Dawn of Worlds: Divinity- Library

Discussion in 'ROLEPLAY GRAVEYARD' started by Samfool, Nov 11, 2014.

  1. Here we not only have all of the rules for the game, but a neat little archive of the world!

    Dawn of Worlds Rules (open)

    Dawn of Worlds PDF
    Creation Point Generation:
    Each round, roll 2d6 to see how many Creation Points your god has earned.
    Add these points to your left over points from the turn before.

    Bonus Creation Points:
    If you had less than 5 left over Creation Points, then add +1 Bonus Creation Point this turn.
    If you had less than 5 left over Creation Points and recieved +1 Bonus Creation Point last turn, then add +2 Bonus Creation Points this turn.
    If you had less than 5 left over Creation Points and recieved +2 or +3 Bonus Creation Point last turn, then add +3 Bonus Creation Points this turn.

    Using Powers:
    With Creation Points, you may spend them on Powers.
    Below is a list of the Core Powers (Not including the Homebrew Powers on the spoiler below).
    Be careful to know which Age the game is in.

    Powers Table (open)
    God House Rules (open)

    Homebrew Powers (open)
    Minor Gods-
    Using this power, the gods bring forth part of their divine spark and create another god. This means they receive their own creation points, their own spheres, and most importantly, their own free will. This means, when you create a god, you write up the same thing you did for the application for this game only for the new god. After that point, I play out the god keeping their initial personality and goals in mind.

    Each Minor God receive Creation Points exactly like the other gods, though they receive 1d6 rather than 2d6.
    This includes the +1 gained for having less than 5 Creation Points.

    1st Age -10, 2nd Age-15, 3rd Age-22

    Create Creatures:
    Creatures, such as Black Bears, Basilisks, or even semi-intelligent creatures such as Ogres may be created with this power. You pick a 1" space and the GM describes how they adapt to the environment. They may be tamed or taken over by a race via the 'Advance Civilization' power.

    1st Age- 2, 2nd Age- 4, 3rd Age- 6

    Create Creature Subrace:
    Same as 'Create Subrace'. May not be taken over by the same 'Advance Civilization' power. They are essentially treated as a separate type of creature though many of the features are the same.

    1st Age- 1, 2nd Age- 3, 3rd Age- 5

    Create Shrine-
    This tells a city of followers to create a shrine in the god in question's honor. While the shrine in the city is active, the god is able to use an additional Creation Point which from now on will be called a Shrine Point. Shrine Points go away after one round, and cannot be saved. Each city may only have one shrine dedicated to one god at a time. A god may command a race to create many cities, each of them having one shrine within them.

    1st Age- 6, 2nd Age- 4, 3rd Age- 2

    Shape Land/Shape Climate-
    Each time a god would shape land, or shape the climate, the creatures of the world react.
    • New Enviroment-
      The god creating the new environment will create a creature that would live there.
      This is not to say that there are not other creatures living here, but this is the most dangerous, most important, or most common.
    • Expanded Enviroment-
      This merely expands the territory for the creatures.
    • Removed Enviroment-
      This either kills, or forces the creature to adapt. This call would be up to the GM.
    • Merged Eviroments-
      The creatures involved would most likely fight for supremacy, though only for the area in question.
      Sometimes, the creatures can co-exist, but more than likely they will end up competing for resources.

    Command Race/Command City-
    In order to command a race or city, the deity in question must roll a d6 to see if the race does as they are commanded.
    This means gods may command races to do things that their creator did not intend. The creator may see fit to punish the race accordingly, making further attempts of other gods to command the race more difficult.

    Target Numbers:
    • Base Target Number- 3
    • Alignment 2-4 Steps Off- 4 or higher
    • Alignment 5-7 Steps Off- 5 or higher
    • Opposite Alignment- 6 or higher
    • God of Allied Race- 2 or higher
    • God of Opposing Race- 4 or higher
    Race Houserules (open)
    Race Creation Sheet (open)

    Attitude and Alignment
    Each race has a baseline attitude about them. Some call these stereotypes, others call these hereditary traits. Every race has them, especially fantasy races.
    Examples include;
    • Elves are elitest
    • Dwarves are drunk and angry
    • Humans are ambitious
    • Kobolds are sleasy and crafty
    • Trolls are big, dumb, and scared
    • Etc.

    Alignment is typically keyed off of the god who created them, but they can be slightly different. The race can be one tick up or one tick down on the Alignment Wheel from their god.

    Starting Aspects
    Each race starts out with +1 in a single Aspect (explained below).
    This can be Military, Espionage, Loyalty, or Prosperity.
    Each race also starts out with +5 Loyalty towards the god who created them right off the start!

    Boons and Penalties
    Each race may have a Boon, and a Penalty.
    These must match, but the rules are fairly flexible on how.
    For example;
    • Undead- Splendor of Death
      Boon: +5 Prosperity after every battle.
      Penalty: -1 Prosperity every round without a battle.
    • Orcs- Rough Riders
      Boon: +2 Military when not in their nation.
      Penalty: -2 Military when fighting in their own nation.
    • Mermaids- Ocean Bound
      Boon: +5 Prosperity
      Penalty: Water-Locked
    Preferred Environment-

    Aspects (open)
    The art of war. In order to perform a military action, you must raise an army. The army must then march upon the intended target. This takes a particular amount of time, depending on what age it is. Consult the table below. Each group may create one army. They are able acquire more armies if they obtain a city. Each city grants them one army.

    The Military Aspect may be used to destroy Prosperity of a nation. Using an army, a nation can spend a round torching the countryside, pillaging villages, and disrupting trade lines. Doing this, the army must remain there for one full round, being ripe for attack. If uncontested, the army takes 1/2 of the attacker's Military Aspect from the target's Prosperity.

    Combat consists of each army rolling 2d6, adding their respective modifiers. The victor is the army with the largest number.
    In the event of an army attacking a militia or any opposing force not deemed an 'army', roll 1d6 instead.
    When an army is Defeated, it must attempt to either Rout, or Fight to the Death.

    Roll 2d6 for each side, adding modifiers as normal. If the Defeated army wins this time, they are allowed to flee to the nearest city and replenish their numbers. If they fail, they are hunted down and fall to pieces. While some survive, there is not enough to even stand a fighting chance.
    Fight to the Death-
    Roll 2d6 for each side, adding modifiers as normal. If the Defeated army is victorious, then both sides are now considered Defeated. Either army can declare that they would like to Fight to the Death, and it is so. Each army rolls again, though it is now a sudden death battle.

    Any army that is utterly destroyed (not defeated) gives a -1 Loyalty to the god who was in control of that particular army.

    An army with an Avatar of their god receives +1 to their roll, though the Avatar can be killed. If their army is defeated, the Avatar may choose to flee, not only taking away the +1 bonus, but leaving a -1 penalty behind for abandoning their troops. This is decided before a Rout or Fight to the Death. Avatars can be recreated as per the Power.

    A religious order may send troops with an army, provided they are from the same city. This gives the army +1 to their roll. A destroyed army does not destroy the order.

    This represents the underhanded areas of war. This aspect represents assassins, spies, informants, scouts, mystics, and psychics. While this aspect is not the most commonly used, it can be quite dangerous when combined with other aspects. An Espionage Unit may be used to cripple any other aspect for another race. Scouting on an army teaches you it's military secrets, whispering lies about a city's rulers upsets the loyalty of their land, disrupting trade lines ruins prosperity in a region, and finally, Espionage may in fact steal technology, information, or other valuable things from an opposing society.

    Creating an Espionage Unit is done by creating a Guild using the Command City Power. This Guild comes with one Espionage unit, though up to three Units can be housed by one Guild. If a Unit is lost in another kingdom, that unit may leak information about the kingdom they came from. Be careful!

    In order to cripple another country's Aspects, or steal information, you must send a Unit into that nation. Use the movement chart below. Roll 2d6, adding all Espionage modifiers vs the enemy's 2d6 and Espionage modifiers. Succeeding this role means the Unit has succeeded on their mission. After this, the unit must return home to report in.
    Failure means the Unit has failed their mission. Roll 2d6 with the appropriate modifiers vs the enemy's. Success means your Unit has fled successfully, though the mission has still failed, resulting in a -1 penalty to harm the same nation for the next turn. This represents the nation awaiting your inevitable return.
    Failure means your unit is captured, and now may be questioned.

    Questioning Espionage Units-
    Roll 2d6 plus appropriate modifiers vs the enemy's. If the enemy succeeds, they are granted a random bit of information, giving them a +1 bonus on Espionage and Militaristic maneuvers next turn.

    Espionage damage is determined by the Espionage Aspect of the nation doing the damage.
    The attacking nation removes 1/2 of their Espionage Aspect from their enemy's targeted Aspect.

    Each civilization has a Loyalty rating to each of the gods. Every god starts out at a 0 Loyalty. Every time something good happens to the civilization because of a god, the Loyalty for that god increases by one. The same can be said for bad things happening because of a god's actions. This can also be effected by Espionage tactics, prosperity damage, or militaristic failure.

    Loyalty determines who controls the civilization's actions. When attempting to use the Command Race or Command City Powers, add the Loyalty modifier to their roll. In the event of opposed Command Race or Command City Powers, both parties roll, the highest winning the favor of the people. Creation Points spent this way are lost regardless if they are successful.

    Creators of a race gain an automatic +5 to their Loyalty for that race.
    Shrines give +1 Loyalty
    Orders give +1 Loyalty
    An army standing at the gates gives +1 Loyalty as long as they remain there.

    How effective the economy of the nation is. This can be keyed to crops, gold, or other resources. This also represents the stability of the nation, and if taken down low enough, it can cause the entire society to collapse.

    Gods may directly attack this Aspect. An Event takes -3 from Prosperity, while a Catastrophe takes -5.

    For every point under 0, you gain -1 to any unit or order in the surrounding city.
    At -10 prosperity, you have one turn before the civilization falls.

    For every 5 Prosperity above 0, gain +1 Loyalty to the god currently in control.
    Every Prosperity Point below 0 gives a -1 Loyalty to the god currently in control.
    Civilization Advancements (open)
    By all means, this list is totally incomplete.
    Whatever you want to advance, go for it.
    This merely is a guideline.
    • Magic +.5 in any Aspect, +.5 in any Aspect
      Anything to do with mystical forces that we do not have on earth.
      May use both +.5 for one Aspect.
    • Smithing +.5 Military, +.5 Prosperity
      Metalworking in general.
    • Animal Husbandry +1 Prosperity
      Taming animals and using them for food, security, and companionship
      Using animals for war would be a Military advancement.
      ex Taming Horses vs War Horses
    • Agriculture +1 Prosperity
      Planting crops purposefully in order to make harvesting easier.
    • Ranged Weaponry+.5 Military, +.5 Prosperity
      Using any projectile weapon to make hunting and combat easier.
      Start with spears, moving up to archery and complicated ballistas.
    • Architecture +1 Prosperity
      Building more stable buildings, special buildings like aqueducts, castles, and forts.
    • Sailing +.5 Military, +.5 Prosperity
      Mastering lengthy travel on water.
    • Astronomy +.5 Prosperity
      Using the skies to predict weather, seasons, keep track of time, etc
    • Medicine +.5 Loyalty, +.5 Military
      Anything from disease curing, to combat medicine, to alchemical revelations.
    • Education +1 Loyalty
      Teaching the arts of writing, arithmetic, philosophy, you name it.
    • Trade +1 Prosperity
      Creating currency, banks, trade routes, regulations, etc.
    • Law +1 Loyalty
      Regulations, courts, prisons, and the like.
    • Militarily +1 Military
      Strategy, brutality, equipment for soldiers, etc.
    • Espionage +1 Espionage
      Assassins, spies, well trained scouts, diplomats, informants, and the like.

    A civilization can advance one of these advancements more than once of course.
    This would be noted by a number after the name.
    ex Smithing 2, Trade 4, and Education 1. This would grant +1 Military, +5 Prosperity, +1 Loyalty in total.

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    #1 Samfool, Nov 11, 2014
    Last edited: Nov 11, 2014