Lords of Creation

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Lords of Creation

Postby Daemonwelsh » Fri Feb 26, 2010 3:09 am

Lords of Creation character profiles.

Character profiles are to be posted here, and updated upon each successive level gain.
Bolded names are people who are current, with unbolded being people who have yet to update their information.

Current characters in use are:
Parasite
Zorëa
Lux Lucis
Xeras
Teserath
Solaris Lunerus
Ka'Arthan
Den Carvos

Current sentient races (created by)
Immortals(Deity)

Khalterian (Ka'Arthan)
Spoiler: show
Race: Khalterian

Physical Appearance: All Khalterians are roughly humanoid, covered in thick black fur. The fur bleaches white at the tops of their heads and ankles and becomes red at the wrists. Khalterians possess four arms, the lower pair springing from the armpits of the upper pair. At the tips of the lower hands they have humanoid hands, but their upper hands have four claws 6 or so inches long. Khalterians have average human IQ. All of them are exceedingly fast, but females more so.
Male Khalterians stand some 7 feet tall on average, weigh 650 pounds, and are stronger and more muscular than mountain gorillas. Their claws are somewhat blunt and very jagged. Males can run up to 30 miles per hour.
Female Khalterians are about 6' 6", weigh 250 pounds, and are lithe and quick. Their claws are thin but razor-sharp. Females can run up to 45 miles per hour.

Life Span: Females are pregnant for roughly 7.5 months before they give birth to young, usually 2 at a time although 1 or 3 is not uncommon. Both sexes live some 70 years, hit puberty at age 18 (this is the time when their fur changes colors [it is solid black until then] and their claws grow), reach their prime at 22, and begin to lose muscle tone and mental faculties at 60.

Personality: Khalterian society is rigid and militarized. Men and women are equal socially, although the differences in physique means that some accommodations must be made, meaning that they are often somewhat separated. Individuality and invention is strongly encouraged, making the Khalterians a curious and exploring race.

Structure: Khalterian society is organized and elitist. There are two royal families, one of which has the duty to produce a male ruler (Shan'tor) and one to produce a female ruler (Kli'on). The Shan'tor and Kli'on become mates and have a single birth together. Their children together (Trianas) will not become rulers unless there is no other heir when the rulers die, but often they will become military leaders. The successors to the twin thrones are instead the rulers children by other non-royal parents; if the Shan'tor has two sons or the Kli'on two daughters, they will fight to the death at age 20 to determine who succeeds the throne.
Men and women alike are required to serve in the military for 2 years, from the ages of 21 to 23.

Ants (Daemonwelsh)
Spoiler: show
Race: Ants (Jack jumper Ant (http://en.wikipedia.org/wiki/Jack_jumper_ant))

Physical Appearance:
These creatures are black or red and black, and may have yellow or orange legs, antennae and mandibles. All ants in this hive have wings, with queens who tend to be larger than twice the size of the largest males. Weigh 20-30 lbs. Insectoid shaped, with a height of about 1 foot, and length of about 3 foot. The forelegs of most of the species are 4 fingered, one of which is an opposable thumb.

Life Span: Queen's live approximately 900 years(shortest recorded lifespan) , and soldiers living about 90 years(shortest recorded lifespan).

Personality: The race is filled with proud, brave people. Each curious, but still tied in with what is best for the race as a whole. Soldiers are strictly structured, and content with their roles. Ambitious soldier ants can aspire to higher positions with relative ease. Queens are manipulative, but unpolitical. The Queens are content with their roles in the hive, except at the times where they might ascend to a higher rank.

Structure: Structured in a hive format. Soldiers are the Jack's of all trades within 5 separate caste's. The first caste is the water caste. They are comprised of only soldiers, and they have great power over water. They are able to bend and manipulate it, and naturally take to the sea. The second is the earth caste. These too are comprised of soldiers. they have great power over he earth. They can shift earth and rock with ease, burrowing through solid stone in a matter of seconds. The third caste is the fire caste. A group of ants with a red tinted carapace, able to manipulate and create fire. They can often be found working the forges of the hive. The fourth caste is the air caste. They are mainly scouts for the hive, as they have great sway over the air itself. They manipulate the air in such a fashion as to allow permanent flight, or to transport large amounts of ants wherever they want in a speedy fashion. The fifth caste is made of the queens. The queens run the hives, and command the armies of the hive through a mental link which is ever-present throughout the entire hive. The 4 castes of the soldiers are not split by social rank, merely by ability.

Attributes: Extremely quick and agile, with a shell that could take a hammer blow without cracking. The Ants have a enhanced strength, but a weakness to low pressure atmosphere's. Too low of a pressure and the ant explodes. All non-queen ants have some kind of bending ability, which allows them to manipulate one of the four base elements.

Basic soldier ant stats:
Con: 10
Dex:12
Wis: 8
Cha: 8
Str: 16
Int: 14

Abilities: Segmented hive-mind, Parallel linking telepathy. Any ant may link with any other ant at any point in time, and are never disconnected unless privacy by the ants is wished. (scouts will never sever the link, and it only grows more powerful in time's of stress) The queens have an extremely fast reproductive rate. All ants have a low-light vision of 4x, with dark vision to 30ft. The queens may lay one egg every 10 minutes when necessary, but average speed of egg laying is about 1 every hour, per queen. All ants are winged, and may fly with a weight equal to their own times two without exerting themselves. The wings are a translucent shimmering plastic film, and they are extremely resistant to bludgeoning damage, yet slashing and piercing weapons do normal damage. The wings are inches thin, and are able to be cut and/or pierced without inhibiting flight capabilities. It must be severely damaged before it inhibits flight. All soldiers are capable of bending one of the four elements.


Race: Ailorans (sinrus)
Spoiler: show
Race: Ailorans

Physical Appearance: Ailorans are amphibious humanoid reptiles. They are the same height as humans and roughly the same strength, perhaps a little stronger, but are covered in blue-green scales. For natural camouflage when in the water, the scales are darker on their back than their stomachs. These scales shed twice a year, are harder than steel, and protect Ailorans from any changes in temperature, though not to a ridiculous degree. When superheated in a forge, shed scales fuse together and can be hammered into weapons and tools. They have, instead of arms, fin-like appendages that end in hands. Ailorans also posses a shark-like tail which they flap vertically. Their mouths are lipless and have needle-like back teeth, but normal looking front teeth. Their noses are just slits in their face and their lidless eyes bulge out of their heads. There is little difference between males and females at first glance but a few facial scales on men are black, and women are often slimmer.

Life Span: Every 4 months Ailoran females lay eggs whether fertilized or not, up to 40 at a time. Ailorans can Psionically detect which eggs have children in them and which are vestigial decoys for predators. These "false eggs" contain all of the nutrients required for an embryo but lack the embryo itself and so form a nutritious core for the Ailoran diet. They mature at age 8 and live for some 120 years, becoming elderly at roughly 105.

Personality: Ailorans are tinkering, intelligent, and value discovery. They are not exactly curious; it is more of a cold analytical desire to know more about the world that drives their science. The pursuit of knowledge does not detract from culture, however, and the Ailorans have a rich culture characterized by their tribal ceremonies.

Structure: Ailoran society is matriarchal; each individual can mentally trace his or her familial line back to one of the first 100 Ailoran women. There is no centralized government. Rather, disputes between members of different families are resolved through conference between the older family members. If the oldest surviving members of the lineages can't agree, the ones involved in the dispute will undergo a ritual in which the ones involved in the dispute will allow their bodies to be possessed by the next higher generation and so forth until an agreement is made.

Attributes:
Basic Ailoran stats:
Con: 12
Dex: 10
Wis: 16
Cha: 10
Str: 14
Int: 20

Abilities:
- Ancestral memory. Ailorans can remember every facet of the lives of their ancestors, reaching back to the first generation. This pool of knowledge is accessed only at will by a mental search system that subconsciously picks out the ancestor that would best help on whatever dilemma the Ailoran may have. It is theorized that these safeguards are in place because any Ailoran who plunges headfirst into the ancestral pool will go insane or die from overwhelming mental stimulation. All Ailorans can access these memories, although females are considerably better at it.
- Limited Telepathy. Ailorans can send emotional signs and mental pictures between each others' minds, but it is not sophisticated enough a system to replace verbal conversations. When used on an animal, it allows the creature to be easily calmed, which is equally useful when hunting buffalo or taming Hippocampi. The power can also be used with sentient creatures to place exceedingly subtle suggestions.
- Telekinesis. With their minds, Ailorans can move up to twice own body weight. This requires no movement on their part, only that they be conscious and free of any mind-depressing chemicals such as alcohol or other drugs, which severely limit the ability. It's power is even greater underwater, where they can easily move 4 times their body weight. Males are considerably more apt with this ability than females.


Current world state:
Dawn of civilization

Current week:
week 3
Last edited by Daemonwelsh on Tue Mar 02, 2010 9:46 pm, edited 6 times in total.
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Re: Lords of Creation

Postby Daemonwelsh » Sat Feb 27, 2010 1:20 am

Map will go here as soon as crovius updates
_unused_
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Re: Lords of Creation

Postby Daemonwelsh » Sat Feb 27, 2010 1:31 am

Parasite

Character profile
Name: The Parasite
Concept: A Parasite which was formed by an immortal in a previous plane grew to manipulate and control that plane. In the struggles to do so, the Parasite became a sentient being, perhaps due to the actions of a different immortal. The Parasite grew to be a champion of the immortal, and yet, in part due to his beginnings, despised the controlling hand of the immortal who created him. The Parasite grew to hate the immortals for warring with each other in the end of days, and did battle with each of them. Eventually the last day was spent in mourning by the parasite over the waste which the immortals had manufactured. The Parasite sought the help of the Omniscent, and was granted the powers of the immortals. It now only seeks to create peace, and to prevent others from abusing their immortality.
Personality: The Parasite loathes waste, and will seek the destruction of an immortal who chooses to throw the lives of their creations away. The Parasite has great patience, and even though his name is Parasite he does not seek to leach from other immortals.
Appearance: The Parasite appears as a small two foot mass of flesh and tentacles in the presence of other immortals. In the presence of mortals the parasite will reduce itself to the size of a small pea, and reside inside their bodies, commanding the body of a mortal as needed. The Parasite may choose to grow to be a seven foot large hulking semblance of a man, though only when called to do battle does he assume this terrifying form. When occupying a mortals body, and at the same time being called upon to enter combat, the mortal grows into a mixture of their own form and the avatar of The Parasite. While not in combat, the mortal who is under the control of The Parasite looks healthier and more powerful than normally. The mortal would also exhibit a small amount of shadow, hiding him from prying eyes should that be his wish.

Current stats:

Divine Rank: 6
Power:13 (+8 against all immortals)
Potence: 7
Presence:4
Perception:2

Symbolic: The Parasite is usually represented with a silver hand, holding a small levitating orb of white.
Last edited by Daemonwelsh on Sat Apr 03, 2010 3:07 am, edited 7 times in total.
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Re: Lords of Creation

Postby Daemonwelsh » Sat Feb 27, 2010 1:40 am

Artifacts used by The Parasite

A stone which grants a +2 power when in combat against those whom posses a non-combat artifact, regardless as to whether or not they posses a combat artifact.
(active)
The first of the marks was the symbol for stone. It would grant him the power of the rock when he entered combat. His skin would become as tough as the hardest rock, when the glyph was completed and imbued with power. (+2 power when in combat with someone with a divine spark who controls an artifact) (minor artifact to be gained at level 2)
(active)
The second of the glyphs was that of water. It would grant him the ability to be fluid in combat, manipulating his mass as though he were a stream of water, and able to use its strength in battle to prevent himself from coming to injury. (+2 power when in combat) (minor artifact to be gained at level 3)
(active)
The third was a glyph of battle. It would soon grant him the endurance to enter into multiple battles with other gods. (+2 power when in combat against beings with a divine spark( IE... Immortals, hero's) (minor artifact at level 4)
(active)
The Fourth was a mark of fire. It would grant him Power in combat against the divine. (+6 power in combat with those with a divine spark( i.e. Immortals, hero's) (major artifact to be created at level 5)

The fifth was a mark of death. It would increase his ability to harm other immortals in combat. (+2 power (offensive only) in combat with those of a divine spark(i.e. immortals, hero's)) (minor artifact @ level 6
Last edited by Daemonwelsh on Fri Mar 12, 2010 7:41 pm, edited 5 times in total.
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Re: Lords of Creation

Postby Daemonwelsh » Sat Feb 27, 2010 1:49 am

Parasites Favored species
Spoiler: show
Race: Ants (Jack jumper Ant (http://en.wikipedia.org/wiki/Jack_jumper_ant))

Physical Appearance:
These creatures are black or red and black, and may have yellow or orange legs, antennae and mandibles. All ants in this hive have wings, with queens who tend to be larger than twice the size of the largest males. Weigh 20-30 lbs. Insectoid shaped, with a height of about 1 foot, and length of about 3 foot. The forelegs of most of the species are 4 fingered, one of which is an opposable thumb.

Life Span: Queen's live approximately 900 years(shortest recorded lifespan) , and soldiers living about 90 years(shortest recorded lifespan).

Personality: The race is filled with proud, brave people. Each curious, but still tied in with what is best for the race as a whole. Soldiers are strictly structured, and content with their roles. Ambitious soldier ants can aspire to higher positions with relative ease. Queens are manipulative, but unpolitical. The Queens are content with their roles in the hive, except at the times where they might ascend to a higher rank.

Structure: Structured in a hive format. Soldiers are the Jack's of all trades within 5 separate caste's. The first caste is the water caste. They are comprised of only soldiers, and they have great power over water. They are able to bend and manipulate it, and naturally take to the sea. The second is the earth caste. These too are comprised of soldiers. they have great power over he earth. They can shift earth and rock with ease, burrowing through solid stone in a matter of seconds. The third caste is the fire caste. A group of ants with a red tinted carapace, able to manipulate and create fire. They can often be found working the forges of the hive. The fourth caste is the air caste. They are mainly scouts for the hive, as they have great sway over the air itself. They manipulate the air in such a fashion as to allow permanent flight, or to transport large amounts of ants wherever they want in a speedy fashion. The fifth caste is made of the queens. The queens run the hives, and command the armies of the hive through a mental link which is ever-present throughout the entire hive. The 4 castes of the soldiers are not split by social rank, merely by ability.

Attributes: Extremely quick and agile, with a shell that could take a hammer blow without cracking. The Ants have a enhanced strength, but a weakness to low pressure atmosphere's. Too low of a pressure and the ant explodes. All non-queen ants have some kind of bending ability, which allows them to manipulate one of the four base elements.

Basic soldier ant stats:
Con: 10
Dex:12
Wis: 8
Cha: 8
Str: 16
Int: 14

Abilities: Segmented hive-mind, Parallel linking telepathy. Any ant may link with any other ant at any point in time, and are never disconnected unless privacy by the ants is wished. (scouts will never sever the link, and it only grows more powerful in time's of stress) The queens have an extremely fast reproductive rate. All ants have a low-light vision of 4x, with dark vision to 30ft. The queens may lay one egg every 10 minutes when necessary, but average speed of egg laying is about 1 every hour, per queen. All ants are winged, and may fly with a weight equal to their own times two without exerting themselves. The wings are a translucent shimmering plastic film, and they are extremely resistant to bludgeoning damage, yet slashing and piercing weapons do normal damage. The wings are inches thin, and are able to be cut and/or pierced without inhibiting flight capabilities. It must be severely damaged before it inhibits flight. All soldiers are capable of bending one of the four elements.

(1 main race, total brought to 13)

(13:
more than 2 pairs of limbs, 1 point
increase strength and make them very durable (exoskeletons)
hive mind, that's gonna be 3 points if they can keep individuality
you'll have 200
fast reproductive rate is another 1, and bending will be 2 if you include all 4 elements
dark-vision 30ft
low-light vision to 4x
Can lay eggs 1 every 10 minutes when necessary.
Takes about 12 hours for an egg to hatch
Average rate is 1 every hour
They can fly with a weight equal to 2 times their own. The wings are like a translucent shimmering plastic film, and they're resistant to bludgeoning damage, but slashing and piercing weapons do normal damage. The wings are inches thin, so they can be cut or pierced, but unless a wing is severely damaged it doesn't inhibit flight)
Last edited by Daemonwelsh on Mon Mar 01, 2010 8:27 pm, edited 1 time in total.
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Re: Lords of Creation

Postby Sinrus » Sat Feb 27, 2010 11:35 am

Name: Lux Lucis
Concept: Lux Lucis is not a god in the usual sense. He was a normal person from a different world, and only now is a Lord of Creation because of a spectacular coincidence. He lived during the End of Days, at the end of the Last Day. Caught in the crossfire between a battle of two immortals, his location was the colliding point of two blasts: a tsunami aimed at his home city and a power drain that deviated from its immortal target. Because of this his body was infused with divine power and he was allowed by the Omniscent to pass on to the next world. Having been a mortal himself, he respects his subjects and is a kind god. He demands only respect for him and kindness for each other, but those who disobey are doomed to be sacrificed. Not being 'born' a god, he feels as if he must compensate by making himself incredibly powerful and potent in a way similar to a Napoleon Complex.
Personality: Due to his mortal birth, Lux Lucis has the same emotions and range of likes as any other mortal. His infusion of power also has affected him, however, and he is more calm than most, like the sea. But the attack was a tsunami after all, and he also possesses the fury of a storm.
Appearance: Lux Lucis's preferred form is how he appeared in life: tall and dark with spiked hair. When trying to make an impression he grows himself to 12 feet tall, acquires the head of a ram, and his eyes glow violet.
Divine Rank: 2
Power: 4
Potence: 2
Presence: 1
Perception: 3
Symbolic: Lux Lucis was a simple man and isn't much for symbolism. However, his presence is usually indicated by a ram's head.
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Re: Lords of Creation

Postby Sinrus » Sat Feb 27, 2010 11:37 am

Artifacts used by Lux Lucis

Axe of Potence - +2 potence for one action per turn

The Moon - +2 presence when inspiring insanity; only usable at night but Lux does not need to be present.
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Re: Lords of Creation

Postby Sinrus » Sat Feb 27, 2010 11:41 am

Lux Lucis's favored race

None as of yet
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Re: Lords of Creation

Postby turbler » Sat Feb 27, 2010 12:58 pm

Name:Xeras
Concept: As latent energy from immortals shaping the world to their whim sat, it eventually gathered, into a ball. This ball grew and grew, and the Omniscient granted it Sentience and the status of an immortal. The Omniscient created a device to gather any more latent energy, to prevent this from becoming a problem
Personality: A Calm immortal, however he enjoys being an immortal, and appreciates it. He believes in treating all of his subjects well, as he believes that even though being an immortal is fun, it also has responsibility attached. Ironically in other matters he wishes there wasn't quite so much responisbility attached. He hopes for a challenge rather than a war, in the inevitable end of days
Appearance: When appearing to immortals, he takes the form of a white ball, four feet in diameter, who can change his size, shape, and colour as needed. When appearing to mortals, he fades his colour to more of a cream, and takes on a more humanoid form. In battle (which he tries to avoid) he grows to about 7 feet in diameter, and changes shape as needed to be able to adapt to any situation.
Divine Rank: 2
Power: 2
Potence: 3
Presence: 2
Perception: 3
Symbolic: represented by an open book, with a tree on one page, a sea on the other, a smaller version of himself (as a ball) superimposed in front of each, in the center.
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Re: Lords of Creation

Postby Azgrut » Sun Feb 28, 2010 9:45 am

Name: Zorëa
Concept: Zorëa is created by the Omniscent an brought to life to become a lord of creation. She herself feels she must honour and worship the Omniscent for it is he who decides how the world will turn in the end. As an immortal she desires a peacefull settlement. One where she can expand her civilisation and rule in peace.
Her servants will at all times see her true self. When she walks through the lands she created, she will do so in her own divine form. Showing all who see her that she is immortal and she is to be feared in the end.
Personality: Zorëa has a lust for knowledge and desires to learn about the world the immortals change. She wants to learn about the powers she wields and wishes to know more about the Omniscent. For this knowledge she might become violent. Violence in other forms is something that is not preferable but unavoidable in most circumstances.
Appearance: Zorëa walks the world as how she is. A long (ten feet tall) female creature seemingly more bird than human. Two great wings on her back and a mighty beak. Her feathers show mostly blue, white and yellow colours. She wears no clothes apart from her feathers.

Divine rank: 6
Power: 1
Potence: 14
Presence: 2
Perception: 2
Symbolics: Zorëa is symbolised by a birds head holding an eye in its beak. The eye is looking forward.
Last edited by Azgrut on Mon Mar 15, 2010 4:59 am, edited 2 times in total.
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Re: Lords of Creation

Postby Azgrut » Sun Feb 28, 2010 9:46 am

Artifact 1
Shari the Gardener.
Class: Familiar (sentient being)
Size: Small (3'7" long)

Shari is a small creature given by the Overdeity to help in the construction of a paradise world. Shari's purpouse is to care for the world. Both forests and wildlife. While she is no immortal herself, she is able to perform minor tricks beyond the scope of normal mortals. She does not have a divine rank but does possess immortal attributes (1 power, 1 potence, 0 presence, 1 perception).

In effect Shari finishes the tasks Zoreä starts. Tending the wilds to perfection when Zoreä creats the raw matter and scemetics. This will reduce the cost of moats required to create, change or manipulate wildlife (both flora and fauna).

2nd artifact.

The Omnisight.
Class: Object (Great telescope)
Size: Huge (30' high radius of 9')

After her revelation of the greatness of the Overdeity and the space and matter he created at the dawn of time, she wished nothing more then to look at the sky again and see what secrets lie in there. The overdeity thus granted her this minor artifact which he called the Omnisight. It grants any immortal who looks through it great perception.

It grants +2 perception to an immortal who looks through it. But only for any perception in space (not on the world itself or towards other planes of existence.)
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Re: Lords of Creation

Postby Azgrut » Sun Feb 28, 2010 9:46 am

Favoured species:

ERROR! NOT USED YET!
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Re: Lords of Creation

Postby Ehbobo » Mon Mar 01, 2010 4:38 pm

Name: Ka'Arthan

Concept: Ka'Arthan is an old god. He is the last surviving immortal of the first world. All others have fallen in an end of days, but he alone has lasted from the very beginning until the present day. He known much about the Omniscient, more than any other being ever has. This knowledge is not of much interest to him, but of great interest to the god-creator himself and Ka'Arthan fears that the Omniscient will conspire against him to finally end him in this world. Ka'Arthan's secret to surviving so long was his flexibility; on each world he has created a different race, with different strengths, using different strategies. Only one thing has been constant over the countless eons: his sons have always formed a great empire.

Personality: Ka'Arthan's moods swing wildly from benefaction to obliteration at the drop of a hat. Some say that this is an effect of his incredible age, that the stress of creating worlds and the constant fear and paranoia of an Omniscient assassination has eroded his mind. If this is true then it still has quite a ways to go; despite his emotional defects he is still as clever and powerful as ever. Ka'Arthan is motivated by an intense love for his followers, as he sees them as the only allies he has against the world. Although other races recognize and occasionally give homage to him, Ka'Arthan will acknowledge them only if they interact with his chosen people. This usually constitutes war, or at least it has since his brain began to rot.

Appearance: Ka'Arthan appears in many different forms, a new one for each situation. When in battle, he is a great silhouette with a golden body, two pairs of arms one silver and one bronze, steel legs, and a black featureless head. When communing with other gods, he takes an impressive shape: a man wrapped in green snakes like a mummy in cloth, the only visible body parts being his hands, feet, and slitted purple eyes. When alone or with mortals, he takes the shape of a tall, lithe man with short black fur and asian-esque eyes. Across his body he has slashes of silver fur that end in a shape like a dragon's head and his toes are opposable. He will also sometimes take an animal form, that of a three-headed snake.

Symbols: Ka'Arthan is often symbolized by the triple-headed snake or a winged serpent. In his temples, followers kneel before an idol of a four-armed figure in a meditative pose, despite the fact that Ka'Arthan only takes that form when in combat. His favored weapon is uncreatable by mere mortals; it is called a shia'surna, a long dagger that can be wielded in one hand and is present in all of his forms. It is special because it is made of steel mixed with water, and doesn't merely slash but rather flows through the air, bending and curving with the wind and through chink in armor but strengthening the moment it encounters flesh.

Divine Rank: 5
Power: 5 (6 with artifact, 8 in battle)
Potence: 9
Presence: 4 (5 when affecting chosen races)
Perception: 3
Last edited by Ehbobo on Wed Mar 31, 2010 7:15 pm, edited 2 times in total.
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Re: Lords of Creation

Postby Ehbobo » Mon Mar 01, 2010 4:40 pm

Artifacts
Shia'surna of Comabt: +2 Power when in combat
Shia'surna of Energy: +2 motes per turn
Shia'surna of Kindness: +1 presence when affecting his chosen races
Shia'surna of Dominance: +1 Power
Major Artifact to be created

Favored Race
Spoiler: show
Race: Khalterian

Physical Appearance: All Khalterians are roughly humanoid, covered in thick black fur. The fur bleaches white at the tops of their heads and ankles and becomes red at the wrists. Khalterians possess four arms, the lower pair springing from the armpits of the upper pair. At the tips of the lower hands they have humanoid hands, but their upper hands have four claws 6 or so inches long. Khalterians have average human IQ. All of them are exceedingly fast, but females more so.
Male Khalterians stand some 7 feet tall on average, weigh 650 pounds, and are stronger and more muscular than mountain gorillas. Their claws are somewhat blunt and very jagged. Males can run up to 30 miles per hour.
Female Khalterians are about 6' 6", weigh 250 pounds, and are lithe and quick. Their claws are thin but razor-sharp. Females can run up to 45 miles per hour.

Life Span: Females are pregnant for roughly 7.5 months before they give birth to young, usually 2 at a time although 1 or 3 is not uncommon. Both sexes live some 70 years, hit puberty at age 18 (this is the time when their fur changes colors [it is solid black until then] and their claws grow), reach their prime at 22, and begin to lose muscle tone and mental faculties at 60.

Personality: Khalterian society is rigid and militarized. Men and women are equal socially, although the differences in physique means that some accommodations must be made, meaning that they are often somewhat separated. Individuality and invention is strongly encouraged, making the Khalterians a curious and exploring race.

Structure: Khalterian society is organized and elitist. There are two royal families, one of which has the duty to produce a male ruler (Shan'tor) and one to produce a female ruler (Kli'on). The Shan'tor and Kli'on become mates and have a single birth together. Their children together (Trianas) will not become rulers unless there is no other heir when the rulers die, but often they will become military leaders. The successors to the twin thrones are instead the rulers children by other non-royal parents; if the Shan'tor has two sons or the Kli'on two daughters, they will fight to the death at age 20 to determine who succeeds the throne.
Men and women alike are required to serve in the military for 2 years, from the ages of 21 to 23.
Last edited by Ehbobo on Wed Mar 31, 2010 7:14 pm, edited 3 times in total.
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Re: Lords of Creation

Postby Crovius » Mon Mar 01, 2010 6:04 pm

Name: Teserath
Concept: Teserath is an immortal of knowledge. He seeks to find out how things work and what he can do to change them. He often creates experiments, then throws them aside, and will one day be associated with forbidden magics as he is worshipped as the one responsible for horrible monstrosities and abominations. He rarely even pays his worshipers any notice, though he may grant them power and encourages the twisted experimentations they perform.
Personality: Teserath is a logical being without morality. He does not really have emotions to speak of beyond curiosity. He doesn't love or hate, and whether an experiment fails or succeeds he simply acknowledges this fact and moves on to the next experiment. He is considered cold, and often over analysis others, making them uncomfortable by how bluntly he sees them.
Upon ascension to Divine Rank 5 he has alo taken upon himslef the role as the God of Death. He claims all souls and judges them according to rules the other immortals lay down. But the price he has payed is that he can never make HIS OWN race. Any worshippers he has belong to races made by the other immortals.
Appearance: Teserath appears the same to immortal and mortal alike, as he sees no point in needing to change his own form. He appears as a pale humanoid with a skeletal face. He stands over 10ft heigh if he were standing, his cloak now has a hood pulled up, and the hood seems to be held up away from his face by a pair of large horns. His chest and arms are now visible, and though the skin si drawn tight against his form his arms appear athletic, though still too long with even longer fingers. His chest is boney, just skin stretched over a skeleton, but seems solid. His cloak no longer resonates just with the appearance of the void, but the souls of those that had been killed from the tsunami, and all those that had died the past centuries seem to be barely whispers along the edges and along the insides of hsi cloak. The greatest change of all though is his new artifact. In his hands Teserath now carries a massive scythe, the shaft made of the spinal pieces of some large beast, the blade appears to be made of solid void.
Symbolic: Teserath does not care for symbolism, but as the new God of Death his favoured weapon is a Scythe, seconding the dagger. He is also symbolized by an image of many abominations, and bye an eye with the endless void held inside it.
Divine Rank: 5
Power: 4
Potence: 5
Presence: 3
Perception: 8
1st Minor artifact is the Cloak of the Void. It reduces the cost of creating special creatures by 1 (does not apply to races)
Teserath's 2nd Minor Artifact is the Eye of Bleakness, His presence is considered to be +2 when he tries to fill a being with fear or dispair.
3rd Minor Artifact is the Void Glove which will reduce the cost of creating a creature based on one that already exists by 1. This reduction stacks if the creature he makes is considered a spcial creature
4th Minor Artifact is Spectacles of Analysis. Allows Teserath to analyze any creature, including immortals, and know very general knowledge of the person (essentially increase Perception by +2). This lets him at least know a beings name, and a rough estimate of their stats, doe snot take into account bonuses granted by artifacts.
Major Artifact is the Death Scythe - Gives Teserath +6 to Power in combat. For fluff, it is used to sever the souls of mortal creatures from their bodies, and these souls are collected by Teserath, then judged according to the tennents of their respective immortals whom they worship. Teserath usually judges all souls personally, but any being of particular importance to another immortal is brought to them. The immortal gives the judgment, which Teserath carries out. His weapon of choice is now the Scythe, and his image has been altered. His new appearance is commonly used as a metaphorical representation fo death by most cultures.
Last edited by Crovius on Tue Mar 09, 2010 9:14 pm, edited 2 times in total.
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Re: Lords of Creation

Postby LTDave » Wed Mar 03, 2010 10:26 pm

Name: Den Carvos

Concept: Den Carvos was one of the fifteen Appellate Archelytes of the great Immortal Talshan. When Talshan overcame the other immortals on the world of Beth-Nahim, she elevated the Appellate Archelytes to immortal status, giving them each an opportunity to ascend to the heights of enlightenment as she had done.
Carvos was not really excited by the prospect, but was not given much of a choice. Unable to remain on Beth-Nahim, Carvos has been dispatched by the omniscient to challenge the immortals for greatness. During the rise of Talshan, Carvos was chief-minister of a great continent, and one of the key strategists in the end stages of that world’s end of days.
Carvos has one great desire: to survive the contest, and then seek the permission of the omniscient to return to mortality on a peaceful world to live out his days in simplicity.

Personality: Den Carvos is one of nature’s bureaucrats. He enjoys organisation, symmetry, and order. Generally an introvert, he prefers to be left alone, but is able to cooperate with others. One of the universe’s born assistants, Carvos is always seeking a natural ally to work with.

Appearance: Den Carvos is one of Talshan’s creations, and chooses to retain his natural form, both in appearance to mortals and his fellow immortals.
Carvos stands about seven feet tall, and is generally humanoid. His dull blue skin is vaguely luminescent in dark places, while his three legs ensure stability.

Divine Rank: 3

Power: 3

Potence: 3

Presence: 3

Perception: 3

Symbolic: The symbol of Carvos is a blue triangle.
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Re: Lords of Creation

Postby LTDave » Wed Mar 03, 2010 10:31 pm

Artefact Level 1 - Sceptre of Power - +2 Motes of power each turn.

Artefact Level 2 - The Bow of Ralflaren - The bow is a powerful weapon, designed to destroy behemoths, and inflict serious damage on interfering immortals.

Artefact Level 3 - The Horn of the Guardian - The Horn is a great trumpet, which when blown, sounds in the ears of all the Den'i'ata, calling them to silence, to prayer, to alert, or to action.
Last edited by LTDave on Wed Mar 03, 2010 10:37 pm, edited 1 time in total.
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Re: Lords of Creation

Postby LTDave » Wed Mar 03, 2010 10:32 pm

Favoured Specied:

Sky Whales


The Den'i'ata
(three-legged blue-skinned androgenous humanoids)
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Re: Lords of Creation

Postby Azure Sepulchre » Mon Mar 08, 2010 7:12 pm

Name: It cares not for titles or names, finding them uncouth and ultimately asymmetrical. However, it is willing to accept the non-verbal symbol 'O' as a means of referring to it from its creations, and typically refers to itself in conversation as 'One'. As for anything else, it cares not how they label it.

Concept: Hundreds of thousands of years of single-minded scientific advancement perpetuated only by the desire to create what the universe – left to its own devices – could not. A being that would transcend the borders of perfection as even the most advanced mind could comprehend it; a creature whose mere existence was considered an impossibility. But they had done it. They few had, for time immemorial, obeyed the divine diction of their god, and had finally created it. A perfect sphere that would never deteriorate and would never dull, within which resided an advanced artificial intelligence made up of billions upon billions of nanobots, each of which made up a tiny fragment of a brain that easily outmatched any of those of its incredibly brilliant creators. Truly, it was a marvel of engineering.

A shame no one else gave a damn.

The end of days came, and this civilisation – that had wasted all of its finest minds on creating a very nice ball – was easily crushed beneath the heel of nations that had spent their time focusing on more productive endeavours. But perhaps it was this tragic end to a peaceful land that drew the attention of the Omniscient to the nameless sphere; perhaps it was curious to see what kind of land such a strange creature might, in turn, create, if given a second chance. Or perhaps the Omniscient merely took a fancy to the shiny trinket left in the wake of its wrath.

Regardless of its reasons, the nameless orb was given a new lease on life on a new planet. All that is left to see is what it shall make of it...

Personality:
Despite having ascended to heights its creators could never have dreamed of, O has come to reflect the morals and ideals of its figurative fathers. It abhors asymmetry in all shapes and forms; particularly if it is made apparent in its own creations, where it would thereby imply its creator was, in turn, imperfect itself. A concept that would fundamentally shatter O's pre-programmed and pre-conceived notions of its own inherent superiority to all other 'imperfect' beings. However, it takes great delight in anything that shares in its ultimate completeness, and will fawn over such a object or creature like a loving mother might dote on a spoiled child. If, however, the aforementioned object or creature were to be destroyed or blemished in some way, O will immediately dismiss it from its thoughts; perceiving his initial prognosis of the object or creature's perfection to be the result of a failure to study it fully, and will move on to something else.

Or, to be succinct: it really, really likes symmetry and will dedicate all of its efforts into creating... well, slightly inferior versions of itself, basically, if only to assert its presumed dominance over its creations.

Appearance: A translucent pale grey sphere; precisely two metres in diameter and perfectly spherical down to an atomic level. It can expand, contract or transform into whatever it might desire on a whim, although it will generally refuse to do so, believing that to alter Oneself in any way, shape or form an ultimate blasphemy against perfection by deliberately breaking it.

Divine Rank: 1
Power: 2
Potence: 1
Presence: 1
Perception: 4

Symbolic:
Although O does not accept any concept or emblem as its herald beyond its own appearance or its 'name', it does nonetheless take immense pleasure in anything that can be considered perfectly symmetrical.
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