L
Lithium
Guest
Original poster
Humanity is no longer.
Earth is a husk incapable of sustaining life.
Ruins of what once existed lie almost everywhere, while hope and faith has abandoned the solar system.
The apocalypse occurred long ago, and it seems as if it will take millennia for the planet to recover, if it ever does.
Yet in the artificial depths of an ancient mountain, remnants of the past awakens in bodies they do not recognize as their own. They have slept through the end of the world, lost their lives, and had budding powers thrust upon them.
They shouldn't exist on this barren planet, but for some reason, they do.
It is time for them to leave the facility they've slept in.
A new era will dawn as they struggle with their powers and unleash them in defiance of the apocalypse.
Introduction
This is a god game, where players assume the roles of minor deities and shape the world as they see fit. In the beginning the gods will be weak, but as the ages progresses, they will grow stronger.
Setting Player Expectations
You can have excellent players, but the wrong kinds of characters. This is usually because players go into a game not knowing what the game is truly about, or their perceptions of what the game should and should not be are not in line with the GM's way of running the game. In some games it may become so detrimental that the GM and certain players will be in complete opposition, which causes the game to self-destruct in a messy fashion. Most of that can be avoided by keeping an open dialogue with the GM and other players.
To that end these are the following expectations of the players;
Communication: - Players must be able to communicate with each other in game. While it may be impossible to prevent meta-gaming, especially in a play by post environment, as long as the players are talking to each other is what counts. This also means that players must communicate their concerns to the GM in a constructive way. Please do this, be clear and concise when you do.
A discord group might be created, if it's deemed necessary, or if there's enough interest in it.
Teamwork and You: This is a competitive sandbox style game. Player characters can co-operate with, or act in opposition to, one another based off their natures and alliances. The majority of the time will be spent working to increase the player's personal power base and accomplish goals. This can be achieved through teamwork or other means.
This game requires interaction with the other gods and is not meant to be played with your god barely interacting with the other characters.
That said, this particular GM is very fond of intrigue and conflicts, and may work IC to create such if it doesn't happen by itself.
Meta-game: Planning long term projects and sharing information outside of the game is fine, as long as player knowledge and character knowledge remain separate. Ideally all interactions would happen in game in order to allow people the opportunity to discuss what to do and act accordingly in character. However, real life and time constraints tend to get in the way.
Post Quality: Players should be interacting with each other and the game world frequently and dynamically. This is not to say that posts should not be long or short, but they should be well thought out. Players should keep up with what is going on and clarify the situation before posting something that doesn't make any sense to anybody else, because a player misunderstood what is going on.
Medium sized posts are preferred over short ones.
Note: Posts that are too long with little actual game content should be avoided. Most GMs don't want to have to read your novella just to learn, "I use +X to do a DC:Y action." Hitting the sweet spot is important.
Acceptance: Things will happen in the game that may not always be what players want. Some decisions may be made which may anger or frustrate players. Acknowledge that these things are going to happen, but that they happen to service the game and to move the story forward. If there is a serious issue over a decision that is made, then it can be brought up with the GM in private. If it's serious enough and no common ground can be reached, the player will be gracefully removed from the game and a replacement will be found.
Update Schedule: I plan to have biweekly updates, unless I get too busy. I will handle the majority of the rolls when I update.
Participation: Players missing three weeks without any notice will be considered to have dropped. I'm not hunting you down.
A discord group might be created, if it's deemed necessary, or if there's enough interest in it.
Teamwork and You: This is a competitive sandbox style game. Player characters can co-operate with, or act in opposition to, one another based off their natures and alliances. The majority of the time will be spent working to increase the player's personal power base and accomplish goals. This can be achieved through teamwork or other means.
This game requires interaction with the other gods and is not meant to be played with your god barely interacting with the other characters.
That said, this particular GM is very fond of intrigue and conflicts, and may work IC to create such if it doesn't happen by itself.
Meta-game: Planning long term projects and sharing information outside of the game is fine, as long as player knowledge and character knowledge remain separate. Ideally all interactions would happen in game in order to allow people the opportunity to discuss what to do and act accordingly in character. However, real life and time constraints tend to get in the way.
Post Quality: Players should be interacting with each other and the game world frequently and dynamically. This is not to say that posts should not be long or short, but they should be well thought out. Players should keep up with what is going on and clarify the situation before posting something that doesn't make any sense to anybody else, because a player misunderstood what is going on.
Medium sized posts are preferred over short ones.
Note: Posts that are too long with little actual game content should be avoided. Most GMs don't want to have to read your novella just to learn, "I use +X to do a DC:Y action." Hitting the sweet spot is important.
Acceptance: Things will happen in the game that may not always be what players want. Some decisions may be made which may anger or frustrate players. Acknowledge that these things are going to happen, but that they happen to service the game and to move the story forward. If there is a serious issue over a decision that is made, then it can be brought up with the GM in private. If it's serious enough and no common ground can be reached, the player will be gracefully removed from the game and a replacement will be found.
Update Schedule: I plan to have biweekly updates, unless I get too busy. I will handle the majority of the rolls when I update.
Participation: Players missing three weeks without any notice will be considered to have dropped. I'm not hunting you down.
Rules
- The GM's word is law.
- Players should post at least once every two weeks. If people have to take breaks due to real life, then that's fine, but they should let the GM know. If someone's been gone for three weeks without a word they will be removed from the game and replaced, if possible.
- No godmodding or controlling someone else's characters.
- No one-liner posts. Good grammar. I want to see quality posts.
- Player knowledge and character knowledge are two different things. You might know something that happened or is going to happen, but that doesn't necessarily mean your character does.
- This kind of RP favours the creative, which can come up with ideas on their own. Especially when I run it, as I'm not much for hand-holding.
The Character
One god per player.
A Domain(s) [+X] - This is what your deity is the god of.
Your character will start with +4/-2. It can be split into +2/+2/-2, if the player wants.
See the GM's characters for clarification. (Argan is +4/-2. Bozzalleth is +2/+2/-2)
Domains
While each god can use their relevant domain to modify existence, they will find it more difficult to try and use their domain in a way which it wasn't intended. It might even backfire.
The following is a list of example domains. If you have an idea for a domain that's not in the list, it's probably fine, but ask the GM if you want to be sure.
FUNDAMENTAL FORCE: Life, Death, Creation, Destruction, Protection, Good, Evil, Light, Darkness, Order, Chaos, Law, Anarchy, Decay, Change, etc.
NATURE: Natural Phenomenon (Storms, Lightning, Volcanoes), Elemental (Earth, Fire, Wind, Water, etc.), Natural (i.e.Forests, Deserts, Mountain God, Oceans), Cosmic/Celestial (Sun, moon, stars), Disease, Toxicity, Pollution, Evolution, etc.
MAGIC: Shamanistic, Nature, Blood, Ritualistic, Runic, Lore, Hexes, Curses, Arcane, etc.
TECHNOLOGY: Steampunk, High-Tech, Magical Artifice, Biological, etc.
EMOTION: Love, Hate, Strength, Compassion/Mercy, Justice, Vengeance, Sorrow, Joy, Pride, Corruption, Redemption, etc.
CIVILIZATION: War, Diplomacy, Architecture, Artistry/Arts/Inspiration, Education/Learning, Kings, Royalty, Government, etc.
MENTAL: Wisdom, Knowledge, Secrets, Dreams, Psionics, Insanity, Madness, Deception, Revelation, etc.
FUNCTION: Murder/Assassination, Hunters/Stalking, Trickery/Con-artistry, Thieves, Blacksmithing, Craft work, Merchants, Corruption, Redemption, Chance, Luck, etc
RACE: Humans, Sea People, Elves, Snakemen, Orcs, Halflings, Dwarves, goblins, dragonkin/born, robot people, etc.
Banned:
Time - Too difficult to make it work with the rules.
Mindless Destroyers or Plain Mindless - Gods without minds have no character. I want gods with personality.
Atheism - I might allow this if someone has a good enough concept, but it's bound to get very weird once followers comes into play. Still, this is a god game, so it's better to go with something else.
While each god can use their relevant domain to modify existence, they will find it more difficult to try and use their domain in a way which it wasn't intended. It might even backfire.
The following is a list of example domains. If you have an idea for a domain that's not in the list, it's probably fine, but ask the GM if you want to be sure.
FUNDAMENTAL FORCE: Life, Death, Creation, Destruction, Protection, Good, Evil, Light, Darkness, Order, Chaos, Law, Anarchy, Decay, Change, etc.
NATURE: Natural Phenomenon (Storms, Lightning, Volcanoes), Elemental (Earth, Fire, Wind, Water, etc.), Natural (i.e.Forests, Deserts, Mountain God, Oceans), Cosmic/Celestial (Sun, moon, stars), Disease, Toxicity, Pollution, Evolution, etc.
MAGIC: Shamanistic, Nature, Blood, Ritualistic, Runic, Lore, Hexes, Curses, Arcane, etc.
TECHNOLOGY: Steampunk, High-Tech, Magical Artifice, Biological, etc.
EMOTION: Love, Hate, Strength, Compassion/Mercy, Justice, Vengeance, Sorrow, Joy, Pride, Corruption, Redemption, etc.
CIVILIZATION: War, Diplomacy, Architecture, Artistry/Arts/Inspiration, Education/Learning, Kings, Royalty, Government, etc.
MENTAL: Wisdom, Knowledge, Secrets, Dreams, Psionics, Insanity, Madness, Deception, Revelation, etc.
FUNCTION: Murder/Assassination, Hunters/Stalking, Trickery/Con-artistry, Thieves, Blacksmithing, Craft work, Merchants, Corruption, Redemption, Chance, Luck, etc
RACE: Humans, Sea People, Elves, Snakemen, Orcs, Halflings, Dwarves, goblins, dragonkin/born, robot people, etc.
Banned:
Time - Too difficult to make it work with the rules.
Mindless Destroyers or Plain Mindless - Gods without minds have no character. I want gods with personality.
Atheism - I might allow this if someone has a good enough concept, but it's bound to get very weird once followers comes into play. Still, this is a god game, so it's better to go with something else.
Character Sheet
See the GM's characters for clarification on how to fill out the sheet.
Name: Your god's name and title(s).
Picture: Worth a thousand words.
Backstory: Tell us about your god's personality, goals, the flavor of your god.
Domain: +4, or +2/+2 [Whatever] then a brief description of it. How would you use this domain to perform an action? To attack another ranked PC/NPC? To defend against another ranked PC/NPC?
Drawback: -2 [Whatever] Be mindful of your wording.
Core Values: The most important things to your god. It can relate to your domain, your drawback, or your backstory.
What you want out of godgame: Basically your intended playstyle and what you expect/want out of the game.
The GM's Characters
Glossary
Actions
AP (Action Points)
All gods will receive 30 AP for the use of actions. At the start of each age the gods get a recharge. AP cannot be collected or banked.
MP (Mythic Points)
All gods receive 2 MP at the start of an age. Mythic points are intended for big, world-changing actions or dire situation last-ditch efforts in a style reflecting mythologies. Actions involving Mythic Points use half AP, rounded down. Mythic Actions are intended to enter the mythology of mortals and other lesser beings.
Difficulty List
This list isn't extensive. It's more to give the players a general idea of the actions they can perform. If you have an action you're not sure about, you can consult the GM, and they will give you a DC (difficulty) for it.
Items
Combat
Combat between gods is usually not a large part of the game, unless the players want it to be, but there are still rules for it.
Imprisonment: Should a god run afoul of many others, the opposition can imprison the target in a demiplane (DC 21 action, the defender gets a free opposing roll or normal cost final action). This effectively ends a character's run.
Interconnectivity: Should you choose to create a populated part of the game-world separate from a unified physical world (like the moon, as an example) it must be accessible to mortals under some fairly regular conditions (examples: a crossing forms under certain repeating predictable natural conditions, or a stable entrance portal or magic door etc) To make mortals in an absolutely separate realm is to remove yourself from the game.
Questions?
If you have any questions, feel free to PM me, or post them in the thread. I've run this type of game several times now, though it's been a couple of years since the last time, admittedly.
See the GM's characters for clarification on how to fill out the sheet.
Name: Your god's name and title(s).
Picture: Worth a thousand words.
Backstory: Tell us about your god's personality, goals, the flavor of your god.
Domain: +4, or +2/+2 [Whatever] then a brief description of it. How would you use this domain to perform an action? To attack another ranked PC/NPC? To defend against another ranked PC/NPC?
Drawback: -2 [Whatever] Be mindful of your wording.
Core Values: The most important things to your god. It can relate to your domain, your drawback, or your backstory.
What you want out of godgame: Basically your intended playstyle and what you expect/want out of the game.
The GM's Characters
Name: Argan, Grand Chairman, The Boss
Picture:
Backstory: Argan was once a human, he swears. At times, he even insists he was one of the most powerful women in the world. However, after awakening, it's quite clear he's neither human nor woman anymore. His body is too small and furry, and his voice is too deep and gravelly.
He doesn't remember how he ended up surviving the apocalypse, or how he acquired his powers, but if he were to hazard a guess, he'd say he likely spent millions, even billions, to ensure his own survival.
It's just a shame someone decided to tamper with his body. Still, he's been given a second chance to rule the world, and he won't squander it. After seeing the current state of the planet, he might even feel responsible for making it a better place. Not that he would admit it.
Domain: +4 [Order] Argan's influence aims to restore order to a broken world. Although, his creations tend to be structured in the extreme. If he was to create a mountain, no one would think it looked natural. It would appear too straight, too planned, too perfect. And the same goes for the majority of his actions. Whatever weapons or defences he might create for himself would look impenetrable, indestructible, and perfect on the surface, even if such is far from the truth.
Drawback: -2 [Light] It seems that whatever comedian put him in the body of a tiny, furry critter also made him nocturnal. He shies away from strong lights.
Core Values: Perfection, restoration, and a tidy profit.
What you want out of godgame: As the GM, I want to run one of my favourite games once again.
Picture:
Backstory: Argan was once a human, he swears. At times, he even insists he was one of the most powerful women in the world. However, after awakening, it's quite clear he's neither human nor woman anymore. His body is too small and furry, and his voice is too deep and gravelly.
He doesn't remember how he ended up surviving the apocalypse, or how he acquired his powers, but if he were to hazard a guess, he'd say he likely spent millions, even billions, to ensure his own survival.
It's just a shame someone decided to tamper with his body. Still, he's been given a second chance to rule the world, and he won't squander it. After seeing the current state of the planet, he might even feel responsible for making it a better place. Not that he would admit it.
Domain: +4 [Order] Argan's influence aims to restore order to a broken world. Although, his creations tend to be structured in the extreme. If he was to create a mountain, no one would think it looked natural. It would appear too straight, too planned, too perfect. And the same goes for the majority of his actions. Whatever weapons or defences he might create for himself would look impenetrable, indestructible, and perfect on the surface, even if such is far from the truth.
Drawback: -2 [Light] It seems that whatever comedian put him in the body of a tiny, furry critter also made him nocturnal. He shies away from strong lights.
Core Values: Perfection, restoration, and a tidy profit.
What you want out of godgame: As the GM, I want to run one of my favourite games once again.
Name: Bozzalleth, The Unflinching Light, The Pyre
Picture:
Backstory: Born late, when the end of the world was more fact than fiction, Bozzalleth grew up knowing she was doomed. She was never given a real chance, yet she did as much as she could with what she had.
Over the course of a decade, and through numerous trials, she became the leader of an influential cult. Of course, they never saw themselves as a cult. They saw themselves as saviours trying to stave off the end times as best they could.
When they burnt non-believers, they did it to spare those people from having to experience the apocalypse and everything that followed in its footsteps. Famine, war, pollution, and suffering without an end. When they set themselves ablaze, they did it out of love for their ideals and their planet. Humanity did not need to exist. The sooner the species ended, the sooner the planet could recuperate.
Bozzalleth does not have a clue how she acquired her powers. She remembers burning. Fire consuming her flesh. She is unsure if she should be grateful for this second chance, or if she should strive to end it all in flames forever.
Domain: +2 [Light] Bozzalleth serves the light. She is but a vessel. One way or another, she will see to it that the light is respected, and she will use it to dispel any darkness concealing truths of the cosmos. Her creations tend to be bright and flashy, but not in a gaudy sense. They're often just crafted out of pure light.
+2 [Fire] Fire provides heat in freezing temperatures, and makes it possible to prepare sustenance. It's nearly vital for the survival of sentient creatures. However, it's also destructive like no other force. Bozzalleth is much more interested in fire's capacity for destruction, but she will not pass up an opportunity to create with it.
Drawback: -2 [Order] Bozzalleth puts her faith in chaos, believing order imposes willful restrictions on an inherently chaotic world. She fears being chained and forced to obey the unscrupulous as a slave in service of order and some imaginary greater good.
Core Values: Destruction, chaos, light, and truth.
What you want out of godgame: As the GM, I want to run one of my favourite games once again.
Picture:
Backstory: Born late, when the end of the world was more fact than fiction, Bozzalleth grew up knowing she was doomed. She was never given a real chance, yet she did as much as she could with what she had.
Over the course of a decade, and through numerous trials, she became the leader of an influential cult. Of course, they never saw themselves as a cult. They saw themselves as saviours trying to stave off the end times as best they could.
When they burnt non-believers, they did it to spare those people from having to experience the apocalypse and everything that followed in its footsteps. Famine, war, pollution, and suffering without an end. When they set themselves ablaze, they did it out of love for their ideals and their planet. Humanity did not need to exist. The sooner the species ended, the sooner the planet could recuperate.
Bozzalleth does not have a clue how she acquired her powers. She remembers burning. Fire consuming her flesh. She is unsure if she should be grateful for this second chance, or if she should strive to end it all in flames forever.
Domain: +2 [Light] Bozzalleth serves the light. She is but a vessel. One way or another, she will see to it that the light is respected, and she will use it to dispel any darkness concealing truths of the cosmos. Her creations tend to be bright and flashy, but not in a gaudy sense. They're often just crafted out of pure light.
+2 [Fire] Fire provides heat in freezing temperatures, and makes it possible to prepare sustenance. It's nearly vital for the survival of sentient creatures. However, it's also destructive like no other force. Bozzalleth is much more interested in fire's capacity for destruction, but she will not pass up an opportunity to create with it.
Drawback: -2 [Order] Bozzalleth puts her faith in chaos, believing order imposes willful restrictions on an inherently chaotic world. She fears being chained and forced to obey the unscrupulous as a slave in service of order and some imaginary greater good.
Core Values: Destruction, chaos, light, and truth.
What you want out of godgame: As the GM, I want to run one of my favourite games once again.
Glossary
Avatar: A god's physical form. In this particular game, you won't be allowed to perform actions unless you're in your original avatar. Still, most gods can switch avatars freely. They can only assume one avatar at a time, but it can be almost anything.
Assist: You can use your domain to assist other gods with their creations. However, you can only assist one god at a time. (I may or may not raise this over time.)
Bless: A lasting positive action performed on a mortal or group of mortals.
Create Magic Item(Mortal scale): These act as D&D magic items. From everlasting chalk to a Handy Haversack to a tricked out Vorpal sword, even the most powerful of these cannot be used to harm gods except in discussed, GM-sanctioned, unlikely events.
Create Race(non-sentient): Whether it be large medium or small, please be pretty clear about it's form and habits. Carnivorous rabbits or ants the size of dinosaurs for example.
Create Race(Sentient): A mortal race roughly equivalent to humans in intelligence and ability. A god is only allowed 1 official patron race at a time.
Curse: A lasting negative action performed on a mortal or group of mortals.
Enchant: A sustained magical effect over an area. Break DC will always be 2 less than the DC used to create it. An enchantment can have a focal point like a physical object, or exist on its own.
Forge Magic Item(Ranked 1-4): Through increasingly considerable costs and effort you forge a magic item capable of wielding a fraction of the power of the gods. Think carefully about these.
Hinder: You can use your domains to try and hinder other gods from successfully performing their actions. However, you can only hinder one god at a time. (I may or may not raise this over time.)
Inspire: A lasting change to the way of thinking of a mortal or group of mortals. Teaching actions fall under this.
Scry: To use divine senses and powers to search over an area. Please ask 1-4 clear, concise questions you hope to have answered by the scry.
Assist: You can use your domain to assist other gods with their creations. However, you can only assist one god at a time. (I may or may not raise this over time.)
Bless: A lasting positive action performed on a mortal or group of mortals.
Create Magic Item(Mortal scale): These act as D&D magic items. From everlasting chalk to a Handy Haversack to a tricked out Vorpal sword, even the most powerful of these cannot be used to harm gods except in discussed, GM-sanctioned, unlikely events.
Create Race(non-sentient): Whether it be large medium or small, please be pretty clear about it's form and habits. Carnivorous rabbits or ants the size of dinosaurs for example.
Create Race(Sentient): A mortal race roughly equivalent to humans in intelligence and ability. A god is only allowed 1 official patron race at a time.
Curse: A lasting negative action performed on a mortal or group of mortals.
Enchant: A sustained magical effect over an area. Break DC will always be 2 less than the DC used to create it. An enchantment can have a focal point like a physical object, or exist on its own.
Forge Magic Item(Ranked 1-4): Through increasingly considerable costs and effort you forge a magic item capable of wielding a fraction of the power of the gods. Think carefully about these.
Hinder: You can use your domains to try and hinder other gods from successfully performing their actions. However, you can only hinder one god at a time. (I may or may not raise this over time.)
Inspire: A lasting change to the way of thinking of a mortal or group of mortals. Teaching actions fall under this.
Scry: To use divine senses and powers to search over an area. Please ask 1-4 clear, concise questions you hope to have answered by the scry.
Actions
AP (Action Points)
All gods will receive 30 AP for the use of actions. At the start of each age the gods get a recharge. AP cannot be collected or banked.
MP (Mythic Points)
All gods receive 2 MP at the start of an age. Mythic points are intended for big, world-changing actions or dire situation last-ditch efforts in a style reflecting mythologies. Actions involving Mythic Points use half AP, rounded down. Mythic Actions are intended to enter the mythology of mortals and other lesser beings.
Difficulty List
This list isn't extensive. It's more to give the players a general idea of the actions they can perform. If you have an action you're not sure about, you can consult the GM, and they will give you a DC (difficulty) for it.
Effortless: no roll, not counted as actions
-Conjure up a small quantity of anything
-Listen in on mortal prayers to you.
-Talk to someone(across any distance.)
-Talk to another god(across any distance)
-Take on a physical avatar.(Gods may only possess one avatar at a time)
Difficulty: 7 Local Action Cost: 1 AP
-Affect(Bless/Curse/Inspire) a single mortal for the term of their natural life
-Enchant/Scry an area the size of a large room.
-Create a trivial mortal-scale magic item.
-Identify a magic item in your possession
Difficulty: 9 Village Action Cost: 2 AP
-Affect(Bless/Curse/Inspire) a small group of mortals (less than 50) for life
-Enchant/Scry an area the size of a village or neighborhood.
-Create a group of trivial(10) or one heroic mortal item.
-Creating or altering a single non-sentient creature smaller than an elephant.
Difficulty: 11 Town Action Cost 3 AP
-Affect(Bless/Curse/Inspire) a large group of mortals(500) for life.
-Enchant/Scry an area the size of a town or small city
-Create a Paragon-equivalent mortal item.
-Creating or altering a one-off living creature bigger than a blue whale.
-Creating a one-off living sentient.
-Creating or altering a non-sentient species smaller than an elephant.
Difficulty: 13 Area Action Cost 4 AP
-Affect (Bless/Curse/Inspire) a very large group of mortals(2000) for life.
-Enchant/Scry an area the side of a Large City or a town and surrounding countryside.
-Create an Epic Mortal Item.
-Creating or altering a sentient species (Limit one per god.)
-Creating or altering a non-sentient species larger than an elephant.
-Grant transmittable immortality of a sort to a small group of mortals. (One strain per god)(eg vampires; immortality with a major instant-kill weakness, basically)
-Grant genuine immortality and invulnerability to a single mortal. They will gain the quality Immortal +0 as long as their god still lives. This does not include superpowers (eg the ability to break out of a prison cell) Nor are they immune to attack by other gods or mortals with ranked items.
Difficulty: 15 Regional Action Cost: 5 AP
-Affect (Bless/Curse/Inspire) a huge amount of mortals(5000) for the rest of their lives.
-Enchant/Scry an area of many towns or a metropolis or small Kingdom.
-Forge a +1 Magic Item
-Reforge a +1 Magic Item into a +2 Magic item(Same conditions as +2, failure will destroy the item)
*Note: All gods are automatically aware of DC 17 and above actions.*
Difficulty: 17 Continental Action Cost: 6 AP
-Affect (Bless/Curse/Inspire) an entire race or civilization.
-Enchant/Scry a large area of the game world.
-Forge a +2 Magic item(see Item Forging)
-Turn a mortal or creature into a demigod [+2 Quality, -2 Drawback](Limit 2 Demigods per God.)
-Introduce a major change to the world's structure or its atmosphere without causing any lasting damage to the world (eg adding a new moon, new islands etc)
Difficulty: 19 World Action Cost: 7 AP
-Affect (Bless/Curse/Inspire) the entire world(Other players will likely take issue with this)
-Forge a +3 magic item (see Item Forging)
-Create or alter a sentient species vastly superior to a human (GM and player to agree on any bonus/es, eg immunity to disease, invulnerable to certain types of weapons etc)
Difficulty: 21 Planar Action Cost: 8 AP
-Change one of the rules of the universe across the entire world. This is likely to have a catastrophic effect.
-Enchant/Scry an area equal to the entire game world and attached realms.
-Forge a +4 Item(see Item Forging)
Note: Only 1 Ranked item may be forged per age by a player.
-Conjure up a small quantity of anything
-Listen in on mortal prayers to you.
-Talk to someone(across any distance.)
-Talk to another god(across any distance)
-Take on a physical avatar.(Gods may only possess one avatar at a time)
Difficulty: 7 Local Action Cost: 1 AP
-Affect(Bless/Curse/Inspire) a single mortal for the term of their natural life
-Enchant/Scry an area the size of a large room.
-Create a trivial mortal-scale magic item.
-Identify a magic item in your possession
Difficulty: 9 Village Action Cost: 2 AP
-Affect(Bless/Curse/Inspire) a small group of mortals (less than 50) for life
-Enchant/Scry an area the size of a village or neighborhood.
-Create a group of trivial(10) or one heroic mortal item.
-Creating or altering a single non-sentient creature smaller than an elephant.
Difficulty: 11 Town Action Cost 3 AP
-Affect(Bless/Curse/Inspire) a large group of mortals(500) for life.
-Enchant/Scry an area the size of a town or small city
-Create a Paragon-equivalent mortal item.
-Creating or altering a one-off living creature bigger than a blue whale.
-Creating a one-off living sentient.
-Creating or altering a non-sentient species smaller than an elephant.
Difficulty: 13 Area Action Cost 4 AP
-Affect (Bless/Curse/Inspire) a very large group of mortals(2000) for life.
-Enchant/Scry an area the side of a Large City or a town and surrounding countryside.
-Create an Epic Mortal Item.
-Creating or altering a sentient species (Limit one per god.)
-Creating or altering a non-sentient species larger than an elephant.
-Grant transmittable immortality of a sort to a small group of mortals. (One strain per god)(eg vampires; immortality with a major instant-kill weakness, basically)
-Grant genuine immortality and invulnerability to a single mortal. They will gain the quality Immortal +0 as long as their god still lives. This does not include superpowers (eg the ability to break out of a prison cell) Nor are they immune to attack by other gods or mortals with ranked items.
Difficulty: 15 Regional Action Cost: 5 AP
-Affect (Bless/Curse/Inspire) a huge amount of mortals(5000) for the rest of their lives.
-Enchant/Scry an area of many towns or a metropolis or small Kingdom.
-Forge a +1 Magic Item
-Reforge a +1 Magic Item into a +2 Magic item(Same conditions as +2, failure will destroy the item)
*Note: All gods are automatically aware of DC 17 and above actions.*
Difficulty: 17 Continental Action Cost: 6 AP
-Affect (Bless/Curse/Inspire) an entire race or civilization.
-Enchant/Scry a large area of the game world.
-Forge a +2 Magic item(see Item Forging)
-Turn a mortal or creature into a demigod [+2 Quality, -2 Drawback](Limit 2 Demigods per God.)
-Introduce a major change to the world's structure or its atmosphere without causing any lasting damage to the world (eg adding a new moon, new islands etc)
Difficulty: 19 World Action Cost: 7 AP
-Affect (Bless/Curse/Inspire) the entire world(Other players will likely take issue with this)
-Forge a +3 magic item (see Item Forging)
-Create or alter a sentient species vastly superior to a human (GM and player to agree on any bonus/es, eg immunity to disease, invulnerable to certain types of weapons etc)
Difficulty: 21 Planar Action Cost: 8 AP
-Change one of the rules of the universe across the entire world. This is likely to have a catastrophic effect.
-Enchant/Scry an area equal to the entire game world and attached realms.
-Forge a +4 Item(see Item Forging)
Note: Only 1 Ranked item may be forged per age by a player.
Items
Difficulty: 15
Forging a +1 Item (For example: Excalibur)
Easy to create a god merely forges it magically. Item can be destroyed by another god. Can also reforge a +1 item to a +2 with the same conditions(see below)
Difficulty: 17
Forging a +2 Item (For example: The One Ring)
Item must be forged in an area where it may be destroyed. Gods can figure out where by identifying the magic item. Legends exist telling mortals where to do this as well. (Location cannot be out of reach of mortals)
Difficulty: 19
Forging a +3 Item (For example: The Rod of 7 parts)
Sacrifice an entire race or continent to create. Cannot be destroyed.
Difficulty: 21
Forging a +4 Item (For example: The Infinity Gauntlet)
Have part of a domain (+2) donated from a god, living or dead. Item cannot be destroyed, only imprisoned or placed beyond the reach of mortals and other gods.
Forging a +1 Item (For example: Excalibur)
Easy to create a god merely forges it magically. Item can be destroyed by another god. Can also reforge a +1 item to a +2 with the same conditions(see below)
Difficulty: 17
Forging a +2 Item (For example: The One Ring)
Item must be forged in an area where it may be destroyed. Gods can figure out where by identifying the magic item. Legends exist telling mortals where to do this as well. (Location cannot be out of reach of mortals)
Difficulty: 19
Forging a +3 Item (For example: The Rod of 7 parts)
Sacrifice an entire race or continent to create. Cannot be destroyed.
Difficulty: 21
Forging a +4 Item (For example: The Infinity Gauntlet)
Have part of a domain (+2) donated from a god, living or dead. Item cannot be destroyed, only imprisoned or placed beyond the reach of mortals and other gods.
Combat
Combat between gods is usually not a large part of the game, unless the players want it to be, but there are still rules for it.
- Attack/Defense for both sides will be resolved at the same time. It will be possible for both sides to be reduced to +0.
- The difference of the attack roll minus the defense roll equals the number of ranks lost.
-However, you cannot be destroyed outright by the outcome of a single skirmish. Instead, should a PC be dropped to 0 ranks they will lose all of the AP in their pool (basically out of play until the next age), and the winner can choose to either:
1. Subtract a rank from the loser(first instance would drop a god to +2, for example. Note that this lost rank will work as a prerequisite for a +4 magic item)
2. Add an additional drawback to the defeated god (to be discussed with opposing party and GM.).
- The difference of the attack roll minus the defense roll equals the number of ranks lost.
-However, you cannot be destroyed outright by the outcome of a single skirmish. Instead, should a PC be dropped to 0 ranks they will lose all of the AP in their pool (basically out of play until the next age), and the winner can choose to either:
1. Subtract a rank from the loser(first instance would drop a god to +2, for example. Note that this lost rank will work as a prerequisite for a +4 magic item)
2. Add an additional drawback to the defeated god (to be discussed with opposing party and GM.).
Imprisonment: Should a god run afoul of many others, the opposition can imprison the target in a demiplane (DC 21 action, the defender gets a free opposing roll or normal cost final action). This effectively ends a character's run.
Interconnectivity: Should you choose to create a populated part of the game-world separate from a unified physical world (like the moon, as an example) it must be accessible to mortals under some fairly regular conditions (examples: a crossing forms under certain repeating predictable natural conditions, or a stable entrance portal or magic door etc) To make mortals in an absolutely separate realm is to remove yourself from the game.
Questions?
If you have any questions, feel free to PM me, or post them in the thread. I've run this type of game several times now, though it's been a couple of years since the last time, admittedly.