Souls

Four things that make a soul and a 5th that makes you immortal

The only thing necessary for the triumph of evil is for good men to do nothing.

 

Mortality

·        A mortal Body to experience life and eventually move on. A mortal body must eat, sleep and breathe.

·        A Soul is the measure of the goodness of your life. The soul is that little voice inside you telling you right from wrong. All Mortals are born with pure white souls. All wisdom comes for the soul and its experiences. The soul knows right from wrong and good from evil. The Super Ego rises from here. The Soul seeks life and procreation.

·        A Spirit leads your soul and life force home again. This is your intelligence and charisma it is the heart. It seeks out the best in itself and others. The spirit is affected by charms, compulsions, emotional and mental influences. Your Id rises from here. The spirit seeks the divine and asks, “Who Am I”.

·        A Life Force guides you to live your life to its fullest, it is your love of life; it is the fire in you to command, strive, overcome or be brave. Your life force is what feels all the physical pains and agonies of life. Your ego rises from here. The life force seeks growth.

 

Immortality

           The first races born of the lower branches of the tree of life received this, the Gift of Fire. Originally, this Divine Host was given this gift but it was found they became corrupt and they did not value life. So it was decided to withhold this gift from the rest of the realms on the tree of life and each realm would be closed off to the others except for those enlightened enough to travel their. Immortality will not be returned until those given mortality embrace the wisdom and value of life.

 

Blood

            Why is blood so important? Blood has energy from the divine source and if it is pure (Virgin) many creatures can sense this. Demons love to corrupt it and the gods will grant you power for keeping your blood pure. In sacrifices the blood of a living virgin (animal/person Male or Female) has small traces of the Gift of Fire but it does not prolong the life of planar creatures that can harness the gift, they are already immortal (or nearly so), but it does give them power. Scions, Immortals and other specials with special blood can give much more power and highly coveted.

            When a sacrifice is given to a god, he gains the power to give back to his faithful as he sees fit. There are some evil rituals and necromantic rites that can let a person gain the power. A good character staying pure allows the power to be used by the person’s god/entity, but if they loose their purity the god/entity looses the power immediately.

            Animal virgin              1 CP

            Male Virgin                 3 CP per 10 years of age

            Female Virgin             5 CP per 10 years of age

            Sacrificing any of the above transfers the power to the target entity that the sacrifice.

            Vows will give your god/entity power as well see those vows.

 

Divine Gifts 

Favor

Requirement: You gain this when Karma reaches 10+, (-10 if you are evil)

Benefits: You gain a +1 luck bonus on every 2d10 check you make. This is a sacred bonus. You further gain Fast Healing 3. You gain a +4 bonus to avoid corruption/purification.

Fast Healing:  You heal the # specified of vitality each round until you reach your full vitality.

 

Sainthood

            Becoming a Saint carries with it a great responsibility. If you are, a member of the Clergy this calling is even more serious as you then embody the true soul of a Cleric or Holy Warrior for your faith.

Requirement: You gain this when your Karma reaches 20+. You must be a divine agent of the god that grants the sainthood.

Benefits: You gain several things becoming a saint.

  • You pick an aspect of your god, if you have not already and you will gain one major ability along those lines. It should come with some restriction. Ask your GM. It should truly emulate the aspect of your god. This is going to take some work on your GM and he may ask you for input so be prepared to with ideas. A saint of Dara might pick travel as the aspect they want to emulate. The GM gives you movement while on the road of 10 miles per hour, and you can make a normal move in combat as a free action. These abilities would be for life. However, the down side may be they cannot stay in a place once their mission is completed.

  • You gain an aura (See Aura under Rites) and it must relate to your god, you sainthood and or his moral beliefs. It lasts as long as you are still a saint.

  • You gain a physical characteristic that is evident when just wearing pants and a shirt.

  • You gain a Holy Symbol Talisman better then the one they have.

  • Your vision is one-step better, if you have normal vision you get low light vision, if you have low light you get Dark Vision. If you have dark vision, your range doubles.

 

Grace

Requirement: You gain this when Karma reaches 30+, (-30 if you are evil)

Benefits: Allows you to act with virtual impunity and with your gods blessing. If you abuse this power, your god most likely will punish you. This is a fall from grace. You further gain an added 2 to your Fast Healing and regeneration 3.

Regeneration: You heal the # specified of wounds each round until you reach your full wounds.
 

When you Die

·        Your (Soul, spirit, life force) leaves your body and your spirit guides you home, where Ahk will judge your soul. His decision will determine if you go back to the mortal world again or that you take the next step in the divine plan.

·        Sometimes your soul, spirit and life force can become separated, either by some force or by sheer accident.

o       When a life force separates from the spirit and soul, the life force can become the fiercest of undead. Usually there was epic anger or fear during the person’s death. The most common undead in this scenario is a Revenant; (A Lich does this voluntarily). Your soul and spirit find there way home and become a spirit or Muse serving in the afterlife unable to be born again. Until the life force is finds a way to leave the mortal world.

o       A spirit that separates due to some event left undone in their life. It seeks to complete some task important to your heart. The spirit forever trying to complete what is undone. Often the life force and soul are left to wander without any spirit to guide them home. If the spirit is somehow satisfied, it can seek out the soul and life force and guide them home.  Occasionally your soul and life force, if strong enough, can inhabit magical items or persons and attempt to control them but this is rare and very draining on the person/creature possessed. The soul and life force do this to find their spirit.

o       A lost soul is the worst possible outcome. A lost soul is the currency of the underworld. If an unfriendly entity finds your soul, it is a valuable asset to whoever has it. They are usually collected and sold to the underworld by Daemons that call themselves soul hunters. Your Spirit takes your life force back but without your soul you can't be judged and you can't move on or be put back on the great wheel of life. So your spirit and life force can be placed in a relic, artifact or a legacy item. There are a few postings that the gods use spirits without the soul (IE the Good/Evil meter). They are usually tasks that might blacken the soul. If you are placed in a magic item, it will be placed on the world where the fates feel you have the best chance to start your journey to re-unite you with your soul. If you can find your soul again then you can leave the item and find your way home. The item is most time destroyed but sometimes it becomes just a normal item or magic item. The type of item chosen usually has to do with the event that caused the separation.

o       In all cases of separation you become vulnerable to evil and the foul practices they use to power their evil deeds. This is why tampering with the soul, spirit or life force is only done by the forces of good under the gravest of circumstances. It is also why good wants all mortals laid to rest properly so they can be judged and go forth.

Samples

·        Undead do not have life but they have life force. When killed by an undead that can spawn more of its kind your soul is trapped by your life force inside the body while the life force takes over. The body becomes a victim to its passions, pains and hungers and seeks to satisfy them, forever. Some have bodies some do not. Ghost’s have their soul tied to an event or object and the spirit and life force seek to finish some task to release the life force and let all 3 find their way home.

·        Celestial & Divine Host:  They have a Spirit, Soul, Life Force, and the Gift of Fire.

·        Fey:  Were part of the celestial host during the Second Great War. They never took part in the fight. Therefore, the gods offered them a choice; give up your free will and always be just what they were born to be and nothing more becoming the Fey. Alternatively, give up eternal life and have their spirits placed on The Great Wheel to be born as a new race called the Elves. The fey were hidden away on Twilight Realm, now called the Twilight World. 

·        Goblinoids, Giants, and Trolls: They were born of Lilith’s Womb. They rarely receive a soul, as Lilith desires them not to have one. They are soulless, and unredeemable. If they find any among their race to have a soul, their Brother’s will put them to death. Therefore, they often leave and hide from the world, hunted by both sides.

·        Dragons: During the Second Great War when the Realm of Twilight was seeing the destruction of its beauty and magic, the tears of the goddess Mysteria fell on the world sundering it and she fell into oblivion. From your tears falling on both sides of your sundered world, the dragons are born as the world rips apart.

·        Treants, Unicorns, Naga and other Mystical Beasts; because they were born of Celestial blood spilled on the open wounds of the tree of life, they do have souls and some free will. However, because of their dual nature they have some evil among them.

·        Titans are a creation of Sivan. Sivan created them with a life force and spirit, but no soul, so they could be guides to vessels across the deep oceans. Since they don’t have souls they don’t know of good or evil and don’t know right from wrong. This makes them dangerous.

·        Demons/Devils/Daemons: Being born of the gods they have the gift of fire. So they never truly die. However, their souls are so black they cannot tell Good from Evil. They were not born of the tree of life but of a mother of the underworld, that is where their spirit guides them when they die. Many put their souls somewhere specific so their spirit will guide the life force back to that location and they can reunite, thereby eliminating a wait time to reform. They only need a body or if they have the power to dominate one, they can take one.

Purity & Corruption

 

     A good race starts out with their soul being clean & pure. Your Personality Profile (Morality) #s are all 10. As you get older things happen and affect you. Take these numbers into account when creating your character back story. These number should be reflected in your back story.

     As you adventure and deal with all the evil things, the evil begins to corrupt you. Corruption comes faster from exposure to great sources of evil. Being in very evil temples, committing the most vile and evil acts, handling evil artifacts and even creatures of great evil can do things to push your soul down the path of corruption.

 

Acts that corrupt or purify

     This is campaign specific. This means the GM will tell you what is and what is not evil in his or her game world. When you commit an evil or good act these affect you corruption/purity as well. See the charts on the next page. You get no check to avoid the purity/corruption when you commit an evil or good act.

 

Passive corruption / Purification

     Some locations, magic items or creatures can affect your purity/corruption.    You use your Faith (Belief) to fight off the effects, good or evil. When you are exposed to great evil or some item, place or creature attempts to corrupt you, you will make a Faith (Belief) check SC against the Purifying /corrupting power. If you fail you take the stated amount of purity/corruption. Usually these checks are made on a daily basis.

     Good creatures believe in letting a person choose for themselves and will not force purification on anyone, except in destroying those things that are truly evil.

 

Effects

     When any of your Personality Profile (Morality) numbers drop to 4, your soul is grey and is becoming darker.. As your morality #’s go 3 and below you start becoming evil, your #s can go negative. Those from the underworld have numbers in the -100s, in some or all of the morale values. While their masters and leaders are in the -1,000s.

 

     When you reach a whole number of corrupting or purifying effect you must either apply that number to 1 of your 5 Personality Profile (Morality) numbers, or your apply it to your Karma.

 

Karma"

     Karma is the big picture /after life portion of purity and corruption.

     If you decide to pay down some Karma instead of increasing your one of you Personality Profile (Morality) numbers. Your GM tracks your current Karma secretly. There are certain benefits when you reach certain milestones of zero or positive Karma. When you reach 0 for instance and if you die you go to the Palace of Light to live with the gods for ever. If you are still negative you go back on the Great Wheel to be born again. If your Karma reaches higher positive numbers you gain certain benefits from your church, dead or alive.


 

Corruption Chart

Deed

Corruption

Murder a Family Member or child (Each victim)

5

Murder a Friend (Each victim)

2

Murder (Each victim)

.5

Murder an unarmed  or helpless opponent (Each victim)

.5

Rape (Each victim)

2

Torture (Each victim)

1

Sell a person into slavery, Buy a slave

1

Cannibalism (Each victim)

.5

Genocide, Participate in

5

Attack a Member of the clergy of The God’s of Light

1

Desecrating a temple of one of The God’s of Light

3

Consorting with demons, devils, daemons (Each occurrence)

2

Consorting with Allies of the above 3 (Each occurrence)

1

Certain spells: See those seeds.

Varies

Serial Killing, Sadist murder

3

Allow a suicide

.1

 

Purity Chart

Deed

Corruption

Save a Family Member or child from death(Each Person)

3

Save a Friend from death(Each Person)

1

Raise a stranger from death (Each Person)

.2

Show Mercy to an unarmed  or helpless opponent (Each)

.2

Stop someone from being Raped (Each victim)

1

Stop someone from being Tortured (Each victim)

.5

Save a person from slavery, Buy a slave to release them

1

Feed the Hungry (10 people)

.1

Clothe the naked (10 people)

.1

Shelter the Homeless (10 people)

.1

Save a Member of the clergy of The God’s of Light

1

Restore a temple of one of The God’s of Light

3

Vanquish demons, devils, daemons (Each occurrence)

2

Vanquish with Allies of the above 3 (Each occurrence)

1

Other Random Good deeds

.1

Stop a Serial Killer or Sadist murder

2

Meditate for 1 year

1

With total order there is no growth.

With Chaos everything is always at risk and will be consumed

Last Updated on Sunday, 20. June 2010 12:06