AlexanderML
2024-05-18, 05:33 PM
Greetings potential divines! For those that don't know Lords of Creation is a semi-freeform game of divine beings—gods, spirits, tempters, and more—as they build up a world and interact. Players take the role of both the Gods that shape and create the world as well as the mortals that inhabit it. Owing to its roots as a Play by Post game, time is fluid, allowing Players to cover large spans of time, building civilizations and watching them crumble all while the Gods and Divinities watch on as if only a day or two had passed. Lords of Creation (LoC) is a game about myth and legend, the focus less on heavy rules and more on the narrative between the Players, their Flocks and the world at large.
Couple things before laying down the rules:
The Moderators for this game will be: Athedia, Fuzzy Math, and AlexanderML.
The game's IC will be hosted on Mythweavers and the OOC on Discord. (Links To Be Added)
Now onto the fun part. If you would rather read a google doc version of the rules we have them HERE (https://docs.google.com/document/d/1yzIN2cyC7ykYnuMU8sE7BRXR4-BzTNPBruMQNOcbTu4/edit?usp=sharing). I'm hardly the first to tweak the rules and won't be the last, so even if you are familiar with Lords of Creation I recommend reading them again.
Getting Started
To play Lords of Creation all you need are the following rules, a place to play them and people to play. Along with a character sheet the following concepts are often taken into consideration in a game of Lords of Creation.
The First World and the Void: The First World and the Void it inhabits is the main theater in which the game takes place. Flavoring how the world came to be is up to the players but unless noted otherwise The First World is a roughly earth sized globe covered entirely in water where gods beyond Demigod status are barred entry. The Void it inhabits is cold and dark without sun, moon or stars. The Void is part of The First World in a cosmological sense but is special in that Gods of any Divine Rank might walk it.
Mostly Free Form: The intent of Lords of Creation is to run a world building and divine role playing game through mostly free form rules. While there are some rules, covered later, by and large interactions between players are not moderated or guided by dice rolls.
Divinities possess no Omnis: This is to say that no Divinity in Lords of Creation is Omnipresent, Omnipotent or Omniscient. While Divinities may have knowledge, senses and powers beyond mortal keen; even the strongest and oldest have weaknesses and flaws.
The Game is Cooperative: Lords of Creation hinges on player cooperation and communication. Divinities who exist merely to cause trouble may be fun but unless they’re handled with care they are not what the game is built for. Players should discuss how their creations interact and what the desired outcome is to avoid conflict and confusion.
Ownership of Ideas is not Absolute: It is tempting to think of the things you create are yours'. While sometimes it makes sense for an idea or life-form to be a closely kept secret, it should not restrict the narrative. When you create something, you should discuss openly with other players whether you mind if they use it or not. If they want to use your creation for something, be open minded and consider their request.
You can, of course, say no, but it is discouraged to completely shut someone down. Instead, try to work with them to find a compromise. You'd be surprised what can happen when players communicate with each other.
The Game is About More Than the Divine: Lords of Creation is not just a game about fickle Divinities and the games they play with one another. It is about the mortal races, monsters and heroes that make up their world as well. In this way there are two levels of play. The Divinity level where the Divinities wage wars, tell stories and mold the world as they see fit for worship or infamy and Mortal Play where cultures and individual stories can be told over the course of the game.
It is possible to play a game of Lords of Creations without ever brushing Mortal Play however such a game would lack a great deal of the flavor and charm possible without.
Divine Apathy: 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 portfolios. 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.
The Divine Character
Players in Lords of Creation take the role of various Divinities at the birth of Creation, born through whatever fiction the GM has provided. While players are free to create their own mortal flocks, planes of infinite potential, ravaging monsters or anything else they can think of, all players begin as Divinities with the following character sheet.
1 - Name, Epithet
2 - Player Name:
3 - Domains (Portfolios)
4 - Divine Rank/ Action Points
5 - Infusion Slots Remaining/Maximum
6 - Divine Symbol
7 - Personality
8 - Appearance
9 - Dogma
1: The name of your Divinity and any nicknames or titles they might hold.
2: The name of the person playing the Divinity. You.
3: The Domains and Portfolios your Divinity starts with. All players begin with two each. Domains are broad concepts such as Death, Life, War or Love. Portfolios are smaller aspects found within those broader concepts such as Doctors being a Portfolio for Life or Tactics as a Portfolio for War.
4: How many Action Points (AP) your character gets a Divine Week. This begins at 12 with the maximum being determined by your Divine Rank. Divine Rank can be found on Chart One at the end of this document.
5. How many Infusion Slots a god has and their maximum. This is determined by your Divine Rank.
6: Any symbol or symbols associated with your Divinity.
7: How your Divinity acts, how they see the world, their fellow gods and their creations, and their overall temperament
8: How your Divinity looks. What other forms they might take, how they appear to mortal life and to other Divinities.
9: Your Divinity’s religious message to their followers or to those who might worship them. A brief distillation of their own beliefs and personality for others to live by.
If you do not wish to create a Divinity from scratch, we suggest using this quick and simple auto-generator
- Roll a d4 for God Appearance: 1 ; 2[Animal]; 3 [Eldritch Horror]; 4 [Humanoid]
- Pick the first portfolio.
- Pick the second portfolio that is completely unrelated to the first.
- Create a personality that people would not expect from a god holding one of your domains/portfolio. (Example: cowardly god of war)
Rules For Play
Lords of Creation is generally a GMless game, requiring no official officiators or rule masters to run however it may be prudent to have one or several players take on the role of Moderator, ensuring rules are enforced and disputes are resolved swiftly and amicably. Furthermore in games with six or fewer it may benefit the game to have a Moderator who acts in a more GM-like role, creating NPC Gods and conflicts to ensure there is activity and further narrative threads to explore.
As mentioned, Lords of Creation is not a game purely for divine characters and their stories. Divinities require mortal worship and many create these lesser beings in the course of their time in Creation. There are a number of levels of mortal interaction but the largest and most important are known as Flocks. These are generally intelligent races, such as humans or elves, with diverse cultures and interactions of their own. While not all players will feel a need to create and role play their own Flocks, this level of the game (as mentioned) helps fill the Divine Weeks with more narrative threads than a game without them as well as create smaller but just as important stakes in the game.
Flocks, and the characters within them, create three distinct Levels of Play. The first is the Divine, where your Divinities interact with others of their kind and the mortal world much in the way a God might. The Divine Level allows you to shape Creation as you see fit and play out epic stories across other planes of existence and realms the mortal world cannot convey. The second level is Society, detailing how your Flocks grow and interact with other Flocks, monsters and the Gods themselves as their history unfolds during the Divine Weeks. The third is the Character Level where you play out as many individuals in your Flocks as you need. These may be humble potters or epic heroes like those out of myth and legend. No matter who they are however, the Character Level allows you to explore the world you’re creating from a bird’s eye view.
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 portfolio they possess. Societies are given a flat 1d6. These rolls can be altered by additional AP moves as indicated by their write up. Gods may force a combat for 2AP and other Gods may assist in an RCR for the cost of 1AP.
You can find the RCR chart at the end of this document.
Action Point System
The Action Point System is a measure of how much power and influence your Deity has and can expend at any one time. Each week, at 6:00 PM EST on Saturday, every player gains their Weekly AP during what is referred to as 'rollover'. This AP can be spent in any way you want, and is the chief method of changing or creating things in the world that we are crafting. Players start the game with 12 AP, and begin gaining AP normally upon their first rollover.
Owing to the system, Lords of Creation has an emphasis on cooperation and rivalry between Gods. As such certain actions can be shared by one or more Gods.. However, owing to the fact the game is played on forums not all players can respond in real time. Split actions must be marked in a player's AP actions and must specify who the action will be split with and all other Gods have one Roll Over to complete the action until the AP is refunded. Concept and Life Actions can be split between any God. Split actions must be marked in a player's AP actions and must specify who the action will be split with and all other Gods have one Roll Over to complete the action until the AP is refunded.
Additionally, a good rule – even for experienced LOC players is to review the AP actions. Actions change every game, including this one. There are many new actions – many important differences and clarifications to old actions, and some old actions were outright eliminated. In general, view the AP actions as if it was the first time you are seeing them.
Infusions: Some actions require an ‘infusion slot’ to function (such as Mythical Concepts) or can be upgraded by taking the Infuse action and spending a slot (such as upgrading Organizations into Holy Orders). A God may reclaim their infusion slot whenever they want- but the creation it was applied to is either destroyed or reverts to its original form after two rollovers have passed. New gods may infuse such creations themselves to keep them functional- gaining ownership of the creation. Note that a god infusing another god’s creation should be discussed OOC beforehand.
If a god suffers from divine apathy then all their infusions fade away.
Action List
Domains and Portfolios: After spending ten (10) AP points towards an intended goal, a God may essentially "cash in" these actions towards a Domain and a subset Portfolio. Actions only count once and must be claimed towards an Advancement for the AP to count. A one week grace period exists after spending the AP should a player be indecisive. After this one week period however, any AP spent and not accounted for is simply spent and cannot be claimed towards an advancement.
Domains and Portfolios go hand in hand and must be picked at the same time. Domains are a broad category such as Darkness, War, Disease that a Portfolio fits under. In simple terms, a God is a god of its Portfolios and not its Domains. Portfolios thus are more narrow such as Rivers, Rain, Storms etc. Gods may share Domains but cannot share Portfolios and Gods can have multiple of the same Domain but not the same Portfolio. Domains and Portfolios should be written as Domain (Portfolio) on one's character sheet.
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 portfolios as they have, earning 5AP for each. If they sacrifice all their portfolios, they must purchase a new one for 5AP. All other Portfolios gained follow the regular rules.
- A God may purchase any of their former creations at their AP/Infusion costs but must detail how the new God is taken into these actions.
- A God cannot have more than 16AP saved up after character creation is finished.
Disclaimer: All World Shaping Actions include their own creation of mundane life forms to populate the lands and worlds they create. Any real world animal or analogue that you can think of is created on and populates any lands or worlds that you create with these actions.
Alter Land (1AP): Alter Land is used to change the physical properties of a location, allowing gods to change plains to hills to mountains to forests to deserts to plains again. An Alter Land action can only be performed on existing land created through the Create Land or Weave Plane actions. Alter Land can be countered by another Alter Land action, however, any countering actions cost 1 more AP than the original action did. To counter a 1 AP action costs 2 AP, to counter that costs 3 AP, and so on. (Remember to be creative with your countering)
Create Land (2AP): 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).
Weave Plane (3AP + Infusion Slot): 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” to any divine character. 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.
Disclaimer: Divine Artifice Actions are actions that produce effects and creations specifically tied to your god's influence and essence. These actions allow your god to directly influence the circumstances, energies, and inhabitants of the world.
Bless/Curse (1AP): Blesses and Curses are extraordinary circumstances that have been influenced by a god or brought into being by powerful forces. Blessings are generally beneficial effects that improve circumstances or events, while Curses are malignant effects that do the opposite. A Bless or a Curse can be as wide or narrow as you want, ranging from causing a drought in a small village to resurrecting every dead being in the world. Blesses and Curses can be countered by another Bless or Curse, but countering such an action costs 1 AP more than the action being countered did. (Remember to be creative with your countering).
Counteract (Variable: See Text): Counteract is a wide ranging, but very specific, AP action a God may undertake. When a God would counter or alter an AP Action of another, or their own, God they must spend 1 + the AP cost of said action. If the AP cost of the Action was 0, they spend 1AP. Counteract cannot be a target of AP lowering methods, nor can an Artifact be made for the Counteract AP Action. Counteract AP Actions are always 1 + the AP spent on the action they are countering or altering.
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
[i]-Minor Combat Artifact (3AP): Minor Combat Artifacts provides a +2 to society RCR and can only be used by a Society, Hero or Organization. A Divinity may have as many Combat Artifacts equal
to their Portfolios.
-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 combat for free once per week. A Divinity
may have as many Combat Artifacts equal to their Portfolios.
-Minor Utility Artifact (3AP): Divine favors provide a society, hero or organization with the ability to use an Alter Land, Bless/Curse or Create Mundane Concept for free once per week. These
count as a Utility Artifact for their AP Action. A Divinity may only have one Utility Artifact per AP action and Divine Rank.
-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. Greater Utility Artifacts cannot apply to Sub-Action AP Actions,
Teach Actions or the Counteract Action. A Divinity may only have one Utility Artifact per AP action and Divine Rank.
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 charges where applicable. A God cannot Refocus an Artifact for one full roll over after they have used this action.
Destroy Artifact (+AP See Text): When desperate or no longer needing their divine implements a God may choose to destroy an artifact that they own. This gives +1 AP for minor artifacts and +2 AP for greater artifacts. This action may only be used once per rollover and cannot exceed AP limits.
Divine Infusion (3AP): A Divine Infusion is an action that imparts a portion of a deity's divine essence and power into another thing. People, places, objects, or even entire worlds can be infused, providing those things with unique effects and powers that act as an extension of a deity's will. An Infusion bestows the recipient with a portion of a Deity's power, and what exactly that does it up to you. A list of actions that can be infused follows along with what that entails within the rules.
-Infuse Hero: A Hero can be infused into a Champion. This grants the Champion a +2 RCR for when a Champion is fighting alone. Infusing a Hero provides a bonus +1 when it is fighting with a
Society, and 1d8 when fighting alone
-Infuse Organization: An Organization can be infused into a Holy Order. Holy Orders may participate in RCR as societies.
-Infuse Avatar: Infusing an Avatar creates a Herald which provides a +2 to godly combat when fighting alongside a deity. A Herald has the base RCR of their God i.e., 1d10+Portfolios. The
number of combat artifacts they may use in RCR is 1 less than the number of Portfolios possessed by their god (min. 1).
-Infuse Minor Artifact: Infusing a Minor Artifact creates a Totem which provides an additional +1 to combat in regard to Societies, Heroes or Organizations.
-Infuse Major Artifact: Infusing a Major Artifact creates a Relic which provides either an additional +1 to RCR for Godly RCR or an additional -1AP on cost reductions for the action of the Relic.
-Infuse Land: A God may infuse a tract of land created by either a Create Land or Alter Land action, transforming it into a Holy Land. This allows the God to define some characteristics of the
Infused area and give them a sense of ownership over it. The God may also use a free Alter Land Action if they used a Create Land action on the area they are Infusing.
Disclaimer: World Populating Actions are anything that creates, expands or otherwise influences non-Divine aspects of the game. This could be making a civilization of Elves that worship bonfires. Entire Magic systems. A race of evil Dragons. Mighty Heroes and powerful Avatars of the Gods themselves. All these actions and more count as World Populating Actions.
Create Life: The Create Life Action is, in fact, several separate AP actions under a single umbrella. Create Life does not create mundane life such as plants and real world animals, these are so trivial they are included in any land creating action. Create Life is to create monsters, sentient races and mythical beasts.
Create Monsters (1AP): 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 Mythical Concepts and Advanced Concepts spent on them but cannot learn them through a Teach Action nor can such Concepts spread to them. They are not intelligent enough to utilize that which others made with any level of talent or skill.
Create Race (2AP): A Race is life which can think and solve problems on its own. 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. Races can make use of Mundane Concepts without a Flock, although their innate abilities are only about as impressive as a human's. Humans, Dwarves, Orcs, or Hobgoblins are all examples of a Race.
Create Magical Race (3 AP): A Magical Race is life that can think and solve problems on its own that has any innate OR APTITUDE for magical abilities simply by existing. While individually they are more impressive than someone from a Race on average, their Flocks are roughly equal by default; thus Magical Races are treated as a standard Race for Societal purposes. Elves, Sentient Zombies, Gnomes, and Kistune are examples of Magical Races.
Create Legends (4AP + Infusion Slot): Legends are life that can think for themselves, and also have truly impressive fantastical properties. They might be quasi-magical by nature, are capable of supernatural flight, or lightning manipulation. These powers do not require Mythical Concepts to exist for the creature but players should check with Mods if they feel something might be out of line (the general guideline being that innate powers for a race are equivalent to a unique Mythic Concept). They might be vastly stronger than the average human or have greatly expanded intellects. Legends are inherently superior to Races on their own and can make use of Mundane Concepts without a Flock. Additionally, like Monsters, they may use any Mythical Concept created for them, and are capable of utilizing the same concepts as Races so long as they are part of a Society. Dragons, Demons, Vampires, Angels, and Archons are all examples of Legendary Life.
Create Sub-Life (Variable): Subraces are forms of life that are descended from and related to existing creatures. Half-Elves and Drow are subraces of Elves, while Metallic and Chromatic Dragons are subraces of Dragon. Creating a Sub-Race costs half as much AP as creating the parent race took, rounding up. Sub-Races are by default the same level of life as the parent race, but you can change the level of life during the creation of a Sub-Race if you wish. Changing the level of life up costs 1 AP per tier while lowering it reduces the cost of the action by 1 AP per tier (to a minimum of one).
Note: A Legend Subrace needs to either descend from an existing Legend Race or have a god spend an infusion slot in the processes of creating them.
Create Concept: The Create Concept Action is in fact several separate AP actions under a single umbrella. Concepts can be as simple as the wheel to entire magic systems depending on the cost. Initial knowledge of a concept is determined at the creator's discretion. Concepts can spread through interaction of Sapient or Mythical Life and through Societies.
Create Mundane Concept (1AP): 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 (2AP): 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.
Mythical Concepts (4AP + Infusion Slot): 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. Sorcery, Alchemy, True-Naming, Magitech, and Mythril Forging are all examples of Mythical Concepts.
Create Sub-Concept (Variable AP): Whereas Create-Sub Race can be seen as a sort of divine evolution, Create Sub-Concept can often be seen as a sort of divine innovation and specialization. Sub-Concepts can only be created from existing Mythical or Advanced Concepts, and costs half as much as the base concept did to create (to a minimum of one). If the sub-concept involves multiple concepts then the base concept is the one that costs the most.
Note: Sub-Concepts created from an existing Mythical Concept do not require an infusion but will become inactive if the original’s infusion is lost.
Teach Populous: The Teach Populous Action is in fact several Actions of varying cost. A Teach Populous Action is intended to teach a Concept made by your own God or another player's God to a society not granted access at its creation. A Teach Populous Action may be countered by the usual means.
Teach Mundane Concept (1AP): Mundane Concepts are simple things that nonetheless lay the foundation for higher civilization. The Teach Mundane Concept action grants the knowledge of a single Mundane Concept.
Teach Advanced Concept (2AP): Advanced Concepts are complex ideas that greatly improve the capabilities of sapient beings that utilize them. The Teach Advanced Concept action grants the knowledge of a single Advanced Concept.
Teach Mythical Concept (3AP): Mythical Concepts are fantastical ideas and elements that provide incredible resources and capabilities to the Sapient beings that utilize them. The Teach Mythical Concept action grants the knowledge of a single Mythical Concept.
Form Society (See Text): 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. The Form Society Action is in fact several Actions of varying cost.
-Racial Society (2AP): A Flock is a society of a Race or many Races that have banded together to pool their power and resources. A Race must be in a Society to use Advanced and Mythical
Concepts and learn concepts quickly. Racial Societies take a -1AP reduction on the Teach Advanced Concept action.
-Legendary Society (4AP): A Legendary Society is a Society action that incorporates the Legend tier of Life. A Legendary Society is a powerful one, combining their natural powers with the ability
to learn and spread Concepts. To them Mythical power comes more naturally, with all Legendary Societies taking a -1 reduction on their Teach Mythical Concept actions. Additionally, Legendary Societies
gain an additional +1 to their RCR bonus.
Create Organization (1AP): Organizations are groups of like-minded individuals who are united under a single banner or cause. Organizations may exist outside of their Divinity’s flock or even in
other Divinity’s flocks. Secretive Cults, Mercenary Companies, Magic Schools, Scientific Universities, and Merchant Guilds are all examples of potential Organizations.
Raise Hero (2AP): Raise Hero 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 Heroes in this action. Heroes are set apart from the masses for some reason, be it impressive natural talent, divine providence, or perhaps they are exceptionally unremarkable. While Heroes can be affected by Blesses and Curses, or other actions, they cannot be killed or defeated through the use of AP without the permission of the owning player. Heroes grant +2 RCR, only one such bonus is applied. A God may have as many Heroes as they have Portfolios
Tables
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Character submissions will need two mods to Approve it.
Couple things before laying down the rules:
The Moderators for this game will be: Athedia, Fuzzy Math, and AlexanderML.
The game's IC will be hosted on Mythweavers and the OOC on Discord. (Links To Be Added)
Now onto the fun part. If you would rather read a google doc version of the rules we have them HERE (https://docs.google.com/document/d/1yzIN2cyC7ykYnuMU8sE7BRXR4-BzTNPBruMQNOcbTu4/edit?usp=sharing). I'm hardly the first to tweak the rules and won't be the last, so even if you are familiar with Lords of Creation I recommend reading them again.
Getting Started
To play Lords of Creation all you need are the following rules, a place to play them and people to play. Along with a character sheet the following concepts are often taken into consideration in a game of Lords of Creation.
The First World and the Void: The First World and the Void it inhabits is the main theater in which the game takes place. Flavoring how the world came to be is up to the players but unless noted otherwise The First World is a roughly earth sized globe covered entirely in water where gods beyond Demigod status are barred entry. The Void it inhabits is cold and dark without sun, moon or stars. The Void is part of The First World in a cosmological sense but is special in that Gods of any Divine Rank might walk it.
Mostly Free Form: The intent of Lords of Creation is to run a world building and divine role playing game through mostly free form rules. While there are some rules, covered later, by and large interactions between players are not moderated or guided by dice rolls.
Divinities possess no Omnis: This is to say that no Divinity in Lords of Creation is Omnipresent, Omnipotent or Omniscient. While Divinities may have knowledge, senses and powers beyond mortal keen; even the strongest and oldest have weaknesses and flaws.
The Game is Cooperative: Lords of Creation hinges on player cooperation and communication. Divinities who exist merely to cause trouble may be fun but unless they’re handled with care they are not what the game is built for. Players should discuss how their creations interact and what the desired outcome is to avoid conflict and confusion.
Ownership of Ideas is not Absolute: It is tempting to think of the things you create are yours'. While sometimes it makes sense for an idea or life-form to be a closely kept secret, it should not restrict the narrative. When you create something, you should discuss openly with other players whether you mind if they use it or not. If they want to use your creation for something, be open minded and consider their request.
You can, of course, say no, but it is discouraged to completely shut someone down. Instead, try to work with them to find a compromise. You'd be surprised what can happen when players communicate with each other.
The Game is About More Than the Divine: Lords of Creation is not just a game about fickle Divinities and the games they play with one another. It is about the mortal races, monsters and heroes that make up their world as well. In this way there are two levels of play. The Divinity level where the Divinities wage wars, tell stories and mold the world as they see fit for worship or infamy and Mortal Play where cultures and individual stories can be told over the course of the game.
It is possible to play a game of Lords of Creations without ever brushing Mortal Play however such a game would lack a great deal of the flavor and charm possible without.
Divine Apathy: 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 portfolios. 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.
The Divine Character
Players in Lords of Creation take the role of various Divinities at the birth of Creation, born through whatever fiction the GM has provided. While players are free to create their own mortal flocks, planes of infinite potential, ravaging monsters or anything else they can think of, all players begin as Divinities with the following character sheet.
1 - Name, Epithet
2 - Player Name:
3 - Domains (Portfolios)
4 - Divine Rank/ Action Points
5 - Infusion Slots Remaining/Maximum
6 - Divine Symbol
7 - Personality
8 - Appearance
9 - Dogma
1: The name of your Divinity and any nicknames or titles they might hold.
2: The name of the person playing the Divinity. You.
3: The Domains and Portfolios your Divinity starts with. All players begin with two each. Domains are broad concepts such as Death, Life, War or Love. Portfolios are smaller aspects found within those broader concepts such as Doctors being a Portfolio for Life or Tactics as a Portfolio for War.
4: How many Action Points (AP) your character gets a Divine Week. This begins at 12 with the maximum being determined by your Divine Rank. Divine Rank can be found on Chart One at the end of this document.
5. How many Infusion Slots a god has and their maximum. This is determined by your Divine Rank.
6: Any symbol or symbols associated with your Divinity.
7: How your Divinity acts, how they see the world, their fellow gods and their creations, and their overall temperament
8: How your Divinity looks. What other forms they might take, how they appear to mortal life and to other Divinities.
9: Your Divinity’s religious message to their followers or to those who might worship them. A brief distillation of their own beliefs and personality for others to live by.
If you do not wish to create a Divinity from scratch, we suggest using this quick and simple auto-generator
- Roll a d4 for God Appearance: 1 ; 2[Animal]; 3 [Eldritch Horror]; 4 [Humanoid]
- Pick the first portfolio.
- Pick the second portfolio that is completely unrelated to the first.
- Create a personality that people would not expect from a god holding one of your domains/portfolio. (Example: cowardly god of war)
Rules For Play
Lords of Creation is generally a GMless game, requiring no official officiators or rule masters to run however it may be prudent to have one or several players take on the role of Moderator, ensuring rules are enforced and disputes are resolved swiftly and amicably. Furthermore in games with six or fewer it may benefit the game to have a Moderator who acts in a more GM-like role, creating NPC Gods and conflicts to ensure there is activity and further narrative threads to explore.
As mentioned, Lords of Creation is not a game purely for divine characters and their stories. Divinities require mortal worship and many create these lesser beings in the course of their time in Creation. There are a number of levels of mortal interaction but the largest and most important are known as Flocks. These are generally intelligent races, such as humans or elves, with diverse cultures and interactions of their own. While not all players will feel a need to create and role play their own Flocks, this level of the game (as mentioned) helps fill the Divine Weeks with more narrative threads than a game without them as well as create smaller but just as important stakes in the game.
Flocks, and the characters within them, create three distinct Levels of Play. The first is the Divine, where your Divinities interact with others of their kind and the mortal world much in the way a God might. The Divine Level allows you to shape Creation as you see fit and play out epic stories across other planes of existence and realms the mortal world cannot convey. The second level is Society, detailing how your Flocks grow and interact with other Flocks, monsters and the Gods themselves as their history unfolds during the Divine Weeks. The third is the Character Level where you play out as many individuals in your Flocks as you need. These may be humble potters or epic heroes like those out of myth and legend. No matter who they are however, the Character Level allows you to explore the world you’re creating from a bird’s eye view.
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 portfolio they possess. Societies are given a flat 1d6. These rolls can be altered by additional AP moves as indicated by their write up. Gods may force a combat for 2AP and other Gods may assist in an RCR for the cost of 1AP.
You can find the RCR chart at the end of this document.
Action Point System
The Action Point System is a measure of how much power and influence your Deity has and can expend at any one time. Each week, at 6:00 PM EST on Saturday, every player gains their Weekly AP during what is referred to as 'rollover'. This AP can be spent in any way you want, and is the chief method of changing or creating things in the world that we are crafting. Players start the game with 12 AP, and begin gaining AP normally upon their first rollover.
Owing to the system, Lords of Creation has an emphasis on cooperation and rivalry between Gods. As such certain actions can be shared by one or more Gods.. However, owing to the fact the game is played on forums not all players can respond in real time. Split actions must be marked in a player's AP actions and must specify who the action will be split with and all other Gods have one Roll Over to complete the action until the AP is refunded. Concept and Life Actions can be split between any God. Split actions must be marked in a player's AP actions and must specify who the action will be split with and all other Gods have one Roll Over to complete the action until the AP is refunded.
Additionally, a good rule – even for experienced LOC players is to review the AP actions. Actions change every game, including this one. There are many new actions – many important differences and clarifications to old actions, and some old actions were outright eliminated. In general, view the AP actions as if it was the first time you are seeing them.
Infusions: Some actions require an ‘infusion slot’ to function (such as Mythical Concepts) or can be upgraded by taking the Infuse action and spending a slot (such as upgrading Organizations into Holy Orders). A God may reclaim their infusion slot whenever they want- but the creation it was applied to is either destroyed or reverts to its original form after two rollovers have passed. New gods may infuse such creations themselves to keep them functional- gaining ownership of the creation. Note that a god infusing another god’s creation should be discussed OOC beforehand.
If a god suffers from divine apathy then all their infusions fade away.
Action List
Domains and Portfolios: After spending ten (10) AP points towards an intended goal, a God may essentially "cash in" these actions towards a Domain and a subset Portfolio. Actions only count once and must be claimed towards an Advancement for the AP to count. A one week grace period exists after spending the AP should a player be indecisive. After this one week period however, any AP spent and not accounted for is simply spent and cannot be claimed towards an advancement.
Domains and Portfolios go hand in hand and must be picked at the same time. Domains are a broad category such as Darkness, War, Disease that a Portfolio fits under. In simple terms, a God is a god of its Portfolios and not its Domains. Portfolios thus are more narrow such as Rivers, Rain, Storms etc. Gods may share Domains but cannot share Portfolios and Gods can have multiple of the same Domain but not the same Portfolio. Domains and Portfolios should be written as Domain (Portfolio) on one's character sheet.
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 portfolios as they have, earning 5AP for each. If they sacrifice all their portfolios, they must purchase a new one for 5AP. All other Portfolios gained follow the regular rules.
- A God may purchase any of their former creations at their AP/Infusion costs but must detail how the new God is taken into these actions.
- A God cannot have more than 16AP saved up after character creation is finished.
Disclaimer: All World Shaping Actions include their own creation of mundane life forms to populate the lands and worlds they create. Any real world animal or analogue that you can think of is created on and populates any lands or worlds that you create with these actions.
Alter Land (1AP): Alter Land is used to change the physical properties of a location, allowing gods to change plains to hills to mountains to forests to deserts to plains again. An Alter Land action can only be performed on existing land created through the Create Land or Weave Plane actions. Alter Land can be countered by another Alter Land action, however, any countering actions cost 1 more AP than the original action did. To counter a 1 AP action costs 2 AP, to counter that costs 3 AP, and so on. (Remember to be creative with your countering)
Create Land (2AP): 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).
Weave Plane (3AP + Infusion Slot): 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” to any divine character. 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.
Disclaimer: Divine Artifice Actions are actions that produce effects and creations specifically tied to your god's influence and essence. These actions allow your god to directly influence the circumstances, energies, and inhabitants of the world.
Bless/Curse (1AP): Blesses and Curses are extraordinary circumstances that have been influenced by a god or brought into being by powerful forces. Blessings are generally beneficial effects that improve circumstances or events, while Curses are malignant effects that do the opposite. A Bless or a Curse can be as wide or narrow as you want, ranging from causing a drought in a small village to resurrecting every dead being in the world. Blesses and Curses can be countered by another Bless or Curse, but countering such an action costs 1 AP more than the action being countered did. (Remember to be creative with your countering).
Counteract (Variable: See Text): Counteract is a wide ranging, but very specific, AP action a God may undertake. When a God would counter or alter an AP Action of another, or their own, God they must spend 1 + the AP cost of said action. If the AP cost of the Action was 0, they spend 1AP. Counteract cannot be a target of AP lowering methods, nor can an Artifact be made for the Counteract AP Action. Counteract AP Actions are always 1 + the AP spent on the action they are countering or altering.
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
[i]-Minor Combat Artifact (3AP): Minor Combat Artifacts provides a +2 to society RCR and can only be used by a Society, Hero or Organization. A Divinity may have as many Combat Artifacts equal
to their Portfolios.
-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 combat for free once per week. A Divinity
may have as many Combat Artifacts equal to their Portfolios.
-Minor Utility Artifact (3AP): Divine favors provide a society, hero or organization with the ability to use an Alter Land, Bless/Curse or Create Mundane Concept for free once per week. These
count as a Utility Artifact for their AP Action. A Divinity may only have one Utility Artifact per AP action and Divine Rank.
-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. Greater Utility Artifacts cannot apply to Sub-Action AP Actions,
Teach Actions or the Counteract Action. A Divinity may only have one Utility Artifact per AP action and Divine Rank.
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 charges where applicable. A God cannot Refocus an Artifact for one full roll over after they have used this action.
Destroy Artifact (+AP See Text): When desperate or no longer needing their divine implements a God may choose to destroy an artifact that they own. This gives +1 AP for minor artifacts and +2 AP for greater artifacts. This action may only be used once per rollover and cannot exceed AP limits.
Divine Infusion (3AP): A Divine Infusion is an action that imparts a portion of a deity's divine essence and power into another thing. People, places, objects, or even entire worlds can be infused, providing those things with unique effects and powers that act as an extension of a deity's will. An Infusion bestows the recipient with a portion of a Deity's power, and what exactly that does it up to you. A list of actions that can be infused follows along with what that entails within the rules.
-Infuse Hero: A Hero can be infused into a Champion. This grants the Champion a +2 RCR for when a Champion is fighting alone. Infusing a Hero provides a bonus +1 when it is fighting with a
Society, and 1d8 when fighting alone
-Infuse Organization: An Organization can be infused into a Holy Order. Holy Orders may participate in RCR as societies.
-Infuse Avatar: Infusing an Avatar creates a Herald which provides a +2 to godly combat when fighting alongside a deity. A Herald has the base RCR of their God i.e., 1d10+Portfolios. The
number of combat artifacts they may use in RCR is 1 less than the number of Portfolios possessed by their god (min. 1).
-Infuse Minor Artifact: Infusing a Minor Artifact creates a Totem which provides an additional +1 to combat in regard to Societies, Heroes or Organizations.
-Infuse Major Artifact: Infusing a Major Artifact creates a Relic which provides either an additional +1 to RCR for Godly RCR or an additional -1AP on cost reductions for the action of the Relic.
-Infuse Land: A God may infuse a tract of land created by either a Create Land or Alter Land action, transforming it into a Holy Land. This allows the God to define some characteristics of the
Infused area and give them a sense of ownership over it. The God may also use a free Alter Land Action if they used a Create Land action on the area they are Infusing.
Disclaimer: World Populating Actions are anything that creates, expands or otherwise influences non-Divine aspects of the game. This could be making a civilization of Elves that worship bonfires. Entire Magic systems. A race of evil Dragons. Mighty Heroes and powerful Avatars of the Gods themselves. All these actions and more count as World Populating Actions.
Create Life: The Create Life Action is, in fact, several separate AP actions under a single umbrella. Create Life does not create mundane life such as plants and real world animals, these are so trivial they are included in any land creating action. Create Life is to create monsters, sentient races and mythical beasts.
Create Monsters (1AP): 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 Mythical Concepts and Advanced Concepts spent on them but cannot learn them through a Teach Action nor can such Concepts spread to them. They are not intelligent enough to utilize that which others made with any level of talent or skill.
Create Race (2AP): A Race is life which can think and solve problems on its own. 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. Races can make use of Mundane Concepts without a Flock, although their innate abilities are only about as impressive as a human's. Humans, Dwarves, Orcs, or Hobgoblins are all examples of a Race.
Create Magical Race (3 AP): A Magical Race is life that can think and solve problems on its own that has any innate OR APTITUDE for magical abilities simply by existing. While individually they are more impressive than someone from a Race on average, their Flocks are roughly equal by default; thus Magical Races are treated as a standard Race for Societal purposes. Elves, Sentient Zombies, Gnomes, and Kistune are examples of Magical Races.
Create Legends (4AP + Infusion Slot): Legends are life that can think for themselves, and also have truly impressive fantastical properties. They might be quasi-magical by nature, are capable of supernatural flight, or lightning manipulation. These powers do not require Mythical Concepts to exist for the creature but players should check with Mods if they feel something might be out of line (the general guideline being that innate powers for a race are equivalent to a unique Mythic Concept). They might be vastly stronger than the average human or have greatly expanded intellects. Legends are inherently superior to Races on their own and can make use of Mundane Concepts without a Flock. Additionally, like Monsters, they may use any Mythical Concept created for them, and are capable of utilizing the same concepts as Races so long as they are part of a Society. Dragons, Demons, Vampires, Angels, and Archons are all examples of Legendary Life.
Create Sub-Life (Variable): Subraces are forms of life that are descended from and related to existing creatures. Half-Elves and Drow are subraces of Elves, while Metallic and Chromatic Dragons are subraces of Dragon. Creating a Sub-Race costs half as much AP as creating the parent race took, rounding up. Sub-Races are by default the same level of life as the parent race, but you can change the level of life during the creation of a Sub-Race if you wish. Changing the level of life up costs 1 AP per tier while lowering it reduces the cost of the action by 1 AP per tier (to a minimum of one).
Note: A Legend Subrace needs to either descend from an existing Legend Race or have a god spend an infusion slot in the processes of creating them.
Create Concept: The Create Concept Action is in fact several separate AP actions under a single umbrella. Concepts can be as simple as the wheel to entire magic systems depending on the cost. Initial knowledge of a concept is determined at the creator's discretion. Concepts can spread through interaction of Sapient or Mythical Life and through Societies.
Create Mundane Concept (1AP): 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 (2AP): 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.
Mythical Concepts (4AP + Infusion Slot): 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. Sorcery, Alchemy, True-Naming, Magitech, and Mythril Forging are all examples of Mythical Concepts.
Create Sub-Concept (Variable AP): Whereas Create-Sub Race can be seen as a sort of divine evolution, Create Sub-Concept can often be seen as a sort of divine innovation and specialization. Sub-Concepts can only be created from existing Mythical or Advanced Concepts, and costs half as much as the base concept did to create (to a minimum of one). If the sub-concept involves multiple concepts then the base concept is the one that costs the most.
Note: Sub-Concepts created from an existing Mythical Concept do not require an infusion but will become inactive if the original’s infusion is lost.
Teach Populous: The Teach Populous Action is in fact several Actions of varying cost. A Teach Populous Action is intended to teach a Concept made by your own God or another player's God to a society not granted access at its creation. A Teach Populous Action may be countered by the usual means.
Teach Mundane Concept (1AP): Mundane Concepts are simple things that nonetheless lay the foundation for higher civilization. The Teach Mundane Concept action grants the knowledge of a single Mundane Concept.
Teach Advanced Concept (2AP): Advanced Concepts are complex ideas that greatly improve the capabilities of sapient beings that utilize them. The Teach Advanced Concept action grants the knowledge of a single Advanced Concept.
Teach Mythical Concept (3AP): Mythical Concepts are fantastical ideas and elements that provide incredible resources and capabilities to the Sapient beings that utilize them. The Teach Mythical Concept action grants the knowledge of a single Mythical Concept.
Form Society (See Text): 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. The Form Society Action is in fact several Actions of varying cost.
-Racial Society (2AP): A Flock is a society of a Race or many Races that have banded together to pool their power and resources. A Race must be in a Society to use Advanced and Mythical
Concepts and learn concepts quickly. Racial Societies take a -1AP reduction on the Teach Advanced Concept action.
-Legendary Society (4AP): A Legendary Society is a Society action that incorporates the Legend tier of Life. A Legendary Society is a powerful one, combining their natural powers with the ability
to learn and spread Concepts. To them Mythical power comes more naturally, with all Legendary Societies taking a -1 reduction on their Teach Mythical Concept actions. Additionally, Legendary Societies
gain an additional +1 to their RCR bonus.
Create Organization (1AP): Organizations are groups of like-minded individuals who are united under a single banner or cause. Organizations may exist outside of their Divinity’s flock or even in
other Divinity’s flocks. Secretive Cults, Mercenary Companies, Magic Schools, Scientific Universities, and Merchant Guilds are all examples of potential Organizations.
Raise Hero (2AP): Raise Hero 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 Heroes in this action. Heroes are set apart from the masses for some reason, be it impressive natural talent, divine providence, or perhaps they are exceptionally unremarkable. While Heroes can be affected by Blesses and Curses, or other actions, they cannot be killed or defeated through the use of AP without the permission of the owning player. Heroes grant +2 RCR, only one such bonus is applied. A God may have as many Heroes as they have Portfolios
Tables
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Character submissions will need two mods to Approve it.