Killerkat
2024-02-17, 06:54 PM
Welcome to Lords of Creation!
In Lords of Creation, we play a cooperative game in which we are Gods affecting the world around us. This starts on The First World, a primordial planet covered by sea that birthed deities to play and reign upon. Along the way, we create Societies, Organizations, Races, Lands and more. Together, we create a collaborative world in which everyone can play and have fun.
Interested? Then the rules are:
RULES
Lords of Creation is by its nature a very free-form system but in order to prevent an anarchic mess rules have been put into place to moderate how we go about telling stories. These rules are written to be intentionally flexible so that they do not limit player freedom or harm gameplay. If you have a questions about the rules, please feel free to ask one of our moderators.
GROUND RULES
This game works best when the players cooperate together OOC, rather than try to compete with one another. LoC cannot be 'won', only played. When you join this game, consider that it isn't about making the best god, or the greatest civilization, but rather it is about building an interesting world TOGETHER with your fellow players. The Moderators are not here to police you, but rather to help smooth over arguments and clarify the rules. If you have a problem with another player try to address it with them if possible. If you can't, then please feel free to speak with a Mod about the issue.
AP GAIN
Every week, players gain a number of points from their Domains and Portfolios. They must be tapped for points first; when it's done, choose one of the following options:
* Gain 1 point that can be spent on anything.
* Gain 2 points that must be spent on actions directly related to the Domain.
* Gain 4 points that must be spent on actions directly related to the Domain AND Portfolio.
On the first time a player gains points, all points gained are quadrupled.
HOW TO MAKE A DEITY
Name, Epitaph
Player Name: Name of the Player
Domains (Portfolios): What your God has dominion over (D&D Domains and Portfolios are fine)
Alignment: Your God's general demeanor (D&D alignments are fine)
Symbol(s): Your God's religious symbol
Pantheon: None yet
Appearance: What does your God look like?
Personality: What is your God like?
Dogma: Your God's message to their followers and the followers of others.
Creations: None at the moment. (This should be left blank or "None at the Moment" until play begins)
DEATH OF THE GODS
Gods who are inactive for too long cease to be, their minds fading and their bodies drifting through the void forever. If you wish to play the game, you must post at least once every three weeks, although you are encouraged to post far more often than that. If you are going away for some time, you may let the Moderators know, and your god will be put to sleep rather than dying when the time runs out. Upon your return, your deity may wake up and resume play. In the interim, other gods may encroach upon your creations and domains. If you wish to quit the game, simply say so in the OOC and your god will be given a final farewell of some sort. If you do post in the OOC that you are leaving, do not continue to post in the IC. The Mods will handle your deity's death and farewell.
RANDOM CONFLICT RESOLUTION
Sometimes players can’t come to a conclusion on how an event should be dealt with. Sometimes a God wants to press combat with another God or society. To alleviate such problems Random Conflict Resolution can be called. All Gods receive a 1d10 regardless of their Rank and an additional +1 per Divine Ability they possess. Societies are given a flat 1d6. Gods cannot interfere with society combat rolls just as societies cannot interfere with Godly combat. These rolls can be altered by additional AP moves. Gods may force a combat for 2AP and other Gods may assist in an RCR for the cost of 1AP.
INHERENT CONCEPTS
Some Concepts are inherent to the game; anything that would exist in our world already exists in the First World; it begins with a Sun and a Moon. Additionally, it begins with Mythical Concept: Arcane Magic. Points may be spent on them as usual to them to give them more supernatural origins or to interact with Arcane Magic.
DIVINE ABILITIES:
Divine Promotion - Gain a Domain (Portfolio).
Divine Realization - Add two Portfolios to an existing Domain. These can be tapped for points separately.
Divine Specialization - Gain a pool of 2 AP per week for a particular AP action.
Divine Fortification - Gain +4 RCR.
Divine Infusion - Infuse an AP action you control, which gives it two Domains and Portfolios. Alternatively, instead of adding a Domain and Portfolio, you may add two Portfolios to an existing domain. They must be tapped by and for what they stand for. Infused targets may gain Divine Abilities by spending points from their Domains and Portfolios like deities.
All points gained this way take effect on the next rollover.
TIERED AP ACTIONS:
The following actions (Create Concept, Create Race, Create Monster, Raise Hero, Form Society) are divided into four tiers. Each represents a more powerful iteration on the basic concept. All come from Tier 1 to Tier 4. Higher tier AP actions also gain all the benefits of their lower-tiered counterparts.
CREATE CONCEPT:
Create Mundane Concept (Tier 1, 1 AP): Mundane Concepts are simple things that nonetheless lay the foundation for higher civilization. Many Mundane concepts can be assumed to exist in a primitive form in any society of sapient beings, but spending AP will develop it further and make it a defining point of a culture. Agriculture, Trapping, Writing, Masonry, Shipbuilding, and Smithing are all examples of Mundane Concepts.
Create Advanced Concept (Tier 2, 2 AP): Advanced Concepts are complex ideas that greatly improve the capabilities of sapient beings that utilize them. While a single Advanced Concept does not on its own revolutionize a society, in tandem with other concepts they can advance societies by leaps and bounds. Architectural Engineering, Mathematics, Steel Working, Siege Warfare, Astronomy, and Literature are all examples of Advanced Concepts.
Create Mythical Concept (Tier 3, 4 AP): Mythical Concepts are fantastical ideas and elements that provide incredible resources and capabilities to the Sapient beings that utilize them. Mythical Concepts represent the various extraordinary arts and techniques that can be performed by sapient beings, from systems of magic to powerful technologies. Electricity, Steam Power, Space Flight, Magitech, Arcane Magic and Mithryl Forging are all examples of Mythical Concepts.
Create Divine Concept (Tier 4, 8 AP): Divine Concepts are extraordinarily fantastical ideas and elements that put the beings that utilize them on the same level as the Gods themselves. These range from epic magics and abilities to futuristic technologies and ideas. Apotheosis, Immortality, Nanotechnology and Faster-Than-Light-Travel are examples of Divine Concepts.
CREATE RACE:
Create Primitive Race (Tier 1, 1 AP): Primitive Races are the most basic of races; barely sapient, they are capable of only the most basic understanding. Primitive Races can only learn Mundane Concepts. Teach actions targetting them cost 1 less, to a minimum of 0. They may learn a maximum of three Mundane Concepts. Most uplifted animals and early humans are examples of Primitive Races.
Create Standard Race (Tier 2, 2 AP): Standard Races are your basic fantasy race, capable of full intelligence and manipulation. They are the mainstay of any fantasy setting, and would be an option to play as in any Roleplaying game. One might be stronger on average, or smarter on average, but when you add up all the pros and cons of each kind of Race, they're all roughly equal. They can learn any Concept. Humans, Elves, Gnomes, Orcs, or Intelligent Zombies are all examples of Standard Races.
Create Advanced Race (Tier 3, 4 AP): Advanced Races are races that begin with a significant technological headstart; they may be smarter than the norm, capable of advanced manipulation or have an intuitive grasp of certain concepts. Advanced Races begin with 4 AP that can be spent on any Concept; they originate only with them, but can spread freely.
Create Futuristic Race (Tier 4, 8 AP): Futuristic Races are races that begin with an extraordinary technological headstart; they are even smarter, able to pick up any concept ever quicker than their counterparts. Futuristic Races begin with 8 AP instead; additionally, Teach actions targetting them cost an additional 1 AP less.
CREATE MONSTER:
Create Monster (Tier 1, 1 AP): Monsters are any sort of incredible or monstrous creature that is incapable of higher order thought. They think at or slightly above animal intelligence, or do not think at all. Monstrous life can have innate magical powers or special properties though limited to themselves. Zombies, Wyverns, and most slimes are examples of Monstrous Life. Monstrous Life can use Concepts spent on them but cannot learn them through a Teach Action nor can such Concepts spread to nor from them. They are not intelligent enough to utilize that which others made with any level of talent or skill. Concepts spent only on a single monster species have their AP costs quartered; these cannot spread to other races nor societies.
Create Legendary Life (Tier 2, 2 AP): Legendary Life are more advanced than Monsters, although they have similarly mythical origins. They are fully able of learning concepts, as well as having such concepts spread to and from them. They generally represent minor magical creatures and have full human-like intelligence. Legendary life can participate in RCR without need for a Society; they roll 1d6 RCR, or add +2 when part of a Society.
Create Mythical Life (Tier 3, 4 AP): Mythical Life represents more powerful magical creatures of significant magical power such as Dragons, Demons and Angels. They are capable of affecting the world around them to a large extent, commanding extraordinary personal power. Mythical Life gains 1 AP per week for AP actions that must originate from them.
Create Fabled Life (Tier 4, 8 AP): Fabled Life are the most powerful form of monsters, having capacities that rival the Gods themselves. They can contest the very Gods and command extreme personal power. Fabled Life gains 2 AP per week for AP actions that must originate from them. Additionally, they are considered deities for RCR purposes.
RAISE GREAT MAN:
Raise Great Man (Tier 1, 1 AP): Raise Great Man marks an individual as having an important role to play in the events of the world or the machinations of the gods. Such beings may have a wide variety of titles, or indeed no title at all, but they are all referred to as Great Men in this action. Great Men are set apart from the masses for some reason, be it impressive natural talent, divine providence, or perhaps they are exceptionally unremarkable. AP for Concepts spent only on a particular Great Man are quartered; these can spread freely. Additionally, they cannot be killed nor altered without their owner's permission.
Raise Hero (Tier 2, 2 AP): Heroes are much stronger versions of Great Men with even more illustrious destinies; they are touched by the gods themselves. Capable of impressive feats of warfare, they are forces to be respected and feared. Heroes have 1d6 for RCR, or give +2 when fighting alongside a Society.
Raise Champion (Tier 3, 4 AP): Champions are more powerful Heroes, able to fight better and on a large scale. Champions have 1d10 RCR, or give +3 when fighting alongside a Society. Additionally, once per rollover, they may assist in combat for free.
Raise Divine Herald (Tier 4, 8 AP): Divine Heralds are walking demigods, able to contest the gods themselves. Divine Heralds are considered deities for RCR purposes. They give +4 when fighting alongside a Society. Additionally, once per rollover, they may roll twice and take the better result.
FORM SOCIETY:
Form Tribe (Tier 1, 1 AP): Tribes are the most basic form of society that can be created. While not yet capable of advancement as a society, they are nonetheless still capable of learning. Members of a Tribe can learn any Concept.
Form Society (Tier 2, 2 AP): Societies are the cultures and civilizations that mortals form when they band together for mutual gain. They can take the form of monarchies, merchant republics, city-states, nomadic tribes, democracies, or anything else you can think of. Without a society, mortals default to hunter-gatherers or isolated hermits. Human Republics, Dwarven Kingdoms, Giant Empires, Elvish Democracies, and Orcish Tribes are all examples of potential Societies. Societies have a 1d6 base RCR. Organizations and Heroes that fight alongside Societies grant their subsequent bonuses. Finally, Societies have four stats - Diplomacy, Economy, Technology and Military. They all start at 1.
Form Culture (Tier 3, 4 AP): Cultures are more advanced versions of societies, with a more involved populace, more advanced technology, a stronger military and so on. Cultures begin with 2 in each stat instead of 1.
Form Civilization (Tier 4, 8 AP): Civilizations are the most advanced version of societies, able to grow much faster than their counterparts. Economy points and AP spent on Civilizations are twice as effective.
Diplomacy: Determines the amount of AP a society has for diplomatic AP actions (DAP) each rollover.
Economy: Determines the amount of points a society has to improve any of these scores; it costs it's current number, divided by 2, rounded down, to improve it by 1.
Technology: Determines the amount of AP a society has to spend on Concepts each rollover. These start only with the society, but can spread freely.
Military: Determines a society's RCR; it is 1d6 + it's military score.
Declare War (4 DAP): Declare War allows a Society to attack another Society.
Form Alliance (4 DAP): Two or more societies may ally with each other. When an alliance is formed, they may share Concepts freely. For each alliance formed, a Society gains half the Diplomacy, Economy, Technology and Military scores of the Society they are allied with, rounded up.
Form Diplomatic Pact (2 DAP): A Diplomatic Pact must be made between the originating Society and another; for each one, both Societies' Diplomacy score is increased by one.
Form Economic Pact (2 DAP): A Economic Pact must be made between the originating Society and another; for each one, both Societies' Economy score is increased by one.
Form Technological Pact (2 DAP): A Technological Pact must be made between the originating Society and another; for each one, both Societies' Technology score is increased by one.
Form Militaristic Pact (2 DAP): A Militaristic Pact must be made between the originating Society and another; for each one, both Societies' Military score is increased by one.
Alter (1 AP): Alter is a wide-ranging AP action that allows you to change, add on to or subtract from anything, whatever it is a land, a race, a society or more. These are extraordinary circumstances brought into being by a god or powerful forces; they can be as wide or as narrow as you want, from changing a single tree or raising a single being back to life to causing a drought over the whole world. Alter can also be used to add a rule to something, such as making a plane only accessible to Good-aligned creatures, an artifact that can only be used by a true warrior or an organization that exists beyond time and space.
Collaborate (Variable AP): Collaborate is a special AP action that can only be used by two or more players. Each player invests a certain amount of AP into a pool. This pool is then doubled. Points spent from this pool can be spent by anyone who invested points into it, but two or more players who have done so must agree on the same action.
Create Land (2 AP): Create Land allows gods to form new lands where none existed before. You could create floating islands, raise continents up from beneath the sea, carve out massive cave systems below the surface of the earth, or create a chain of asteroids in the space above a planet. When creating land, you can decide its terrain, climate, and ecosystem. Created Land has a basic geography that is decided when it is created and is generally the size of a continent ranging from Australia to Asia. This action can also create physical worlds that exist as a part of the Material Plane, such as moons, other planets, or stars. However, if the Land being created is supposed to serve as its own world rather than as a feature of the existing world, then Weave Plane is the appropriate action (However, note that Planes can't be seen or accessed from the First World without a Portal/Bridge action. Therefor while you can make the "Stars" a plane - no stars would be visible on the First World without also a Portal/Bridge). Finally, plants and (nonsapient) animals can be created for free as part of a Create Plane or Weave Plane action.
Weave Plane (4 AP): Weave Plane allows you to create another world or dimension, separate from the First World and where Gods of any Divine Rank may reside. Planes can be anything you wish, from a world of blistering fire to an endless sea to a mirror image of the First World. Planes can have their own laws of physics or magic, which are decided upon at the Plane's creation. Any Plane that is created cannot be reached from the First World without magical, technological, or divine aid. Planes can’t be “Locked”. Additionally, note that Planes can't be seen or accessed from the First World without a Portal/Bridge action.
Create Portal/Bridge (2AP): The act of creating a Portal or Bridge is an action that bridges two planes or a plane and the Mortal World together at a spot designated by the creator of the Portal or Bridge.
Portal: Portals are specific edifices that connect The First World and a Plane of the Divinity’s choosing. These Portals can be closed by the Divinity as a free action once per week or by other Divinities with a 2AP Create Portal Bridge Action. Closed Portals can be opened by a Counter Action or, if closed for free, open on the next Roll Over and cannot be closed again for another Roll Over.
Bridge: A Bridge is an area where a Plane bleeds into another Plane, their properties mixing in the area of overlap. These Planes may overlap with the First World as well. A God higher than Demi-God can exist within this Bridged Area even if it overlaps The First World. A Bridge may be severed with a 2AP Create Portal/Bridge Action and can be Countered.
Create Organization (2 AP): Organizations are groups of like-minded individuals who are united under a single banner or cause. Organizations differ from societies in that they exist as separate entities. A single society may have several organizations that operate within its borders, while a single organization may operate within several societies. Secretive Cults, Mercenary Companies, Magic Schools, Scientific Universities, and Merchant Guilds are all examples of potential Organizations. Organizations gain a pool of 1 AP per rollover that must be spent coming from them and in the way they were created. Create Organization may be used on the same Organization multiple times; each time it is done, it gains 1 more AP per rollover to use.
Create Sub-Concept (Variable AP): A Sub-Concept is a way of extending and better defining the capabilities of an existing concept. It can take the form of new applications for existing techniques, new materials to work with, or new Techniques to achieve similar effects. One could create a sub-concept of Sorcery called Divination that allows sorcerers to divine the events of the past, present, and future. A sub-concept of Magitech could by Vehicular Locomotion, allowing the creation of magic-powered trains, flying ships, or mechanical steeds. Sub-Concepts can only be created from existing Mythical, Advanced or Divine Concepts, and costs half as much as the base concept did to create.
Create Artifact (Variable, See Text): Artifacts are incredible objects with extraordinary powers and importance. Swords that can cut anything, boots that can walk across dimensions, or legendary forges that smith weapons unlike any other are all examples of Artifacts. Artifacts are incredibly significant magical or technological items, capable of unleashing world-shaking power. Artifacts can either be Minor, Artifacts which Societies may use, or Major, Artifacts of divine power that Divinities may wield. Beyond these designations an Artifact may either be a Utility Artifact, allowing a 1AP Discount on a specific AP action, or a Combat Artifact that adds to a Society’s or Divinity’s RCR.
Minor Combat Artifact (3AP): Minor Combat Artifacts provides a +2 to society RCR and can only be used by a Society, Hero or Organization.
Minor Utility Artifact (3AP): Divine favors provide a society, hero or organization with the ability to use a single chosen 1 AP action for free once per week. These count as a Utility Artifact for their AP Action.
Greater Combat Artifact (5AP): Greater Combat Artifacts provide a +3 to RCR rolls once a week. In addition, a God with a Combat Artifact may aid in Divine Combat for free once per week.
Greater Utility Artifact (5AP): Greater Utility artifacts lower the AP cost of a specific AP action by 1AP once per week. The AP action must be decided upon creation. This cost modifier can be used in split AP actions and can reduce an AP action to 0. AP costs for purposes of Domain Gain are counted as the reduced AP cost.
Refocus Artifact (3AP): Refocusing an Artifact allows a God to change the type of an artifact they own. This can change a Combat Artifact to a Utility Artifact or change the AP action that a Utility Artifact effects. This action cannot make a Utility Artifact into another already existing Utility Artifact that a God owns. A Refocused Artifact retains its Infusions and charges where applicable.
Invent (Variable AP): Invent allows a God to create new things from existing Concepts. To use Invent, choose an Advanced, Mythical or Divine Concept. Then, spend points equal to half the cost of the concept. You gain a pool of points equal to the cost of the Concept that can be used on AP actions that are directly related to it - so, for example, you can use Invent on Arcane Magic to create a Mythical Race of Elementals, a land of arcane magic and a couple of magical sites or the subconcepts Divination and Necromancy.
Teach: Teach allows you to teach a Concept owned by another player. It costs half as much to Teach a Concept as the original one costs.
Upgrade: Upgrade allows you to target a single tiered AP action, raising it up to a higher level. It costs an amount of AP equal to the difference - so, for example, upgrading a Monster to Mythical Life would cost 3 AP.
Create/Join Pantheon (1AP): Pantheons are groups of Gods that have banded together for mutual gain or goals. Each member of a pantheon, at a minimum of three Gods, must spend 1AP to form a Pantheon and any God wishing to join the Pantheon there after must spend 1AP to become a member. Pantheons must adhere to some form of guidelines stated at the forming of the Pantheon such as a Pantheon dedicated to Elves requiring any God who wishes to join have some function or connection to Elves. Each Pantheon has a designated Leader or Leaders picked when the Pantheon is made and a new leader is picked from the remaining members should the original leader or leaders leave the Pantheon.
Mechanically a Pantheon begins with a single Sphere which encompasses an aspect the Pantheon stands for or embodies. Spheres are larger, more broad aspects of Divinity and should allow for numerous Domains to fit under it's umbrella. At least one God within the Pantheon should have a Domain or Domains that fit under an associated Sphere. For example, a Pantheon that takes the Death Sphere should have one God with something akin to Pestilance, Chaos, or Undeath. This Sphere must be decided at the creation of the Pantheon. Gods within the Pantheon may then spend Pantheon AP (PAP) to gain further Spheres for the Pantheon. The number of Spheres a Pantheon holds determines the bonus PAP as illustrated by the following chart.
A God may be apart of as many Pantheon as they wish to be however but must declare their primary Pantheon. A God may only spend PAP to further the cause of their Primary Pantheon. At least two thirds of the Pantheon must spend PAP to gain a Sphere. Spheres are gained in the same manner as Domains, requiring ten (10) Pantheon AP to be spent to further them. Each Sphere gives 4 PAP that must be spent on actions directly related to the Sphere; PAP may be spent on either AP actions or Pantheon AP actions. Spheres may be shared between Pantheons. A God may be removed or join an existing Pantheon for the cost of 1AP, spent by the Leader of the Pantheon.
Remove from Pantheon (1PAP): The Leader of a Pantheon may, at any time, eject another member from their Pantheon at the cost of 1PAP. A God removed from the Pantheon cannot rejoin until the Roll Over they are removed.
Weave Manse (4PAP): The Gods of a Pantheon may create their own private Plane for their Gods to share. This Manse requires at least three members of the Pantheon to spend PAP on the action. All members of the Pantheon may use a free Alter Land, Bless or Curse action in their Manse per Roll Over. A Pantheon may only have one Manse.
Raise Church (1PAP): A Church is a specific Organization (and uses all Organization related rules) all members of a Pantheon have access to. Any Society a Church is part of may use any Concepts introduced to the Church as if they had been taught them themselves one Roll Over after a Teach or Create action has been used on them. Only the Leader of a Pantheon may make a Church in their Society without applying it to a Concordat.
Establish Concordat (3PAP): A Concordat is an umbrella Society in which the entire Pantheon is worshiped. A Society may join a Concordat at the cost of 1AP and gains +1RCR. Only Societies that are part of a Concordat may be the target or a Raise Church Action.
Create Relic (5PAP): A Relic is a special Artifact that is owned by the entirety of a Pantheon. At least three members of a Pantheon must spend PAP on the Relic. A Relic gives a 1PAP discount on a single AP action but at least two members of the Pantheon must agree to use it on that specified action before spending the AP. This does not count against any member of the Pantheon’s limit on Utility Artifacts. It cannot lower an AP action. It cannot lower a PAP action lower than 0. A Pantheon may have as many Relics as their level of Pantheon.
Create Divine Messenger (5PAP): A Divine Messenger is a special Avatar that a Pantheon may use to convey the will of their combined might and message to the First World and at least two members of the Pantheon must spend PAP on the Divine Messenger action. A Divine Messenger has an RCR bonus of +2 per Sphere of the Pantheon though otherwise follows the typical Avatar rules found in the Avatar AP action. A member of the Pantheon may spend 1AP to take control of the Divine Messenger at any time. The Leader of a Pantheon may take control of the Divine Messenger for free once per Roll Over if they spent PAP in its formation. A Pantheon may only have one Divine Messenger.
Funeral Rites (See Text): Gods do not simply disappear via apathy. Some die in glorious, explosive ways while others simply decay and fade away. A player may, at any time, declare the death of their God and perform a Funeral Rite. Gods lose access to all their previous creations and any artifacts the God had are lost. The Player may then do the following.
- A Player may sacrifice as many Divine Abilities as they have, earning 5AP for each. If the deity sacrifice all their Domains, they must purchase a new one for 5AP. All other Domain Gains follow the regular rules.
- A God must begin with a single Domain. A new God may begin play with more than two Domains
- A God may purchase any of their former creations at their AP costs but must detail how the new God is taken into these actions.
In Lords of Creation, we play a cooperative game in which we are Gods affecting the world around us. This starts on The First World, a primordial planet covered by sea that birthed deities to play and reign upon. Along the way, we create Societies, Organizations, Races, Lands and more. Together, we create a collaborative world in which everyone can play and have fun.
Interested? Then the rules are:
RULES
Lords of Creation is by its nature a very free-form system but in order to prevent an anarchic mess rules have been put into place to moderate how we go about telling stories. These rules are written to be intentionally flexible so that they do not limit player freedom or harm gameplay. If you have a questions about the rules, please feel free to ask one of our moderators.
GROUND RULES
This game works best when the players cooperate together OOC, rather than try to compete with one another. LoC cannot be 'won', only played. When you join this game, consider that it isn't about making the best god, or the greatest civilization, but rather it is about building an interesting world TOGETHER with your fellow players. The Moderators are not here to police you, but rather to help smooth over arguments and clarify the rules. If you have a problem with another player try to address it with them if possible. If you can't, then please feel free to speak with a Mod about the issue.
AP GAIN
Every week, players gain a number of points from their Domains and Portfolios. They must be tapped for points first; when it's done, choose one of the following options:
* Gain 1 point that can be spent on anything.
* Gain 2 points that must be spent on actions directly related to the Domain.
* Gain 4 points that must be spent on actions directly related to the Domain AND Portfolio.
On the first time a player gains points, all points gained are quadrupled.
HOW TO MAKE A DEITY
Name, Epitaph
Player Name: Name of the Player
Domains (Portfolios): What your God has dominion over (D&D Domains and Portfolios are fine)
Alignment: Your God's general demeanor (D&D alignments are fine)
Symbol(s): Your God's religious symbol
Pantheon: None yet
Appearance: What does your God look like?
Personality: What is your God like?
Dogma: Your God's message to their followers and the followers of others.
Creations: None at the moment. (This should be left blank or "None at the Moment" until play begins)
DEATH OF THE GODS
Gods who are inactive for too long cease to be, their minds fading and their bodies drifting through the void forever. If you wish to play the game, you must post at least once every three weeks, although you are encouraged to post far more often than that. If you are going away for some time, you may let the Moderators know, and your god will be put to sleep rather than dying when the time runs out. Upon your return, your deity may wake up and resume play. In the interim, other gods may encroach upon your creations and domains. If you wish to quit the game, simply say so in the OOC and your god will be given a final farewell of some sort. If you do post in the OOC that you are leaving, do not continue to post in the IC. The Mods will handle your deity's death and farewell.
RANDOM CONFLICT RESOLUTION
Sometimes players can’t come to a conclusion on how an event should be dealt with. Sometimes a God wants to press combat with another God or society. To alleviate such problems Random Conflict Resolution can be called. All Gods receive a 1d10 regardless of their Rank and an additional +1 per Divine Ability they possess. Societies are given a flat 1d6. Gods cannot interfere with society combat rolls just as societies cannot interfere with Godly combat. These rolls can be altered by additional AP moves. Gods may force a combat for 2AP and other Gods may assist in an RCR for the cost of 1AP.
INHERENT CONCEPTS
Some Concepts are inherent to the game; anything that would exist in our world already exists in the First World; it begins with a Sun and a Moon. Additionally, it begins with Mythical Concept: Arcane Magic. Points may be spent on them as usual to them to give them more supernatural origins or to interact with Arcane Magic.
DIVINE ABILITIES:
Divine Promotion - Gain a Domain (Portfolio).
Divine Realization - Add two Portfolios to an existing Domain. These can be tapped for points separately.
Divine Specialization - Gain a pool of 2 AP per week for a particular AP action.
Divine Fortification - Gain +4 RCR.
Divine Infusion - Infuse an AP action you control, which gives it two Domains and Portfolios. Alternatively, instead of adding a Domain and Portfolio, you may add two Portfolios to an existing domain. They must be tapped by and for what they stand for. Infused targets may gain Divine Abilities by spending points from their Domains and Portfolios like deities.
All points gained this way take effect on the next rollover.
TIERED AP ACTIONS:
The following actions (Create Concept, Create Race, Create Monster, Raise Hero, Form Society) are divided into four tiers. Each represents a more powerful iteration on the basic concept. All come from Tier 1 to Tier 4. Higher tier AP actions also gain all the benefits of their lower-tiered counterparts.
CREATE CONCEPT:
Create Mundane Concept (Tier 1, 1 AP): Mundane Concepts are simple things that nonetheless lay the foundation for higher civilization. Many Mundane concepts can be assumed to exist in a primitive form in any society of sapient beings, but spending AP will develop it further and make it a defining point of a culture. Agriculture, Trapping, Writing, Masonry, Shipbuilding, and Smithing are all examples of Mundane Concepts.
Create Advanced Concept (Tier 2, 2 AP): Advanced Concepts are complex ideas that greatly improve the capabilities of sapient beings that utilize them. While a single Advanced Concept does not on its own revolutionize a society, in tandem with other concepts they can advance societies by leaps and bounds. Architectural Engineering, Mathematics, Steel Working, Siege Warfare, Astronomy, and Literature are all examples of Advanced Concepts.
Create Mythical Concept (Tier 3, 4 AP): Mythical Concepts are fantastical ideas and elements that provide incredible resources and capabilities to the Sapient beings that utilize them. Mythical Concepts represent the various extraordinary arts and techniques that can be performed by sapient beings, from systems of magic to powerful technologies. Electricity, Steam Power, Space Flight, Magitech, Arcane Magic and Mithryl Forging are all examples of Mythical Concepts.
Create Divine Concept (Tier 4, 8 AP): Divine Concepts are extraordinarily fantastical ideas and elements that put the beings that utilize them on the same level as the Gods themselves. These range from epic magics and abilities to futuristic technologies and ideas. Apotheosis, Immortality, Nanotechnology and Faster-Than-Light-Travel are examples of Divine Concepts.
CREATE RACE:
Create Primitive Race (Tier 1, 1 AP): Primitive Races are the most basic of races; barely sapient, they are capable of only the most basic understanding. Primitive Races can only learn Mundane Concepts. Teach actions targetting them cost 1 less, to a minimum of 0. They may learn a maximum of three Mundane Concepts. Most uplifted animals and early humans are examples of Primitive Races.
Create Standard Race (Tier 2, 2 AP): Standard Races are your basic fantasy race, capable of full intelligence and manipulation. They are the mainstay of any fantasy setting, and would be an option to play as in any Roleplaying game. One might be stronger on average, or smarter on average, but when you add up all the pros and cons of each kind of Race, they're all roughly equal. They can learn any Concept. Humans, Elves, Gnomes, Orcs, or Intelligent Zombies are all examples of Standard Races.
Create Advanced Race (Tier 3, 4 AP): Advanced Races are races that begin with a significant technological headstart; they may be smarter than the norm, capable of advanced manipulation or have an intuitive grasp of certain concepts. Advanced Races begin with 4 AP that can be spent on any Concept; they originate only with them, but can spread freely.
Create Futuristic Race (Tier 4, 8 AP): Futuristic Races are races that begin with an extraordinary technological headstart; they are even smarter, able to pick up any concept ever quicker than their counterparts. Futuristic Races begin with 8 AP instead; additionally, Teach actions targetting them cost an additional 1 AP less.
CREATE MONSTER:
Create Monster (Tier 1, 1 AP): Monsters are any sort of incredible or monstrous creature that is incapable of higher order thought. They think at or slightly above animal intelligence, or do not think at all. Monstrous life can have innate magical powers or special properties though limited to themselves. Zombies, Wyverns, and most slimes are examples of Monstrous Life. Monstrous Life can use Concepts spent on them but cannot learn them through a Teach Action nor can such Concepts spread to nor from them. They are not intelligent enough to utilize that which others made with any level of talent or skill. Concepts spent only on a single monster species have their AP costs quartered; these cannot spread to other races nor societies.
Create Legendary Life (Tier 2, 2 AP): Legendary Life are more advanced than Monsters, although they have similarly mythical origins. They are fully able of learning concepts, as well as having such concepts spread to and from them. They generally represent minor magical creatures and have full human-like intelligence. Legendary life can participate in RCR without need for a Society; they roll 1d6 RCR, or add +2 when part of a Society.
Create Mythical Life (Tier 3, 4 AP): Mythical Life represents more powerful magical creatures of significant magical power such as Dragons, Demons and Angels. They are capable of affecting the world around them to a large extent, commanding extraordinary personal power. Mythical Life gains 1 AP per week for AP actions that must originate from them.
Create Fabled Life (Tier 4, 8 AP): Fabled Life are the most powerful form of monsters, having capacities that rival the Gods themselves. They can contest the very Gods and command extreme personal power. Fabled Life gains 2 AP per week for AP actions that must originate from them. Additionally, they are considered deities for RCR purposes.
RAISE GREAT MAN:
Raise Great Man (Tier 1, 1 AP): Raise Great Man marks an individual as having an important role to play in the events of the world or the machinations of the gods. Such beings may have a wide variety of titles, or indeed no title at all, but they are all referred to as Great Men in this action. Great Men are set apart from the masses for some reason, be it impressive natural talent, divine providence, or perhaps they are exceptionally unremarkable. AP for Concepts spent only on a particular Great Man are quartered; these can spread freely. Additionally, they cannot be killed nor altered without their owner's permission.
Raise Hero (Tier 2, 2 AP): Heroes are much stronger versions of Great Men with even more illustrious destinies; they are touched by the gods themselves. Capable of impressive feats of warfare, they are forces to be respected and feared. Heroes have 1d6 for RCR, or give +2 when fighting alongside a Society.
Raise Champion (Tier 3, 4 AP): Champions are more powerful Heroes, able to fight better and on a large scale. Champions have 1d10 RCR, or give +3 when fighting alongside a Society. Additionally, once per rollover, they may assist in combat for free.
Raise Divine Herald (Tier 4, 8 AP): Divine Heralds are walking demigods, able to contest the gods themselves. Divine Heralds are considered deities for RCR purposes. They give +4 when fighting alongside a Society. Additionally, once per rollover, they may roll twice and take the better result.
FORM SOCIETY:
Form Tribe (Tier 1, 1 AP): Tribes are the most basic form of society that can be created. While not yet capable of advancement as a society, they are nonetheless still capable of learning. Members of a Tribe can learn any Concept.
Form Society (Tier 2, 2 AP): Societies are the cultures and civilizations that mortals form when they band together for mutual gain. They can take the form of monarchies, merchant republics, city-states, nomadic tribes, democracies, or anything else you can think of. Without a society, mortals default to hunter-gatherers or isolated hermits. Human Republics, Dwarven Kingdoms, Giant Empires, Elvish Democracies, and Orcish Tribes are all examples of potential Societies. Societies have a 1d6 base RCR. Organizations and Heroes that fight alongside Societies grant their subsequent bonuses. Finally, Societies have four stats - Diplomacy, Economy, Technology and Military. They all start at 1.
Form Culture (Tier 3, 4 AP): Cultures are more advanced versions of societies, with a more involved populace, more advanced technology, a stronger military and so on. Cultures begin with 2 in each stat instead of 1.
Form Civilization (Tier 4, 8 AP): Civilizations are the most advanced version of societies, able to grow much faster than their counterparts. Economy points and AP spent on Civilizations are twice as effective.
Diplomacy: Determines the amount of AP a society has for diplomatic AP actions (DAP) each rollover.
Economy: Determines the amount of points a society has to improve any of these scores; it costs it's current number, divided by 2, rounded down, to improve it by 1.
Technology: Determines the amount of AP a society has to spend on Concepts each rollover. These start only with the society, but can spread freely.
Military: Determines a society's RCR; it is 1d6 + it's military score.
Declare War (4 DAP): Declare War allows a Society to attack another Society.
Form Alliance (4 DAP): Two or more societies may ally with each other. When an alliance is formed, they may share Concepts freely. For each alliance formed, a Society gains half the Diplomacy, Economy, Technology and Military scores of the Society they are allied with, rounded up.
Form Diplomatic Pact (2 DAP): A Diplomatic Pact must be made between the originating Society and another; for each one, both Societies' Diplomacy score is increased by one.
Form Economic Pact (2 DAP): A Economic Pact must be made between the originating Society and another; for each one, both Societies' Economy score is increased by one.
Form Technological Pact (2 DAP): A Technological Pact must be made between the originating Society and another; for each one, both Societies' Technology score is increased by one.
Form Militaristic Pact (2 DAP): A Militaristic Pact must be made between the originating Society and another; for each one, both Societies' Military score is increased by one.
Alter (1 AP): Alter is a wide-ranging AP action that allows you to change, add on to or subtract from anything, whatever it is a land, a race, a society or more. These are extraordinary circumstances brought into being by a god or powerful forces; they can be as wide or as narrow as you want, from changing a single tree or raising a single being back to life to causing a drought over the whole world. Alter can also be used to add a rule to something, such as making a plane only accessible to Good-aligned creatures, an artifact that can only be used by a true warrior or an organization that exists beyond time and space.
Collaborate (Variable AP): Collaborate is a special AP action that can only be used by two or more players. Each player invests a certain amount of AP into a pool. This pool is then doubled. Points spent from this pool can be spent by anyone who invested points into it, but two or more players who have done so must agree on the same action.
Create Land (2 AP): Create Land allows gods to form new lands where none existed before. You could create floating islands, raise continents up from beneath the sea, carve out massive cave systems below the surface of the earth, or create a chain of asteroids in the space above a planet. When creating land, you can decide its terrain, climate, and ecosystem. Created Land has a basic geography that is decided when it is created and is generally the size of a continent ranging from Australia to Asia. This action can also create physical worlds that exist as a part of the Material Plane, such as moons, other planets, or stars. However, if the Land being created is supposed to serve as its own world rather than as a feature of the existing world, then Weave Plane is the appropriate action (However, note that Planes can't be seen or accessed from the First World without a Portal/Bridge action. Therefor while you can make the "Stars" a plane - no stars would be visible on the First World without also a Portal/Bridge). Finally, plants and (nonsapient) animals can be created for free as part of a Create Plane or Weave Plane action.
Weave Plane (4 AP): Weave Plane allows you to create another world or dimension, separate from the First World and where Gods of any Divine Rank may reside. Planes can be anything you wish, from a world of blistering fire to an endless sea to a mirror image of the First World. Planes can have their own laws of physics or magic, which are decided upon at the Plane's creation. Any Plane that is created cannot be reached from the First World without magical, technological, or divine aid. Planes can’t be “Locked”. Additionally, note that Planes can't be seen or accessed from the First World without a Portal/Bridge action.
Create Portal/Bridge (2AP): The act of creating a Portal or Bridge is an action that bridges two planes or a plane and the Mortal World together at a spot designated by the creator of the Portal or Bridge.
Portal: Portals are specific edifices that connect The First World and a Plane of the Divinity’s choosing. These Portals can be closed by the Divinity as a free action once per week or by other Divinities with a 2AP Create Portal Bridge Action. Closed Portals can be opened by a Counter Action or, if closed for free, open on the next Roll Over and cannot be closed again for another Roll Over.
Bridge: A Bridge is an area where a Plane bleeds into another Plane, their properties mixing in the area of overlap. These Planes may overlap with the First World as well. A God higher than Demi-God can exist within this Bridged Area even if it overlaps The First World. A Bridge may be severed with a 2AP Create Portal/Bridge Action and can be Countered.
Create Organization (2 AP): Organizations are groups of like-minded individuals who are united under a single banner or cause. Organizations differ from societies in that they exist as separate entities. A single society may have several organizations that operate within its borders, while a single organization may operate within several societies. Secretive Cults, Mercenary Companies, Magic Schools, Scientific Universities, and Merchant Guilds are all examples of potential Organizations. Organizations gain a pool of 1 AP per rollover that must be spent coming from them and in the way they were created. Create Organization may be used on the same Organization multiple times; each time it is done, it gains 1 more AP per rollover to use.
Create Sub-Concept (Variable AP): A Sub-Concept is a way of extending and better defining the capabilities of an existing concept. It can take the form of new applications for existing techniques, new materials to work with, or new Techniques to achieve similar effects. One could create a sub-concept of Sorcery called Divination that allows sorcerers to divine the events of the past, present, and future. A sub-concept of Magitech could by Vehicular Locomotion, allowing the creation of magic-powered trains, flying ships, or mechanical steeds. Sub-Concepts can only be created from existing Mythical, Advanced or Divine Concepts, and costs half as much as the base concept did to create.
Create Artifact (Variable, See Text): Artifacts are incredible objects with extraordinary powers and importance. Swords that can cut anything, boots that can walk across dimensions, or legendary forges that smith weapons unlike any other are all examples of Artifacts. Artifacts are incredibly significant magical or technological items, capable of unleashing world-shaking power. Artifacts can either be Minor, Artifacts which Societies may use, or Major, Artifacts of divine power that Divinities may wield. Beyond these designations an Artifact may either be a Utility Artifact, allowing a 1AP Discount on a specific AP action, or a Combat Artifact that adds to a Society’s or Divinity’s RCR.
Minor Combat Artifact (3AP): Minor Combat Artifacts provides a +2 to society RCR and can only be used by a Society, Hero or Organization.
Minor Utility Artifact (3AP): Divine favors provide a society, hero or organization with the ability to use a single chosen 1 AP action for free once per week. These count as a Utility Artifact for their AP Action.
Greater Combat Artifact (5AP): Greater Combat Artifacts provide a +3 to RCR rolls once a week. In addition, a God with a Combat Artifact may aid in Divine Combat for free once per week.
Greater Utility Artifact (5AP): Greater Utility artifacts lower the AP cost of a specific AP action by 1AP once per week. The AP action must be decided upon creation. This cost modifier can be used in split AP actions and can reduce an AP action to 0. AP costs for purposes of Domain Gain are counted as the reduced AP cost.
Refocus Artifact (3AP): Refocusing an Artifact allows a God to change the type of an artifact they own. This can change a Combat Artifact to a Utility Artifact or change the AP action that a Utility Artifact effects. This action cannot make a Utility Artifact into another already existing Utility Artifact that a God owns. A Refocused Artifact retains its Infusions and charges where applicable.
Invent (Variable AP): Invent allows a God to create new things from existing Concepts. To use Invent, choose an Advanced, Mythical or Divine Concept. Then, spend points equal to half the cost of the concept. You gain a pool of points equal to the cost of the Concept that can be used on AP actions that are directly related to it - so, for example, you can use Invent on Arcane Magic to create a Mythical Race of Elementals, a land of arcane magic and a couple of magical sites or the subconcepts Divination and Necromancy.
Teach: Teach allows you to teach a Concept owned by another player. It costs half as much to Teach a Concept as the original one costs.
Upgrade: Upgrade allows you to target a single tiered AP action, raising it up to a higher level. It costs an amount of AP equal to the difference - so, for example, upgrading a Monster to Mythical Life would cost 3 AP.
Create/Join Pantheon (1AP): Pantheons are groups of Gods that have banded together for mutual gain or goals. Each member of a pantheon, at a minimum of three Gods, must spend 1AP to form a Pantheon and any God wishing to join the Pantheon there after must spend 1AP to become a member. Pantheons must adhere to some form of guidelines stated at the forming of the Pantheon such as a Pantheon dedicated to Elves requiring any God who wishes to join have some function or connection to Elves. Each Pantheon has a designated Leader or Leaders picked when the Pantheon is made and a new leader is picked from the remaining members should the original leader or leaders leave the Pantheon.
Mechanically a Pantheon begins with a single Sphere which encompasses an aspect the Pantheon stands for or embodies. Spheres are larger, more broad aspects of Divinity and should allow for numerous Domains to fit under it's umbrella. At least one God within the Pantheon should have a Domain or Domains that fit under an associated Sphere. For example, a Pantheon that takes the Death Sphere should have one God with something akin to Pestilance, Chaos, or Undeath. This Sphere must be decided at the creation of the Pantheon. Gods within the Pantheon may then spend Pantheon AP (PAP) to gain further Spheres for the Pantheon. The number of Spheres a Pantheon holds determines the bonus PAP as illustrated by the following chart.
A God may be apart of as many Pantheon as they wish to be however but must declare their primary Pantheon. A God may only spend PAP to further the cause of their Primary Pantheon. At least two thirds of the Pantheon must spend PAP to gain a Sphere. Spheres are gained in the same manner as Domains, requiring ten (10) Pantheon AP to be spent to further them. Each Sphere gives 4 PAP that must be spent on actions directly related to the Sphere; PAP may be spent on either AP actions or Pantheon AP actions. Spheres may be shared between Pantheons. A God may be removed or join an existing Pantheon for the cost of 1AP, spent by the Leader of the Pantheon.
Remove from Pantheon (1PAP): The Leader of a Pantheon may, at any time, eject another member from their Pantheon at the cost of 1PAP. A God removed from the Pantheon cannot rejoin until the Roll Over they are removed.
Weave Manse (4PAP): The Gods of a Pantheon may create their own private Plane for their Gods to share. This Manse requires at least three members of the Pantheon to spend PAP on the action. All members of the Pantheon may use a free Alter Land, Bless or Curse action in their Manse per Roll Over. A Pantheon may only have one Manse.
Raise Church (1PAP): A Church is a specific Organization (and uses all Organization related rules) all members of a Pantheon have access to. Any Society a Church is part of may use any Concepts introduced to the Church as if they had been taught them themselves one Roll Over after a Teach or Create action has been used on them. Only the Leader of a Pantheon may make a Church in their Society without applying it to a Concordat.
Establish Concordat (3PAP): A Concordat is an umbrella Society in which the entire Pantheon is worshiped. A Society may join a Concordat at the cost of 1AP and gains +1RCR. Only Societies that are part of a Concordat may be the target or a Raise Church Action.
Create Relic (5PAP): A Relic is a special Artifact that is owned by the entirety of a Pantheon. At least three members of a Pantheon must spend PAP on the Relic. A Relic gives a 1PAP discount on a single AP action but at least two members of the Pantheon must agree to use it on that specified action before spending the AP. This does not count against any member of the Pantheon’s limit on Utility Artifacts. It cannot lower an AP action. It cannot lower a PAP action lower than 0. A Pantheon may have as many Relics as their level of Pantheon.
Create Divine Messenger (5PAP): A Divine Messenger is a special Avatar that a Pantheon may use to convey the will of their combined might and message to the First World and at least two members of the Pantheon must spend PAP on the Divine Messenger action. A Divine Messenger has an RCR bonus of +2 per Sphere of the Pantheon though otherwise follows the typical Avatar rules found in the Avatar AP action. A member of the Pantheon may spend 1AP to take control of the Divine Messenger at any time. The Leader of a Pantheon may take control of the Divine Messenger for free once per Roll Over if they spent PAP in its formation. A Pantheon may only have one Divine Messenger.
Funeral Rites (See Text): Gods do not simply disappear via apathy. Some die in glorious, explosive ways while others simply decay and fade away. A player may, at any time, declare the death of their God and perform a Funeral Rite. Gods lose access to all their previous creations and any artifacts the God had are lost. The Player may then do the following.
- A Player may sacrifice as many Divine Abilities as they have, earning 5AP for each. If the deity sacrifice all their Domains, they must purchase a new one for 5AP. All other Domain Gains follow the regular rules.
- A God must begin with a single Domain. A new God may begin play with more than two Domains
- A God may purchase any of their former creations at their AP costs but must detail how the new God is taken into these actions.