I've decided to start my own God Game. But instead of world-building, it's world destroying. Or conquering, for that matter. Basically you are all trapped in a confined area of the mortal world of Kelphaeon. Three major gods are vying for control for the world, dragging in their worshipers with them.
In this game there are three major gods, six lesser gods bound to the three (two each), and multiple other champions. There are no limit to champions, but only three champions for each god may be present on the war field.
Name: [Your name]
Title: [Your title]
Spheres: [Three spheres of choice. Make them fairly broad.]
Race: [Which race follows you the most. Make one up. Humans are neutral at the start; they must be converted.]
Win Event: [What you plan to do when you win the God War. Destruction of the world, enslavement, your own playpen of entropy.
Bio: [When, where, and how you were created. No "was here at the beginning of time", that's for the Overgod.
Item of Holiness: [Choose an item of holiness to give to your Champion Ascendant.]
Name: [See above]
Title: [See above]
Spheres: [Three spheres within you're major god's sphere.]
Major God: [Which god you follow.]
Race: [Which race follows you. They have to be allied or on good terms with the major god's.]
Bio: [Why you follow your god, what's in it for you.]
Physical Avatar: [How the mortals see you. Generally a larger and more intimidating version of your race.]
Champion Boost: [A boost that helps your champions or hurts enemy champions.]
Name: [Your name]
Age: [Your age]
Gender: [Your gender]
Race: [One of your god's, or lesser god's, race.]
Bio: [Why you follow your god, where you were from, your life story.]
Class Archetype: [Choose an archetype. You can rename it, describe it, and change it. Stick to it though. You can learn more in battle.]
-Warrior [Melee DPS]
-Archer [Ranged DPS]
-Cleric [Support Tank]
-Rogue [Melee Nuke]
-Sorcerer [Ranged Nuke] [See Magic]
-Commander [Support Nuke]
Major gods get two actions. Lesser gods get one. Actions' success are determined by a roll of a 1d6. A 1 causes another reaction, most often a bad one. A 6 causes another reaction as well, boosting the first action but have horrible side effects.
Actions for gods generally consist of spawning in a squad of combatants, warping a small area to give a boost, or something like that.
[EXAMPLE]
Arkosus, god of destruction, attempts to burn an area of land! He rolls a 4, and a blaze starts on a plains near his intended target. It is a neutral town, and the inhabitants burn! Leandra, his lesser god of death, takes advantage of this and brings them back to life! She rolls a 6, and successfully raises the entire village as a new type of undead, Infernal Skeletons! But, the land has been warped as well! It is perpetually on fire. Not only that, anything that dies there is raised as neutral undead. Any non undead units take 1d6 damage every turn, no matter what alignment.
[EXAMPLE 2]
Nertur, god of power, empowers his Champion Ascendant Javeer with unbridled strength. She will possess the strength of ten men, but first she must roll to contain the power. Nertur has failed his champion, rolling a 1. Javeer explodes in a flash of holy light, but the power residue is absorbed by his other champions. They, too, cannot control it and go berserk. They attack everything and everyone around them.
Champions get one action, but Champion Ascendants gain two actions. To become a Champion Ascendant, a champion must first gain approval from his god, then the Overgod will send him on a dangerous, fatal quest for glory. Gods do not start with a Champion Ascendant. When a lesser god dies, a Champion Ascendant must undergo another quest from the Overgod to become a lesser god.
Champions may do anything that they are capable of. Fighting, building, conquering. But they cannot do what they cannot normally do. Flight without wings or magic, immortality, or anything only a god could do. Champions answer to the Ascendant, and the Ascendant follows the commands from the physical avatars of the lesser gods.
[EXAMPLE]
Gurth attempts to capture Willfel, the fortress city of the god Isidria. He leads his warband to siege it, and his god Arkosus rolls to destroy the walls of Willfel. He rolls a 5, and the walls come crashing down. Gurth charges and slays the men defending Willfel, (5-2) and he quickly dispatches most of the defenders. (6) He has control over Willfel!
Gods capture lands with Squads. Squads consist of 50 men. You can own up to three squads per champion. Squads need to be commanded by a champion, and they can be used to defend, attack, or capture an area.
Squad Archetypes: [Your squads can be renamed, or follow differently than the archetype.]
-Warrior [Melee]
-Archer [Ranged]
-Artillery [Support]
Squad Leaders: [When a squad wins 5 battles, their most powerful is elevated above them.]
-Warrior Chief
-Sniper
-Sorcerer
-Cleric
The world of Kelphaeon is the point of reality where mortal, magic, and soul dimensions meet. As such, they are where mortals who worship generate power for the gods of the soul dimensions. Daemons also possess mortals to feed off their soul. Other mortal races have used ancient magics to transport themselves to this realm.
Three gods want it all for themselves, hoping to conquer all three realms. The Overgod of Kelphaeon is wise and dormant; he does not actively stop them nor condone their acts. He watches and waits.
More to be added.
Basir-Forge Kingdom
Jusam-Agriculture Kingdom
Iedur-Warrior Kingdom
Various Tribes
Unexplored Kingdoms
Gods:
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Lesser Gods:
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Champions:
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