Creating Gods

In Pantheon, Players create and take control of powerful beings that can shape, warp, and control reality. Step into the role of a divine immortal, a dark demon, a mystical dragon, a mischievous fey lord, or any number of powerful cosmic beings.

Elements of a God Character:

The elements of a God character tell you where that God is from, who they are, what they do, and how they do it. This is everything from flavor to the mechanics of the god.

Roleplay Elements:

Roleplay elements are elements that describe how your God behaves when interacting with the world and other characters, but are not mechanics based.


This can tell the God’s origin, their notable deeds before the game, and perhaps interactions with other gods that may or may not be in the game. It does not need to be long, but a few paragraphs is good.

Personality & Appearance

This explains who the God is. How they behave, and how they act. It also allows you to describe your God’s main appearances in the game, and the common forms and guises they may take.


This is what the God thinks their purpose is. Their short and long term goals.


This describes how the God interacts with mortals. Some Gods are very hands on, performing miracles and demanding direct worship in the form of rituals and prayers. Other Gods merely try to encourage mortals to act in a way that coincides with the god’s beliefs and nature. A God of Justice may not need mortals to speak his name when they perform acts of justice to benefit from the acts, although he would get less than an actively worshipped God.

Mechanical Elements.

These elements describe how the god works when the dice come out. How powerful the god is, what elements they have control over, and what flaws they have.

Most commonly, players get 6 ranks to spend creating their God. Each rank in Divinity increases your Divinity score by 1. Each rank in a domain increases that domain’s bonus by +2.


Divinity is the God’s raw power. Every God has at least 2 Divinity, and can start with up to 2 in the Divinity stat. Whenever a God performs a miracle, the miracle will have a Divinity required number that needs to be met. This number reflects how large and impressive the miracle is, and how much raw divine power is required to pull it off. Divinity’s only job is to power a god’s miracles and gives no bonus to the roll.

Each rank in Divinity increases your divinity score by 1. You can start with a maximum of 3 ranks in Divinity, giving you a divinity score of 3.

Divinity scale and rank

Divinity Number Rank Cost Miracle Scale – Creation, Manipulation, Destruction.
0 0 None, this is the level of a mortal, up to mortal heroes or leaders. Can only function within the constraints of reality.
1 1 Personal superhuman and supernatural abilities that still mostly work within the constraints of their reality
2 2 working within or creating an area equivalent to a town. Influencing and controlling 1000 entities or organisms. Creating 1 entity or organism Maximum starting rank
3 3 working within an area equivalent to a city. Influencing and controlling 10,000 entities or organisms. Creating 1,000 entities or organisms
6 6 (Maximum Starting ranks in Divinity) working within or creating an area equivalent to a geographical area; a plain, a forest, a mountain, a valley, a ravine, a river, a lake, etc.
Influencing and controlling 100,000 entities or organisms. Creating 10,000 entities or organisms
9 9 working within or creating an area equivalent to a continent or ocean. Influencing and controlling 1,000,000 entities or organisms. Creating 100,000 entities or organisms
12 12 working within or creating an area equivalent to an entire world. Influencing and controlling an entire species of entities or organisms. Creating 1,000,000 entities or organisms
15 15 working within or creating an area equivalent to an entire world. Influencing and controlling an entire ecosystem of entities or organisms. Creating a world-spanning species of entities or organisms
18 18 working within or creating an area equivalent to a Solar system or equivalent celestial system
21 21 working within an entire reality or universe
24 24 Working outside of or creating an entire reality or universe.


Domains are your God’s areas of influence and expertise. These are the mechanical statistics by which your God influences the world. While a God can try to act without using their domains, complex tasks will be out of their reach.

Domains are words or short phrases that sums up an area of influence. They can be very literal and describe physical phenomena, or more esoteric and describe philosophical ideals or emotions.

Each rank in a domain gives you a +2 bonus to any roll using that domain. Domains can have a maximum of 3 ranks each.

Domain ranks and modifiers

Rank Cost Domain Bonus
1 +2
2 +4
3 +6

Example Domains

Below is a list of some example domains in categories. This is not by any means a complete list, but is merely given to give players ideas of what domains might be.

Domain Categories Domain Examples
Fundamental Force Life, Death, Creation, Destruction, Protection, Good, Evil, Light, Darkness, Order, Chaos, Law, Anarchy, Decay, Growth, Change, chance, luck,
Nature Natural Phenomena (Storms, Lightening, Volcanoes etc.)
Elemental (Fire, Earth, Wind, Water, etc.)
Ecosystems/Environments (Forests, Deserts, Mountains, Oceans etc.)
Cosmic/Celestial (Sun, moon, stars)
Disease, Toxicity, Pollution, Evolution, Generic, Nature, Wild,
Magic Shamanistic, Nature, Sacrifice, Ritualistic, Runic, Lore, Hexes, Curses, Arcane
Technology Steam, Electrical, mechanical, biological, magical artifice
Emotional Constant Love, Hate, Strength, Compassion, Mercy, Justice, Vengance, Sorrow, Joy, Pride, Hope, Corruption, Redemption, Fear, Rage, Anger, Hate, Greed
Civilization War, Diplomacy, Architecture, Artistry, arts, Inspiration, Education, Learning, Empire, Monarchy, Democracy,
Concepts and Spirituality Fairness, knowledge, wisdom, secrets, insanity, madness, selfishness, tenacity, oracle, dreams, psionics, deception, revelation, mischeif,
Functions, people and objects Murder, assassination, hunting, trickery, thieves, blacksmiths, sailors/sailing, artifice, forge, hammer, weapons, swords, books, soldiers, prostitutes, mages,
races and species humans, elves, goblins, dwarves, giants, monsters, Fey creatures, fairies, fish people, snake men, robots, etc.


Foibles are your god’s weaknesses. They can be physical weaknesses, mental weaknesses, or perhaps common foes or themes. Whatever they are, they often cause trouble for your God, forcing him/her to act in unsafe ways or take risks.

Foibles come into play when they are likely to force a character to take an action or avoid an action. Players can choose to activate their own foible, and should inform the GM so the GM can decide whether the player deserves a bonus GP. GMs can also encourage players to act on their foible with a GP reward.

Example Foibles

Below is a short list of some example foibles with descriptions on how they may apply.

Example Foible Description
Pride The character may feel forced to act when their pride is called into question, taking a risky challenge. The character may also ignore the threat of those it sees as ‘lesser’ beings.
Sadistic The character may find it hard to pass up an opportunity to torture those they have no reason to. Where possible they will choose to inflict pain.
Generous The character find it hard to turn down a request or plea for help, even if it leaves them lacking.
Stubborn The character will stick to their intended course of action, or their principles even when this is no longer wise.
Nocturnal The character prefers to act at night, and hates daylight. During night they will be confident, but during the day they are more likely to back down or run.
OCD The character has obsessive compulsive tendencies, and often has to stop to re-arrange things, or count something. They feel irritated and out of sorts when near things that set off their disorder until it’s set to rights.
Nemesis The character has a nemesis who is always working against them, creating elaborate plans to foil the character or usurp them.
In Love The God is in love with something, and will sacrifice anything to protect or win their love
Blind The God cannot see and must rely on other senses. This could also be a metaphorical blindness to particular types of creatures or actions.

A GM may ask players to take 1 or 2 foibles for their Gods.

Creating Gods

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