DEAD GODS
The Dead Gods are ancient and immensely powerful beings from the cosmos that once laid claim over the material plane. They have long since been destroyed, banished, fallen dormant, or disappeared from the material plane and now only have a fractional foothold within our world. It is unclear where they came from, how they came to find our world, or what caused them to leave, but the scars of their attention can be found if you know where to look. While these entities are no longer living, they’re not truly dead either, as some form of their existence continues, either beyond the veil of reality or some fragmented piece that still remains a semblance of their former power.
CREATING A DEAD GOD
When creating your own Dead God, choose a concept, create physical manifestations/aesthetics that thematically align to that concept, and get as gross and weird with it as you can. These concepts will drive how you make Fallout, Rituals, Avatars, and servants for the Dead God. The aesthetic choices will help you reinforce the concept and tailor your creations to be something truly horrifying and dreadful.
ATTRIBUTES
Dead Gods are not entities that can properly be captured through Attributes. Their power extends beyond anything these numbers represent and dealing with it will not be something you can achieve with a knife or a gun.
ABILITIES
Dead Gods are incomprehensibly powerful, so they don’t typically align with the standard Abilities of other entities. However, their manifestations on the material plane are often limited in some manner, restricting their power. In these instances, Abilities should align with the nature and form of the Dead-God. These are like unadulterated Resonant Artifacts, all power with no drawback. You can reference the abilities of Resonant Artifacts and Rituals when writing abilities for a Dead God and their chosen.
LINGERING INFLUENCE
- Resonant Artifacts
- Corruption
- Children
- Echos
- Avatars
- Great Beasts
- Cults
- Rituals
RESONANT ARTIFACTS
Many Resonant Artifacts were created through a connection to a Dead God, becoming a physical manifestation of the entity’s resonant energies reverberating through time and space.
CORRUPTION
Fallout are often the result of minor fractures in reality that corrupt a living being, creating a living connection to a Dead God.
CULTS
It is commonplace for a cult to be built around a Dead God in some form or fashion.
RITES
Many cults have specific rites and sacraments they employ in order to deepen their bond to their Dead God. These rituals grant boons, and act in service of a greater purpose.
REBIRTH
Subtle influence over long amounts of time slowly builds to a series of events that can reconnect a Dead God back to this reality.
CHILDREN
Many posit that Greater Horrors are able to manifest in this reality due to the lasting scars created by the Dead Gods. The act of creating Lesser Horrors mirrors the toxic corruption that proximity to Dead Gods has on life forms.
Creating an Avatar:
Living vessels for the Dead Gods, Avatars are powerful, but still pale in comparison to the divine power of their progenitor.
- STR: 16 DEX: 12 CTRL: 16
- HP: 13 Armor: 3
- Weapon Attack (d10) or Area Attack (d8, blast)
- Rituals (link): Avatars have access to Rituals that have a thematic connection to their Dead God.
- Special Ability: Either a devastating ability that triggers upon dealing Critical Damage or a change that occurs upon taking Critical Damage.
- Special Ability: An ability that impacts how the Avatar moves, allowing it to ambush or get the drop on its targets.
- Boons: An ability that provides an enhancement to them or their followers.
Creating a Great Beast:
The Great Beasts are massive creatures, often with twisted forms that defy the conventions of nature.
- STR: 18 DEX: 14 CTRL: 18
- HP: 15 Armor: 4
- Weapon Attack (d12) or Area Attack (d10, blast)
- Special Ability: A devastating ability that triggers upon dealing Critical Damage or a change that occurs after taking Critical Damage.
- Special Ability: Choose 1-2 Rituals that instead act as at will abilities.
- Special Ability: An ability that impacts how the creature moves, allowing it to ambush or get the drop on its targets.