Theologies

A god newly made is a blank slate, but there are several ways they define themselves. Arguably the largest grouping are the Theologies, societies of like-minded gods who interpret their divine power in certain ways.

Within the game, the Theologies are given a broad view of their History, the Lifestyle many deities undergo, roles how they fit into a Pantheon, as well as as Gift and a Drawback which members have.

Part-Time Gods Theologies
These are Theologies introduce in Part-Time Gods. They include:
 * Ascendants - Ascendants are deities with a single belief; as gods, they've transcended the human condition, and should be treated with the appropriate due.
 * Special Gift: Inhuman Visage - The Ascendant is able to make their godly side shine through at will, often displaying inhuman vestiges such as multiple limbs, or animal features. They also possess the Fearful Aura Entitlement
 * Fateful Drawback: Disconnection - Ascendants believe they are better than humans, and don't nurture their mortal ties like other gods.


 * Cult of the Saints - A member of the Saints believes they are not gods per se, but rather messengers or avatars of a much higher power, which many call God, and they are able to hear it, albeit with difficulty.
 * Special Gift: Divine Words - The Saints hear the voice of their Higher Power, and are able to tap into this on occasion to surpass their own limits, ferret out information, or other actions.
 * Fateful Drawback: Voices - Sometimes the voices speak to the Saint, and they must follow its direction, or else suffer for it.


 * Drifting Kingdoms - The Drifters are nomadic gods able to build up a powerful domain, but ultimately abandon it to prevent stagnation from setting in.
 * Special Gift: Instant Domain - Drifters are able to instantly claim domain no matter where they live. They also face additional abilities and advantages when on land they claimed.
 * Fateful Drawback: Wanderlust - Drifters get struck by an unnatural urge to move on, leaving behind all they built.


 * Masks of Jana - The Masks are a group of gods which seek to keep secret the presence of gods, Outsiders, and other supernatural manifestations. This can put them in contention with other Theologies like the Ascendants.
 * Special Gift: Forgotten - The Masks are able to make anyone to forget. This also makes the Masks anonymous to any who may see them.
 * Fateful Drawback: Cut Off - Given their desire to be hidden, the Masks have a much harder time to build bonds with other people, or society in general. There are few celebrity Masks, for example.


 * Order of Meskhenet - The Order is a group with ties that go far back in history, finding great strength in tradition. They believe the right to rule is their birthright.
 * Special Gift: Social Status - The Order is born into a world of power; godly and material. As such, they often display material wealth, or an expansion of their godly Dominion.
 * Fateful Drawback: Family Loyalt - The Order's wealth and status comes with a price. Gods of this theology must answer to another, older representative who often directs the god's actions as well.


 * Phoenix Society - The Phoenixes are a group which don't hold themselves above mortals; instead, they mingle with it, defending it as they must.
 * Special Gift: Linked to Humanity - Given their inclinations, the Phoenixes hold special ties with humans, and are able to build very close, personal bonds with them.
 * Fateful Drawback: Addicted to Humans - The Phoenixes close ties are also their weakness. If a Phoenix goes a day without close contact, the Phoenix withdraws into themselves.


 * Puck-Eaters - The Puck-Eaters are a group which gains power through the literal consumption of others, whether mortal or Outsider.
 * Special Gift: Cannibal Behavior - This ability allows the Puck-Eater to heal themselves, or gain other special powers by consuming others.
 * Fateful Drawback: Chaotic Tendency - Pucks feel chaos within themselves, and if they don't unleash it, they are constrained until they unleash it.


 * Warlock's Fate - The Warlocks probe the mystery of magic, and all things divine. They are the scientists in a world of magic.
 * Special Gift: See Connection - Warlocks see the hidden connections between people and things, such as emotional bonds, or whether a god recently manifested.
 * Fateful Drawback: Focus Item - Reflective of the modern age, a Warlock's power is tied into a Relics. They are weakened if it is destroyed or missing.

Divine Instruments Theologies
These are Theologies introduced in Divine Instruments
 * Hearthfire Society - Commonly called Architects, the Hearthfire Society excel at building and strengthening society, with the Architect managing it all.
 * Special Gift: Community Resources - The Architects are able to bring people together especially as a common goal.  They also have access to wealth and resources, physical and godly, when done for the benefit of their community.
 * Fateful Drawback: Own Worst Critic - Given their need to succeed, Architects take it personally when they fail.  This also can worsen their social bonds as they assume the worst of the blame.


 * Prayer Tenders - The Prayer Tenders are another group close to mortals, but they focus almost exclusively on those who give them worship, or some other benefit.
 * Special Gift: Craving Adulation - The Prayer Tenders have greater ties to their worshippers, and greater variety on what they offer back.
 * Fateful Drawback: The Call - The Prayer Tender is at the beck and call of their worshippers.  If a worshipper is in great need, the Prayer Tender must address it, or be punished for violating their duties.


 * Reliquarians - Reliquarians are a Theology devoted to understanding, discovering, obtaining, and creating new Relics.
 * Special Gift: Relic Blessed - The Reliquarian may sense Relics, as well as create temporary Relics.
 * Fateful Drawback: Hoarding - The Reliquarians have a tendency to collect everything they find, especially Relics

Minions of the Source Theologies
These are Theologies introduced in Minions of the Source.


 * Coatlicue's Step-Children - The Step-Children are a theology devoted to making peace with the Outsiders, viewing the Source as their step-mother. While admirable, this theology believes all Outsiders have a right to exist, even those who would prey on humans.
 * Special Gift: Step-Mother's Touch:  There are two abilities in this Gift.  The first is the Step-Child may gift an Entitlement to a mortal which the god possesses.  The second ability is that Step-Child may peacefully approach an Outsider to interact with them.
 * Fateful Drawback: Atonement - The Step-Child takes damage if they initiate physical harm to any Outsider.  The Step-Child may defend themselves, and those they have Bonds too.


 * Fenric Shackles - The Shackles are a theology capable of enslaving, and dominating Outsiders through strength of will and magic.
 * Special Gift: Spiritual Chains:  This ability is what allows the Shackle to dominate, and control any Outsiders which fall under their sway.  Once a month, they must reestablish control by force of will.
 * Fateful Drawback: Balance of Power:  The Shackle starts with fewer Bonds at character creation, and the Failing:  Power.  Additionally, any Outsider under their control must have their needs (like feeding) attended too.


 * Nanuk's Outlanders - The Outlanders are a loose association of gods who believe gods and Outsiders can peacefully co-exist. However, not all Outsiders, or gods for that matter, are worthy of this respect.
 * Special Gift: Brothers in Arms - By spending Spark, an Outlander may gain an Outsider's Payoff effect.  Additionally, by spending Spark, an Outlander may shift away from an Outsider's attack, and projecting an aura of peace.
 * Fateful Drawback: Monster Magnet - Outsiders are mystically drawn to the Outlander, making it all but an impossible for an Outlander to hide.  Additionally, they suffer the Lifegiver Drawback to wounded Outsiders.

Return of Dragons Theologies
This the Theology introduced in Return of Dragons


 * The Order of Strut - This theology is specifically devoted to hunting down dragons.  In their free time, they spend it on combat practice.  They are often called Knights.
 * Special Gift: Bravery - Order members are resistant to fear and intimidation, and effects from it.  Spending Spark gives them total immunity, and their comrades may re-roll a fear check if failed.
 * Fateful Drawback: The Quest - Order members must engage in a Dragon hunt, or recruit new members at least once a month.  Additionally, they may get orders from above they must answer too.