Enemy Gods, Part 2

Two: Define Your Hero

Once you have your God figured out, it’s time to figure out your Hero. This is the fellow (or lady) who best represents your God on Earth (or wherever it is you plan on playing). If your Hero wins enough favor from one of the Gods, he becomes that God’s Hero (and gains access to even more powers). The Greeks had this game down to a science: the whole Trojan War was about battles between the Gods and their Heroes. In the myths, Athena’s Hero was Odysseus, Zeus’ Hero was his son, Heracles and Aphrodite’s Hero was Hector. You need a Hero to further your cause in the world of mortals.

Gods and Heroes share a very special relationship. As a Hero performs fabulous acts of unbelievable heroism (or despicable villainy), he increases a God’s fame in the mortal world, thus increasing your power and influence. But he can’t do it alone; he needs your help. The more assistance you give him, the more he can accomplish. The more he accomplishes, the more power he gives you, which is more power you can use to help him.

So, with all that in mind, think of all the classic heroes from mythology. There’s Arthur, the reluctant King of Britain; Roland, Charlemaigne’s noble knight; Sigfried, the Norse dragon-slayer; and Manabozho, the Algonquin trickster.

(Okay, maybe you don’t know about Manabozho. That’s okay – I didn’t either until a month ago.)

Step 0: Description (The Game of Twenty Questions)

Take a moment to think about your Hero. Then, take another moment and answer these twenty questions.

1.      What does your character look like? But, don’t stop there. What does your character smell like, taste like, feel like. Consider all five senses and use a single word to fill in each sensation when it comes to someone meeting your character.

2.      What did your Hero do before he became a Hero? Was he a farmer, a soldier, a prince? Was she a priestess, a weaver, a seamstress, a sailor?

3.      What social caste does your Hero come from? Is he poor, rich, a land owner? Your social caste has a lot to do with your attitude toward others; describe whether or not you fit the cliché of your caste.

4.      How does your Hero feel about her parents? Her family in general? Does she have any siblings? Did she lose any siblings or family members before now?

5.      Does your character hold any grudges or vendettas? Does he owe any favors or boons? Does he have any obligations at all?

6.      It could be said that life is a balance between time and money. Either you have a lot of time and no money or a lot of money and no time. Which is it for your Hero and what would she prefer?

7.      What kind of person is your Hero most attracted to? What kind of person drives you to fits of rage?

8.      How does your Hero define “love.”

9.      If given the opportunity, would your Hero kill for profit? If not, what would your Hero kill for?

10.  What is more important, to be feared or to be loved? (“Yes” is not an acceptable answer.)

11.  How does your Hero plan on becoming a God?

12.  Who is the person your Hero trusts most? Why does she trust this person above all others?

13.  Which God does your Hero revere most and why? Which God does he revere least?

14.  To whom does your Hero owe the most loyalty?

15.  Describe some of your Hero’s reoccurring mannerisms. Figures of speech, physical habits, etc.

16.  How would your Hero’s parents describe him?

17.  If you could give one piece of advice to your Hero, what would it be?

18.  Who does your Hero admire most?

19.  What would be the most appropriate death for your Hero?

20.   

Step 1: Devotions

First, make a copy of the Hero sheet at the end of this book. On the sheet, you’ll see a number of spaces for DEVOTIONS. List all the Gods in the game (including Non-Player Gods). You have 3 points per player (not counting the GM) for your Devotions; the more points you allocate to a God, the more devoted you are to that God. So, if there are a total of four players in your game, you get 12 points of Devotion to allocate among them. Every God must get at least 1 point of Devotion.

Every point of Devotion is another die you roll when taking a Risk in that God’s domain. In other words, if you’re in a fight, you want to call on the power and blessings of the God of War. Or, if you want to connive your way by a guard, you want to call on the eloquene of the Goddess of Love. If you’re making a boat, you call on the wisdom of the God of Craft. The higher your devotion to the God, the more dice you can use.

Step 2: Flaws

Your Hero also has one Flaw. This can be nearly anything you like. Achilles had the most famous Flaw in the world, Lancelot had his blind devotion, and Oedipus suffered from an entirely different kind of blindness. It’s up to you. There’s a mechanic for bringing your Flaw into the game, and we’ll talk about Calling on the Flaw a little later.

Step 3: Hubris

The Greek word Hubris means “dangerous vanity” or as the Merriam-Webster likes to call it: “exaggerated pride or self-confidence.” In Enemy Gods, Hubris is a trait measuring your Hero’s self-confidence; his ability to rely on his own skills rather than the blessings of the Gods.

Every Hero begins the game with one point of Hubris. We’ll take a better look at Hubris, and what it does for you, below.

 


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