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RP thread here.
This RP is a sandbox. As mandated candidates for the newest artificially created pantheon, players compete for The Throne of Heaven and other minor seats (if they desire), but this is not the end all be all purpose of the RP. Even participating in votes and elections is optional. The Seats of Heaven are elected positions that all players can achieve by attaining votes from each other and the various factions encountered throughout the game. Factions include Prometheus, The Old Gods (Split into individual pantheons), Earth, and Hell, but more may be created or dissolved as the RP progresses. The seats will change every 5 pages, but votes can be made or changed at any point until then.
Potential Seats are as follows:
The Throne of God:
Grants every domain. Can reset or revert history on the mortal realm and impose laws that must be followed.
The Seat of Cunning:
Grants the domains Cunning (9),
Illusion (5), Knowledge (5), Manipulation (5), Chaos (4), the Arts (1), Debauchery (1)
The Seat of Death:
Grants the domains Death (9), Void (6), Darkness (5), Pain (5), Dreams (5)
The Seat of Light:
Grants the domains Light (9), Justice (6), The Sun (5), Fire (4), Order (4), Hope (2)
The Seat of Love:
Grants the domains Love (9), Mankind (6), Peace (5), Health (4), Agriculture (4), Pleasure (2)
The Seat Of Mysticism:
Grants the domains Mysticism (9), Magic (5), The Moon (5), Crossroads (4), Occultism (4), Mystery (3)
The Seat of the Sea:
Grants the domains Sea (9), Life (7), Origins (6), Flow (5), Navigation (3)
The Seat of the Sky:
Grants the domains Sky (9), Time (5), Space (5), Thunder (5), Will (3), Freedom (3)
The Seat of War:
Grants the domains War (9), Destruction (8), Power (4), Blood (4), Sport (3), Growth (2)
The setting is primarily Earth, but there will be access to Heaven, Hell, and the worlds of various mythologies. Those who attain Seats will operate from Heaven but be free to travel wherever their abilities allow. Eventually, most players will be able to freely travel across all of these locations. Additionally, death is not the end here. Upon death, one will return to heaven, hell, or some other such location depending on the circumstances and can even return to life under the right conditions.
Everyone starts with 1 character and 1 power to attain the powers and abilities of alongside their divinity, and 100 EP (Evolution Points), gaining additional EP = to the page# times 100 on every new page. (Ie: you gain 200 EP on page 2, 300 EP on page 3, and so on.) EP can be used to buy more characters, powers, and Divinity. EP can be spent at the start of every page, preferably before making any major actions. Characters must be from the vsbattles wiki, (or fcoc case by case). Powers can be from anywhere or even made custom.
(Here's a useful calculator to find how much EP you'll get/have on any given page. Just set a to 100, b to 100, and the number of terms to the page number.)
The first character purchase is 100 EP and the cost increases by 100 with every purchase. Only one character can be purchased per page, one at a time, no matter how much EP you have or whether you purchased any on the prior page(s) or not. Powers cost 100 EP each. Powers can be purchased up to two at a time per page.
Divinity is a power system that grants certain abilities depending on how high it is. These are generally going to include things relating to godhood. Divinity also determines your base stats, and the maximum tier, speed, and hax level of powers and characters you can acquire. (Characters and powers with stats higher than this range can still be gained, but their relevant abilities will not be applied to you until your divinity is high enough to utilize it). EP is converted to divinity at a 100-to-100 rate. Attaining a seat will boost one's divinity by a set amount for as long as it's held and allow one to benefit from completing Divine Agendas. The Throne increases one's divinity by an infinite amount, while the lesser Seats increase it by 100K.
Agendas are missions or objectives created for each of the Seats that reward Divinity or EP when completed. They are created by mankind's prayers and distributed among the seats themselves by whoever sits on The Throne. Each seat can only have one agenda, and when it's complete, they gain the reward regardless of their contribution.
Agendas are given in 3 tiers: Supreme, Divine, and Basic. Basic Agendas are given to all players, and all players are subsequently rewarded upon completion. Divine agendas are given only to those holding seats, and Supreme agendas only to whoever sits on The Throne of God. Agendas are cleared when the clear conditions are met, but some may be on a time limit with specific pass or fail conditions attached. New agendas will potentially be given whenever seats change but may also come irregularly.
Domains represent one's innate connection to a particular concept (For example "God of Time"). It gives a 5x modifier to abilities of the given archetype, affecting AP, resistances, potency, accelerated development, etc. The multiplier stacks additively if taken multiple times for the same archetype (ie: 2 levels into fire is a 10x multiplier for fire-based abilities.) Domains will be gained regularly as Divinity increases. Gives abilities proportionate to the acquired level based on the table below. A domain at the corresponding level allows you (the player) to create abilities at will that fit the corresponding description. There's no limit to the number of useable abilities. 3 Domain points will be given with each Divinity milestone. These points can be used to buy new Domains or level-up existing ones. (In case you want to be domainless or have all of the domains you do want maxed out, or are otherwise just satisfied with not increasing them for any other reason, you can trade these points for powers or characters instead. 1 point = 1 power. 3 points = 1 character).
Character Template:
Name: (Character's name, titles, and/or aliases)
Appearance: (Give a brief description of your character's appearance and/or use an image.)
Race: (Humans start with 100 divinity, 1 extra character and 1 extra power. Gods start with 300 divinity and a free starting domain. Demons start with 200 divinity, a free starting domain, and the Chaos Form ability which allows them to shapeshift on a molecular level and freely reassign EP once per page. Divinity cannot be altered with this ability. Finally, custom races start with 400 extra EP.)
Backstory: (Include your origins, such as a living human on Earth or one from the afterlife, a forgotten primordial god or a newly created one, etc. If you wish to include an age it can go here as well. Feel free to get creative, and go as long or as short as you like.)
Characters: (List your chosen characters here.)
Powers: (List your chosen powers here.)
Divinity: (Current level of Divinity.)
Domains: (Any held Domains and their levels.)
Current EP: (Current unspent EP.)
Spent EP: (Total spent EP. Include exactly what it was spent on.)
Once your character is accepted, please list them here.
Within the infinite upon infinite formlessness of chaos, bubbles of "form" can come into being, each with their own randomly defined sets of rules through which to function. When one forms without sentience, it is called a "reality", but when one takes form with sentience, it is referred to as a (primordial) god. It is from one of these, which other gods or realities may be directly or indirectly birthed, spawned, crafted, or otherwise created. The realm of man is just one of the many countless realities subject to the will of the gods.
For eternity, the Old Gods waged war over the Throne of Heaven, for whoever sits upon it controls the laws of all realities and reigns supreme over all the other gods. The reason why this is the case or where it even came from is long forgotten. Maybe a greater force created it, or maybe it always was there. Whatever the reason, the gods have always fought each other for the chance to control its power. The owner of The Throne has changed hands countless times, from Amun-Ra to Zeus, to the Great Buddha, and many others. Every time the ruler of the world changed, history was reset to its beginning, and any rival pantheons were conventionally banished from the Earthly plane. Every creation myth is the memory of these otherwise forgotten beginnings of the reigns of gods.
Eventually, a faction arose, comprised of many gods, demons, and humans that despised or otherwise grew bored with the current state of heavenly affairs. Naming themselves Prometheus, after the banished titan, they would fool the Old Gods into permanently disqualifying themselves from using The Throne of Heaven with the help of Loki and other tricksters. Prometheus subsequently used it to split fragments of its infinite power into several Lesser Thrones before implementing a new set of rules for obtaining them all. The Throne and The Seats were to become temporary positions attained through democratic elections, with any pantheon formed before this new system being ineligible to hold them. Only humans and lesser-known or otherwise independent deities are eligible. As a contingency for the Old Gods' potential machinations, the potential candidates for the seats were automatically given a boon by The Throne: their divinity now gradually increases over time, and some may gain abilities from beings throughout countless other realities.
For eternity, the Old Gods waged war over the Throne of Heaven, for whoever sits upon it controls the laws of all realities and reigns supreme over all the other gods. The reason why this is the case or where it even came from is long forgotten. Maybe a greater force created it, or maybe it always was there. Whatever the reason, the gods have always fought each other for the chance to control its power. The owner of The Throne has changed hands countless times, from Amun-Ra to Zeus, to the Great Buddha, and many others. Every time the ruler of the world changed, history was reset to its beginning, and any rival pantheons were conventionally banished from the Earthly plane. Every creation myth is the memory of these otherwise forgotten beginnings of the reigns of gods.
Eventually, a faction arose, comprised of many gods, demons, and humans that despised or otherwise grew bored with the current state of heavenly affairs. Naming themselves Prometheus, after the banished titan, they would fool the Old Gods into permanently disqualifying themselves from using The Throne of Heaven with the help of Loki and other tricksters. Prometheus subsequently used it to split fragments of its infinite power into several Lesser Thrones before implementing a new set of rules for obtaining them all. The Throne and The Seats were to become temporary positions attained through democratic elections, with any pantheon formed before this new system being ineligible to hold them. Only humans and lesser-known or otherwise independent deities are eligible. As a contingency for the Old Gods' potential machinations, the potential candidates for the seats were automatically given a boon by The Throne: their divinity now gradually increases over time, and some may gain abilities from beings throughout countless other realities.
This RP is a sandbox. As mandated candidates for the newest artificially created pantheon, players compete for The Throne of Heaven and other minor seats (if they desire), but this is not the end all be all purpose of the RP. Even participating in votes and elections is optional. The Seats of Heaven are elected positions that all players can achieve by attaining votes from each other and the various factions encountered throughout the game. Factions include Prometheus, The Old Gods (Split into individual pantheons), Earth, and Hell, but more may be created or dissolved as the RP progresses. The seats will change every 5 pages, but votes can be made or changed at any point until then.
Potential Seats are as follows:
The Throne of God:
Grants every domain. Can reset or revert history on the mortal realm and impose laws that must be followed.
The Seat of Cunning:
Grants the domains Cunning (9),
Illusion (5), Knowledge (5), Manipulation (5), Chaos (4), the Arts (1), Debauchery (1)
The Seat of Death:
Grants the domains Death (9), Void (6), Darkness (5), Pain (5), Dreams (5)
The Seat of Light:
Grants the domains Light (9), Justice (6), The Sun (5), Fire (4), Order (4), Hope (2)
The Seat of Love:
Grants the domains Love (9), Mankind (6), Peace (5), Health (4), Agriculture (4), Pleasure (2)
The Seat Of Mysticism:
Grants the domains Mysticism (9), Magic (5), The Moon (5), Crossroads (4), Occultism (4), Mystery (3)
The Seat of the Sea:
Grants the domains Sea (9), Life (7), Origins (6), Flow (5), Navigation (3)
The Seat of the Sky:
Grants the domains Sky (9), Time (5), Space (5), Thunder (5), Will (3), Freedom (3)
The Seat of War:
Grants the domains War (9), Destruction (8), Power (4), Blood (4), Sport (3), Growth (2)
The setting is primarily Earth, but there will be access to Heaven, Hell, and the worlds of various mythologies. Those who attain Seats will operate from Heaven but be free to travel wherever their abilities allow. Eventually, most players will be able to freely travel across all of these locations. Additionally, death is not the end here. Upon death, one will return to heaven, hell, or some other such location depending on the circumstances and can even return to life under the right conditions.
Everyone starts with 1 character and 1 power to attain the powers and abilities of alongside their divinity, and 100 EP (Evolution Points), gaining additional EP = to the page# times 100 on every new page. (Ie: you gain 200 EP on page 2, 300 EP on page 3, and so on.) EP can be used to buy more characters, powers, and Divinity. EP can be spent at the start of every page, preferably before making any major actions. Characters must be from the vsbattles wiki, (or fcoc case by case). Powers can be from anywhere or even made custom.
(Here's a useful calculator to find how much EP you'll get/have on any given page. Just set a to 100, b to 100, and the number of terms to the page number.)
The first character purchase is 100 EP and the cost increases by 100 with every purchase. Only one character can be purchased per page, one at a time, no matter how much EP you have or whether you purchased any on the prior page(s) or not. Powers cost 100 EP each. Powers can be purchased up to two at a time per page.
Divinity is a power system that grants certain abilities depending on how high it is. These are generally going to include things relating to godhood. Divinity also determines your base stats, and the maximum tier, speed, and hax level of powers and characters you can acquire. (Characters and powers with stats higher than this range can still be gained, but their relevant abilities will not be applied to you until your divinity is high enough to utilize it). EP is converted to divinity at a 100-to-100 rate. Attaining a seat will boost one's divinity by a set amount for as long as it's held and allow one to benefit from completing Divine Agendas. The Throne increases one's divinity by an infinite amount, while the lesser Seats increase it by 100K.
Agendas are missions or objectives created for each of the Seats that reward Divinity or EP when completed. They are created by mankind's prayers and distributed among the seats themselves by whoever sits on The Throne. Each seat can only have one agenda, and when it's complete, they gain the reward regardless of their contribution.
Agendas are given in 3 tiers: Supreme, Divine, and Basic. Basic Agendas are given to all players, and all players are subsequently rewarded upon completion. Divine agendas are given only to those holding seats, and Supreme agendas only to whoever sits on The Throne of God. Agendas are cleared when the clear conditions are met, but some may be on a time limit with specific pass or fail conditions attached. New agendas will potentially be given whenever seats change but may also come irregularly.
Domains represent one's innate connection to a particular concept (For example "God of Time"). It gives a 5x modifier to abilities of the given archetype, affecting AP, resistances, potency, accelerated development, etc. The multiplier stacks additively if taken multiple times for the same archetype (ie: 2 levels into fire is a 10x multiplier for fire-based abilities.) Domains will be gained regularly as Divinity increases. Gives abilities proportionate to the acquired level based on the table below. A domain at the corresponding level allows you (the player) to create abilities at will that fit the corresponding description. There's no limit to the number of useable abilities. 3 Domain points will be given with each Divinity milestone. These points can be used to buy new Domains or level-up existing ones. (In case you want to be domainless or have all of the domains you do want maxed out, or are otherwise just satisfied with not increasing them for any other reason, you can trade these points for powers or characters instead. 1 point = 1 power. 3 points = 1 character).
Divinity | Base Tier | Character Tier | Base Speed | Character Speed | Regeneration | Hax Level | Maximum Domain Level | Total Domain Points | Standard Abilities |
Amount of Divinity held by the character | Base tier from Divinity before adding the chosen character's stats | Maximum applicable tier to be gained from chosen characters | Base speed from Divinity before adding the chosen character's stats | Maximum applicable speed to be gained from chosen characters | Base level of regeneration from Divinity | Maximum allowed Hax level for characters and powers | Maximum allowed magic level for Domains | Can be spent to purchase new Domains or level-up existing ones | Other standard abilities gained through Divinity. I may add more later. |
Default | -- | -- | -- | -- | -- | -- | -- | -- | Limited Conceptual Manipulation (Domains), Limited Resistance to Power Nullification, Modification, Absorption, Mimicry (Abilities granted by divinity can only be affected by influencing the divinity itself), Resistance Negation (Beings have an easier time applying the effects of their abilities against those of lower divinity.) |
0 | 10-B | 9-B | Average Human | Peak Human | Average Human | Mid | 1 | -- | -- |
100 | 9-C | 9-A | Superhuman | Supersonic+ | Low | Mid | 3 | 3 | Can live for centuries. Immune to abilities that would affect their mental autonomy. Can see and interact with the spiritual world. Able to understand the meaning of human speech without understanding the language. Can sense when time has been manipulated (can perceive time stop/slow/rewind/skip etc. Retains their memories when the timeline is altered.) |
200 | 9-B | High 8-C | Supersonic | High Hypersonic | Mid-Low | Mid | 3 | 6 | |
300 | 8-C | 8-A | Supersonic+ | High Hypersonic+ | High-Low | Mid | 4 | 9 | |
400 | 8-B | 7-C | Hypersonic | Massively Hypersonic | High-Low | Mid | 4 | 12 | |
500 | Low 7-C | 7-B | Hypersonic+ | Massively Hypersonic | Low-Mid | High | 5 | 15 | Can freely travel between Heaven, Hell, and Earth. Can survive in those places as well as in space. |
1K | Low 7-B | 6-C | High Hypersonic+ | Massively Hypersonic+ | Mid | High | 5 | 18 | No longer ages or needs to eat or sleep. Can create a Territory, a pocket dimension where their divinity is treated as a tier higher. They can also prevent beings of the same divinity tier or lower from using dimensional travel. |
5K | 7-A | 6-B | Massively Hypersonic | Sub-Relativistic | Mid | High | 6 | 21 | Can manifest their territory in the real world. Can't be harmed by the natural forces of the world unless invoked by beings of equal divinity or higher. |
10K | High 6-C | 6-A | Massively Hypersonic+ | Relativistic+ | Mid | Very High | 7 | 24 | |
50K | High 6-B | High 6-A | Relativistic | FTL | High-Mid | Very High | 8 | 27 | |
100K | High 6-A | High 4-C | Speed of Light | Massively FTL | High | Very High | 9 | 30 | |
500K | 5-A | 3-A | FTL+ | Massively FTL+ | Low-Godly | Godly | 10 | 33 | |
1M | High 3-A | 2-B | Infinite | Immeasurable | Mid-Godly | Godly | 10 | 36 |
Magic Level | Capabilities (Note: As a general rule, abilities that otherwise fit the description of one level might be ranked a level or so higher if they can be easily used indiscriminately on a large scale. Conversely, if they can only be used to a very limited extent such as under precise conditions, on a specific target(s), or having an excessive wind-up or cooldown period, they could be ranked a level lower.) | Equivalent Hax level (Maximum, it may fall under a lower Hax level and still fit the descriptions here.) | Examples (Note: Real-world examples are relative to a normal human. Other examples disregard the potency of specific abilities to the extent they will always work, for the sake of the example.) |
1 | Basic usage of the ability. Can harm others with it if used offensively, but would have a difficult time killing anyone of a comparable strength through this ability alone. Defensively, provides only marginal protection or buffs. Essentially these abilities on their own can't be relied on to win a fight and should be used in tandem with other skills to be effective. | Haxless | A lighter, oven mitts, an umbrella, a flashlight, a cellphone, a fire extinguisher, road spikes, a pitfall trap, a lasso |
2 | Ability can be useful on its own in battle and can definitely kill with enough time and effort, though the user would have to go well out of their way to do so or otherwise get very lucky if using this ability alone. Can be relied on when used defensively to block/avoid hits or provide useful buffs or other positive benefits such as healing. Likewise, minor debuffs and status ailments are also possible. | Low | A taser, an improvised weapon or shield, airsoft and paintball guns, a whip, a flashbang grenade, Cruciatus Curse, Remote Punch |
3 | Ability can be relied on as one's main form of attack and can kill opponents of similar strength with medium effort. As such, it can provide more useful buffs, debuffs, and status effects and generally be a huge pain for the opposition to deal with; often gives a decent strategic advantage that shouldn't be ignored. | Low | A flamethrower, a sword or spear, a simple car, a bulletproof vest, Caduceus Staff, Full Counter, Wither Effect |
4 | Ability is a huge asset in general and can easily be the deciding factor in battle if a counter for it is not found. Will almost always cause massive damage in very few hits, potentially even certain death under the right conditions. Defensively can make the user nigh untouchable without a proper way of dealing with it specifically. May otherwise make them extremely resistant to a specific element, damage type, etc. Can induce game-changing status conditions. While powerful, the ability should have some major downside or weakness, or otherwise, be easily avoidable. | Mid | Most firearms/handheld explosives and their respective armors. Love Commandment, Purple Haze, Special Beam Cannon |
5 | Ability is almost guaranteed to produce a certain win condition should it land; abilities of this level are finally worthy of being called one's trump card. May singlehandedly protect the user from several forms of attack to a limited extent or a few of them almost completely. Can grant debilitating and decisive status conditions that would need to be dealt with by the opponent to have anything but the smallest hope of winning. Still, there should always be some way for others to avoid or get around this ability, however slim. | Mid | Castles, siege weaponry, rocket launchers, Domain Expansion, Zabaniya: Delusional Heartbeat, The Ruler |
6 | Ability is a certain win in most circumstances if not explicitly countered or avoided. Can and likely will instantly kill or induce some other decisive victory condition. May make the user virtually immortal if used defensively, or provide extreme resistance to several different abilities. While still avoidable, doing so is almost impossible under equal conditions or without a direct counter. | High | Armored tank/attack helicopter (or other such vehicles), Mystic Eyes of Death Perception, God Hand |
7 | Ability is essentially a certain win that is virtually impossible to avoid outside of niche circumstances or technicalities, such as being an invalid target or out of range. Should almost always result in an easy victory when used and not outright countered. Defensive use may make the user practically invulnerable to a wide variety of abilities. Should still have some exploitable if minor weakness or similar limitation, though this would not inhibit its usefulness in any significant way. | High | Large scale non-nuclear explosives, carpet bombings, nerve gas and biological warfare, Gae Bolg, Dynakinesis, Megidoladyne |
8 | Ability is not only a guaranteed win but outright overkill in most circumstances. Should be able to instantly deal with several opponents of the same level with minimal effort or danger to oneself in the absence of a direct counter. Such abilities could make the user practically untouchable, whether they're innately defensive or not. If any weaknesses exist, they're massively outweighed by the ability's other advantages. | Very High (Gesture/Action based) | Nukes and similar weapons of mass destruction. Deathsongs, Chaos Meister, Accelerator |
9 | Ability is singlehandedly a surefire win if not actively dealt with by opposition. Generally impossible to avoid and must be otherwise countered, or better yet prevented. May be borderline passive and/or retroactive. Defensively, the ability may completely negate damage, negative effects, or other such tactical setbacks. Usually has few if any inherent weaknesses, but none that hinder its practicality beyond the user's innate competence. | Very High (Thought based) | Dichroic Mirror, All Fiction, Authority of Vainglory, The World (Anima) |
10 | As above, but no longer relies on the user's competence. Produces instant win conditions for the user with no effort whatsoever. Resistance is the only counter to an ability of this level. | Godly | The Almighty, Instant Death, Gold Experience Requiem |
Character Template:
Name: (Character's name, titles, and/or aliases)
Appearance: (Give a brief description of your character's appearance and/or use an image.)
Race: (Humans start with 100 divinity, 1 extra character and 1 extra power. Gods start with 300 divinity and a free starting domain. Demons start with 200 divinity, a free starting domain, and the Chaos Form ability which allows them to shapeshift on a molecular level and freely reassign EP once per page. Divinity cannot be altered with this ability. Finally, custom races start with 400 extra EP.)
Backstory: (Include your origins, such as a living human on Earth or one from the afterlife, a forgotten primordial god or a newly created one, etc. If you wish to include an age it can go here as well. Feel free to get creative, and go as long or as short as you like.)
Characters: (List your chosen characters here.)
Powers: (List your chosen powers here.)
Divinity: (Current level of Divinity.)
Domains: (Any held Domains and their levels.)
Current EP: (Current unspent EP.)
Spent EP: (Total spent EP. Include exactly what it was spent on.)
Once your character is accepted, please list them here.
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