19 in the relevant
ability. |
| Grant
Immortality |
God level 5. |
| Home |
God level 1. |
| Know
Geometry |
God level 1. |
| Know
Name |
God level 5. |
| Lend
Ability |
God level 1. |
| Miracles |
God level 5, Temples. |
| Madness |
God level 1. |
| Omens |
God level 5. |
| Revelations |
God level 5, Omens. |
| Praise
Me |
God level 1. |
| Read
Life |
God level 5, Spot skill,
Sense Motive skill. |
| Soul
Exchange |
God level 5. |
| Temples |
God level 5. |
| Miracles |
God level 5, Temples. |
| Sacrifice |
God level 5, Temples. |
| This
is the Way It Must Be |
God level 21. |
| Undo |
God level 5. |
ARTIFACTS
Continuity
Device
Deicide
Food
of the Gods
Ixion
Stone
The
Rheingold
EPIC
GODS
Gods with more than 20 levels
as gods are so infused with primal power that they can't enter the Known
World directly. The only way for them to do this is through a mortal
child born under very specific circumstances - the exact circumstances
vary from god to god.
Epic gods have
no life-threads in the Loom, unlike gods of level 20 and below.
LOSING
DIVINITY
A god who for some reason
loses her divine powers loses not only all benefits of the god class. The
physical and emotional shock also numbs her and depresses her to no end,
giving her -20 on all attack rolls, skill checks and ability checks. This
lasts for a number of years equal to the maximum god level she achieved.
Then the -20 penalty is removed, but she doesn't regain any god class benefits.
If she were
to become a god again, she regains all god class benefits and her former
god level.
DIVINE
INTERVENTION
Most gods of the Known World
meddle routinely in many aspects of the acitivties of mortals. Having a
god appearing is certainly the major event of the day, but it isn't that
uncommon and doesn't necessarily result in more than a chat.
Whenever a
spellcaster engages in a major and/or important project, there is a 1%
chance per class level that the god mentioned in that character's divine
orientation takes an interest in what happens.
"Taking an
interest" can mean a lot of things. But unless the circumstances are vitally
important to the god, she stays only for 1d10 rounds, spending the first
round in hiding (invisible if she is able) observing.
The divine
orientation rule for spellcasters is meant to balance the rarity of their
powers. If the appearing god is very much against the action of the character,
she will not hesitate to use force. Unlike many RPG settings, being a god
in XWP doesn't automatically mean that you are an artillery piece. But
many of the gods have spells and attacks that are enough to defeat most
characters of moderate levels.
Why not use Deities and
Demigods?
The DaD rules produce gods
who are good at everything; all skills, combat, saves. They also all have
enormous spell capabilities. At the same time, they are not integrated
in religions, other than the universal ability to grant (and cast) divine
spells to their clerics, a very rare phenomenon in XWP anyway.
This does not
fit my view of XWP gods as powerful, but specialized characters with some
few but vital religious links.
Then there
is the added nuisance that DaD preceded the Epic Level Handbook, and thus
has no references to levels above 20, or 3.5E for that matter.
When I decided
to make my own rules for XWP gods, I had a number of alternatives. I could
make a new set of mechanics, a parallel to DaD. Or, I could use the framework
of an existing concept. This concept could be a creature type, a creature
template, a race, or (I reasoned) a prestige class.
As noted elsewhere,
I’m not too fond of the prestige class concept. Consciously unbalancing
a new class instead of creating the few feats and/or spells necessary to
describe the desired character type with core classes is bad judgement
(except from a business point of view ;-)).
But the idea
of a class more powerful than all the other classes works well with gods.
They ARE supposed to be superior in at least some way. And it allows me
to design the gods with existing tools (spells, normal feats, skills, ability
scores), and only when absolutely necessary add new things (cosmic
feats).
Warnings and disclaimers
For you gamers who will
in all likelihood skip the rest of this paragraph, just one note: the god
prestige class is not in any way balanced compared to any existing core-
or prestige class. If you allow PCs to take this prestige class, your PCs
will become powerful as gods, literally. The feats presented are also intended
for gods only. They can NOT be taken as regular or even epic feats.
And now
for some general disclaimers:
The god
prestige class is designed to allow the inclusion of gods in XWP-campaigns.
This is
NOT an attempt to define the real-word concepts of “god” or “God”.
This is
NOT propaganda for or against any form of religion.
The beings
described here have very little in common with their real-world namesakes.
For Zeus’ sake, do NOT use the info here as basis
for any kind of serious research.
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