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OSR: Random God Generator

  • seeroftheabyss
  • 3 hours ago
  • 12 min read

God


Number Appearing: 1

Alignment: Any

Languages: All Languages

Treasure: Depends on the God, but it's all very powerful and expensive (Referees, feel free to go nuts)


DT X, see below

SHP Y, see below

Atk Z, see below

Mor 14

Saves (DT) or less


Damage Threshold [X]: All Gods have a Damage Threshold. They only take damage from sources if the amount of damage equals or exceeds their Damage Threshold. If a source of damage cannot equal or exceed the Threshold, instead ignore it, as if it did no damage.


Super Hit Points: All Gods have a number of Super Hit Points equal to their Damage Threshold. Each time the Damage Threshold is equaled or exceeded, the God loses 1 SHP. When the amount of SHP equals 0, the God is killed.


Divine Immortality: All Gods are immortal. They are immune to save-or-die effects and do not suffer the effects of aging. They also cannot be aged magically. Unless they are killed according to their Specific Death Condition, they return to life in 1d6+1 days.


Flight: All Gods have a flying speed equal to their walking speed. They can also hover.


Portals: 1/Day, a God may open a portal to anywhere on this Plane or a portal another Plane of Existence.


Domains: All God have the ability to control anything they have as one of their Domains as per a Free-Form Wizard. The bonus they add to this is equal to +5. For example, a Fire God can control Fire, a God of Time can slow or stop Time, etc.


Magic Resistance: Gods naturally resist the powers of magic. Gods have Magic Resistance equal to X-in-10, or X% (Ex: 60% = 6-in-10). If targeted with a magical effect, roll 1d10. If the God rolls equal to or under the number of his Resistance, the magical effect passes over him without harming him and instead targets the nearest available target.


Divine Vision: All Gods have permanent Sight Beyond Sight. They can see through illusions, see invisible things and see the true nature of all things they look at.


Shapeshifting: All Gods can change their forms into anything they desire. Gods keep all their abilities when they change forms, unless their current form would make it impossible for them to do so. For example, a God cannot carry equipment if the form they take has no hands or appendages capable of grasping things. Otherwise, their stats remain the same.


Tactics:

- Don't take your enemies seriously unless they are Gods or as strong as

- Play with your opponents, give them a chance to surrender

- If they actually hurt you, annihilate them

To customize a Deity, roll on the tables below:


How strong is the God?


1d6

1- Local God. This Deity is very unimpressive (for a God), barely distinguishable from a local Spirit. He has a DT of and SHP equal to 10. He has 1 Domain. He has a 10% of possessing a Divine Word. This God has 40% Magic Resistance. He makes 2 1d8+4 Attacks in combat.

2- Lesser God. This Deity is very small, but is important enough that people feel the need to treat it with a little respect. He has a DT of and SHP equal to 11. He has 2 Domains. He has a 20% of possessing a Divine Word. This God has 50% Magic Resistance. He makes 3 1d8+4 Attacks in combat.


3- Regional God. This Deity is powerful enough that the people in one region or province feel him worthy of worship, even if they don't live near him. He has a DT of and SHP equal to 12. He has 3 Domains. He has a 30% of possessing a Divine Word. This God has 60% Magic Resistance. He makes 2 1d8+5 Attacks in combat.


4- National God. This God is important enough to rule over his own nation and be honored by everyone within it. He has a DT of and SHP equal to 13. He has 1d4+1 Domains. He has a 40% of possessing a Divine Word. This God has 70% Magic Resistance. He makes 2 1d10+4 Attacks in combat.


5- Imperial God. This God is powerful enough that he is worshiped by multiple nations. He has a DT of and SHP equal to 14. He has 1d4+2 Domains. He has a 50% of possessing a Divine Word. This God has 80% Magic Resistance. He makes 2 1d10+5 Attacks in combat.


6- Global God. This God is powerful enough that he is worshiped by creatures all over the world. He is among the most important beings on the plane/planet. He has a DT of and SHP equal to 15. He has 1d6+2 Domains. He has a 80% of possessing a Divine Word. This God has 90% Magic Resistance. He makes 3 1d10+6 Attacks in combat.


What is his Alignment?


1d4

1- Good. The God serves the Eternal Good, Life and Being itself. It regards anything that does not align with Good as disgusting and reprehensible and seeks it's reform or destruction.

2- Law. The God serves Law and Order. It regards anything not aligned with Order in need of correction or removal.

3- Chaos. The God serves Chaos. It regards all restrictions and limitations as oppressive and seeks to smash them, to bring freedom and liberation.

4- Evil. The God seeks to destroy everything Good and Right, or perhaps it is merely so selfish it wouldn't care if the entire universe disappeared, as long as it achieved it's goals.


What is he a God of?


1d50

1- Fire

2- Water

3- Pregnancy and Childbirth

4- Time

5- Light

6- The Sky

7- Darkness

8- War

9- Wine

10- Violence

11- Murder

12- Secrets and Conspiracies

13- Words, Language, and/or Books

14- Money

15- Nationalism/Patriotism

16- Fatherhood

17- Motherhood

18- Hunting

19- Agriculture

20- Death and Decay

21- Art and Music

22- Wisdom

23- Nature

24- Love and Pleasure

25- Doors and Choices

26- Dreams

27- The Harvest

28- Summer

29- Spring

30- Fall

31- Winter

32- Thieves

33- Hearth and Household

34- Marriage

35- Slavery

36- Liberation

37- Wizards

38- Beggars, the Poor and the Impoverished

39- Kings and Aristocrats

40- Wind

41- The Sea

42- The Underworld

43- The Sun

44- Life

45- Chaos

46- Law

47- Madness

48- Weather

49- Earth

50- Vengeance


What Divine Word does he possess, if any?


Roll here.


How smart is the God?


1d6

1- Subnormal. The God is quite stupid, knows little, and understands even less.

2- Normal. The God is only possessing of average intelligence, and relies on its priests to make decisions wisely.

3- Cunning. The God is not a world-class intellect, but its not stupid either.

4- Smart. The God is quite intelligent, and able to hold conversations on a wide variety of subjects.

5- Genius. The God is as intelligent as one would expect a God to be.

6- Super Intelligent. This God has all the knowledge and wisdom you would expect a mighty God would have.


How much of the future can the God see?


1d4

1- Almost nothing. The God has the same level of Foresight as a weak mortal mage. He will deny this fact, however and mask all predictions in flowery language.

2- Glimpses. The God gets glimpses of the future, but they are often vague, poetic and unhelpful.

3- Through a clouded glass. The God can see into the future, but there are areas that are hidden from it which it cannot pierce.

4- Much of it. The God is very good at seeing the future and can easily sort between possible outcomes.

What are his relationships to other Gods?


1d6

1- Isolationist. The God does not tolerate any invasion of his territory, and zealously defends it. But anyone outside that is beneath his notice.

2- Suspicious. The God maintains relationships with a few lesser beings, but keeps all Deities, greater and lesser, at a distance.

3- Tolerant. The God will permit other Gods to enter his territory, provided they do no harm to his possessions nor infringe upon his privileges.

4- Hostile. The God does not like his neighbors and has a particular enmity against one in particular. The one he doesn't like is his chief rival.

5-6- The God is part of a Pantheon, composed of 1d4 [1= 1d6+2 Lesser Spirits; 2= 1d4+1 Demigods or lesser Gods; 3= 1d3+1 Gods of equal or greater Power.] If the strongest, the God has a 70% of being the Chief God of the Pantheon. If the most intelligent, the God has a 40% of being the Chief God.


How does the God feel about his worshipers?


1d6

1- Loving. The God cares for his people like they were his children, and is a gentle master. Requires nothing from his people besides the deference due his position and allows three services to operate out of the temple.

2- Desirous. The God likes mortal companionship, but isn't willing to sacrifice much for them. Demands one offering, but allows for two services to operate out of the temple.

3- Indifferent. The God requires nothing, and his priests offer 1d3 services. The God is uncaring.

4- Mediatorial. The God is not always happy with the populace, and often rebukes them for their lack of holiness. Requires two offerings, and only allows the Temple to house one service.

5- Adversarial. The God is almost never happy with the populace, and regularly demands much from them. The God demands three offerings, and does not allow its priests to offer any additional services.

6- Hateful. Something is wrong with this God. It has come to actively resent its people, its city, and the World. It has been sealed in its Temple, and all are forbidden to enter. Those who disobey this edict usually do not survive to be charged by the authorities.


What does the God demand of his worshipers?


1d20

1- Oaths. All Residents of the City must come to the Temple and swear an Oath in the presence of the Priests. All Natural-born Citizens must do this when they come of Age (15 for the Races of Man). To be counted as a Resident, you must have lived in the City for a year or more, or plan to do so. This oath must be retaken annually.

2- Food Sacrifice. The God is hungry, and demands that people bring it fine foods, so he may taste them. The Priests keep a list of the God's favorite recipes.

3- Wine. The God is a very thirsty God, and demands large amounts of wine from his people. The God has never actually gotten drunk off this, a topic of much humor for the populace, and a constant source of anxiety for the priests.

4- Tithes. Money. Depending on how the God feels about the population, this can range from 5-50%.

5- Relics associated with the God. Anything touched by the God's power is his, by the God's own logic. And so the populace bring large amounts of mundane objects before the priests, who inspect them to see if they are actually sacred, or merely lucky.

6- Prayers. The God expects regular prayer from all worshipers.

7- Hymns. The Temple is constantly full of songs praising the God.

8- Gossip. The God expects to be updated on all of the most salacious and juicy rumors being circulated in the parlors of its city.

9- Stories. The God demands stories, so he is constantly in the company of Poets and Troubadours, who spin their greatest yarns for their divine audience.

10- Art. The God wishes to constantly inundated with art-works depicting his magnificence.

11- Respect. The God merely wishes deference from all people, due to his elevated status.

12- Time. The God expects a certain amount of time. This can lead to people volunteering to going to the Temple to meditate, to entire Cities shutting down early, leaving entire days empty on the request of their Divine Patron.

13- Hedonism. The God's entire Temple is a constant party, glorifying the God and his Domains.

14- Mortification. The God demands those who serve him to mortify their flesh, scar themselves and/or scourge themselves.

15- The God demands blood, in the form of animal sacrifice.

16- The God demands blood, in the form of Human sacrifice.

17- The God demands service. All worshipers of the City must come to its Temple and serve for one year, within their life time.

18- The God demands Wives. The God has a taste for the fairer sex. Depending on the God's character, these women might be treated well. They might not. But fear not, only the most beautiful are taken.

19- The God demands Husbands. As above, but only the most talented and hardest working young men are taken.

20- The God demands the Firstborn. All firstborn creatures, whether intelligent or animal, are legally tithed to the God. They are the God's property, and serve at the God's whim. Intelligent creatures given to the God will usually be trained to be priests or holy warriors, while others might become missionaries, sacred prostitutes or spies. Animals will usually be given to the priests, either as food or to be used for some other purpose.


What do his priests do when not serving his God?


1d20

1- Sell Indulgences. The God has forbade certain actions, but for a small fee, the God will permit you to engage in such activity.

2- Sell illict Goods. Certain goods are illegal within the City, unless purchased from the Temple. Then they have been prayed over, and will not incur divine judgemet.

3- Brew Spirits. And for a small fee, you can purchase some.

4- Bless Travelers. These blessings have a 25% of being actually Divine, or merely being pantomime. Even if they aren't real, they still soothe the soul (and the Morale of the Hirelings)

5- Vet Appointees. The Kings needs to be sure his public servants are in good form, and the priesthood is more than willing to do it.

6- Arrange Marriages. The Priests will ensure that your Marriage is more than a contract, but a holy bond between you and your spouse. They will also handle the other aspects of a marriage, for another fee.

7- Perform Charity. The Priests distribute food, care for the sick, and help the needy.

8- Educate people. The Priests operate the only/best school in town, and for a small fee, your child can be educated there.

9- Farming. The priests raise animals or plant crops. This is either done to keep priests humble, feed them or to glorify their God (ex: Harvest Gods love farmers).

10- Lending. For a small fee and your signature, the priests will offer you a large sum of money to spend as you will.

11- Political Advocacy. The Priests aren't afraid to get political. And will spread your message to the people, for a small fee.

12- Offer Sanctuary. Those fleeing the King or the Police can stop here, and receive sanctuary. This is free, though rest assured that the posse will be waiting outside.

13- Adjudicate Disputes. The Priests operate their own divinely appointed Court, which is frequented by all citizens and residents. Can be anything from a religious court, a local civil court, to a parallel legal system.

14- Library. For a small fee, you can peruse the Priest's vast collections of rare manuscripts and ancient books.

15- Information. For a small fee, the Priests will answer any questions about the Gods of the neighboring cities, how they stand in relation to his God, and other things. The Priests may also know a thing or two about the local spirits, especially if their God clashed with the spirit in the past.

16- Censorship Office. Marks all written or artistic works as fit for public consumption or not. May be a toothless committee, or may have the force of law behind it.

17- Religious Police. The Priest's have armed enforcers patrolling the Temple and the City, keeping all morally degenerate behavior behind closed doors.

18- Holy Swords. Many of the Priests are of martial inclination, and they form the iron fist of the city's defenses. They are also available for hire. For a small fee.

19- Temple Assassins. For a large fee, the Priests can arrange for someone to disappear. May or may not be known to the public at large. Even if common knowledge, the priests will deny it.

20- Sacred Prostitutes. Usually female, very sexy, and guilt free. Usable for a small fee. All other prostitution is illegal, or course.


How could you kill this God?


1d4

1- The God can only be slain by a specific type of person. To kill the God, a person must be 1d6 [1= A hero; 2= A king; 3= A kinslayer; 4= Touched by the Dragon-Mother; 5= A man who has accumulated a great hoard of riches; 6= A man who has died and returned to life.]

2- The God can only be killed at certain times. The God is vulnerable 1d4 [1= During a certain time of year; 2= Under a certain celestial event such as a solar eclipse; 3= On certain days of the year; 4= On certain years, such as only on a leap year or years that end in a number divisible by "3".]

3- The God can only be killed by a certain type of weapon. The weapon must be 1d4 [1= Made of a certain type of material such as mistletoe; 2= Created by a certain type of person such as a Giant or Demon; 3= A weapon from a certain location, such as one from the land the God originally ruled; 4= A weapon that was used to do something specific, such as a sword that killed a king or a spear that was used by a hero.]

4- The God can only be killed by a specific type of creature. The Asura can only be killed by 1d10 [1= A Wizard; 2= A Dragon; 3= A Vampire; 4= An Undead; 5= A Construct; 6= A Ghost; 7= A Goblin; 8= An Evil Humanoid (such as an Orc); 9= An intelligent beast; 10= One of the Fair Folk.]


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