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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, heres my attempt to capture the gods of the Xenaverse in game
terms. Ive 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
Dahak
Spheres of Influence
Global destruction, fire
(D&D 4E: CE,
Typical Worshipers
Malcontents of all kinds
Destruction, Fate)
(D&D 3.5: CE, Evil,
Destruction, Fire,
Strength)
Corruption, suffering
(D&D 4E: CE, Darkness,
Tyranny)
(D&D 3.5: CE, Death,
Evil, Magic, Trickery)
Healing, mercy, selfsacrifice
(D&D 4E: LG, Life, Love,
Sun)
(D&D 3.5: LG, Good,
Healing, Protection, Sun)
Corruption, suffering
(D&D 4E: CE, Darkness,
Tyranny)
(D&D 3.5: CE, Death,
Evil, Magic, Trickery)
Corruption, suffering
(D&D 4E: CE, Darkness,
Tyranny)
(D&D 3.5: CE, Death,
Evil, Magic, Trickery)
The Darkness
The Light
Lucifer
Mephistopheles
Any evil
Any good
Any evil
Any evil
AFRICAN GODS
Anubis
Osiris
Ra
Set
CELTIC GODS
Deity
Badbh
Cernunnos
Spheres of Influence
War
Chaos, nature
Typical Worshipers
Warriors
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
Aphrodite
Apollo
Ares
Artemis
Asclepius
Athena
Bacchus
Bliss
Calliope
Spheres of Influence
Typical Worshipers
Love (in all forms and aspects)
Any
(D&D 4E: U, Love, Luck,
Madness, )
(D&D 3.5: CN, Knowledge, Luck,
Trickery)
Awesomeness, hope
Any
(D&D 4E: U, Hope, Sun, Tyranny)
War
Warlords, thugs, soldiers,
(D&D 4E: E, Strife, War)
fighters, warriors
(D&D 3.5: NE, Protection, Strength,
War)
Animals, Hunting, the Moon
Mostly females, Amazons,
(D&D 4E: U, Moon, Strength,
hunters
Wilderness)
(D&D 3.5: N, Animal, Protection,
Travel)
Healing
Healers
(D&D 4E: U, Hope, Life, Protection )
Wisdom, warfare, weaving
Any except evil or very
(D&D 4E: LG, Knowledge, Skill,
chaotic beings
War)
(D&D 3.5: LG, Knowledge,
Protection, War)
Wine, intoxication, bacchae
Farmers, bon vivants,
(D&D 4E: CE, Change, Madness) adventurous women,
(D&D 3.5: CE, Animal, Chaos,
alcoholics, bacchae
Plant)
None yet
None yet
Heroic tales
Bards, people of Paleos
None
Lovers
Lowlifes
Farmers
Philosophers
Gamblers, adventurers
Bounty hunters, temporarily
those who have been
wronged
Philosophers, assassins,
bureaucrats, morticians
Farmers
Craftsmen, engineers,
inventors
Any
Messengers, thieves,
Spheres of Influence
Earth, stone
(D&D 4E: U, Earth,
Protection)
(D&D 3.5: LN, Earth, Law,
Protection)
Typical Worshipers
Virtually none
Gaia
Hyperion
Mnemosyne
Prometheus
Theia
Healers, giants,
farmers
Virtually none
Intellectuals,
chroniclers, bards
Virtually none
Spheres of Influence
Megalomania
(D&D 4E: CE, Madness,
Typical Worshipers
Roman citizens (by
law)
Callisto
Velasca
Tyranny)
(D&D 3.5: CE, Chaos, Luck,
Protection)
Vengeance
(D&D 4E: CE, Torment,
Vengeance)
(D&D 3.5: CE, Fire, Travel,
War)
Destruction
(D&D 4E: CE, Destruction,
Storm)
(D&D 3.5: CE, Air, Chaos,
Destruction)
None
Amazons
Krishna
Rama
Spheres of Influence
Fighting demons
(D&D 4E: E, Destruction,
Vengeance)
(D&D 3.5: NE, Chaos,
Luck, Protection)
Supreme god, karma
(D&D 4E: LG,
Civilization, Fate,
Protection)
(D&D 3.5: LG, Good,
Law, Protection)
Human perfection,
heroism
(D&D 4E: LG, Justice,
Love, Skill)
(D&D 3.5: LG, Law,
Strength, Travel)
Typical Worshipers
Warriors and others in
trouble with evil entities
Any
Any
NORSE GODS
Balder
Frigga
Loki
Odin
Thor
- 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.
Miracle
Archetype
Bring Knowledge
Create Creature
Design Creature
Destroy Town
Extended Resistance
Description
(Constant) Link yourself to a phenomenon
(Daily) Grant extra levels to a small group
(Daily) Cause a creature to appear
(Yearly) Learn how to create a certain creature
(Yearly) Strike a settlement with a geological or
meteorological disaster
(Constant) Gain resistance against a new damage type
Rapture
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.
1d20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Gives advice.
Gives advice if the subject is clearly within the god's portfolio.
Compliments the sacrifice.
Performs a spectacular but unhelpful miracle.
Holds a lecture on how busy the god is.
Hangs around for a while, cheering the PCs on but not otherwise
helping.
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.
Performs an heroic ritual or daily power.
Performs a paragaon ritual or daily power.
Performs an epic ritual or daily power.
Fetches a confused mortal totally unsuitable to the task at hand.
Fetches a confused mortal competent enough to help with the task at
hand.
Buys some time for the PCs.
Demands another sacrifice. If the god gets one, roll again on this table.
Solves the immediate problem.
Solves the immediate problem but demands a sidetour quest.
Starts to help but is stopped by a fellow deity. If either one is
persuaded with a skill challenge, the immediate problem is solved.
Performs a miracle that (unintentionally?) makes the situation worse
without solving the problem.
Performs a miracle that solves the problem but creates an even worse
new one.
Needs persuading before solving the problem.
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. Dont need to
eat, drink or breathe. Dont 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
Alter Time
Archetype
Global
Archetype
Bring
Knowledge
Continuity
Device
Create
Creature
Create Deicide
Create Pocket
Universe
Death Body
Decide Afterlife
Decree
Dethrone
Event
Awareness
Favourite
Grant Ability
Grant
Immortality
Home
Prerequisites
God level 5.
God level 1, no other god can have that particular Archetype
God level 5, Archetype, no other god can have that particular
Global Archetype.
God level 5, Wisdom 19.
God level 5.
God level 15.
God level 21.
God level 10.
God level 5.
God level 10, need active permission from gods of the culture
to designate a plane.
God level 10.
God level 10.
God level 5.
God level 1.
God level 5, 19 in the relevant ability.
God level 5.
God level 1.
Know
Geometry
Know Name
Lend Ability
Miracles
Madness
Omens
Revelations
Praise Me
Read Life
Soul Exchange
Temples
Miracles
Sacrifice
This is the Way
It Must Be
Undo
God level 1.
God level 5.
God level 1.
God level 5, Temples.
God level 1.
God level 5.
God level 5, Omens.
God level 1.
God level 5, Spot skill, Sense Motive skill.
God level 5.
God level 5.
God level 5, Temples.
God level 5, Temples.
God level 21.
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.