Titan: The Inexorable/Chapter 3
Titan: the Inexorable is a game about divine wrath and hubris, and exploring the stories that come with powerful people. This chapter helps you through creating a god, as well as explaining some of the incredible powers that true gods possess.
- 1 Character Creation
- 1.1 Step One: Character Concept
- 1.2 Step Two: Attributes
- 1.3 Step Three: Skills
- 1.4 Step Four: Specialties
- 1.5 Step Five: Add Titan Template
- 1.6 Step Six: Select Merits
- 1.7 Step Seven: Determine Advantages
With the Storyteller System, we can define a character of almost any stripe, starting with a basic concept and refining abstract traits into concrete mechanical pieces. Once the character's been fleshed out, we can tell their story as a Titan.
Step One: Character Concept
This is the earliest, most basic part of the character creation process, and without it, nothing else after really works. What kind of life did she have before her power asserted itself? How does she approach her divinity? The specifics of your character don't need to be decided on yet, and you can change anything you feel isn't working as you go. You'll want a character who's uniquely yours, but you should try to make it fit with the group in some way if you're playing in a group. That doesn't mean they have to get along, and many interesting stories can come out of inter-Titan argument.
Having a concept in mind when you begin can help when you're applying the statistics to your character, including acting as a guide for what kind of Attributes, Skills or Merits they might possess.
Next, choose three Aspirations, including one or two related to the character's divinity. Does she enjoy growing her cult? Is there another Titan with whom she quarrels? Does she have an old enemy that needs taking care of? Conversely, you should also choose an Aspiration relating to your character's humanity. Does she still have a family to care for? Is she running a business? Aspirations help to define your character better. They offer Beats for character advancement, obviously, but they more importantly define what is important to your character, and the kind of stories you and your Storyteller should be telling about her.
Step Two: Attributes
Next, you'll want to pick your attributes. These are the basic talent of your character, be they fit, fast, imposing or ingenious. Prioritize your Physical, Mental and Social Attributes in any order you would like. Assign a total of 5 dots to your primary, 4 dots to your secondary, and 3 dots to your tertiary Attributes, in any arrangement you choose. You start with one free dot in each Attribute, and you are limited to 4 additional dots on top of the free first dot, for a total of 5 dots (world-class ability).
Step Three: Skills
Skills represent your character's knowledge and training in any given field, as opposed to the innate talent of Attributes. In this step, you order your Physical, Mental and Social skills like you did your Attributes. You don't need to order them the same way as your Attributes, and can set them entirely differently. Your Skills get 11, 7 and 4 dots respectively, and you don't get any free dots in Skills.
Step Four: Specialties
In this step, you assign a total 3 Specialties to any Skills you have dots in. When using that skill for that Specialty, you get an extra die in your dice pool. You cannot select the use of supernatural powers as a specialty unless otherwise noted, and the Specialty should be broad enough that it doesn't feel contrived, but narrow enough that it's not going to be always useful. You can assign multiple Specialties to a single Skill, but each Specialty only applies to use with the skill to which it is given.
Step Five: Add Titan Template
Now that you've defined your character as a person, you must define them as a god.
The inner essence of a Titan, her Pneuma determines the powers she is best able to learn, as well as offering an insight into how her Cult may be structured. The Pneuma is the part of the Titan's soul that is truly divine (though some may say that the mortal soul is the part, and the Pneuma is the whole). Each Pneuma has a set of favored Erga, as well as a Curse, born of the innate flaws and mystic perfection of the Titan's soul.
Consorts are Titans of immeasurable emotion. While most commonly sterotyped as gods of sex and lust, they can embody any emotion imaginable, from primal lust to bestial wrath to pure bliss. Consorts' Curse of Myrrha drives them to pettiness and insecurity.
Cosmoi are Titans whose souls reach out to the ephemeral forces of the universe. Time, space, fate and truth are the domain of the Cosmoi. Cosmoi are burdened with the incredible sight they have, the paralyzing Curse of Chronos.
Demiurges are Titans closely attuned with the material world, being able to shape living and non-living matter like sculptor's clay. The Curse of Pompeii causes them to explode with rage.
Mimar are Titans who walk among secrets and mysteries as a hunter walks among the trees, using knowledge and ignorance to control others. They are beset on all sides by the Curse of Foreknowledge, calling betrayal upon them.
Sturmaz are Titans of chaos, disaster, and the elements at their most untamed. They are storms and fire and wild beast, but also growth and life-giving rain. Their raw power takes the form of the Curse of Rage.
Once the cultural group to which a given Titan belonged, Pantheons have expanded in the modern age with global communication. Now, many are much more culturally diverse and ideologically focused.
Asuras were originally the gods of India, this Pantheon believe that their time as masters of the world has simply passed, and that it is now the duty of Titan-kind to help mortals achieve their level. They are the most accepting of supernatural beings, and many feel that the development of supernatural powers is necessary for mortals to reach their potential.
Jötnar are highly deterministic, and believe that the world of mortals will end in battle with Titans, who will claim victory over mankind. Most are content to wait until they are ready, but some have been trying to bring Ragnarök closer.
Ouranoi are domineering and desire power, seeing their rightful place as rulers over mortals. Most are content to find places of power in their society as politicians, crime lords and executives, but some favor a more violent revolution.
Sutekhites are descended from a cult of Egyptian Titans who believe that Titans exist as agents of Order through Chaos. In theory, they cause destruction and foment revolutions in order to create a more ordered society, but some of their members get too caught up in the methods to remember the goals.
Nephilim believe that Titans are the descendants of the angels and mortals in the Bible, and their state of hiding was punishment for the transgressions of both. Many seek to "return" to Heaven somehow, while many others would rather live as hedonists on Earth.
Agnostics are Titans who, for one reason or another, don't buy in to Titan society. Some Are tired of the power struggles and proxy wars, others would rather just live mortal lives. That doesn't pan out, though, and an unaligned god looks like a chess piece to others.
|4||5||2B||2||Several City Block|
|7||7||4B||3||Half a City|
|9||9||6B||5||US State, European Nation|
The measure of your divine power and your Supernatural Tolerance. The higher it rises, the more potent your abilities. As Theotis increases, it grants the Titan extra Willpower. When using Erga, you can choose to spend Theotis to increase its power. This doesn't reduce your Theotis rating for prerequisites, but it does for the purposes of dice pools, your Countenance and Eye of God, and your Attribute and Skill maxima. If your Theotis falls to where one of your Attributes or Skills is too high, the excess dots are suppressed and unusable until your Theotis returns to a sufficient level. You regain 1 Theotis per week.
A god means little without worshipers, and so Titans have a natural ability to attract a cult. Despite what many would assume, these cults rarely take the form most people think of. There are certainly a few religious weirdos worshiping a guy with a robe and a funny hat, but still more are paramilitary organizations terrorizing third-world countries, powerful rings of conspiring executives, domestic terrorists bombing clinics, or even just an impossibly controlling homeowner's association. A Cult is a Titan's hand in the mortal world when acting directly would be too dangerous, or when secrecy would be required. Most Titans start off trying to take care of their Cults, acting as warden and leader, but it all-too-often ends with a cults of expendable dupes run by a mad god-king. Some would say it's inevitable.
In addition to the obvious benefits of having a cult at your beck and call, Cults offer mystic support, helping with rituals and offering energy in the form of worship.
While a Cult is a tool for a god, a Touchstone is a Titan's connection to her humanity. Unlike the Cult, Titans don't naturally attract Touchstones. In fact, the idea of a Touchstone didn't enter into Titan society until long after mortals took over, when hiding and blending in among humans became important. Touchstones are people with whom the Titan has a connection, one that humbles them or helps them stay in touch with what remains human in them.
Erga are the miracles that flow naturally from the Titan's divine dominion over the world. While certain Erga come more easily to Titans of a particular Pneuma, a Titan can learn any given Ergo. Erga are broken up into three parts: Mastery, Mystiko, and Thauma. Masteries are relatively subtle, allowing the Titan to perform incredible, but not obviously supernatural, feats of mastery. Mystika are visibly supernatural, allowing the Titan to do things that are beyond all but the most advanced mortal sciences. Thaumata are incredible miracles, shows of power that not even other supernatural beings can hope to match. Titans begin play with two Masteries, one of which must be from their favored Erga.
Rituals also use the divinity of the Titan's essence, but they are learned and developed. While they may take more effort to pull off, they are harder to counter, easier to control, and can perform almost any effect, instead of the prescribed effects of Erga. Rituals are based on specific Erga (Usually one, but some more complex ones require two or more) with similarly-themed effects, and are rated in dots from 1 to 5, and a given Ritual requires the initiating Titan to not only know the Ritual they are performing, but they also need to meet certain skill prerequisites and have a Theotis equal to or greater than the rating of the Ritual. A Titan begins play with a single 1-dot Ritual based off of one of her Erga.
The Titan's replacement of Integrity, this measures how well you have reconciled divine power with a mortal mindset, and starts at 7. You can choose to give away up to 2 dots of Sophia at character creation for 1 extra Experience apiece, to represent a past experience that caused personal growth for you, but made you more detached from mortal life.
General Template Traits
You gain a bonus dot in a Power Attribute (Intelligence, Strength or Presence) based on their Pneuma. This dot is not counted for Attribute limits (so a starting Sturmaz Titan with Strength 5 could apply this extra dot for Strength 6). Titans are naturally forceful, sometimes on a superhuman level. If you are in a state where your attributes are simplified down to Power/Finesse/Resistance (for example, in a dream), then the extra dot is added to your Power, even if the Attribute you chose is not the one that is presently being used for your Power.
You can detect, and be detected in turn, by other divinities. Depending on the target's Theotis level (or other Supernatural Tolerance, for other “gods”), you may be able to detect them from a broad distance. You can stifle this radiance reflexively, but it comes out in full force if you activate a Work or Miracle. Supernatural attempts to penetrate your hiding of the Countenance require a Clash of Wills vs. your Sophia + Composure.
Font of Life
Titans downgrade all aggravated damage to Lethal, except from explicitly supernatural sources, and heal damage each turn as determined by their Theotis rating. Titans do not benefit from this healing while hiding their Countenance. Additionally, when they are killed by anything but another god, and their body is still intact (at least 10% of it is still solid and recognizable as remains), they lose 1 Theotis dot, and return in a time determined by their new Theotis rating. They can't return unless they have at least 1 Theotis.
Eye of God
An extension of your Glorious Countenance, you can inflict terror or awe on others. Other Gods and their Champions are immune to this effect. By rolling Theotis + Presence, you can inflict the Awed or Cowed condition on any targets who can see or hear you, who may resist with Resolve + Supernatural Tolerance.
Command Lesser Gods
While other, lesser deities have no obligation to serve you, can still attempt to command some of them. Roll Theotis vs. an ephemeral creature's Rank. If you win, the creature will grudgingly follow a single command you give it for the scene. It can and will ignore the command if it goes against its nature, or is otherwise directly harmful to it, and you still need to be able to see and communicate with the target.
Step Six: Select Merits
At this point, you choose your Titan's Merits. A starting Titan gets 10 dots of Merits instead of the normal 7 dots, as Titans are a step above most mortals. You may not select supernatural merits, and your status as Titan may grant you access to special merits unavailable to Mortals. You may spend Merits Points at character creation for up to 2 extra dots of Theotis, at a price of 3 Merit Points per Theotis dot. These extra dots of Theotis represent an innately heightened connection to your divinity.
Step Seven: Determine Advantages
- Willpower: Resolve + Composure + bonus from Theotis
- Sophia: 7
- Size: 5
- Health: Size + Stamina
- Speed: Size + Strength + Dexterity
- Defense: The lower of Dexterity or Wits, + Athletics
- Initiative: Dexterity + Composure