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ᴀsɢᴀʀᴅ ɢᴇɴᴇsɪs ❧ mod account ([personal profile] asgardmods) wrote2019-02-22 05:25 pm
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GOD POWERS

god powers.
how the god powers work.
In order to protect yourselves while you are in Asgard, the gods will be granting a fragment of their powers to you as you tether your soul to theirs. Each god has a different realm of magic that determines what powers are available to you. You will be choosing these powers OOCly, and it will manifest as "random" ICly. These powers will grow in strength over time as you contribute to your district and deepen the bond between you and your god.

Before we get to the abilities themselves, there are some very crucial ground rules to go over first.
  1. All powers are subject to mod approval before gameplay. The power you choose must be relevant to your character's god's domain and realms of magic, and it must be fairly balanced against the other powers in the game. Please let us know if you need any help choosing a power; we know it's a little complicated and we're happy to give you guidance and options.

  2. All characters begin at first level. Regardless of how powerful they may have been in their canon world, this is an entirely new realm and source of magic. Everyone will have to work to improve their abilities: they will accomplish this by being active within Asgard and contributing to the growth of both their district and their bond with their god. There will be an AC requirement, as well as a very short written description to tell us how your character has changed Asgard - or changed as a result of being in Asgard. You will submit the application for this on your character's god's power page.

  3. Powers can only be summoned intentionally. Characters must consciously tap into their connection to their god in order to access their power. This means that magic won't misfire accidentally, although it does have the potential to spill forth during emotional outbursts. In the same vein, your powers cannot activate when you are sleeping or unconscious. It will take characters some getting used to, but with enough practice, connecting with their magic will feel like second nature.

  4. Magic is not endless. There is a limit to the amount of magic any mortal being is capable of casting, as their form isn't capable of handling magic of this calibre. This means the source of your magic is tied to your connection to your god, and it drains quickly depending on how you use your power. Consider it like a battery with a finite amount of energy that depletes each time you use your power. Once your battery is drained, you cannot cast any more magic, and your body will feel grievously exhausted as though you've just run a thousand mile marathon. Pushing yourself past this point will result in death. The amount of energy expended each time you use your power decreases as you level up. You can recharge your depleted battery by getting a full night of sleep.

  5. No power is invincible. There are limitations on every ability in terms of the distance at which it can be cast, the damage caused by it, and whether or not and how long it might affect someone. We are really counting on you guys to use your powers fairly and responsibly; this ties into many of our game rules that you agreed to upon entry to the game. If at any time you are using your god powers against another PC, be sure to ask ahead of time to determine if it works at all and to what degree; every character must have a permissions page in their journal to help facilitate this. Fight nicely, children, and let us know if any problems arise. Also, while your powers will have an effect on other Wanderers, natives, animal and plant life, they will have limited to no effect on the gods or giants. Other "boss" level creatures might have their own immunities, but you'll have to wait and find out what those are.

  6. Teamwork will be paramount! Due to the varied nature of these powers, it'll be important to work together and strategize. Every power has its weaknesses and strengths, and some may even be able to combine to create new effects. You will all be starting out at first level, so it may be a good idea to work together on understanding and building upon these newly bestowed powers!

selecting a power.
In the interest of more customization in gameplay, we're letting you determine what you want your power to be and the levels of development that will follow. These must follow a logical progression for the core power, meaning the second and third levels of your power must build upon the first level in some way. You will be asked to provide a one sentence explanation for the power levels you choose. You must apply to level up your power after you feel you have met the conditions required to do so, which are listed on your god's power page where you will submit your application.

Remember that your spells should differ in their basic purpose. Your Level One spell will get stronger twice, and your Level Two spell will get stronger once as you progress to Level Three. If all of your spells revolve around the same kind of healing, for instance, then growing through the levels of spells becomes redundant. They can all revolve around a similar theme -- like all spells being related to defense instead of offense -- but they should be different enough that they don't have major overlap.

Because we are small human beings with a limited capacity for making everything up ourselves, we will be largely basing the god powers and their logical progression on D&D spells. If you are already familiar with the system of spells in D&D, power level ups will be analog instead of as written; we don't want powers to simply do more damage, we want them to grow and change into something new. This means you can pick three spells that are related to each other to be your core power and the levels of progression as you grow. We'll be adapting the spells to suit the game, so they may not manifest exactly as written; please feel free to suggest your own adaptation, or if you're interested in a spell that doesn't quite make sense in DWRP format, let us know and we'll find a way to work it into the game. If you click on a spell on D&D Beyond and its content is locked, you can try Googling "SPELL NAME 5e" and will likely find it somewhere.

Alternatively, you can propose your own power that is not a written D&D spell. These will be much more heavily moderated for fairness; we're relying on D&D spells because they're already structured for fair gameplay, but we welcome anyone to come up with their own powers as well. Powers must be relevant to your god's realm of influence, so consider both their domains and the realms of magic listed on your god's power page.

For sake of ease, you can also pick one power to be your core and the mods will provide the levels of development for you. All powers are subject to mod approval before gameplay; we will work with you to try to give you the power you want, but we will also be trying to keep things fair. This may prove to be a lot of work for us, so please do be patient as we work through power approvals. Submit the application for your power on your god's power page below.

ODINNJORDSKADI
SIGYNTYRHEIMDALL
MIMIRHONIRFRIGG


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