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Found 2 results

  1. I need help with something Im planning for a new GODSEND Agenda game. I need help codifying the different generic gods and their areas of expertise. I want a generic way to present gods so that a player can pick from a category and build from there Dominion-what the god typically rules over. Some gods will have overlap and others may need to be combined. Aspect- When the god takes on his full power what aspects show through the strongest. Example: A sky god may gather clouds around him, or a death god may leave bloody footprints where he walks. When I fire god calls on his full power or walks into a room does it get stuffy? Do nearby flammables catch and burn? Players would be able to embellish from here but I want a basic guideline for them to follow What I need help on is what aspects and domains the gods would have. Any help and suggestions would be appreciated. Sky God Dominion- the Sky, thunder, rain, storms, light Aspect- Lightning, strong wind Earth God Dominion- the earth, fertility, crops, plants Aspect- earthquakes, rumbling Fire God Dominion- fire, blacksmithing, the home, health, light Aspect- burning, soot, heat Water God Dominion- the sea, rivers, lakes Aspect- earthquakes, rumbling Trickster God Dominion- guile, speed, thievery, money/materials goods, trade Aspect- earthquakes, rumbling Animal God Dominion- animals, hunting, tracking, healing War God Dominion- war, combat, competition, anger, blood Love God Dominion- lovers, deception, beguiling, children Fertility God Dominion- the home, women, crops, harvest, food Death God Dominion- the underworld, death, life, resurrection, plague, sickness, shadow, sleep Magic God Dominion- reasoning thought, mathematics, creativity, music, artistry, Sun God Dominion- the sun, light, healing, excellence, Moon God Dominion- madness, secrets, evasion, prophecy, sleep, shadows
  2. What I did over my summer vacation By Jerry Dewayne Grayson Period 3, 10.5.2010 I’ve been fiddling around with a few things lately. My next D6’ish project called Terra Oblivion. Terra Oblivion is a postapocalyptic fantasy that mixes my whacky skewed sensibilities of high action super heroics with horror and old school D&D…with a little Gamma World thrown in and some Mexican wrestling Think Dragon Riders of Pern meets Black Company, meets Hawkmoon, meets Gormenghast, and a bit of Tropic of Cancer It uses a legend-like system to run it with aspects of D6 Powers and GODSEND Agenda mixed in. My Wednesday night game will be the first test drive of the new slimmed down and sexy system. Since it rotated back to me and everyone wanted to play a Sci-fi game we decided to do Star Wars in the Tales of the Jedi era. Not my first choice of sci-fi since I’ve played so much but I took it as a challenge to test the new system. Amazingly it fits very well with what Terra Oblivion will be about. My sensibilities about Jedi are very simple and straight forward and throw out almost all the EU stuff in favor of the movies and TV series that have been presented over the years (even the Holiday Special). The Jedi are pretty easy to stat up since they really only have 6, maybe 7 powers and the other characters are easy to model as well. Most aliens are built just like human with bumps on their heads and strange colors unless they have some sort of strange ability like the ability to breathe water or wings. I’ve presented the character sheet for Terra with a Star Wars logo tacked on for you to have a look at. The skills have been slimmed down and distilled but I still have a lot of work to do. I’ll try and post the PCs once they have them all done so that you can see how the game works.
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