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Hammer Head
2015-04-14, 03:39 PM
DIVINITY

Divinity is a game where you play a deity who collaborates with others of your kind in the shaping of a world. You raise mountains and create life, spur your followers into war, or guide them to utopia. In other game systems, vast wars and political dramas are the entire campaign, but in Divinity, these are basic units and the campaign is the destiny of an entire world. Want to control the winds of fate and the paths of mortals innumerable? Then let's play Divinity.

HOW THE GAME IS PLAYED

To begin playing Divinity, you need to first gather a group of three or more players together. Technically, you could play with as few as two gods, but we recommend going for more. Next you need materials, pen, paper, with one large sheet to represent the world, and dice. An assortment of four, six, eight, and twelve-sided dice are usually necessary. Once you have all these things and everyone is familiar with the rules of the game, you may begin the first round...

The Round: Starting with one player and moving clockwise around the table, players take turns rolling for power points and then spending those points on various powers. Once each player has gone, the round ends and the next one begins. Depending on what the player's decide, each round can represent anywhere from a single month to uncountable years, but, by default, a round in the Early Age is a millennium and a round in the Later Age is a year.
The World: The Early Age is dedicated to the development and shaping of the world, which is usually represented by a sheet of paper in the middle of the table. The paper starts out blank, meaning the world is covered in wasteland or some other unserviceable terrain. During the Early Age, each player gets three square inches to fill in on each of their turns. The Early Age lasts until there are no blank spots left on the map, so, the size of the map directly effects the time allowed for the Early Age. For an average Early Age in a five person game, we recommend a 10"x15" map. Alternately, if the map is for a planet, you can have a map projection outlined on the paper, and the Early Age ends when the map outline is full.
The Mortals: Once the world is made and the game moves on to the Later Age, players can begin creating their mortal races and directing their trials in the world. Each race requires life for it to be based on, which means that most players will have used the Create Life power in the Early Age. Keep this in mind. Most of the game is focused on the mortal races, after all.
The Narrative: But what is all this building up to? Well, that would be the narrative. Actions taken throughout the ages earn Miracle Points for the gods, which may then be spent on Miracles, Events, and Catastrophes, which can result in anything from the tragedy of Romeo and Juliet, to the One Ring and it's round trip out of and back to Mount Doom. Catastrophes can even bring about apocalypses, which a game can survive multiples of. Whatever you want out of the narrative, you can achieve it, but be aware of the other gods all around, who seek to develop their own narratives and dramas in contrast to your own.

GODS

Though, before you even roll your first power roll, you must decide what kind of god you will be. Will you be a glorious god of the sunrise and a hard day's work? Or maybe the confident and aloof god of the dead? Heck, maybe you just wanna play Cthulhu. But pick your god type wisely, as it will largely affect how the game plays for you.

Sovereign: Examples of the Sovereign God would include Ptah, Odin, and Gaea. Usually considered the leaders of the divine pantheons or the creators of the world, a Sovereign is considered authoritative and vital, with almost guaranteed power. A Sovereign God's power roll is 2d12. The player then selects one of the dice and gains power points equal to the number on it.
Hero: Thor, Sobek, and Hephaestus are all fine examples of a Hero God. Usually described as warriors, the Hero also extends to many physical deities. Craftsmen, hunters, or messengers are all considered Hero Gods. Defined by their direct and honest approach to the world, the Hero rolls 2d8 for it's power roll, adding the results together to get their power points for the round.
Mystery: If you seek a Mystery god, look to Loki, Charon, or Thoth. Secretive, clever, or perhaps just underestimated, a Mystery God might not always act in the grandest way, but they can rearrange the balance of power with their devious nature. A Mystery God rolls 2d6 with explosions on 6 for it's power roll. So, the player rolls two six-sided dice, rolling an extra dice for each 6 rolled, and then again for every additional 6, until no 6 is rolled. The player then adds all the dice rolled together for their power points.

AGES

The game is divided into two Ages: the Early Age, where the world is formed, prophecies are spoken, and life begins, and the Later Age, where races rise up, wars are fought, and grand cities flourish. The Ages determine which powers the gods can manifest, each one containing five powers that are available to all gods while the game is in that Age.

Early Age: The Early Age is the beginning of a world, where the gods shape the land, etching out oceans and mountains, setting down leylines, summoning up weather patterns, even speaking prophecies and creating the first forms of life. The setting of a stage, the Early Age is vital, as everything that happens in the Later Age is based upon what happens during the Early Age. The five powers available during the Early Age are Shape Land, Shape Conditions, Set Leyline, Speak Prophecy, and Create Life. This is how they work:
Shape Land: Shape Land is a unique power, in that it costs no power points to manifest, but instead it can only be manifested three times during a player's turn. When manifested, the player selects a blank, 1 square inch area of the map and adds terrain to that area. Any terrain can be made, desert, mountain, ocean, caves, and even exotic land types, such as "giant amethyst crystals". General weather patterns are also under the control of this power. Nothing that lives, such as forests or coral reef, can be added, unless they've already been made by Create Life. Cost: 0pp
Shape Conditions: Shape Conditions functions much in the same way as Shape Land, except with additional benefits. First off, this power can be used an unlimited number of times each round. Second, Shape Conditions does not need to be placed on a blank part of the map, and can overwrite previous square inches of land. Third, this power places the affected inch of land under special conditions which, barring special intervention, prevents it from being occupied by any race or life not directly created by the god who manifested Shape Conditions. These conditions can be anything from acid rain, to mountains that float, to angels who hunt down anyone who enters the land. Cost: 6pp
Set Leyline: Many stories refer to things like "the Heart of the Land", "the Fountain of Youth", or "the Swamp of Despair". Focal locations of a story, often possessing inherent magical power. These are leylines, and they can change the game. This power costs a variable number of pp, starting at 9. When manifesting the Set Leyline power, the player selects a 1 square inch area of the map where no leyline exists yet, and a leyline is added to that location. Later, when a race settles that inch of land, that race's controller earns Miracle Points from the leyline. After every X rounds that the race holds the leyline without losing control of it, the controlling god earns 1 Miracle Point. X is 9 rounds, if 9 power points were spent to manifest this power. For every additional point spent, X decreases by 1, to a minimum of 2. So, for example, at 12pp, X is 6 rounds. Cost: 9pp-16pp
Speak Prophecy: There are a lot of epic stories which hinge around prophecy. So, naturally, as a deity, you can set down your own prophecy to be fulfilled in the distant future. The only thing is, a prophecy can be difficult to control. When manifesting this power, the player selects a second player, who then describes some circumstance or event in the rules of the game, such as "When one race holds all leylines, the prophecy is fulfilled" or "when a demigod is killed by another demigod controlled by the same god, the prophecy is fulfilled" or even "when a mortal becomes immortal and the rest of his race is destroyed in the same round, the prophecy is fulfilled". After the prophecy is described, any player besides the one who described it, may fulfill it (by taking action that directly results in the event taking place). When a prophecy is fulfilled, the god who fulfilled it immediately makes a power roll, but instead of earning pp, the player gains that many Miracle Points (plus a refund of however many Miracle Points were absolutely required to fulfill the prophecy). Prophecies are huge swings in power, so, for each god, there may only be one unfulfilled prophecy spoken by that god at a time. Cost: 10pp
Create Life: Create Life is the means of beginning life on the world, and can create anything from bugs and elephants, to algae and flowers, to even golems and spirits. This power has three possible options. With option 1, it allows the creation of one kind of life, such as whales, spruce trees, or northern wind kami, and prevents anyone else from utilizing that life, meaning that it spreads only into the lands you decide, and only you may create a race based off it. With option 2, it allows a wider subset of life, such as oceanic mammals, pine trees, or air kami, which are then openly available to all gods to spread into their lands or to base a race off of. With option 3, it allows a very wide set of life, such as mammals, trees, or kami, and grants each god their own subset of life in that set which they may treat as though they created it with the option 1 version of this power. Cost: 2pp
Later Age: The Later Age is the life of a world, where gods make their moves and weave together vast stories, bringing their children into the world, sparking wars and political dramas, and even bringing about demigods and their own avatars upon the world. Where the Early Age was the setting if the stage, the Later Age is the play itself, and contains the meat of the game, as everything centers around it. The five powers available during the Later Age are Create Race, Command Race, Advance Race, Create Demigod, and Create Avatar. This is how they work:
Create Race: Arguably the most important power in the game, Create Race allows the player to take a form of life they have access to, and raise it up into a race. Any race can be made this way. Ents, humans, and mermaids are all possible, as are whatever races you might make up yourself, such as a race of swirling swarms of flies. A god can create any number of races during a game, but the more they have, the more expensive it can be. A player's first race costs 9pp, and after that, each additional race costs 3 more points, cumulatively. So, the fifth race a god creates would cost 9pp + (3 x 4)pp = 21pp. On top of this, each race requires an upkeep of 1pp each turn, and, if that cost can't be paid, it rolls over to the next round. Races can also be created through Petitioners being brought down by Avatars. Cost: 9pp or more
Subraces: There is also a second way to use Create Race, and that is to create a subrace, which is essentially using another race instead of life as the origin point. This has it's benefits, as the subrace and parent race are closely tied together, with their lands usually being very close to one another, and their cultures being entwined enough that they can steal land and technology from each other much easier than between unrelated races. The rules for subraces are otherwise the same as the rules for races.
Command Race: One of the main events, Command Race allows a god to issue commands to any race they have created. The power breaks down into four subpowers: settle land, raise army, raise caravan, and form hub. Each one is based around interaction with other races, and most can result, one way or another, in earning Miracle Points. Cost: 4pp
Settle Land: Using Command Race this way directs the people of the race to inhabit a 1 square inch area of land. Perhaps they have nomadic tribes that stay in that general area, or maybe they set up several small villages and kingdoms throughout the land. Once the land is settled, it can produce caravans, armies, and hubs. This subpower does come with two caveats, though. First, any square inch that is settled must be connected to any land previously settled by that race. Second, if two or more inches of land become disconnected from one another, then the god who owns that land's race takes a 7 point hit on their next power roll after the disconnect happens. On the other side, for every fifth inch of land a race settles, the commanding god earns a Miracle Point.
Raise Army: With this subpower, an army is raised from a square inch of settled land. The army can take any form, from a thousand ratfolk soldiers with war engines, to a team of a hundred elite wizards. Each settled inch of land can support one army, and, if that army is destroyed, that inch of land cannot produce another army for two rounds hence. The army begins at the inch that it was raised from and can be directed, once per round, to defend, move, or attack. If it defends, it remains stationary, defending the square inch it occupies, until something impacts it. If it moves, it moves a single inch each round, plus an additional inch for each troop movement technology of the race. If directed to attack, it can attack either an adjacent army, or an adjacent inch of foreign settled land. To do the latter, it must first combat any army that defends that land. To determine the results of a combat between two armies, the attacking army rolls 2d6 and adds 1 for each attacking technology of the race, while the defending army rolls 2d6 and adds 1 for each defending technology of the race, plus an additional 2 if the army was defending an inch of land. The army which rolls higher is victorious. If the army attacks an undefended inch of land, then that land is taken, and can either be razed, or, if the attackers have adjacent settled land, converted. Every time land is taken, the attacking army generates a Miracle Point for it's god. Armies can generally swap between boats and land, but, if your group wants, you can make distinctions between land troops and fleets, where one is restricted to the land, and the other to the ocean. If you have further mediums of travel, you can further chop up the army designations as well.
Raise Caravan: With this subpower, a caravan is raised up from a square inch of settled land. A player can have as many caravans active as they want, but they work with units of "art", which they gather up from their native lands. A caravan can carry as much art as the controlling player wants, and each inch of settled land naturally generates 1 art plus an additional art for each art technology of the race. However, once art is gathered up, it's gone from the land, the only two ways for it to be replenished being through a foreign caravan or via a new art technology being developed. After starting in the inch it was created from, a caravan moves one inch each round, plus an additional inch for each trade movement technology of the race. When it passes through an inch of native land, it automatically gathers up however much art the commanding god wants, to a maximum of the art available in those inches, which would leave them empty. Then, when in a foreign settled land, the caravan can offer a trade. They can offer art in exchange for technology or Miracle Points, or offer technology or Miracle Points in exchange for art. Either way, they make an offer, such as "# art for # Miracle Points" or "a technology for # art", and then the god being offered this trade can either accept or decline. In the case of Miracle Points, if the trade is accepted, then the Miracle Points are generated on the spot and gifted to one of the gods, and neither god loses any Miracle Points. In the case of technology, if the trade is accepted, then the other race gains the technology in question, and the original race still has access to it as well. The arts on the other side are either imparted to the land to be picked up by later caravans, or gathered up from that land by the caravan. In this way, a caravan can travel back and forth between foreign lands, restocking on art via trades, and never really visit it's home. Art is essentially treated as money. A god cannot form a trade between two races it commands. Caravans can generally move between land and water movement freely, but, like with armies, this can be altered in your games as well.
Form Hub: With this subpower, the god forms a seat of power within an inch of settled land, such as a sacred gathering place or a metropolis. This is a hub, and just by virtue of existing, it can affect far distant things. Each hub comes with a single political leader, plus an additional political leader for each government technology of the race. A political leader is a very versatile unit, and can disband or outright steal armies and caravans, or convert nearby land to their race, so long as they face down against any hub of that race. A political leader does not need to move, and can conduct itself through messengers and speeches, able to control events across the entire world from their seat in the hub. If they wish to disband an army or caravan, then the political leader rolls 1d6 plus 1 for each political technology of the race, while the army or caravan rolls 2d6. If the political leader rolls higher, the army or caravan is disbanded. Controlling an army or caravan is much more difficult, and works just like disbanding, but the army or caravan rolls 3d6 instead of 2d6. If the political leader rolls higher, then the army or caravan is under the control of the commanding god for five rounds, though an army will not attack it's native land and a caravan must receive something in it's trades. If the political leader tries to convert an inch of settled land adjacent to it's own race's land, then the political leader rolls 2d6 plus 1 for each espionage technology of the race, while the foreign land rolls 2d6 plus 1 for each espionage technology of the race plus 1 for any unused political leaders in hubs the foreign race might have. If the political leader rolls higher, the land is converted. In all these cases, if the political leader rolls lower, there is no drawback beside the political leader having been used up. Once a political leader acts, that political leader is gone and cannot be reused. Though, if a hub runs out of political leaders, this power can be manifested again to replenish them, or create a new hub in another inch of land. This is the only use of Command Race that cannot directly generate Miracle Points.
Advance Race: Throughout the Command Race subpowers, there are many mentions of technology. Advance Race is the way these technologies are created. There are eight kinds of technology: art, attack, defend, troop movement, trade movement, government, political, and espionage. Each technology can be one or more kinds of technology. For example, giant slug riding as a technology can be both a troop movement and a trade movement technology. Or, perhaps medicine is an art, defending, and political technology. However, the more kinds a technology has, the more it costs. It begins at 4pp for one kind, and each additional kind of technology raises that cost by 2pp. Cost: 4pp-18pp
Create Demigod: A child of the gods, or a minion created by their will. Generally, a demigod is gifted with abilities above and beyond their mortal counterparts, such as super strength or incredible interpersonal skills. When manifested, one of three kinds of demigod is born within one race the god owns: warrior demigod, leader demigod, or trader demigod. During it's life, a warrior demigod gathers itself an army, or becomes an army itself. This army follows the same rules as the armies created through Command Race, but has no inch of land it was created from, and just spawns in any native land. The leader demigod functions like a hub, with great acts to use up instead of political leaders. Also, with both warrior and leader demigods, instead of the traditional 2d6 or 1d6 rolls, the child of a sovereign god rolls 2d12 or 2d6 and picks one dice for the result, the child of a hero god rolls 2d8 or 1d8, and the child of a mystery god rolls 2d6 or 1d6 with explosions on 6. The third option, the trader demigod, acts as a caravan, but with a full two inches worth of art already present. Cost: 8pp
Create Avatar: A god made flesh or a god's primary voice on the mortal coil. An avatar is the primary aspect of the commanding god, and it's presence in the world grants many benefits. First, at the beginning of each round, an avatar grants the commanding god one free use of the Command Race power, to be used on any race the god has created. Second, an avatar can, once during it's existence, create a race without the Commanding God needing to manifest Create Race, instead using up two sets of his petitioners, having them permanently descend to the world and become the race. Third, an avatar can seek out another god's avatar and interact with it. ThIs can go one of two ways. If the gods have a friendship between them, then they can team together and each gain free upkeep, in exchange for only acting every other round thereafter. Or, if the gods have a rivalry between them, they can fight against one another, each rolling their god's default power roll and whoever receives the lower roll is utterly destroyed. In the case of a one-way rivalry, the attacking avatar cannot be destroyed, but the defending avatar adds 4 to it's roll as it's only goal is to escape. A god can only have one avatar at a time, and they require an upkeep of 1pp each round, just like Races. Cost: 12pp
Apocalypse: Gods wield endless power. With their strength, they can blight entire nations, carve canyons into the world, and even raise mortals to a status near their own. Needless to say, they can sometimes get carried away. Enter the Apocalypse. Whenever sixty or more Miracle Points are spent inside three rounds (the current round and the last two rounds), an Apocalypse is triggered. Hellfire, great floods, and pillars of salt. Now, this sounds bad, but it can go either way, really. If the group decides it's fitting, obviously the Apocalypse can be the end of the world and the game, if the players decide. Then again, it might be a great cataclysm that reconfigures the entire world. In such a case, a couple of things happen. First, if the apocalypse takes place in the Later Age, then the apocalypse takes place very quickly, and disasters reduce the world back to a primordial state, each god selecting 9 square inches, which are then erased, returning to wasteland and a blank space on the map. Then, once things have calmed down, the age is swapped. Later Age becomes Early Age again, and Early Age fast forwards to Later Age, the game continuing forward from there. A game can have multiple Apocalypses during it's time, each time ushering in a new age. What these ages are like, is up to the players.

Hammer Head
2015-04-14, 03:40 PM
THE PLANESCAPE

Shangri-La, Mount Olympus, Purgatory, Brahmapura, the Land of the Dead, and Valhalla. Every god has it's domain, and Divinity includes this concept. Not places that you manipulate or build up so much as command centers and seats of power. Things in the Planescape are simply ways for your to affect the rest of the cosmos. If a god wants to directly oppose you, this is where they strike. If a god want to collaborate with you, this is where they meet you.

Powers: There are five powers that deal with the Planescape, usable regardless of age. They are Form Planescape, Form Friendship, Form Rivalry, Clash, and Joint Creation. This is how they work:
Form Planescape: Gods are essentially all powerful in regards to their home, so most details, such as the nature and shape of the plane, are left as pure description. This power instead applies to grander things, such as the shape of the collective cosmology of the universe. This power has two possible uses. It can either form a one-way connection between the manifesting god's plane and another plane, or it can direct the petitioners of a plane to form a facet for the god. When connecting planes, for 5pp, a bridge opens up between the planes, through which the manifesting god can assault the other plane, while leaving their own world out of reach until another god forms their own bridge. When directing petitioners to form a facet, for 5pp, a tier 1 facet can be formed, for 10pp, a tier 2 facet can be formed, and for 15pp, a tier 3 facet can be formed. Of course, all prerequisites for the facets must be met to form it. Facets and petitioners are explained below. Cost: 5pp-15pp
Form Friendship: This power allows two gods to become fairly close friends. Perhaps they even marry or ascend higher to become faces of an overdeity. The exact description is up to the players, and can be as subtle or as grand as they wish. However, to form a friendship, both gods involved must manifest this power during the same round and choose the other god as the target of the friendship. Once the friendship is formed, this adds some functions to the Joint Creation power below, and gives avatars, explained above, some added options as well. Refer to the power descriptions for exact details. Cost: 5pp
Form Rivalry: This power pits two gods into eternal war with one another. Be they like incarnations of summer and winter, battling back and forth and causing the sway of the seasons, or like simple warring souls, angry at one another. Like with Form Friendship, the exact details are open for interpretation. Though, unlike Form Friendship, Form Rivalry does not need to be reciprocated. It is usually recommended that it be reciprocated, but it might form an interesting dynamic, and a one way rivalry might be like a god of the hunt chasing after a god of deers. If you have a rivalry with another god, it changes how the Clash power, explained below, and avatars, explained above, work. Refer to the power descriptions for exact details. Cost: 5pp
Joint Creation: When two gods come together to form something, it is a Joint Creation. A task where each god takes a part of the work, and then unites their efforts together into a single whole. This power allows gods to pool their resources together to manifest a different power. When manifesting Joint Creation, the gods must be in agreement on what the power is being used towards, each god must manifest it during the same round, and they must donate some number of pp into the central pool, which must add up to the value of the power they are using Joint Creation on. If the gods have a friendship, then the pool starts with a free 2pp in it. If the power results in something being created, such as a race, army, or avatar, both gods treat it as theirs, gaining full benefits from it, and any other god may treat it as belonging to either one. Also, races and avatars created this way require upkeep from each god, separately. Further, if one god tries to issue a command or direction to the creation, and the other god objects, that command or direction fails, no pp being spent. If the gods have a friendship, this power can also be used to create petitioners. If each deity puts in exactly 9pp with no power being selected as the end goal, each god gains 1 set of petitioners at the end of the round. A Joint Creation costs no points, but a god may only participate in a single Joint Creation each round. Cost: 0pp
Clash: When gods trick one another or perhaps even move to strike against each other, it is a Clash. When manifesting Clash, the manifesting deity chooses a defending deity. For the power to be used, there must be a connection going from the manifesting god's plane to the defending god's plane and the manifesting god must have one free petitioner to help them attack. Once Clash is manifested, each god involved rolls 2d6 three times and compares the results of each set. Whoever gets the higher result two or more times out of three, wins the Clash. If there is a tie, the Clash rolls over into the next round, and is redone then. If the manifesting god wins, he chooses one facet of the defending god, and that god looses that facet. If the manifesting god has a rivalry with the other god, they may also destroy the set of petitioners who maintained that facet. If the defending god wins all three sets in the Clash, he may close the connection that the manifesting god is using. If the defending god has a rivalry with the other god, he may also do this if he wins two sets in the Clash. Cost: 4pp
Facets and Petitioners: A petitioner is the direct servant of a deity, and a facet is an abstraction of the plane, the god itself, or just pure divine will. These things are really the only parts of the Planescape that are manipulated, and they exist to raise the deity higher, granting them powers, options, or just a place to live.
Petitioners: A host of angels singing praise to the god. Valkyries fighting wars in Valhalla. Star Spawn committing atrocities for Cthulhu. These are petitioners, divine beings that exist as a part of the deity, yet distinct. Each deity begins the game with three sets of petitioners. A deity can create more petitioners via Events or the Joint Creation power, or they can destroy petitioners via the Clash power. These divine minions serve three possible purposes. They can descend to the world below and become mortal, which requires two sets of petitioners descending at the same time. Or they might be sent to combat other petitioners, which just requires one set of petitioner be left free and undirected. However, the most common purpose they are employed towards is the construction and maintaining of facets for their god, which requires one set of petitioners to be directed towards it when it is generated with Form Planescape.
Facets: It is difficult to concisely describe what a facet is. They can be epic sonatas that never end, wars of untold bloodshed fought upon the fields of a plane, or vast cities of lightning. A facet is a part of the god, a part of the plane, and a part of the petitioners who maintain it. Mechanically, they exist as modifiers to how the game is played, but, thematically, a facet can be anything that would fit your god. A facet is created through use of the Form Planescape power, and each one requires a set of petitioners to be assigned to it when it is made. There are nine mechanical types of facet, each one with three tiers. Each tier is considered to be a different facet, and each may only be created once. In order to create a facet, the god must meet all prerequisites for that facet. These are the different mechanical facet types:
Raw Power: Due to the facet, the god is simply more powerful than they would otherwise be. Perquisites: None.
Tier 1: The god gains a +1 bonus to their power roll.
Tier 2: The god gains an additional +1 bonus to their power roll.
Tier 3: The god gains +1d4 to their power roll, ending in +1d4+2.
Clarion Mind: Due to the facet, the god is aware of the themselves enough to avoid their own weakness. Prerequisites: The god must have rolled a minimum result on at least one dice this round.
Tier 1: The god gains a single reroll to be used each round, which may be used when a 1 is rolled on a dice during the power roll, rerolling that particular dice.
Tier 2: The god gains a second reroll per round. Additionally, rerolls may now be used when the god rolls a 2 on a dice during the power roll, instead of only on 1s.
Tier 3: The god gains a third reroll per round. Addition, rerolls may now be used when the god rolls a 3 on a dice during the power roll, instead of only on 1s and 2s.
Calculated Moves: Due to the facet, the god is able to see partway into the future and make meticulous plans, even sacrificing one kind of power for another. Prerequisites: The god must have manifested Speak Prophecy twice or spoken a prophecy once.
Tier 1: When the god rolls 3 or less overall on their power roll, they gain a Miracle Point.
Tier 2: The god may forgo their power roll and any facets in exchange for 3pp and a Miracle Point.
Tier 3: The god may forgo their power roll and any facets in exchange for 12pp.
Large Family: Due to the facet, the god possesses a much wider array of petitioners. Prerequisites: None.
Tier 1: The god gains two additional petitioners. If this facet is lost, those petitioners are destroyed, and any facets they maintained are lost. These additional petitioners cannot descend to the mortal coil.
Tier 2: The god gains two additional petitioners. If this facet is lost, those petitioners are destroyed, and any facets they maintained are lost. These additional petitioners cannot descend to the mortal coil.
Tier 3: The god gains three additional petitioners. If this facet is lost, those petitioners are destroyed, and any facet they maintained are lost. These additional petitioners cannot descend to the mortal coil.
Heaping Bounty: Due to this facet, the god holds overflowing power within their domain. Prerequisites: The god must have rolled a maximum result on at least one dice this round.
Tier 1: On an initial dice roll of 12 for a Sovereign god, the god may add +1d12-3 to that result. On an initial dice roll of 8 for a Hero god, the god may add +1d8-3 to that result. On an initial dice roll of 5 for a Mystery god, the god may add +1d6-3 to that result.
Tier 2: This facet supersedes Tier 1. On an initial dice roll of 12 for a Sovereign god, the god may add +1d12-1 to that result. On a dice roll of 8 for a Hero god, the god may add +1d8-1 to that result. On a dice roll of 5 for a Mystery god, the god may add +1d6-1 to that result.
Tier 3: This facet supersedes Tier 2. A Sovereign god's dice explode on 12, a Hero god's dice explode on 8, and a Mystery god's dice explode on 5 and 6. Whenever these numbers are rolled, the god rolls an additional dice (d12, d8, or d6, as appropriate), considering it an extension of the first dice, and repeating this process if another max result is rolled, and so on and so forth until a maximum is not rolled.
Deep Foundation: Due to this facet, the god is very steady, and it's power reserves are unlikely to ever fail. Prerequisites: None.
Tier 1: When the god rolls it's power roll, they roll an additional 1d4, and may replace any other dice with the result of that dice.
Tier 2: The 1d4 from the Tier 1 version of this facet is upgraded to 1d12 for a Sovereign god, 1d8 for a Hero god, and 1d6 for a Mystery god.
Tier 3: If all dice rolled during the power roll are 3 or less, the god may add the extra dice from the lower tiers of this facet to their power points, instead of replacing another dice with it.
Dark Soul: Due to this facet, the god is built for war, and their enemies fall more easily. Prerequisite: The god must have a rivalry with another god.
Tier 1: Any god whom is connected via rivalry to this god takes a -1 penalty to their power roll.
Tier 2: When the god wins a Clash, they earn a Miracle Point.
Tier 3: Choose another facet. That facet cannot be lost unless this facet is lost first.
Bright Soul: Due to this facet, the god has a bent towards peace, and their friends are raised high. Prerequisite: The god must have a friendship with another god.
Tier 1: Any god whom is connected via friendship to this god gains a +1 bonus to their power roll.
Tier 2: When the god manifests Joint Creation and donates more pp than the other god, they earn a Miracle Point.
Tier 3: At the beginning of each round, the god may choose a facet belonging to another god whom they are connected to via friendship, and gains the benefit of that facet for this round.
Power Trade: Due to this facet, the god is able to trade one form of power for another form. Prerequisites: The god must have manifested Set Leyline twice or earned three Miracle Points from a single leyline.
Tier 1: The god may give up a Miracle Point at any time and immediately gain 3pp.
Tier 2: The god may give up a Miracle Point at any time and immediately gain 6pp.
Tier 3: The god may give up a Miracle Point at any time and immediately gain 9pp.

MIRACLE POINTS

What is it that you seek? Do you want to lead the world to bloody apocalypse? Descend to the mortal coil to live among the mortals? Craft a great artifact which will shape the paths of mortal societies? Maybe just have your children take their own actions, which then inspire their creator? Are you a god of the dead, who seeks to court a goddess of life? Are you a deity of war who wants to unite all the banners of the globe under your race's name? Are you a Titan of knowledge who seeks to build a utopian society that ascends into the sky? Well, regardless of what it is that you seek, you achieve it through spending Miracle Points on the three powers: Miracle, Event, and Catastrophe. These powers can do anything, from creating a McGuffin, to inspiring a romance, to enslaving an entire race. They are the major forces of the game, and what it all builds up to.

Miracles: The Miracle is the most basic of these powers, and covers all different kinds of small circumstances or events. Miracles, despite their name, are not necessarily positive, and can do anything that the player could imagine, so long as it is along the power of the following: a subrace steals a technology from it's mother race, a subrace steals one square inch of Land from it's mother race (so long as that Land is then connected to their own Land), destroy a single army, destroy a single caravan (any art present returning to it's race's land), destroy a single hub (destroying all political leaders as well), grant a race the ability to settle one square inch of Land influenced by Shape Conditions from another god, reroll a single dice that has just been rolled, turn a single mortal into a champion, unfold a mortal drama (like Romeo and Juliet), guide a mortal to create a masterpiece, guide a race to erect a landmark, or raise a single mortal to king status. The Miracle power costs 1 Miracle Point.
Events: The Event is the midline for these powers, and includes the usual happenings and stories that you'd see across the history of a world. Events can do just about anything the player could dream up, but players should use the following possibilities as guidelines: spawn a single set of petitioners, a race steals a technology from another race, a race steals one square inch of Land from another race (so long as that Land is then connected to their own Land), a race you own that has been eradicated returns to existence (but now has an upkeep of 4pp each round, instead of 1pp), replace the result of a single dice with a maximum result, choose a single facet you own and apply it to a single demigod you own (it can now use that facet in regards to rolls it makes, if doing so makes sense), disband a friendship between any two gods, disband a rivalry between any two gods, kill a demigod, overthrow a ruler or dynasty, use the Command Race power on a single race you do not own, strike one square inch of Land with disaster, unfold a mortal story (like Harry Potter), guide a mortal to create an artifact, guide a race to erect a wonder, or raise a mortal family to the position of dynasty. The Event power costs 5 Miracle Points.
Catastrophes: The Catastrophe is the ultimate of these powers, and covers everything grand that takes place. Catastrophes, despite being named Catastrophes, are not necessarily bad, but instead are just huge, and usually consisting of large change, thereby making mortals usually perceive them in a negative light. A Catastrophe can do anything that the player could imagine, within reasonable range of the following: spawn three sets of petitioners, emulate Create Race by mutating one square inch of settled Land into that race (adding that Land, as well as any army, caravan, or hub present in that Land to the race), reduce a single square inch of land to empty wasteland (blank space on the map), eradicate a single race, a race that you own which has been eradicated returns to existence, a god is usurped by another force (demigod, petitioner, or mortal), destroy all armies in existence, destroy all caravans in existence (all art being carried being lost), destroy all hubs in existence (destroying all unused political leaders as well), disband all friendships and rivalries, unfold a mortal epic (like the Lord of the Rings), strike all Land owned by a single race with disaster, guide a mortal to create a McGuffin, guide a race to erect a Wonder of the World, or raise one race to lordship over another race. The Catastrophe power costs 10 Miracle Points.
Narrative Elements: All uses of Miracle, Event, or Catastrophe impact the history of whatever world you craft, but some are important to a narrative than others. The items, locations, situations, and individuals that make up a grand story stand out, while things that happen along the way might be forgotten, lost in the fray. For example, an army being destroyed might just fade away into history, but the creation of the One Ring, that has eternal repercussion. To reflect this, these narrative elements have their own impacts on the mechanics of the game, from masterpieces to an overthrown deity, they all have their own impact.
Masterpieces, Artifacts, and McGuffins: Masterpieces are the Royal Jewels, the map to treasure island, or the +5 vorpal bastard swords of the world. Often one-of-a-kind, these items hold grand significance and might be anything from an artisan's crowning achievement, to otherwise unremarkable items of amazing importance. Artifacts are the Mona Lisa, the Golden Fleece, or the Excaliburs of the world. Not just the pinnacle of an artisan's work, but the pinnacle of the single greatest artisan's work, these items hold the beginning of the ability to sway worlds. McGuffins are the Holy Grail, the Triforce, or the One Ring to rule them all. Items of the utmost power, entire worlds revolve around their fates, and often it took more than mortal hands alone to craft them. These are items that can drift around the world, passing from hand to hand as the story allows. A masterpiece can be wielded by a single race, and can be activated once a round to grant that race a +1 to one roll involving an army, hub, or caravan of that race. An artifact can be wielded by a single race, acts likes a masterpiece, and can also be activated once a round to grant a reroll that can be used on a single dice. A McGuffin can be wielded by a single race, and grants that race a +1 to all rolls involving armies, caravans, or hubs, and can also be activated once a round to grant a single reroll that can be used on a single dice either immediately or later in the round.
Landmarks, Wonders, and Wonders of the World: Landmarks are the Stonehenge, the King's Landing, or the Hogwarts of the world. Locations of importance, ranging from single buildings to entire towns, they offer identity to the land itself. Wonders are the Great Pyramids, the Treasure Island, or the Gates of Hell of the world. Places of power, they might be important to the natives, or feared, but they grant an undeniable identity to the land. Wonders of the World are the city of Atlantis, the tower of Barad-dûr, or the Castle Wolfenstein of the world. Locations of undeniable might, which only likewise mighty actions can hope to bring low. These are locations that are set into one square inch of land, and remain there. A Landmark grants a key point to rally around, granting armies defending the Land a +1 bonus to their defend rolls as well as granting the Land immunity to being converted via political leaders. A Wonder, on the other hand, is almost capable of defending itself, and acts as a Landmark, but with the added benefit that if the Land is undefended and an army attacks, then, unless the same army attacked the same way last round, they are rebuked. A Wonder of the World defends it's inch so that it can only be altered via Events and Catastrophes, and everything else falls short of affecting that square inch of Land.
Rulers and Dynasties: A ruler is like a president, a warlord, or a general. Temporary leaders, who hold their position for a time, before passing it on. Dynasties are like monarchs, watchers, or, as you would expect, dynasties. Groups of figures who hold their power for generations, never letting it loose. A ruler or dynasty has two benefits. First, it prevents further rulers or dynasties from being raised until the previous is destroyed (requiring an Event in both cases). Second, if you create a ruler or dynasty in a race you do not own, you can, each round, either make Command Race cost 1pp more, or gain +1 to your power roll on the next round. A ruler lasts for three rounds, while a dynasty lasts forever.
Lordship: Lordships would be included above, but is different enough that it becomes something entirely separate, and can only be described as enslavement or perhaps mutual reliance. A lordship is where one entire race is raised to become rulers of another race, and their cultures change to reflect this. Effectively, you steal another race for yourself. To use this power, the two races must have adjacent settled Land, which afterward all becomes the property of the master race, alongside everything that the slave race owned, armies, technologies, and Wonders alike. The god of the master race takes over the upkeep for the slave race, and can issue commands to that race. However the god of the slave race can still issue commands to their race, while paying no upkeep. They can have individuals settle new Land, raise new armies, and so on and so forth. Additionally, any roll made to attempt to retake Land that previously belonged to them, gets a +4 bonus.
Champions: When a tyrant is created, a pure spirit is born, or a mortal hero is made to live forever, a champion is born. This is distinct from demigods or avatars, who serve their god directly, while the champion holds no such privilege. A champion can live forever and cannot be affected by Miracles, Events, or Catastrophes from any god other than the god who granted them their protection, making champions usually the core figures in Epics.
Disasters: Earthquakes, volcanos, or the undiluted wrath of an angry god. These are the plagues of locust, the uncanny diseases, and the bouts of anarchy. Any Land struck with disaster is sent reeling, unable to produce armies, hubs, or participate in trades for five rounds, and any army or hub raised from that inch being unable to act for those five rounds, as their supply trains get cut off. Also, defense becomes more difficult, and any army defending the land takes a -2 penalty.
Usurped Gods: Usurping a deity? But, isn't that the player? Well, yes, it is. That's why, when it happens, the targeted god cannot manifest powers for one round, and automatically fails any defensive roll during that round. After that, one of two things can happen: the god regains control, destroying the usurper or the player decides to start playing as the force that defeated them.
Dramas, Stories, and Epics: This is where it all comes together, where the champion takes the McGuffin, where the civil strife of a race breaks out into full civil war, and where the hero goes through all the Wonders of the World trying to get home. Dramas, Stories, and Epics unite different narrative elements into a single whole, which exists for it's own right. When unfolding a Drama, the god selects a few things outside narrative elements, such as two political leaders in a hub (Romeo and Juliet) and tells a story of them, where they are used up (they die for each other's love). When unfolding a Story, the god selects a few things, including narrative elements, such as a mortal and several Wonders of the World and demigods (Odysseus and everything he visited) and tells a story about them, where nothing happens except a story being told. When unfolding an Epic, the god chooses a number of rounds, and several narrative elements, such as a few champions, a McGuffin, and several Wonders of the World (Frodo, Sauron, Bilbo, Gandalf, Aragorn, the One Ring, and ect), and tells a complex story that spans the number of rounds the god chose, where dozens of things can happen (Aragon becomes a dynasty of Minas Tirath, Barad-dûr falls, Frodo, Sauron, Bilbo, and Gandalf die, several armies lose their die rolls, and the One Ring is destroyed). Dramas, Stories, and Epics are left mostly up in the air, as they essentially boil down to "you may tell a story and adjust the game to suit the story." Be careful that the players around you aren't crying foul, but this is usually intended as the means to do what is desired.
Everything Else: If you have an idea, and it can't be well expressed with the above rules, don't be afraid to put forward an alternate use of the any of these powers. Want to introduce a set of roads? How about an alliance between two nations? Discuss it with your play group, and once an idea is agreed upon, go ahead. Keep in mind, you can freely reflavor any of the listed uses as well, and have them affect the history of the world in a different way while maintaining the same mechanics.

JNAProductions
2015-04-14, 05:17 PM
The formatting is a bit tight. If you add some paragraph breaks, it should make the system easier to read and understand.

In addition, perhaps consider porting this to a Google Doc, to be printer friendly?

However, awesome system.

Edit: Do Power Points carry over between turns?

Hammer Head
2015-04-14, 05:59 PM
The formatting is a bit tight. If you add some paragraph breaks, it should make the system easier to read and understand.

In addition, perhaps consider porting this to a Google Doc, to be printer friendly?

However, awesome system.

Edit: Do Power Points carry over between turns?

Thank you, I'll see about putting in some line breaks.

Google Docs are unknown to me, but I might just do that.

Also, yes, power points carry over.

JNAProductions
2015-04-14, 07:38 PM
I made a Doc (https://docs.google.com/document/d/1i2oG_HBcAVfWlHgKVhPNuAQg4_9V1ghvzDBjso_jP8U/edit?usp=sharing) with some basic formatting done on it. I'll try to clean it up a bit more, but at least it's printer friendly (ish) now.