Gep

(Greater God)

GENDER:

Male

DESCRIPTION:

Gep is by far the most chaotic of the Gods, even more so than Malice. He changes his mind a dozen times before he ever accomplishes everything, and his decisions almost always come down to a flip of a coin. He loves to meddle in the affairs of mortals, and so can often be found on Karion. His interference varies from helping someone who is down on their luck to spoiling a particularly good string of luck. Honest gamblers adore him, because they realize that they can never possibly lose everything if they trust in him; crooked gamblers hate him, as he has a way of turning "special" dice and hidden cards against them.

Gep's home, if you can call it that, is a tiny island that changes position every three hours. It mostly stays in Kateriia, though it does sometimes venture into the other parts of Kyron as well. It is rumored that the island has been out past the Great Beyond and back, but there is no proof of this. The island itself is only about fourty feet across, with a single small house taking up most of the space. It is said that anyone who can find this island will be given the option of returning to Karion, without the normal side effects of spells such as Raise Dead.

STATISTICS:

AL Chaotic neutral; WAL Any chaotic; AoC Luck, gambling, and irony; SY A pair of dice with odd symbols rather than numbers (See "Gep's Dice", below).

GEP'S AVATARS (BARD, 23rd LEVEL)

When traveling on Karion, Gep usually appears as an old man dressed in rags. He carries a pair of odd dice and a deck of cards with him wherever he goes. He often appears and disappears suddenly.

Regardless, his avatars will always have the same statistics:

Str 16

Dex 24

Con 20

Int 20

Wis 24

Cha 25

MV 12

SZ 6'

MR 75%

AC -5

HD 20

HP 160

# AT 1

THAC0 1

Dmg. 1D2

Special Abilities:

Luck: Gep's avatar may choose to re-roll any dice roll that affects him (including monster's attack and damage rolls) and may choose which result he wishes to use. Optional: rather than re-roll every attack made by or against him, apply a +/- 4 modifier.

Special Weapons:

Gep's Dice: These dice symbolize Gep, though only his pair have magical powers. He may choose to roll them in place of an attack, combining the results of both dice. These dice are NOT affected by Gep's luck powers.

    1. Blank- No effect.
    2. Sword- Inflicts a cumulative 1D6 damage to a random enemy (i.e., first does 1D6, next does 2D6, etc.).
    3. Shield- Gep or a person of his choosing can be affected by this symbol. The next attack against the character automatically fails.
    4. Skull- Random enemy must save vs. death or die.
    5. Rose- Random enemy must save vs. spell or be Charmed (as per the spell).
    6. Jester- Negates the effects of any other dice.

Special combinations: Jester/Jester (Jester's Ball)- Entire enemy party must save vs. spell or be teleported to another plane. Jester/Skull (Joker Doom)- Gep's avatar is destroyed and he cannot reform for 24 hours, all other characters in his party (if any) must save vs. spell or die.

Cards of Luck- These cards are in four suits (earth, air, fire, and water) and are numbered 1 to 10. Also, there are 12 special cards. Each card has a different effect and is thrown like a dagger. A savings throw vs. magic will reduce any damage by 1/2. The cards (and their normal equivalent) are listed below:

Earth (1-10) (Clubs) - Inflicts a number of D10 of damage equal to the value of the card. They explode into tiny fragments when they strike, inflicting 1/2 damage to everything within 10'.

Air (1-10) (Diamonds) - Transforms into a lightning bolt when thrown, inflicting D6 damage to everything in a straight line per value of the card.

Fire (1-10) (Hearts) - Explodes in a fireball, inflicting D8 damage to the target and 1/2 to everything within 20' per value of the card.

Water (1-10) (Spades) - Generates a Cone of Cold that extends from Gep outward in a 20 degree arc, inflicts D4 damage per value of the card.

Cosmic Fool (Jack of Clubs) - Petrifies and enemy unless a save vs. petrifaction is made.

Jester (Queen of Clubs) - Paralyzes an enemy for 1D12 rounds (no save).

Lunatic (King of Clubs) - Has the combined effects of the 10, Jack, and Queen of Clubs.

Cloud (Jack of Diamonds) - Causes Sleep as per the spell (no save).

Ethereal Queen (Queen of Diamonds) - Charms an opponent as per the spell (no save).

Northwind (King of Diamonds) - teleports the enemy 1D10 miles away (no save, random direction).

Mage (Jack of Hearts) - explodes in a 20D6 fireball.

Dragon (Queen of Hearts) - opponent is consumed by fire (instant death).

Underworld King (King of Hearts) - All opponents take 20D6 fire damage, plus the opponent that is struck is destroyed.

Jellyfish (Jack of Spades) - Opponent must save vs. spell every round or be paralyzed for that round. Lasts for 1D4 hours.

Fish (Queen of Spades) - Target is polymorphed into a fish.

Tsunami (King of Spades) - Opponent is instantly teleported to the bottom of the nearest ocean.

DUTIES OF THE PRIESTHOOD:

Gep's servants must carry either dice or cards with them at all times (Gep's holy symbol [the dice] does not count). They have to entrust their lives to fate and go where the wind takes them. Many are professional hustlers. There is no particular requirement for Gep's holidays, but they are celebrated in different ways.

Requirements: AB Standard, plus Cha of 14+; PAL Chaotic neutral; WP Darts, sling, hand crossbow, dagger, knives; AR Studded leather or less; SP All, Animal, Astral, Chaos, Charm, Combat*, Creation*, Divination, Elemental, Guardian, Healing, Necromantic, Numbers, Protection, Sun, Time, Travelers, Wards, Weather*; PW Can roll any dice roll twice 2x per day, and keep the best score (must be declared before the first roll is made), 2x week can automatically succeed at any dice roll (no effect on damage); TU None.

Holy Days: August 6 (Jester's Day; celebrated by dressing as a fool, with dancing and feasting. The "parade of fools" may not be denied entry into any house on this day), December 31 (Fool's New Year; celebrated with a night-long festival. Children beg for treats [much like Halloween]).

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