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  1. - Top - End - #1
    Pixie in the Playground
     
    BlackDragon

    Join Date
    Oct 2023

    Default Lords of Creation: Gods and Societies (God Game)

    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.


    Spoiler: AP ACTIONS
    Show

    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.

    Spoiler: SOCIETIES
    Show

    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.
    Last edited by Killerkat; 2024-02-17 at 07:52 PM.

  2. - Top - End - #2
    Pixie in the Playground
     
    BlackDragon

    Join Date
    Oct 2023

    Default Re: Lords of Creation: Gods and Societies (God Game)

    My deity:

    Khram-Farth, The Earthfather, The Keeper of Midgard, The Father of Titans, The Verdant King
    Player Name: Killerkat
    Domains (Portfolios): Life (Nature), Earth (Volcanism)
    Alignment: Neutral Good
    Symbol(s): A giant with a tree growing out of its head, with the sun shining down, with a mountain in the distance.
    Pantheon: None yet
    Appearance: Khram-Farth appears as an extremely muscular and stout man in his mid 30s; made out of solid stone and clothed in green leaves, he wears a craftman's outfit, a pair of sandals and a gigantic sequoia crown that glows golden-green with magical power. He always walks with a staff, made out of a redwood tree and covered with red and white roses.
    Personality: Khram-Farth is the archetypical father and warrior - stern yet kind, fierce yet gentle, stoic and calm.
    Dogma: 'Life is for the strong, yes - but above all, be kind.'
    Creations: None at the moment. (This should be left blank or "None at the Moment" until play begins)

  3. - Top - End - #3
    Troll in the Playground
     
    NecromancerGirl

    Join Date
    Mar 2012

    Default Re: Lords of Creation: Gods and Societies (God Game)

    Kuigiio, The Maker
    Player Name: Feathersnow
    Domains (Portfolios): Earth (parkland), Creation (tools)
    Alignment: LN
    Symbol(s): Five trowels arranged in a star, or a trowel engraved with a star.
    Pantheon: None yet
    Appearance: An old man of the local population. His face is often indistinct.
    Personality: Quiet and diligent. He wanders, making new wonders.
    Dogma: Work hard, every day.
    Creations: None at the moment.
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  4. - Top - End - #4
    Dwarf in the Playground
     
    ElfRangerGuy

    Join Date
    Jan 2024

    Default Re: Lords of Creation: Gods and Societies (God Game)

    Brenn, the Secret Keeper
    Player: ProgressPaladin
    Domains (Portfolios): Trickery (Secrets), Knowledge (Arcane)
    Alignment: LN
    Symbol(s): Two keys in a cross, with a lock in the center.
    Pantheon: None yet
    Appearance: A middle aged man in grey robes, holding a locked book, with a raven on his shoulder.
    Personality: What else: Secretive! Other than that, he only knows.
    Dogma: Knowledge is not knowledge if it is known by everyone.
    Creations: None at the moment.
    Last edited by ProgressPaladin; 2024-02-23 at 12:28 PM.
    For every battle lost, there is a battle won.

  5. - Top - End - #5
    Bugbear in the Playground
     
    HalfOrcPirate

    Join Date
    Dec 2013

    Default Re: Lords of Creation: Gods and Societies (God Game)

    Nim, the Change Bringer
    Player: gawwy
    Domains (Portfolios): Change (Accelerationism), Hope (Improvement)
    Alignment: CN
    Symbol(s): A Scribbled Star
    Pantheon: None yet
    Appearance: A child whose features rapidly change.
    Personality: Manic, Naive. She abhors the status quo or any form of static system and will work to improve it, may be short-sighted in her efforts but not malevolent. Attempts change as a form of improvement, not for the sake of itself. (i.e. not lol random)
    Dogma: It will be. So. Much. Better.
    Creations: None at the moment.

  6. - Top - End - #6
    Pixie in the Playground
    Join Date
    Jul 2020
    Location
    Florida
    Gender
    Male

    Exclamation Re: Lords of Creation: Gods and Societies (God Game)

    Rethas, the Voice from the Smoke

    Player Name: Red Lenses
    Domains (Portfolios): Fire (Transformation), Order (Discipline)
    Alignment: Neutral Evil
    Symbol(s): A perfect circle enwreathed in fire. Within the circle is a single eye.
    Pantheon: N/A

    Appearance: A cloud of billowing smoke or a pillar of fire, depending on the mood. These may occasionally contort into whatever shape he deems suitable. Rethas never appears in the flesh - that's simply beneath him.

    Personality: Rethas is out for himself and himself alone, seeking his own benefit and gratification above all else. He is mercenary in his dealings, making and breaking alliances as it benefits his agenda. Rethas is a harsh and uncompromising taskmaster, believing most mortals (and more than a few of his divine peers, frankly) to be weak and indigent. If they amount to anything, it will only be as a result of a more powerful individual directing their efforts... And that should - usually - be Rethas himself.

    Dogma: "If you can't keep it, it wasn't yours to begin with." "Nothing but total victory will suffice." "Man conquers the world by conquering himself."

    Creations: N/A

  7. - Top - End - #7
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    Default Re: Lords of Creation: Gods and Societies (God Game)

    Alright, you crazy kids are gonna have to fill me in on some rules cuz I've only played old people lords of creation some 10 or so odd years ago, not young new style lords of creation!

    Guess I'll toss up a profile and read the rules to edit in some questions after.

    GREG, Artisan of Divinity, Builder of Worlds, Sculptor of That Which Holds Importance, Origin of Temples
    Player name: Drack
    Domains (Portfolios): Artifice (monuments), Tributes (artistic)
    Alignment: Chaotic Neutral
    Symbol(s): A raging sea of [number of deities there are] clouds each with dragon heads eyeing a vary fine pinprick on the symbol which is meant to represent all of reality. Sometimes the dragons heads are drawn in rage other times in wisdom, but they always have keen clear eyes. In some the clouds are drawn more distinctly encapsulating the deeds or renown of the gods, other times they are messily intertwined making it hard to find where one god ends and another begins, where two are clashing or working togeather.
    Pantheon: none yet
    Appearance: GREG has a peculiar posture to him with bony limbs and sunken eyes, but a frenetically smile can often be seen dancing across his lips. His skin is a leathery sort of bronze like burnt clay, a sigh of too much time toiling in the sun, and hangs loosely upon his bones. Nevertheless his every action exudes a sort of energetic frenzy as if he simply couldn't be stopped no matter what!
    Personality: Artisan of Divinity, is there any better name for him? Truly GREG lives for one thing, ART! When there is no inspiration perhaps he could sit down or hold a normal conversation, but NOT NOW! The world needs beauty, the world needs art, the world needs to see for themselves a perfect representation of all the wealth of majesty that the gods hold! I must sculpt them! I must sculpt them all! Great monuments, temples to their names, cavernous halls with intricate ornamentation! No, this shouldn't be copper but bronze, and that, no marble does not fit with the god of trickery, it must be onyx with the true marble showing only where it is heavily cut! The world may be their canvas, but they are my muse! AH HA HAH!
    Manic, whimsical, prone to following inspiration without a second thought, somewhat of a peacekeeper but simply unwilling to pick sides in most things.
    Dogma: That which has beauty, capture it, constrain it, imprison it in your heart, and share it with the world to immortalize it!
    Creations: Soon, soon! Ah-ha-ha-HA!


    Edit, questions:
    Spoiler
    Show


    This starts on The First World, a primordial planet covered by sea that birthed deities to play and reign upon.
    Does this conflict with the inherent concepts section?

    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.
    Wow, flat point gain, same rate forever theoretically. Can those be banked or rollover or such? Miss a week and it's just gone?
    DEATH OF THE GODS
    Well, it's far from uncommon for people not to like other people manhandling their characters, so that mods taking over ending bit sounds a bit ominous as a potential source of future conflict. Guess this isn't really a question so much as a general note of caution.
    it begins with a Sun and a Moon.
    wait you guys start with a sun and moon, you don't make your own?
    anything that would exist in our world already exists
    rather you're already starting with trains and busses and fire and atombombs?!?
    DIVINE ABILITIES:
    Action limits or allotments of these are not defined in these rules, do you get one a turn or infinite uses or no uses?
    CREATE RACE:
    Is it intentional that standard race is the only one that does note get it's AP in cost to spend for concepts or in mundane's case as an across the board discount?
    Members of a Tribe can learn any Concept.
    so tier 1 civ can learn infinite tier 1 concepts for free if in a tribe? I'm not sure which other limitations this would be referencing
    Form Civilization
    like the first one this one has no stats
    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.
    if my main bro killerkat and I each sink a point into a collab we now got 4 points, if we agree jointly to use this pool on a collab we now got 8 points. Gotta add a line to stop looping.
    The number of Spheres a Pantheon holds determines the bonus PAP as illustrated by the following chart.
    there is no chart, might be because of the table formatting change, just break the table and it'll be visible at least, else there's a converter somewhere that it can be plugged into. Worth noting that there are no tables on any of this in case there should be.

    Pantheon bit also mentions a cost for divine actions indirectly.
    Last edited by drack; 2024-03-05 at 09:42 PM.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

  8. - Top - End - #8
    Dwarf in the Playground
     
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    Default Re: Lords of Creation: Gods and Societies (God Game)



    Nergal, Protector of the Desert, God of War, Death/ the Dead and the Underworld (~where the dead "sleep"~)

    Player Name: Burning Spear
    Domains (Portfolios): Fire (The Scorching Sun at high noon) / Shadow (The Underworld)
    Alignment: L.N.
    Symbol(s): a round shield, black as night.
    Pantheon: None yet
    Appearance: Generally he manifests as a flaming skeleton, but he can change his face to a leonal one at will.
    He can douse his flames at will, and remain a black as night skeleton or shadowy gray skinned muscular humanoid body, but his eyes always glow an bright fiery orange
    Always depicted wielding a giant onehanded warmace and a circular shield (buckler or medium sized), on a chariot, drawn by 2 Nightmares.
    Spoiler: Alternate face
    Show
    https://oldworldgods.com/wp-content/uploads/2023/10/nergal1.jpg


    Personality: Stern but loving, he silently weeps when fighting a war, is infatuated with his wife Ereškigal, he loves sneaking around with his antics, stealing items and bringing gifts to his followers, killing opponents with sneaky tactics.

    Dogma: Life is your's to keep and fight for, it's not granted just by expectation. Death can also be fought off, even if it's inevitable. Fight to win by any means, but keep your face (heart) honest.

    Creations: None at the moment.

    [Additional Info for proof of concept]
    (Domains of interest: War, Death/ Repose, Disease/ Pestilence, Air, Fire, Sun, Caverns).

    [Ideas of first turn:]
    • On the first time a player gains points, all points gained are quadrupled.
    • Gain 1 point that can be spent on anything. (4)
    • Gain 2 points that must be spent on actions directly related to the Domain. (8)
    • Gain 4 points that must be spent on actions directly related to the Domain AND Portfolio. (16)
    • Divine Promotion: Add War domain to portfolio,
    • Divine Fortification - Gain +4 RCR.
    • Create a race: Advanced race (Human Neanderthal, higher endurance) 4 AP
    • Mobile Warfare/ Chariot tech advancement for war, 2 AP
    • Create a race of Monster: Mythical (Rakshasa, servants of Nergal) 4 AP
    • Form a Society: Culture, 4 AP
    • Greater Combat Artifact, 5AP, War Mace of Nergaltos

    [/End of Ideas]
    Nergal had always been a god, unlike other hero's in ancient times. He was also very rogueish. As a god he still had many
    adventures, and he had his share of stealing and killing. He is an ancient version of what some describe as a tombraider.
    Although he doesn't actually rob tombs, because the dead are sacred. He is served by demons and ghosts, specifically
    ghosts who haven't been given proper sacrifices upon their death, or whome the family of the deseased didn't do any
    proper burial ritual for. Nergal, as the Sumerian/ Akkadian earthling god of the Nether, Death, War, and other such
    notions which many class as evil, he ruled over the Nether with his consort Ereškigal..
    Even if he was in turn tricked by her partly into this position. He had a rough time on Earth, as other religions got more
    dominant and started eroding the older god's power. His own reputation had been besmirched by an upstart god, and
    he was getting tired of the waning power he saw losing. He hailed originally from a planet called Earth, but was summarily transported to Unther when his faithful worshipped him fervently as a result of their capture by mages who needed slaves,
    masses of slaves. Once he manages to get to his worshippers, he comes under assault, as the mages had not been idle in
    their replies to the slave worship they had noticed.
    Orcs and Orc-Gods he fought against, his own allied gods were faring badly, as one after the other got caught under the
    onslaught of the Green Gods. He managed to slay one himself with some sneaky tactics, though it didn't tip the balance.

    Then he died, under an avalanche of attacks, he was surprised to experience this as he had been a god for so long.
    Since his death, he has been reborn, but not as a full god, not even as a half god. He has lost a lot of power because of
    his experiences in the Orc Gate Wars and thusly never got godhood back when he arose from the ranks of the dead.

    Enki was a deity of the Sumerian pantheon, known as a son of Enlil and a greater power in his own right. Though a shapechanger, he always appeared as green as the rivers and oceans he ruled. He once had a realm in Mechanus, a wheel covered with an ocean and bridged with a span of woven gold and finely-crafted crystal. Since his death, the sun-god Utu, whose realm once adjoined Enki's, has grown more wild and uncontrollable, and slid out of Mechanus into Arborea. Enki's wife was Nin-Hursag.
    Enki was a binder of tanar'ri and other demons, and the gods Anshar and Nergal of the Babylonian pantheon used this to their advantage to lure him into a trap and kill him.
    Some members of the Will of the One hope to resurrect him as a demonstration of their power.

    Anshar is a lesser deity of the Babylonian pantheon. He rules over darkness and night, and is chaotic evil. His realm in Pandesmos, the City of Eternal Darkness, is shared with the goddess Eloéle of Aebrynis. It is a great city that covers the walls and ceiling of its gravity-defying cavern; from within, it seems endless, and perhaps it is. It is impossible for light to penetrate the darkness there for more than a few feet. Anshar is served by tall humans gilt in metallic copper, with yellow pupiless eyes, dressed in archaic clothing and speaking tongues now dead and buried.
    Anshar always appears as a dark-skinned human and only appears at night or in deep darkness. His animal is the raven. His priests have shaven heads and wear kilts. His holy day is the winter solstice, and he demands sacrifices of precious metals.
    Anshar is the grandson of Tiamat. His own son is Anu, who replaced him as head of the pantheon. He personally slew Enki of the Sumerian pantheon while Nergal held him down.
    Gods can also inherit the portfolios of other gods. When Enki, god of fresh water, oceans, rivers, and wisdom, was killed by Anshar and Nergal, his assassins did not gain his portfolio. Instead, it's slowly being assumed by the goddess Ki, at least in part. When Ramman, or at least his aspect in Toril, was slain by Hoar his portfolio was assumed by Ramman before Hoar could claim it. When Waukeen was imprisoned by Graz'zt, her portfolio was watched over by her friend Lliira.

    Nergal actually seems to be in part a solar deity, sometimes identified with Shamash, but only a representative of a certain phase of the sun. Portrayed in hymns and myths as a god of war and pestilence, Nergal seems to represent the sun of noontime and of the summer solstice that brings destruction, high summer being the dead season in the Mesopotamian annual cycle. Nergal was also the deity who presides over the netherworld, and who stands at the head of the special pantheon assigned to the government of the dead.
    Standard iconography pictured Nergal as a lion, and boundary-stone monuments symbolise him with a mace surmounted by the head of a lion.
    In the late Babylonian astral-theological system Nergal is related to the planet Mars. As a fiery god of destruction and war. In Babylonian ecclesiastical art the great lion-headed colossi serving as guardians to the temples and palaces seem to symbolise Nergal.
    Being a deity of the desert, and a god of fire, the negative aspects of the sun, and the underworld, and also being a god of one of the religions who rivalled Christianity and Judaism, Nergal was sometimes called a demon and even being identified with Satan. According to Collin de Plancy and Johann Weyer, Nergal was said to be the chief of Hell's "secret police", and said to be "an honorary spy in the service of Beelzebub".

    From planescape:
    Nergal is the god of plague, the underworld, and the dead in the Babylonian pantheon. His realm in Oinos, Nergaltos, is dark and gray, made of black basalt and swirling mists. It is laid out in rings, with seven concentric domes filled with the shades of the dead. At the god's side is his wife Ereshkigal. Nergal always manifests as a dark-skinned human carrying a night-black shield made from the pure substance of Death.
    Nergal bound Enki of the Sumerian pantheon while Anshar killed him with his sword. Enki's father Enlil has sworn vengeance on both Nergal and Anshar.
    Last edited by Burning Spear; 2024-03-12 at 05:14 AM.
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  9. - Top - End - #9
    Dwarf in the Playground
     
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    Exclamation Re: Lords of Creation: Gods and Societies (God Game)

    Bump for awakening/ showing interest
    Last edited by Burning Spear; 2024-03-12 at 05:21 AM.
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  10. - Top - End - #10
    Ogre in the Playground
     
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    Default Re: Lords of Creation: Gods and Societies (God Game)

    Just mentioning OP hasn't been online in a month.

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