Shards(Remnants)

A Shard is a fragment of a god, a sort of lesser version of itself. Deities create Shards because they provide three main advantages.
First, Shards allow a god to be in multiple places at once. As a rule, gods are not omnipresent; however, a Shard is another manifestation of the being that created it, thereby allowing that god to be in at least two places at once (more Shards equals more places a god can be at once).
Second, a Shard can enter planes that the core deity is barred from. A single shard can enter any plane that is one-step away from the core god. For example, a Fledgeling God(level 4) cannot enter the mortal plane (a level 2 plane). However, a Shard of that pseudogod could. Multiple Shards can be combined so that the resulting entity can enter planes further removed from the god that created them. For example, four Shards of a chaotic evil god could merge into one being in order to enter a lawful good plane. When such a combined shard leaves that plane, it could split itself back into its component parts, if it chooses to.
Third, a Shard can act as an agent and foothold of a god, thereby allowing that god to perform actions in locations that it is itself not in.  See the section on The Edict for more information.
There are two catches to Shards, however. The first is that it costs AP to create a Shard (see the Action section for more information). The second is that each time a god creates a Shard, that god receives a -1 penalty to a stat of the player’s choosing (attack, defense, hp, or base AP), and such penalties stack. Fortunately, these penalties can be removed when the Shard is reabsorbed. Note: gods cannot reabsorb Shards immediately prior or during combat.
Category:Rules(Remnants)