Adam

The Gods II

Power List - Celestial Spirits

by Scott Martin

Last updated 12/25/97

Creator

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Introduction and How to Join the Game

Quick Summary Rules

The Complete Rules

The Power Lists

Current Game Info

The first table describes powers available to all celestial spirits.

The next twelve tables contain the powers of the individual celestial personas.

Archivist
Artificer
Assassin
Cup-bearer
Demon Slayer
Half-demon
Hero
Nature Spirit
Soul Guide
Traveler
Trickster
Warrior

Creative players are free to design a new celestial persona for their character, but it must be OK'd by the gamemaster.


Common Celestial Spirit Powers

Description: These powers and mana sources are available to all celestial spirits. These powers may never be placed into an artifact, they are available only to celestial spirits.

Personal Powers Creation Powers History Power
Service Contract (Nv): You enter the service of target god. That god may give mana to you without paying the toll. Lasts until you use this power to join the service of another god. Your service contract is public knowledge and must be recorded in the records of the Hall of Doom before it comes into effect. [1]
Divine Channel (Nv): Target god loans you one first to fourth level creation or history power from a sphere list (not a generic list). The god must write down the full description of the borrowed power on a sheet of paper and give it to you. You may then use that power as if it were your own (you must still pay the normal mana cost for every use). Any powers that affect pantheons on Earth will be done in the name of the god from whom the power came. The target god may not use the power himself until you return the sheet of paper to him, which returns the power to him and cancels the effects of this power. The target god may also demand his power back at any time by telling a referee to get it back from you. You may have any number of such borrowed power at one time. If the target god is obliterated, the borrowed power immediately goes away. [1 / 2 if borrowed power is third or fourth level]
Witness Divine Oath (Nv): An oath made by the target god or celestial spirit in your presence is recorded as a divine oath. Record the oath in the Hall of Doom (or have a referee do it). If the target ever breaks the divine oath, she will lose 5 mana. Once the divine oath is broken it is gone and has no further effect; the target cannot break the same oath twice (though it is possible to swear the same oath again). This power may be used on the target simultaneously by many casters in order to strengthen the effects of the oath. [3 / 2 if you are in the Hall of Doom]
none none

Archivist

Description: One of the record-keepers of Heaven, an Archivist has access to knowledge that even the gods may not know. This can be a good persona for players who just like to watch, but can also be a powerful persona for players who wish to play a game of intrigue.

Personal Powers Creation Powers History Power
Record History (X): Keep a record of what occurs during the game sessions in Heaven or on Earth. During the transition phases, write this up in the form of a "historical document" and present it to the gamemasters. The history will be made available to all players. For each page of history, you will be told two of the personal goals of gods or celestial spirits, chosen at random; the gamemasters may tell you extra goals if the history is of particularly good quality. [0]
Consult the Archives (X): Discover one personal goal, chosen at random, of any character you name. Ask a gamemaster for the information. [1]
Discover Obscure Precedent (Pm): Only usable during a Great Council meeting and only if the leader of the Council invites you to speak on a specific proposed law. You may relate a historical precedent that bears on the issue. You may cast two votes on that specific law during this Council session. [2]
Witness Divine Oath (Nv): An oath made by the target god or celestial spirit in your presence is recorded as a divine oath. Record the oath in the Hall of Doom (or have a referee do it). If the target ever breaks the divine oath, she will lose 5 mana. Once the divine oath is broken it is gone and has no further effect; the target cannot break the same oath twice (though it is possible to swear the same oath again). This power may be used on the target simultaneously by many casters in order to strengthen the effects of the oath. [1]
none none

Artificer

Description: A master artisan, an Artificer has the ability to make divine artifacts but will have to have the patronage of a god in order to gain access to a Craft Hall.

Personal Powers Creation Powers History Power
Make Minor Divine Artifact (X): Make an artifact. You may imbed any artifact power (those marked with an A) or any 1st-3rd level sphere power. Imbedded powers must be those which could be cast by you or your assistants. Assistants are any gods who spend the entire casting time with you in the Craft Hall. Requires 5 minutes in a Craft Hall for each two levels of power being imbedded (rounded up). After completion, you are the possessor of the artifact. [1 + 2x cost of imbedded powers]
Unique Power #1 (A): Choose any 1st 3rd level sphere power from a sphere that has one or more cards in the sphere pool at the time you make your character. You may not use this power yourself, but may embed it into artifacts. [same as cost of original power]
Unique Power #2 (A): Choose any 1st 3rd level sphere power from a sphere that has one or more cards in the sphere pool at the time you make your character. You may not use this power yourself, but may embed it into artifacts. [same as cost of original power]
none none

Assassin

Description: An Assassin is the master of the sneak attack. However, his powers can require much mana and he has no actual offensive combat powers of his own. He will thus normally have to operate with mana and other assistance provided by a god.

Personal Powers Creation Powers History Power
Hidden Attack (Ns): May be used immediately before declaring a sneak attack. When you declare the sneak attack, no other character may step forward to defend your target. May not be used if you have cast Disguise Attack. [4]
Disguise Attack (Ns): May be used immediately before declaring a sneak attack. Because of your disguise, witnesses are not sure exactly who you are. They may act in any fashion later, assuming you were the attacker, but the gamemasters and/or referees will not agree if the Judge of Heaven declares you an outlaw because of this attack. May not be used if you have cast Hidden Attack. [3]
Surprise Attack (C): Use only during the first round of combat. After this round, your opponent may use no further combat powers. [7]
none none

Cup-bearer

Description: Cup-bearers are the food servers of Heaven. Their powers will rarely affect the actual plot of the game. This celestial spirit persona is ideal for a player who wants a "low-impact" character.

Personal Powers Creation Powers History Power
Provide Food (Ns): You may carry food or drink out of the Hall of Feasts and bring it to players in other locales. Any character who accepts food from you may never attack you for the remainder of the game. You may, in addition, require other favors from your "customers" in exchange for your service. [0]
Declare Strike (X): This power can be used to punish people who are rude to a Cup-bearer. Give the name of a god to a referee. All service contracts between that god and any celestial spirits are cancelled. The referee will erase the service contract from the Hall of Doom records and inform all affected celestial spirits of the new situation. No celestial spirits may cast Service Contract or Divine Channel on the god for the remainder of the game session. [3]
none none

Demon-slayer

Description: Demon-slayers are celestial spirits who have devoted their existence to the hunting and destruction of demons.

Personal Powers Creation Powers History Power
Exploit Weaknesses (C): You gain 1 extra trick and 1 extra block. If your opponent is a demon you gain an additional extra trick and block. [2]
Penetrate Demonic Mask (Ns): You may attack a demon using the Disguise power. [1]
Torture Demon (Cs): May only be used after defeating a demon in combat. The demon does not have the option to surrender. Instead you may choose any of the following outcomes: 1) Kill the demon and send him to the Void as normal. 2) Name any one locale in Heaven other than the Void; the demon may not enter that locale for the remainder of the era. (This may not be used to trap the demon in one locale by blocking all exits.) 3) Name any one character in Heaven; the demon may not talk to, attack, or use powers on that character for the remainder of the era. 4) Force the demon to discard 5 mana or half of his mana, whichever is greater. [2]
none none

Half-demon

Description: A Half-demon is the product of the union of a demon with a god or celestial spirit. Though officially considered a celestial spirit, a Half-demon also has access to demonic powers.

Personal Powers Creation Powers History Power
Demonic Transformation (Ns): Transform yourself into a demon. For the next 30 minutes you may use all of the powers of a demon with the following two exceptions: you do not have a power which grants gifts; you will not have the two random powers until you go to the Void to pick them up. During this time, you still have access to your normal celestial spirit powers, but are considered a demon for the purposes of other powers that specifically target demons. At the end of the 30 minute period you return to normal. Give the two random demon powers to a referee who will return them to the Void. Any demonic control or other lasting demon-affecting powers which were still on you are cancelled. Your objectives always remain those of a celestial spirit. [1]
Demonic Blood (X): No demon can attack you in combat, though you can attack them. This power is always on. [0]
none none

Hero

Description: Heroes are either the children of gods and mortals or mortal beings who have somehow been granted divine status. As such, they are one of the few celestial spirits to have any powers to affect the Earth.

Personal Powers Creation Powers History Power
Heroism (C): Gain 1 extra trick in combat. [1]
Monster Slayer (C): Use only when "fighting" the Guardian Beasts. Gain 4 extra tricks for this purpose. [1]
none Earthly Incarnation (X): You descend to Earth to lead target mortal race to glory. Spend the next 15 minutes standing by the Earth map; during this time you are considered to be on Earth and may thus not talk, fight, or otherwise interact with gods in Heaven. The target race gains one of the following benefits (your choice): 1) Age of Plenty: Target race has population growth 100% greater than normal at the beginning of the next century. 2) Age of Conquest: While you are on Earth target race gains +2 Aggression and +4 Military. 3) Age of Enlightenment: While you are on Earth target race can be taught any new knowledge for 10% less than the normal cost. 4) Age of Faith: Target race's effective population is 50% greater than normal when calculating mana at the end of this century. [3]

Nature Spirit

Description: A denizen of the Primeval Wilds, a Nature Spirit has power there. Nature spirits also protect the wilderness of Earth with their creation powers.

Personal Powers Creation Powers History Power
Soothe Guardian Beast (Ns): You are not attacked by the Guardian Beast. [0]
Primeval Home (C): May only be used in the Primeval Wilds. Your opponent may not use tricks or blocks for the remainder of the combat. [2]
Will o' Wisp (La): For the next 30 minutes characters may not leave the Primeval Wilds without fighting the Guardian Beasts (use the same rules as for entering the Wilds). [1]
Create Primeval Lands (Fp): Add Primeval Land feature to any square. That square may only be inhabited by primitive races. Races which know Agriculture cannot enter it or live within. [1] none

Soul Guide

Description: Soul Guides usher the spirits of the dead into the afterlife. They have powers which effect dead gods and also modify any powers which kill mortals.

Personal Powers Creation Powers History Power
Enter the Underworld (N): Target character who is not dead may enter the Underworld. [1 / 0 if cast on self]
Medium (Ns): You may speak with any dead characters. This power does not give those characters the ability to speak with others, but you may pass messages from the dead to the living. [0]
Release Loved One (Nv): Only usable if a living god or celestial spirit enters the Underworld and agrees to take the place of a dead god or celestial spirit. The dead character returns to life and must leave the Underworld. The living character immediately dies. [3]
Influx of Souls (G): Target god or celestial spirit gains a gift which he may use at any time. The gift is: "(X) Use only when you employ a history power that kills mortal populations. You will receive a 'rebate' of 0.2 mana for every population unit killed, though this rebate may not exceed 25% of the cost of the power. Only population units killed by the immediate effects of the power are counted; deaths from long-term effects do not apply." [1]
none none

Traveler

Description: Travelers are celestial spirits who can pass anywhere. They can serve the gods as messengers or as spies and infiltrators.

Personal Powers Creation Powers History Power
Soothe Guardian Beast (Ns): You are not attacked by the Guardian Beast. [1]
Enter the Abyss (Ns): You enter the Underworld while still alive. [1]
Void Paths (Ns/N): You cease to be lost in the Void and may leave. For an additional 3 mana you may take one other character with you. [1]
Flee (C): At the end of this round, you disengage from combat. [2]
Guest (Ns): You may enter any demesne even without invitation. For the next five minutes you may not invite anyone else into that demesne. [1]
none none

Trickster

Description: The mischief-maker of Heaven, a Trickster has no combat powers but can still be a god's worst enemy.

Personal Powers Creation Powers History Power
Steal Artifact (N): May only be used if you spend three minutes in the company of a character (actually interacting with him). Take one artifact of your choice from the character. The target must act as if he doesn't know the artifact is missing until one minute later or you have left the locale, whichever is soonest. [10]
Bad Luck (G): Target character gains a gift which he must use whenever he begins the second round of a combat. Though target may have multiple Bad Luck gifts he must use only one in each separate combat. The gift is: "(C) Your opponent gains one extra trick." [1]
Escape (C): You disengage from combat at the end of the round. However, if you have any artifacts in your possession, you must drop one (of your choice). [1]
none none

Warrior

Description: Guardians, bodyguards, or hired muscle, Warriors are the combat machines of Heaven.

Personal Powers Creation Powers History Power
Warrior's Defense (C): Gain 2 extra blocks in combat. [1]
Warrior's Offense (C): Gain 2 extra tricks in combat. [1]
Ultimate Warrior (C): Gain 2 extra blocks and 2 extra tricks in combat. [3]
none none