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God of War Build

Aug 10th, 2015
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  1. -Monster (Free):
  2. +You are fearsome, strong, and powerful. Quite primal, really
  3. +You are an undisputed ruler of the wild or at least quite the contender
  4. +/-Your new age roll is 1d8+5 decades
  5. -You might be regularly targeted by Heroes to prove themselves
  6. -You don't really fit in anywhere
  7. Mortal men fear you. The gods look down upon you, and Heroes are always eager to kill. But you know what? You're pretty okay with that. You are a being of the wild, a fearsome monster capable of bringing would-be Heroes low and casting doubt in the eyes of those who may seek to eliminate you. Whether you are just that strong or there is something supernatural to you, this world is a killing ground. You've
  8. just gotten really good at it is all.
  9.  
  10.  
  11.  
  12. -Epic Poem (Free): The Greeks very much enjoy their tales and stories, traveler. They were infatuated by stories, and things that could be done to improve them. You have been blessed with such a boon, and now have access to the entirety of the God of War series' soundtrack to play for you in the background!
  13. You may turn this on or off at your leisure.
  14.  
  15. -Scowl of Sparta (Free): There are times where you are angry, or disappointed. Like, INCREDIBLY angry or disappointed. However, in these times your face may be expressing maximum dissatisfaction but you must scowl HARDER. That's why you can have this, on me. When your face does not match the depth of the emotion you are showing, people can get a really good idea of how far you really feel just by looking at you. As a bonus, this will work for you regardless of what form you may be taking at the moment. DISAPPOINTED.
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  29.  
  30.  
  31. Peasant Perks
  32.  
  33. -Deft Hands (100CP): Be quick or be dead... or worse. By choosing this, your hands become rather quick and capable, allowing you to work at an increased speed with no loss of dexterity or ability. You could probably knit a sweater in minutes, or play some amazing sleight of hand tricks! Just be warned, the gods have fragile egos...
  34.  
  35. -Steady Movement (100CP): Inclement weather? Invading armies? You can't be bothered with such things, you're busy! Your hands are tools in of themselves, and the things you carry in them benefit from this mastery. You could keep your aim with a bow while on a rocking ship, or detail a shield in the middle of a storm. Regardless, it might be nice if you DID pay attention to your surroundings
  36.  
  37. -Lack of Materials (400CP): Times are tough in this land. Forces beyond knowing, monsters that roam the lands, and gods who are as petty as they are powerful. With chaos such as this, there are times you may not be able to get everything of what you need. But you've learned to make do. You can get the most out of your materials, using two bars of metal where you might need four, or three
  38. hides when you needed six. Of course, if you DO have all the materials required.
  39.  
  40. -Forge of Souls (600CP): The Realm of Hades is plentiful, rife with dark wonders of the ages due to it being a part of the Earth, the ground responsible for wealth and harvest. But more importantly, it is home to the dead. Rivers such as the Acheron and the Phlegethon flow among the souls sentenced here, and whether the souls went to the Fields of Asphodel, Elysium, or the Fields of Punishment depended on their actions. Whether by accident or design, you have found a correlation between the two and have found a concerning art in refining spiritual energy or wayward souls and spirits into ore and metal. This metal is powerful in its own right, not only greatly increasing abilities related to the soul but may even possess a trait or two from the 'donor'. Be wary, for this is a dangerous art in its own right.
  41.  
  42.  
  43. Spartan Perks
  44. -Fire-Forged Friends (100CP): There is no 'I' in 'army'. There is no 'me' in 'group'. There are only allies and how well they work together. You gain an instinctive knowledge of what your allies can do as you train, as if you had known them your entire life. Maybe that quiet soldier is actually a skilled smith, or that boisterous bragger is a superb archer. Maybe a certain team member reacts differently under pressure than others. You will know soon enough, and to know is to win.
  45.  
  46.  
  47. -=Monster=-
  48.  
  49. -Monstrous Form (Free): Monsters come from many origins, and you are no exception. Whether you were sired, cursed, or just plain changed, this does not change what you are now. You're a beast, a creature of the wild to be respected and feared. You may choose one Earth-native animal to base a hybrid form off of, becoming a creature of danger and fear. You may buy this perk multiple times at a discount to add additional creature templates to the mix.
  50.  
  51. -Monstrous Weapons (100CP) (50% off: Monster): A beast is nothing to scoff at, for a beast can tear mortal men asunder. Is it any wonder the gods would send them to deal with an upstart? By selecting this, you may choose one part of yourself to be primed for combat or add something instead. It can be horns, or sharpened teeth, or claws, or a bladed tail, or anything that could be considered a natural weapon of an animal to be given to you. You may buy this perk multiple times at a discount to either add more 'natural weapons', or to repeatedly improve one you possess to incredible potential.
  52.  
  53. -Forever Untamed (100CP): Though the gods may attempt to direct you on occasion, or mortal men may try to hunt you, one thing remains a constant: You are no one's servant. Your heart is your own, and your instincts have sharpened dramatically to help you in this. Any shelter you take or make, you've learned to hide much easier, while understanding just how to roar to frighten enemies. Of course, if they're still that determined to kill you, your understanding of the bodily weapons you possess will be enough to rend entire groups into dinner should you choose to do so.
  54.  
  55. -Venomous Touch (100CP): A beast of the wild is feared for many things. Their form can be terrifying, their strikes can be powerful, and their senses can be piercing. The fear of a beast, however, can often be reserved for their venom. Whether it is by bite or by claw, your attacks can release a rather potent venom capable of doing terrible things. Upon selecting this, you must choose if the venom will paralyze the victim, whether it will hamper one of their bodily senses, or whether it will kill. You may also choose when to secrete this venom, for whatever purpose you may have in mind. Just beware the enemy doesn't have a strong constitution...
  56.  
  57. -Respect of the Wild (200CP): The land is fierce, and the beasts that roam it are even fiercer. But you are not 'just' a beast. You are a predator. You are one of the elite, and the land knows this fact too well. When wandering in places with an abundance of flora, you will find the other beasts do not attack you unless they are purposefully antagonized, and may even back off with a display of strength. Furthermore, these other animals may be encouraged to assist you with a timely roar or screech, flocking to the master of these lands. They will not understand anything except 'attack' or 'protect', but they will do so with the fervor of serving a ruler.
  58.  
  59. -Respect for the Land (400CP) (50% off: Monster): There is only so far the land will care for you, traveler. Sometimes it is harsh, or the ravages of war have changed it too much. But you would not be the beast you are if you could not adapt, and so you have learned to thrive. When encountering a different biome, you may enact an adaptation within yourself to better survive and prosper in that environment while you are staying there, over the course of a day or two. Provided you could survive initially, you could even adapt to supernatural or actively hostile environments that would scour lesser creatures.
  60.  
  61. -Bloodbath (600CP) (50% off: Monster): They will take NOTHING from you, predator. You have laid low their warriors of old, and instilled terror in the hearts of men. All because you have been able to thrive. The blood of your kills invigorates you, allowing you to gain strength and sustenance by being soaked in it; the more you kill, the longer you can go and the stronger you get. At the same time, the more you slay others the faster your wounds will heal, which could potentially let you chain your kills to keep the benefit up or even increase it further. The world shall tremble, for you shall take the throne of man and eat his people like a wolf among sheep!
  62.  
  63. -Divine Beast (600CP) (50% off: Monster): Your skin is like ten-fold shields. Your teeth are like swords, and your claws are akin to spears. Nothing about you is 'mere', for you have tasted strength and had your fill, if such a limit exists. Your physical prowess is greatly increased, with your form altered for power. Choose one natural element (Fire, Water, Lightning, Ice, Earth, or Wind) for you to embody, your natural attacks able to take on this element while holding a degree of control over it. You may also choose whether your size stays the same or increases up to an additional five meters in size. Your presence heralds something terrifying. Your presence heralds Death.
  64.  
  65. Divine Being
  66.  
  67. -Resplendent Monument (100CP) (Free OR 50% off: Divinity): You cannot be everywhere at once. You could TRY, but that's so much work. There are better ways to let the world know of you. With this, you have gained the ability to manifest marvelous statues of yourself with merely a thought, anywhere from three to fifteen meters tall. Of course, simply manifesting it can be boring... so you also have the option to make them fall from the sky to land where you deem them. Be warned that this cannot be used for offensive purposes at all, and they're as durable as any other statue...
  68.  
  69. -Glorious Repairs (200CP) (50% off: Divinity): The only things that shall be broken around you are the things you wish to be broken. It is an offense to your glory to be met with damaged works, and it is as though the world recognizes this. You may choose to toggle a sort of 'aura' around you, repairing any mundane objects in your presence to their proper state. Naturally, the larger or more complex something is the longer it will take... and supernatural items are much, much more time-intensive. But when you want to wave your hand and watch a trashed room fix itself after a party, you'll be glad you picked this up.
  70.  
  71. -Power of Names (400CP) (50% off: Divinity): Words carry power, and your name is powerful indeed. Should you choose it, you can designate your name with a strong magic, alerting you any time someone dares to speak it aloud. You will also be aware of the sentence your name was used in and the location of this person, allowing you to determine whether it is alright or worthy of your wrath. There was a
  72. reason the names of the gods were spoken in hushed tones... and now, your name will be the same.
  73.  
  74.  
  75. No Origin
  76.  
  77. -Titan's Blood* (500CP): What a curious thing you are, to have become such a thing. One of your ancestors was a Titan, a primordial being of great power and ability that was responsible with shaping the world as it is. You are not full-blooded, but the effects have been prevalent on you nonetheless; your size may be increased up to fifteen meters in height, with your strength as such that you could throw pieces of buildings one-handed at your enemies. You may also choose one Titan you are a descendent from, gaining aesthetic appearance changes similar to them. But more importantly, you may relax yourself and 'commune' with the world and nature around you; by opening your mind to the world you can learn about it and its secrets quite quickly, along with finding what is the largest threat to the balance of nature. You are of the planet, child. It is your birthright to know these things.
  78.  
  79.  
  80. -Beginning of a Legend (Varied): It's quite the world here, and despite what Kratos would lead you to believe he did not get anywhere on his own. You may choose to import companions at a cost of 50CP per companion, up to a total of 200CP for bringing eight companions in. They will be given a background of their choice and 300CP to spend on skills and abilities only.
  81.  
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  83.  
  84. Items
  85.  
  86. -Grapes of Wrath (50CP): Everything is angry! You're angry, your enemies are angry, even your food is angry! Okay not really, but you DO have food. By selecting this, you have an infinite store of grapes. Seedless grapes, wine grapes, dried grapes, it's all there. As a bonus, you can choose to instead have some of these grapes growing on vines in a location of your choice.
  87.  
  88. -With Your Wine (50CP): Of course, the Greeks did not just drink. They ate many things, and among their favorite foods was cheese. You too have such a supply, stockpiles of replenishing cheese of all kinds. Even better, if you introduce a new, non-supernatural cheese to this stockpile it too will begin to replenish! ...really, I thought this was Greece, not France.
  89.  
  90. -Olympian Demesne (50CP): Have you ever wanted to feel like a god? Even for a little while? There's ways, of course. But anyone will tell you that a god has a home. By selecting this, you may aesthetically alter the Warehouse to appear like an impressive palace upon a large mountain, looking down at a lush world. Or maybe you want to make it look charred and broken, with your fortress of iron above lava. The exact details or mythological references desired are yours to decide, but you must remember it is still the Warehouse, not a world. Walls are still walls, as are ceilings.
  91.  
  92. ----Titanic Sanctuary (50CP): Of course... there is always more to do. So many things to design. By purchasing this, you may also choose to partition your warehouse or move attachments to arrangements that befit your purposes. Why have that extra room as a door in the wall when it can have its own building on the mountainside? However, keep in mind this option does not create space; it only partitions it. Be careful with what you do.
  93.  
  94.  
  95. -Helm of the Underworld (100CP) (Free: Spartan): This horned helmet is intimidating, and quite grim in appearance. Of course, the fact that it's tied to the Lord of the Dead would have something to do with it. By donning this helmet, you will find your health and magic reservoirs increased significantly! At the same time, you can also use fire to replenish your magic. Optional burning 'mask' to cover your face.
  96.  
  97. -Conch Shell of the Tides (200CP): The Ruler of Atlantis is quite a powerful entity indeed, and his various artifacts reflect his fluid but strong nature. This conch shell is one such artifact, glowing a sea-blue color from within with seemingly no source of light. But by possessing this unnatural shell you will find your magical and spiritual pools regenerating at asignificantly faster rate than normal while increasing the size of those pools by a large amount. Woe to those who fight the sea.
  98.  
  99. -Coin of the Messenger (100CP) (Free: Monster): This unassuming coin is quite special indeed, a replica of one favored by the Messenger God himself. By carrying this coin on your person, whenever you wound or kill an enemy the amount of blood they spill is increased dramatically! I'm not quite sure where it all comes from, but if you're into that then sure. For abilities that work on Blood Orbs, it increases the amount dropped. What would you need with all that blood, though...?
  100.  
  101. -Eyes of Thunder (100CP): (Free: Divinity): To have statues in your honor is not enough. No. They are mere sculptures that cannot compare to you. But they still carry your visage, and as such they deserve more than that. This device can allow you to see through a statue's eyes as though they were your own, allowing you to notice things beyond your immediate presence. If you focus on one statue, you could even 'puppet' it as a remote body! There is a condition: It must be a statue that was designed in your image, it cannot be any ordinary statue. But of course,you're not an ordinary person.
  102.  
  103.  
  104. -Blade of the Hunt (200CP) (50% off: Monster): Even a monster can recognize the glint of sharpened metal and the dangers it represents. Was it any wonder that they would have eventually used one? This oversized blade was one used by the Lady of the Forests and the Moon, and while it was rumored to have been used to slay a Titan, its true quality is its properties. It improves one's combat skills and senses in the presence of moonlight, and any with magic potential can use it to instead increase their speed and strength for the sake of hunting quarry. Wielding this blade also makes it easier to become the head of a group, your dominance as a hunter as clear as the star-filled night sky.
  105.  
  106. -Dionysus' Stash (200CP): War, war, and death abound. Why should it always have to be about the bad kind of madness? Why not get into the madness of parties and drinks? This secret stash is from the personal stores of Dionysus himself, ensuring that this ageless wine is of the finest quality. Not only will it never fail to make the drinker as intoxicated as they wish, but its quality allows it to taste like any mundane wine ever created... if only to immediately taste better. As a bonus, it can even make the drinker more attractive over time as this magical wine slowly shapes
  107. them with regular consumption!
  108.  
  109. -Claws of the Deathlord (300CP) (50% off: Monster): The Rich One's domain is varied indeed; ranging from the Earth and its minerals to the souls of the fallen. It is little wonder why many believe they go underground when they die... but for those who are squeamish, sometimes you need some motivation to get them moving. These two-claw chain weapons glow a terrible purple and grant a nightmarish power, allowing one to damage the soul as the chains strike flesh for powerful attacks. When the enemy is truly weakened, you can dig the hooks into the enemy to pull their very soul out of their body... whether you absorb it or trap it or let it free is up to you. It can also guide its wearer to strong souls and sources of spiritual energy. It's time to think past the physical.
  110.  
  111. -Gilded Stables (300CP) (50% off: Drop-In): Whether one is a hero or a tyrant, the one thing that remains clear is the relationship between man and animal. Animals assist man in many ways, and it is only fair thatman assists the animal in kind. This attachment to the Warehouse grants an immaculate, ornate set of four stables for any animals you may possess. The stables are self-cleaning, size up to accommodate for the animal in question, and not only provide a quality of food that allows the creatures within to grow stronger than normal, but also grants a bit of space for them to roam and let you play with them. As an additional bonus, animals stored in these stables will never suffer health problems or issues from being left on their own. Show them you only will give the best of care.
  112.  
  113. -Hanging Gardens (300CP) (50% off: Peasant): Not all that glitters is gold, traveler. There is the beauty of nature to consider, and the treasures it can bring to your world. By selecting this choice, you gain a divine garden attachment to the Warehouse, with palace pillars and balconies decorating a room filled with lush, fertile dirt. This place is primed to accept plants of all kinds, and alters its atmosphere to encourage the best conditions for the plants to grow... even growing around the pillars and infrastructure inside. In time and with great energy, the plants may breed and even create new forms of plant life, even if they would not normally be compatible. Forget the green thumb, you've got a golden thumb.
  114.  
  115. -Volcanic Forge (300CP) (50% off: Spartan): The Smith God's power is great, but it is not by his will alone that his works are forged. There is also his tools to consider, and with this you have one such tool. Attached to your Warehouse is a small volcano, a fiery beast that will never fade and never falter. Its power is great, reducing the time you need to break down metals and minerals, reworking them into new forms while increasing their quality and inherent strengths. Should you choose, you may also take a significant hit in forging time to experiment with different metals and minerals, melting and combining them to create a different, newer resource with one quality from the second object in question. Rise, craftsman. Rise and begin your work.
  116.  
  117. -Divine Source (300CP) (50% off: Monster): It is well known that the gods are ageless entities. Powerful forces naturally suited to rule the world and all who inhabit it, their reign is so rarely disputed save for times of great crisis. However, gods are alive... and as such, the gods still require sustenance. Upon purchase, this room attaches to the Warehouse and contains a priceless site; a tree with fruit of Ambrosia and the dew of its leaves becoming Nectar. This fruit and dew is so nutritious it could leave a person feeling fed for a full week, and is far more healthy than any mundane food. As a bonus, the Nectar can imbue the drinker with youth and restore them to the age of their prime, while the Ambrosia cleanses physical imperfections and can improve the connection one has with their abilities. It is little wonder why these have been the food and drink of the gods.
  118.  
  119. -Hallowed Temple (300CP) (50% off: Divinity): The power of the gods goes beyond mere physical power or command over nature. It goes beyond the tools one uses or the rules one lays down. No, it can be argued that one of their greatest powers is the ability to mystify and intrigue their followers or their equals. The nature of a god is one of embodiment... such power starts with a foundation. This attachment to your Warehouse is a large temple, dedicated to embodying something; it can be a person, an element, a concept, or a force. It will shape itself to suit what it embodies, its fantastical nature only dwarfed by its ability to convey its message. When praying or meditating in this temple, your powers are sharpened and your mind is honed, letting you work in greater efficiency and cleanse yourself of undesired mental effects more easily than normal. It also holds replenishing supplies of scrolls, books, or data files that will help you more easily spread the message of your temple, increasing chances of recruiting converts to the ideals you cherish. May they hear the Word.
  120.  
  121.  
  122.  
  123.  
  124. -=-=-=-=-=-=-=-
  125. Custom Weapon
  126. Free 500pts
  127.  
  128. May spend 50cp for 50pts
  129.  
  130. -Forged By the Gods (Free): Whether this weapon was given to you by birthright, or whether you 'found' it in some way, you have acquired your very own divine weapon. It is a powerful tool, forged by Hephaestus himself.
  131.  
  132. This is a capable weapon in its own right, one you should not treat lightly. Be wary,
  133. traveler.
  134.  
  135. If you purchased a weapon from the item section, you may choose to use it as a base for free. You may instead import one Natural Weapon for free if you have chosen "Monstrous Weapon" as a perk instead.
  136. This may only be used once.
  137.  
  138.  
  139.  
  140. -Double or Nothing (50CP): One isn't enough for you? You desire to have more weapons? Well, don't let me stop you! You may choose to spend 50CP to bring in a second Weapon with its own customization budget of 500 Forge Points, whether it is hand-held or a Natural Weapon.
  141.  
  142.  
  143. -Weapon Aura (25FP): That sharpened blade is impressive enough, but that's mostly in stabbing something. Everyone knows a truly impressive weapon will glow, and now you too can purchase this to obtain a special aura around your weapon! Maybe magical butterflies fly to and from the blade, or maybe when you draw it the runes burn with a hellish flame. Or maybe it just sparks with electricity.
  144. Either way, you may choose to apply an aesthetic aura effect on your weapon that
  145. you may choose to toggle at will. This can be purchased multiple times for different auras.
  146.  
  147.  
  148. -Weapon Reskin (25FP): Maybe you don't like the look of a weapon, or maybe you just want to have a certain style to it in order to match what you have. Either way, this is for you. You may choose to change the color and aesthetic of your weapons. Have a Greek weapon look Egyptian! Or make your claws the color of gold! Have fun with it.
  149.  
  150.  
  151. -Projectiles (50FP) (Natural Weapons Only): Why should those humans with their fancy metal and crafted pieces of wood and twine have all the fun? You could launch projectiles too if you wanted... and now you can. You've learned to shoot out parts of your Natural Weapon, whether they be fingernails or barbed tail spikes or... canine teeth, I don't know. You've more or less learned how, so this is going to be a nasty surprise.
  152.  
  153.  
  154. -Repurpose (50FP): They say a sword is only a sword; that it cannot do anything but take life. It cannot aid you otherwise. You however, have told them to shove it in the most practical way possible... by proving them wrong. Your weapon has been improved, allowing you to do such things like using hammers to pole vault or to use a sword to climb a wall. The weapon suffers no damage when using it in this manner.
  155.  
  156. -Bright Light (50FP): Sometimes, that shiny effect isn't just there for the sake of it. Sometimes you really do need to shine a light on things... and besides, it's not cheating if there's no rule for it. On command, you can make your weapon suddenly shine a powerful light everywhere and temporarily blind an enemy, assuming they use physical sight to see. It's dirty, but it could give you the edge needed. As a bonus, you can make it double as a flashlight or a lamp.
  157.  
  158.  
  159. -Sturdy (50FP): Sometimes you don't have a shield on hand, or maybe you just want to be bad-ass and block that arrow with your sword. Nonetheless, by purchasing this your weapon will be reinforced and made much more durable as a result; it could easily double as a shield or an obstacle to ensure you are
  160. unharmed. Watch them freak out when you drop your large hammer and use it to tank that boulder!
  161.  
  162.  
  163. -Lengthen (50FP) (Natural Weapons Only): Men are quick to underestimate beasts when they think they're out of harm's way. It's time you proved to them that you're the ruler of the land for a reason. Upon command, your natural weapon can elongate and sharpen to strike where you normally could not do so before. You can
  164. even change the shape of your Natural Weapon with this perk; turn fingernails into talons on demand!
  165.  
  166.  
  167. -Venomous Ducts (50FP) (Natural Weapons Only): Most poisons or venom a beast may give has to be produced by their body, and this has been both a boon and
  168. a curse. But you? You have evolved beyond such petty concerns. So long as you can survive the foreign material, you may dip your Natural Weapon into a toxic substance and store it for later, when you attack someone. Won't THEY be surprised when they find they brought the wrong antidote?
  169.  
  170.  
  171. -Bound (100FP): Your weapon is your own, traveler. Whether it is because they are attached via chains to your skin, or some strange magic, the end result is the same: To take your weapons from you is much easier said than done. Even Natural Weapons will be more difficult to tear from your body, such is their connection to you. Even if it is done, they will not be able to hide it; you will always be able to sense the direction it is in. Let them fear the weapon's wielder, not the weapon.
  172.  
  173. -Resizing (100FP): Why should your desired tool stay the same size? What point is there to a sword that cannot slice through a wall? Nay to that, you say! This enchantment allows you to resize your weapon as needed for the situation. Maybe you want to shrink it for carrying convenience, or maybe you need it to grow for when you grow. Who knows? You do, because you're prepared now.
  174.  
  175.  
  176. -Rooted (100FP) (Natural Weapons Only): You know what's worse than sticking something in a person? Making it hard to get out. You can stab your Natural Weapon into your opponent and rather than ripping it out, detach the point in question. While you regrow what you have lost, the embedded point will immediately become barbed and make it difficult to remove without greatly wounding them in the process. Think of it like hooking someone, only you don't have the reel.
  177.  
  178.  
  179. -Powerful Roar (150FP) (Natural Weapons Only): It is supposed to be an insult that one's bark is worse than their bite. You thought it'd be funny instead to turn that around, your natural weapons aiding you.
  180. When you bare these weapons with a roar, they amplify your demonstration to heart-gripping levels of terror and even have a chance of making them hallucinate, making them think you're much scarier than they thought. Put your foot down and roar with pride!
  181.  
  182.  
  183. -Channeling (200FP) (Natural Weapons Only): Weapons can only do so much, especially when they're attached to you. But you're of a different breed, traveler. You have learned to do more with things. Your Natural Weapon is improved, allowing you to channel abilities through it with increased effectiveness. Fireball? I
  184. t will just make your fire claws more dangerous than it would have. Entropic power? That's goingto leave a mark when you bite.
  185.  
  186.  
  187. DRAWBACKS:
  188. You require more points? Well, far be it from me to deny you your request, but you must know by now that there is give and take... and to take points, you must give something in return. I hope it will not be too much of a problem for you. You may take a maximum of +1000CP in drawbacks, and while you can take more, you will not gain extra points.
  189.  
  190. -Epilogue (+0CP): Did you know that this story could go two different ways? It's true! Time is a fickle thing, one can be skipped if you know the right path. If you choose this, you may continue on the storyline that the first God of War game had in mind, instead of the storyline given in GoW2-GoW3.
  191.  
  192. -Cod of War (+100CP): Well this is odd. You've been forced into wearing a cod fish costume for your entire time here. You cannot remove it, nor can others remove it for you. You are stuck in this thing for the next ten years, so you had best be prepared to be a laughing stock.
  193.  
  194. -Hephaestus' Looks (+100CP): You have been cursed, my friend. Hephaestus has found a way to steal your beauty, leaving you a horrid and ugly husk. People will shun you and insult you regularly, and no magic can fix or hide your ugly form. Hephaestus has been accepted back onto Olympus as a result, and
  195. he is protected by the other gods. Should you kill him, you can get your appearance back... but is that worth it?
  196.  
  197. -Puzzles Everywhere (+100CP): It seems the Greeks and the Gods really loved their puzzles. Need to get some food? Do a puzzle. Need to find a boss? Do a puzzle. Have to find your way back to your friends? How funny, a puzzle suddenly happens to be there! You will never escape the puzzles. You will never escape the puzzles. It will never be your birthday again.
  198.  
  199. -Awkward Speaker (+100CP): You cannot stop talking like you're in a bad play. Ever. Even when you're in a normal conversation, you have to talk all foreboding and dominant, like you're trying to prove you're the best. This would normally be funny, except you don't exactly have a volume control anymore either. You're going to be yelling. A lot.
  200.  
  201. -Lazy Mortal! (+200CP): The gods think quite little of you. Not in the beneficial 'overlook you' manner, the kind that makes them see you as a toy or a tool. They will continually engineer things to make you fall into their machinations, they will never tell you the full truth, and the slightest backtalk will see them punishing you with odd things. Ten Labors? Try a hundred.
  202.  
  203. -Everyone's Useless (+200CP): No one can do anything here. At least, none of your allies and companions. They'll always only be able to get half-way at best before asking you to complete their tasks for them, and any of their attempts to help have a likelihood of causing problems for you instead of solving them. Have patience, for you will need it.
  204.  
  205. -No Subtlety (+200CP): You have absolutely no tact whatsoever. When you speak, you have no respect to who you talk to. When you act, it is with the force of a hammer regardless of what you intend. Even when someone angers you, instead of talking you figure it's best to just murder them instead. Needless to say, this will cause problems.
  206.  
  207. -Debt (+200CP): For one reason or another, you owe your life to Zeus, the King of the Gods. While this might be horrifying in ways one might expect, he focuses your efforts primarily on securing his reign. He will insist you guard certain things, kill people he does not like, and even lie to the other gods for him. This will make you a lot of enemies very quickly, for the one thing that defines the gods is pettiness.
  208.  
  209. -Boxed In (+300CP): What just happened. What. Your powers have been drained away, leaving you a mortal. Worse, your powers are trapped inside of a box not unlike the ones used to store the Evils of the World... and this time you don't know where it is. In a world of danger, dismay, and deadly forces? You'll either need to be really lucky, or really good at hiding... or find the box before anyone else does.
  210.  
  211. -Titanic Torment (+300CP): You share an unusual connection to the Titans of old, and it is not a pleasant one. You will hear their voices in your head constantly, demanding that you free them and let them walk the world once more... and they will NEVER shut up. In moments of weakness they may even try to possess you, an action you must actively try to fight off. Prepare for ten years of constant bickering and insistence.
  212.  
  213. -Unbreakable Oath (+300CP): Oh. Oh dear, something's wrong. Something happened when you entered this world, and the Furies have bound you to a terrible oath: The continued existence and life of Ares, the original God of War. You must do everything in your power to keep him alive and intact, regardless of the wanton acts of destruction he brings. The only way to break this oath is through your death.
  214.  
  215. -Hubris (+300CP): It appears you have come into this world with a death wish. You challenge people regularly at the things they're best at, and boast about how you're better than them... to their face. The gods have never looked well upon this, for they are a petty and extremely vain bunch. I would ask you to be careful... but you'd brag about how you didn't need it.
  216.  
  217. -Rage of Kratos (+600CP): This is it. The endgame. The nightmares made manifest. You have gained Kratos' utmost ire, and nothing you do can change this. Worse yet, you cannot stop his ascent to power. He will murder everyone you hold dear, he will find a way to gain powers similar to or greater than
  218. yours, and he WILL be after your head. This will culminate into an epic showdown regardless of what you do at the end of your time here, with this situation only ending in one of two ways: His death, or yours.
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