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Showing posts with label Parasite Gods. Show all posts
Showing posts with label Parasite Gods. Show all posts

Sunday, April 7, 2019

Godbound: Wonders of the Thousand Gods, Part 2

As previously described, the tribes living in the region of the Thousand Gods are an odd lot: once research facilities and their staff they were forced, in desperation, to turn to their often unproven or incomplete research in order to create beings which would support them through the darkest hours. Suffice to say most, if not all, regretted it. From grotesque bio mechanical Parasite Gods to hideous, sentient nano-eidolon plagues to living Godwalkers which consume their pilots the region of the Thousand Gods is home to endless divine horrors.

Sacred Ritual Temple by Wayne Huet


Generating A Tribe

The basic organizational unit in the Thousand Gods is the tribe. While that name may lead one to believe tribes are as one would expect a form of blood tie this isn't always true. The realm of the Thousand Gods can be notoriously unstable, with tribes attacking each others and it isn't uncommon for a defeated one to be integrated into the conquering tribe. This is certainly very useful for these tribes whose genes have been tampered with (willingly or accidentally) and who display horrific mutations: in these cases, admixture with unrelated individuals might be the only thing saving them from complete degeneration due to inbreeding.

The lifestyle of the inhabitants of the Thousand Gods is notably quite bizarre: tribal societies dominated by practices some would call barbaric (especially compared to places such as the Bright Republic) such as ritualistic mutilations, trepanation and shamanistic quests achieved through ingestion of substances which risk destroying one's cognition forever co-exist with advanced technological marvels such as advanced weapon and armors or fabrication devices. However these are all treated with immense superstition and increasingly less understood. What was once seen as science has become superstition.

D20
Mentality
Relationship With Their God(s)
Main Technology/Advantage
1
Extremely judgmental of outsiders who do not understand their way.
In a constant state of fear from their God’s abuse. More pathetic than vicious, really.
Primitive Godwalkers
2
Cybernetics
3
Transhumanism
4
Zealous, brainwashed crusaders out to spread the joyous torture their God bring.
Spirit Summoning Theurgy
5
Fearful of outsiders on some level, see them as unable to fully grasp their God and its glory.
Uncreated Binding Theurgy
6
Weather Control Theurgy
7
Reduced, mutilated and neutered into blind obedience. Feel nothing.
Cloning Theurgy
8
Theotechnical Energy Weapons
9
Viciously hateful to all other tribes around them. Seek to exterminate them.
Theotechnical Advanced Metallurgy
10
Distant, only providing sacrifices to appease their wrathful God.
Theotechnical Automation
11
God-derived Enhancements
12
God-derived Abundance
13
Impossibly pompous, soul-saving Crusaders and Proselytiser. All hail the great Bird God! He alone can save you! (OVO)
Heavily involved in the daily life of their God and vice-versa. Society complex and convoluted in their worship.
They have a cache of ancient Theotechnical relics in excellent conditions.
14
15
They have an abundance of half-human offsprings to their Gods. They are quite insane, however.
16
Desperate, with a God whose power or life is somehow fading or unstable. Society is more ran by desperate techno-shaming trying to keep their god alive.
17
Extremely cunning and opportunistic.
Their God(s) are stranger than average or at least has a more stable power base.
18
19
Surprisingly stable and healthy by local standards.
Multiple Gods In a Pantheon which is (somewhat) able to work together.
20

In addition, there are many, MANY other resources found in Sine Nomine books that can help with further refining the ideas behind a tribe, namely the resources in Spears of the Dawn and Stars Without Numbers.

Sunday, March 24, 2019

Godbound: Wonders of the Thousand Gods, Part 1

The region known as the Thousand Gods embodies how truly lopsided the Realm of Arcem more than any other region. Built in ancient times in untapped jungles, the facilities there were the ancient temple-research centers of the Former Empires as they field-tested the theotechnical devices which would be implemented in the Made Gods.

Suffice to say things went south pretty quick as the wars raged on.

Today these places are insular communities who live in veneration and fear of their 'Gods', horrible monstrosities created by the research facilities as a lost resort to survive the horrors of the Sundering. These beings are more often than not lopsided beings driven mad by their transformation. The end result are jungle communities where ancient technology overlap with cruel, sometimes degenerate tribal societies (but often just as much simply desperate) where pre-industrial lifestyle overlap with leftover wonders of advanced theotechnical marvels jealously guarded by shaman and their vicious masters.

Artist Unknown

Monstrous Demiurges

The key component of the societies of the Thousand Gods are the beings they serve and fear. Created from either untested or damaged theurgic and theotechnical means, most if not all divinely powerful beings found in the Thousand Gods region are horrific monsters in some shape, form or function. Few, if any of them, are truly sane or well-meaning. While the infamous Parasite Gods are one common form these beings can take, they are not the only type:
  • Artificial Intelligence: The core 'canon' of Godbound is somewhat unclear on the existence of true Artificial Intelligence. The Lexicon of the Throne leaves it open to inclusion in a campaign and it is definitely one of the cooler concept Words. But does it exist in Arcem? If it does then it must be a byproduct of the theotechnical knowledge which went into the creation of the Mades Gods as some were said to be wholly artificial. An Artificial Intelligence would be a form of spirit, in a manner of speaking, its code made of ephemeral and multi-dimensional...thingamajig. Look the point is they are coded into reality rather than coded into a device. It is likely the Ren and Din were the one to build such constructs: the Ren to help manage their ideal society on a societal level while the Akeh likely used them for automation and defensive purpose.
  • Beast Gods: Driven mad by a surge of divine powers, these creatures are massive and bereft of anything resembling human intelligence. Some came into being via highly unstable Khamite soul-gene modifications which grew out of control from an excess of divine power while others were warped by other means. The key traits of Beast Gods is that, while they are divinely powered beings they lack intelligence. Any cult centered around them treat them more like a living volcano to be placated or some giant guardian which sacrifices are offered. While these beings understand these pacts they cannot communicate with their worshipers beyond certain theurge-shaman using songs or rituals to soothe the beast.
  • Corrupt Godwalker: Sometimes, things go terribly wrong in Godwalker designs. The end result is a haunted, unstable machine with a life of its own. This is not quite the same as it being sentient or possesed but rather a form of mental imprinting which slowly corrupt the pilot to fulfill the alien needs and desires of the machine. In addition, much like artifacts, these corrupted Godwalkers will warp the body and mind of its pilot or even try to physically assimilate it into its structure in some cases. The end result is very much a biomechanical Parasite God for all intent and purpose, albeit one without the limits of being tied to one location. They do, however, require maintenance to live which is a different limitation and weakness. Eventually the human inside will rot or be consume and a new pilot will be chosen to ensure the mechanical God live again.

Sunday, October 7, 2018

Godbound: Parasite Gods, The Bound

In the theme of horror and undeath for the month which is home to Halloween, here is a Parasite God who is not wholly living or dead. Yet the greatest horror in all this is the poor soul inside the monster. What happens when one is corrupted and shackled to the mortal coil, gifted with unholy powers they seemingly cannot truly control.

The Bound

Elazar, Sovereign of the West by Halcyon450
The Bound is what happen when a dying man or woman become snagged up in the cosmic 'glitch' which birth Parasite Gods. Although they may sometimes appear to be the same cruel, power-hungry tyrants and wannabe divinity so common to Parasite Gods these beings are entirely cursed, stuck in the limbo between life and death by outside circumstances. A local lord is dying from the infected wounds left behind by some monster spawned by twisted wilderness and his retainers are frightened by what the future may hold since his heir and wife passed away. A local wise-man and hedge-wizard, feared yet respected is dying of old age and yet people wish they could nonetheless keep him around since his knowledge is indispensable. The local priest, holy man or whatever has just expired and already his acolytes lament the passing of such a wise man. When their desires and psychic imprints mingle with the anomaly which has tied itself to the dying or recently dead, the Bound emerges as a Parasite God.

The Bound is a restless spirit, but one whose own restlessness pale to the initial unrest his or her death caused to others. Love, attachment and ancient traditions become the instrument of the resulting Parasite God as it become overwhelmed with the desire for stasis and stability of others. Oh, make no mistake: once their sanity start slipping they will become power-hungry and even self-serving but these actions always serve the original, twisted psychic imprints. Stability, order and protection can be achieved through a variety of means, after. Individual lives cease to have meaning to the newborn Parasite God as it constantly itch at its mind and broken soul to preserve, both its domain and people. More than a few of these monsters turned their environment into oppressive necropolis where the living and the dead coexist and serve their master.

The Bound, deep down, probably wants to die but can't. Every waking moment of their undead existence consist of something akin to having a constant bullhorn shouting in their mind to preserve, to control and to maintain their domain and by extension their dominion and thus continued existence. More than a few develop full-blown split personalities from this. This split personality, this new and second mind is one more and more shaped by the rumors and beliefs of their people, creating a vicious cycle where every act of cruelty begat a more cruel overlord due to the fear of their people.

Powers of The Bound

The Bound are stuck in the gears of the cosmos, between change and stasis and between life and death. They were transformed as they were dying or after they died (but before their souls departed their corpse). Stuck in this undeath, they have either the Lich King Concept Word or the Word of Death as well the Word of Apotheosis. Beyond that, however, the Bound's powers and nature varies depending on what they were in life.

They also all posses the following Gift:
  • Guards! Seize Him!: Connected as they are to the people and land which bound them to the mortal coil, all Bound posses the ability to call forth allies and minions to their side, irrelevant of their Word.

D6
Nature of the Bound
Possible Word Choice
1
Authority Figure: The Bound was a local lord, a king or something along those line. They commanded real authority and those around them feared what would happen once they were gone and now they are warped into necrotic tyrants who wage war in the name of self-preservation.
Command, Sword/Bow or War
2
The Power Behind: Unlike the above, this figure of authority was not a direct ruler but rather an important cog in the system, one perhaps trusted or beloved more than the actual ruler. Twisted in death, they increasingly become usurper and manipulators.
Fear, Murder or Deception
3
Holy Man: In life, this was a spiritual figure and a pillar of the community, be they a priest or some head of a monastery. Their wisdom and deeper understanding of spiritual matters made the fear of losing such knowledge made them into perverted autocrats and zealots.
Passion, Sorcery  or Knowledge
4
Heart of the Community: This particular Bound wasn’t necessarily someone powerful in life. However, beloved and respected by all they were those people who made life indispensable. In death they become warped in their need and desire to be important.
Passion, Desire or Intoxication
5
Defender: A powerful mortal hero in life, one whose sword arm or skill with the bow saved many lives. Be they of noble birth or a humble peasant hero it was clear their very presence made the community safe. In death they are very much still what keep the community safe. At a price.
Protection, Vengeance or War
6
The Artist: Backbone of the soul and expression of a community, this artist was the pride and joy of all those around him or her. Their fame made the people feel meaningful, even if by proxy. In death, what inspires them drive them mad and make them turn to twisted crafts.
Artifice, Music or Madness

The Cult

Whether they want to or not, Bound always have a cult. This cult need not be the type of cult with black robes and knives and usually isn't. Their cult is the community which form around them and this miracle that is their rebirth and the rush of divine power which come from their transformation into a Parasite God. The psychic phenomena which birthed the Bound in the first place has a nasty habit of brainwashing a few people too weak to properly resist, making them fanatically loyal to the newly born Parasite God. Little does the Bound realize, at the time, that these people are (at least initially) the real master: confused on the nature of their rebirth they might attempt to seek some meaning and oh, it just so happen, say that the lord's chancellor mention that with his newly reborn divine nature he might just be able to curb these bandits and raiders. And make an example out of them. Invariably, the Bound find itself stuck in their role as some protector and guardian angel from beyond the grave.

In time the cult may very well live in fear of the Bound, especially once it start exercising its powers over life and death to raise zombies and skeletons. Yet soon the people come to accept this, that not even death can separate them from their old life. Things will be as they were, or even better. Their beloved pillar of the community or leader is immortal now, beyond death, beyond being lost. Things will not change and that's good because then there is no risk involved.

Eventually, even the Bound believe this. If not, the constant psychic torment and impulses will consume them and fragment their psyche...
D6
Cult Nature
1
Devoted to their new master and perhaps a little too eager. Their dark master is given praise, people give it new baroque titles like “The One who Returned” and new rites are created to appease it. Eventually the Bound start believing this.
2
Similar to the above, but with a desire to proselytize outside of their home. They don’t just want to preserve their home and serve their new master, they believe everything will be better when everyone become exactly like them.
3
Insular even among themselves: the newly ‘divine’ nature of their master is spoken of in hushed tones, as to not attract attention from outsiders and to not risk offending past religious doctrines. They blindly worship their monstrous new master, just covertly.
4
The cult has begun to live in absolute fear of their new master. They praise and worship him but it is increasingly out of fear...yet hypocritically they praise this fear as the reason their lives are so stable.
5
An increasingly violent and irrational cult that is starting to live up to it’s name the more their master and his agent interact with the outside world. Anything that doesn’t go smoothly is a sign they haven’t sacrificed enough. Bring out the sacrificial victims and go get your black hooded robes!
6
This cult has begun embracing the undead side of their master perhaps a bit too much, slowly turning into an obscene death-cult where people self-mutilate to look more like their master’s twisted and rotten form and where undeath is seen as sacred transcendence.

Their Domain

Swamp by Jaimes Paick. MTG land art.
Because of their nature and lack of control over their powers, the Bound have a nasty habit of 'leaking' their twisted and warped divine energies all over the place. Slowly but surely, a sense of fear and stasis seems to creep over the area they are a prisoner. This invariably tend to make their domain foreboding and gloomy places. Because, of course this is what their tainted domains would become: the very nature of the Bound is, after all, one of undeath.

Since they do not fully control their power, the Bound are among the Parasite Gods most likely to accidentally spawn some horrific monstrosity. Stuck in a hazy nightmare of a day dream they wander around their domain, stuck between life and death, past and present. In these moments of madness they could very well end up suddenly unleashing some dire and vengeful spirit. Why? Because that is their nature: a self-feeding cycle. There can be no need or desire for stasis without a little bit of chaos to make people want it in the first place. In many ways, Bound are their worst enemies. Most would just want to die but they end up stuck enacting changes which only lead them to becoming even more the undead tyrant they are.

Of course, the interplay of life and death and change and stasis isn't always so dire: sometimes their curse seemingly cause slow, corrupting changes in the people and animals. Their lifespan increasing and their aging slow but minds become dull and monotonous. They become more and more like living corpses, cursed to desire nothing but stasis and continuation.

The Bound in Brief

  • Undead Parasite Gods created when a dying person is perceived as still being needed.
  • Interplay between the forces of life/death and change/stasis.
  • Desire nothing but eternal rest yet their minions/cult have a need for things to 'work out' so they become trapped in their persona of undead ruler and protector.
  • Eventually they just go mad.

Wednesday, March 7, 2018

Godbound: Random Parasite God, The Dark Lord

If you think about it, Parasite Gods conceptually make them best 'Dark Lord'-type villains: powerful, twisted, merciless but geographically-limited to their seat of power (and thus making them impossible to fight until the penultimate confrontation), forcing them to send out waves of minions and servants to conquer the land and drag it into darkness.

One Example To Rule Them All.
The desire for power, immortality and to make the world around oneself bind to one's every whim. Power. Desire. Conquest. Domination. These are what the 'Dark Lord' archetype embodies, for He desires all and wish to see the world reforged into His image. His means of conquest may be quite material (endless hordes of minions come to mind) but one could argue his goals are transcendental for if He win He will rule the world world with an iron fist. He's the most iconic and archetypal high fantasy villain and more of an abstract force of evil than an actual person, often vaguely compared to the bare bones entry-level understanding of authoritarian ideologies with little thought actually given to how or why the Dark Lord became what he is or why his minions still follow him.

The Dark Lord doesn't need a justification. He just is.

Within the context of the Godbound universe, his existence is even easier to grasp. Born of twisted and corrupted divine essence which altered it's once-mortal host, the Dark Lord very much become this near-faceless force of nature and evil that He represent. His power and will is such that no need not a complex justification for his existence. He merely exist and is a threat to the world, creating or enslaving beings to become His minions.

Dark Lords start with the Words of Command and Apotheosis.


How powerful is the Parasite God?

d10Starting Stats
1-4This dangerous being is already a threat to all civilization if left unchecked. Use the Established God stat line as a basis.
5-8A powerful and capable Dark Lord. Use the Established God stat line as a basis with +2d6 Hit Dice.
9A mighty conqueror capable of  plunging whole realms into darkness. Use the Dread God stat line as a basis.
10This being most likely has already plunged a small Realm into eternal darkness and suffering. Use the Dread God stat line as a basis with +2d10 Hit Dice.

What terrifying powers does it wield should it be fought?

d6Words
1-2This tin can tyrant is a dangerous, armored foe who most likely trash his foes with it's favored weapon as lesser blows bounce off it. It has the Words of Sword and Endurance.
3-4This sorcerous overlord wields dark and terrible magic which it use to devastate armies. Outside of battle, it's sorcerous knowledge is an equally deadly weapon. It has the Sorcery and Knowledge Words.
5This necromancer has the power of deathly magic and it's minions are most likely undead. Any lesser foes it fell is guaranteed to swell the ranks of his minions. It has the Sorcery and Death Words.
6It's moniker as 'dark lord' is quite accurate, for it wield the powers of the night sky itself, covering all things in an evil shroud or sending death to rain from above. It has the Words of Night and Sky.

What are his non-human minions primarily composed of?

d6Minions
1-2Warped/mutated humans of some kind, which are seen as a distinct 'race' of evil humanoid creatures.
3-4Uncreated monsters it has bound to it's will somehow.
5Animated minions created from the very material of his lair.
6Angels, possibly with their true nature deliberately obscured, who willingly side with the Dark Lord for their own agenda.

How does he control/keep in check his minions?

d8Mean of Control
1Mind Control.
2Religious fanaticism.
3Political propaganda.
4Fear.
5Rewards.
6Gift of power.
7Gift of immortality.
8Loads of money.

What's his 'Mordor'? Come on, every 'good' Evil Overlord needs 'a Mordor'!

d12Evil Home
1-2A choked out, dark wasteland. You know, the classic. Reroll on Words,
3-4A nation of sort, with mighty industries to arm his minions. Add the Words of Artifice and either Sword or Bow.
5-6One or more city-states with a large population. Add the Words of City* and and either Sword or Bow.
7-8A dark fortress of might and magic, filled with traps and dungeons. Add the Words of Sorcery and Wealth.
9A volcanic landscape, filled with lava and flames. Add the Words of Fire and Passion.
10A land infused with geomantic energies, with towering spires of rock and floating continents brimming with magical fortresses. Add the Words of Earth and Sorcery.
11A plagued land filled with the undead, mutants twisted plant life of all kind. Add the Words of Death and Fertility.
12A cold, merciless land of snow and ice. Add the Words of Ice* and Sky.

Not every Evil Overlord is a deformed monster.

Note that I didn't give this list a section related to Appearance. This is mainly because the Evil Overlord may, for one thing, very well be among the least mutated and monstrous of the Parasite Gods, possibly because their purviews and themes are very focused on human desires as well as being seen as some sort of semi-rightful ruler and god, at least by their minions. The other reason is that most Evil Overlords tend to be a powerful force within their setting and thus require a bit more personalization because they are NEVER a random threat, even to a pantheon of Godbounds. While they can certainly destroy an Evil Overlord much faster than a ragtag band of teen heroes or some hobbits, the Evil Overlord can and should be treated much more as an NPC and less of a monster, even if their personalities, needs and desires are one-dimensional.

Beside, many of them hide their appearance behind suits of armor and/or dark cloaks anyway, even when they aren't that deformed.

*Those are getting published in a later Godbound book, which isn't out yet as of this post.

Monday, February 5, 2018

Godbound: Random Parasite God, The Passionate Asura

Passion. Desire, Anger. These are powerful and highly potent emotions which can drive humans to the greatest heights of invention and positive transformation to the lowest ends of self-destruction and carnage. It is a sensation which can overwhelm and consume a being to the point of madness. It is no surprise, then, that the wretched Parasite Gods can be particularly consumed by these emotions. Their nature is one of addiction, one to divine power and this addiction may indeed very well be born of powerful emotions or, at the very least, attracted to them the anomalous and deregulated cosmic energies which transformed them into Parasite Gods.

Oni by Yama Orce. Not an Asura but still thematically fitting
Hindu and Buddhist mythology is replete with godlings and divine monsters and the Asuras (as well as the Oni of Japanese folklore) are one of the prime example and inspiration for this class of Parasite God, henceforth referred to as the Passionate Asura. Consumed by passion and desire and gifted with immense power, the Passionate Asura can be a force for good just as much as evil but it is never a reliable one, as its great passion and emotional heights constantly drive it to destructive ends even when it shows the best intention. As with all Parasite Gods, it craves worship. On the Buddhist vision of Asura, Zhiyi states: “Always desiring to be superior to others, having no patience for inferiors and belittling strangers; like a hawk, flying high above and looking down on others, and yet outwardly displaying justice, worship, wisdom, and faith — this is raising up the lowest order of good and walking the way of the Asuras.” This vision of the Asura is quite fitting to the concept of a Parasite God indeed!

Asura, from Shin Megami Tensei: Strange Journey.

Passionate Asura start with the Word of Passion and Might.


How powerful is the Parasite God?

d10Starting Stats
1-4Its a mighty brute, stronger than any mortal but weak by divine standards. Use the Weak God stat line as a basis.
5-8The Asura's passion and stole divinity burns bright. Use the Established God stat line as a basis.
9The power of the Asura is nearly unmatched. Use the Dread God stat line as a basis.
10Prepare for some anime-grade bull*beep*! Use the Dread God stat line as a basis but add 4 HD. Add +4 to all rolls on the Gift table.

What is its consuming desire?

d6Burning Desire
1Thirst for Battle: The Parasite God likes and wants to fight to the point of addiction. Combat prowess are its obsession. Roll on the Gift table. Associated Words: Endurance or Sword.
2Justice: The Parasite God is driven by a strong sense of justice and will not tolerate actions it deemed unjust within its domain. Unfortunately, it invariably overreact and deliver a punishment of several magnitudes too large. Roll on the Gift table. Associated Words: Command or Freedom.
3Unattainable Vengeance: Someone, something or some faction has slighted the creature (possibly in its mortal life). Unfortunately, said thing is far away from the reach of its domain causing its desires for revenge to fester. It requires subtlety to achieve its goals. Roll on the Gift table. Associated Words: Deception or Night.
4Hedonism: There’s nothing this monster wants more than the fine things in life. Food, wine, women (or men) and merriment. It will stop at nothing to enjoy itself and acquire what it doesn’t have. Roll on the Gift table. Associated Words: Fertility or Wealth
5Destruction: This monster simply wish to break things because it wants and it wants because it can. The destruction may be slow and purposeful or be nothing but wild devastation. Roll on the Gift table. Associated Words: Bow or Sword.
6Knowledge: It seek knowledge and esoteric mysteries, maybe even enlightenment. Unfortunately the Parasite God is plagued by a secondary desire which prevents it from focusing on its goals. Roll a second Burning Desire (with no associated Word) and on the Gift Table. Associated Words: Knowledge or Sorcery.

What is it's blasphemous form?

d4 Height and Appearance
1-2 Newborn Ogre: The transformation to Parasite God has increase the stature of this being. Start with a height of 6’6” and add 2d4 inches. Roll 1d4 times on the Monstrous Features table.
3 Lesser Giant: This parasite god is even larger and more terrifying. Start with a height of 6’6” and add 4d4 inches. Roll 2d4 times on the Monstrous Features table.
4 Monstrous Giant: The Parasite God has grown to the size of a giant and is above twelve feet tall. Roll 2d4 times on the Monstrous Features table and once on the Gigantic Monster table.

d4 Skin
1-2 Colorful Skin: The skin of the Parasite God is human-like safe for coloration, which has become an unnatural color. Roll on the Color table.
3 Furred Skin: A thick pelt of fur cover parts of or the whole skin of the Parasite God. Roll on the Color table.
4 Artificial Hide: The asura’s skin has become akin to artificial material, usually stone, clay or metal. Roll on the Artificial Hide table.

d20 Monstrous Appearance
1 Brightly Colored Mane: The hair of the parasite god is wild and thick with an unnatural color. Roll on the Color table. 11 Booming Voice: The Asura can only speak by loudly shouting and yelling. Windows shatter whenever it speak.
2 Tusks: A pair of ivory tusks erupt from the creature’s upper or lower lips. 12 Burning Skin: While not warm enough to hurt anything, the Parasite God has incredibly hot skin.
3 Bulging Eyes: These eyes can be up to twice the size of human eyes and are invariably terrifying-looking. 13 Tattoos: Brightly colored markings adorn the Asura's skin. They reflect his Consuming Desire.
4 Flaming Eyebrows: The eyebrows are huge, furry and spiky. 14Additional Arms: The Parasite God has 1d2 extra, fully-formed arms.
5 Horns: The Asura has 1d4 horns. 15 Additional Head: The Asura has 1d4 extra heads.
6 Burning Halo: A halo of wild flames adorn the Asura's head. 16 Clawed Hands: The Parasite God's hands end in sharp claws.
7 Additional Eyes: The Parasite God has 1d4 extra eyes. 17 Rictus: Face is permanently frozen in madness or rage.
8 Vestigial Arms: The monster has two small arms which can't hold weapons but be used in daily activities. 18 Bone Swords: The Parasite God can grow swords from it's own bones and remove them to wield. They rot 1d4 hours later.
9 Monstrous Muscles: The Parasite God is more ripped than a steroid-taking '80 action star. 19 Fused Armor: The armor/clothes of the Asura are part of it's body.
10 Well-Endowed: The Asura's sexual characteristics are quite noticeable. 20 Spiky: Vicious but small spikes erupt all over it's body.

d20Unnatural Color
1Red6Light purple.
2Yellow7Purple
3Orange8Green.
4Light blue.9Neon Yellow.
5Light green.10Neon Orange.

d6Gigantic Monster
1Barrel Chest: The Asura has an enormous, barrel-shaped torso, It is either muscular or flabby and bloated.
2Small Head: Proportionally-speaking, this creature has a small head on a huge body.
3Long Limbs: The Parasite God drag itself around on its long arms and legs.
4Stout: Despite it's size, the Parasite God has comparatively stubby arms and legs.
5Enormous Mouth: The monster can open it's mouth to a size so large it can swallow whole buildings. Using this ability in combat is ill-advised.
6Groundshaker: The Parasite God is so large and heavy that it always cause minor tremors whenever it moves.

d4Artificial Hide
1-2Metallic Skin: The creature's skin has taken on a bronze or golden hue. 
3Stony Skin: The Parasite God's skin is partially or complete stone-like
4Clay-Like: Despite still being flesh and blood, the skin has a texture and consistency like a clay statue.

What powers does it wield?

d4 Gifts
1 2 Minor Gifts and 2 Major Gifts.
2 4 Minor Gifts and 2 Major Gifts.
3 2 Minor Gifts and 3 Major Gifts.
4 3 Minor Gifts and 3 Major Gifts.
5 3 Minor Gifts and 3 Major Gifts +1 Extra Word.
65 Minor Gifts and 3 Major Gifts +1 Extra Word.
7 3 Minor Gifts and 4 Major Gifts +1 Extra Word.
8 3 Minor Gifts and 3 Major Gifts +2 Extra Word.