"I cleaned up everything a bit, that should be more readable."Battle Changes
The power of a being depends on its position in the Cosmic Hierarchy.
Tier 1 (Lesser Servant / Creature / Mortal...) - 1+1d6
Tier 2 (Servant / Monster / Abomination / Hero...) - 4+1d10
Tier 3 (Greater Servant / Greater Monster / Greater Abomination / Legend...) - 9+2d10
Tier 4 (Aspect / Primordial Beast / Anathema / Ascendant...) - 16+2d15
Tier 5 (Minor Gods) - 20+3d15
Tier 6 (Major Gods) - 25+3d15
Tier 7 (Primordial Gods) - 35+3d15
Now linked to your Tier is your Resilience. It symbolizes your Health, and the number of Wounds you can take before Dying.
Suffering from Wounds will reduce your Power, affecting your power Tier.
Close to Death (1 Wound to Death) - Reduces Power Tier by 4
Critically Wounded (>25% Integrity) - Reduces Power Tier by 3
Badly Wounded (>50% Integrity) - Reduces Power Tier by 2
Wounded (>75% Integrity) - Reduces Power Tier by 1
-------Recovering from Wounds------
Recovering from Wounds, require an entity to rest for at least one Cycle. Gods can only recover in their Realm, at the rate of 1 Wound per Cycle.
-------Artifacts and Cosmic Power------
If the effect of an Artifact can be applied in a battle, it will grant the following bonus.
Tier 0 (Mundane) - +1
Tier 1 (Magic) - +2d3
Tier 2 (Heroic) - +2d6
Tier 3 (Divine) - +3d8
Tier 4 (Keystones) - +3d10
Tier 5 (Arma Deus) - +4d10
Wielding Check: an entity attempting to wield an Artifact of a higher Tier will likely have to succeed a Wielding Check. Failure could lead to death at worse, and a wielding malus at best. The wielding Malus downgrade the Tier of the Artifact for calculations.
Low tier beings are likely to cease to exist if they try to wield an Artifact of great power.
-------Realm, Other Ones and Servants------
In the Divine Plane, Servants become stronger, even more so if they are in an allied Domain.
In their Realm, Gods benefit from a roll bonus of 1d15.
In the Mortal Plane, Other Ones suffer from a roll malus of 1d15.
Battles have been heavily reworked, rather than a single roll, you get an Offense Roll and a Defense Roll.
You now die once you suffer from a number of Wounds equal to your Tier, and it has become much easier to suffer from Wounds.
-------Inflicting Wounds------
A fighter inflicts a Wound on their opponent if their Offense Roll is higher than the opponent's Defense Roll. Both rolls use the Power Roll of the entities, as defined by their Cosmic Tier.
-------Battle Forms------
Gods now have several forms to choose from.
Attack Form: highest roll is used for Offense, and the other roll is used for Defense.
Defense Form: highest roll is used for Defense, and the other roll is used for Offense.
-------Divine vs Non-Divine------
Exception to the above. If a God fights a being of Tier 3 or lower, the highest of both rolls is applied to both Offense and Defense.
-------Battles involving multiple entities------
Battles involving allied entities use Groups and Armies to simplify everything.
-Groups are used when several allied entities fight against a common enemy. They get two rolls, and the best of the two is used.
-Armies are used when a great number of allied entities fight against a common enemy. They get at least three rolls, and the best result is used.
Groups and Armies take damage if one of their rolls is inferior to the opposing roll, even if they rolled better as a whole. After taking a certain amount of damage, Groups and Armies are downgraded.
If a Group/Army loses a combat roll, all members of the Group/Army take 1 Wound.
Armies can suffer three damages before being downgraded to Group.
Groups can suffer two damages before being downgraded to Individual.
-------Escaping------
Escaping is a possible action to maintain one's survival. To know before explaining how escaping works:
1) It is impossible to escape from a God in the Mortal Plane.
2) It is impossible to escape from a God in their Realm.
Instead of inflicting a Wound following a successful Attack Roll, an entity may decide to Escape. It may trigger a Pursuit from the other entity, which will be rolled with circumstancial bonuses or maluses.
Destruction stuff
------Integrity and Difficulty Ratings------
Difficulty Ratings have been reevaluated to account for the increase in power. Entities now have three states of Integrity.
Damaged: reduces Difficulty Rating by 1 Tier
Heavily Damaged: reduces Difficulty Rating by 2 Tiers
Damaged Beyond Repair: reduces Difficulty Rating by 3 Tiers
"Tier -2": Damaged being - 2
"Tier -1": Damaged being - 5
Tier 0: Manual Labor - 10
Tier 1: 1 Lesser Essence - 20
Tier 1+: 2 Lesser Essence - 25
Tier 2: 1 Essence - 30
Tier 2+: 2 Essence - 35
Tier 3: 1 Greater Essence - 45
Tier 3+: 2 Greater Essence - 55
Tier 4: 1 Quintessence - 70
Tier 4+: 2 Quintessences - 90
Minor Realm (-3) - 20
Minor Realm (-2) - 30
Minor Realm (-1) - 40
Minor Realm - 60
Major Realm - 80
Primordial Realm - 100
------Destruction Attempts------
To Destroy something, that is completely remove it from existence, a Destruction Check must be made. That is, you must roll using your Cosmic Power to do a Destruction Roll against the Integrity Rating of the target. A failed attempt can Damage the target if the Destruction Roll is high enough.
To Destroy something in the Mortal Plane, you must be in the Mortal Plane yourself unless you have a combat-oriented Keystone or better.
To Destroy something in the Divine Plane, you must be in the same Domain as the target unless you have a combat-oriented Keystone or better.
------Repairing------
To Repair something, you need to pay the same price as an Alteration.
Domains and Movement
The empty Divine Plane will be empty no more, as the Fountain will soon overflow into all the Divine Plane. It will cause the Divine Plane to change shape according to the history of the Mortal Plane, causing Domains to appear and fill the Divine Plane.
Domains are the echoes of the Mortal Plane, and are naturally associated to the Creator of their Mortal counterpart. They grant various bonuses to affiliated entities inside them, mainly combat bonuses and the ability to recover from wounds for non-Gods.
The more important aspect of Domains, is that they will generate Essence based on the importance of the Domain. Control of these Domains will offer new ways of acquiring Essence.
------Claiming Domains------
Gods will be able to Claim Domains by sending Servants to a location in a Domain called the Source. It takes one Cycle to take control of the Source, two Cycles to remove the influence of the previous God, and three Cycles to completely change the affiliation of the Domain.
The Domains will not affect the Mortal Plane, not in this Universe at least.
------Moving Across Domains------
It will no longer be possible to freely move across the Divine Plane without going through Domains. Time to cross several Domains will be determined later.
It will no longer be possible to move instantly between Planes without preparation.
------Force Breach------
A really hasty God can forces a breach through Planes, allowing them to instantly move through Planes at the cost of taking enough Wounds to reach the next Wound stage. The exception being if a God is in the Critically Wounded state: attempting to force a Breach will immediately result in Death.
A Breach is very different from a Path, and closes instantly. It doesn't allow anyone else but the one who forced it open to pass through it. Breaches left a strong mark, causing them to be easy to pinpoint. It doesn't matter much if the Breach was used to go to the Mortal or Divine Plane. But if it was used to get to or from the Other Plane, it will be possible to open a Path at the destination of the Breach.
------Paths------
When a sufficiently powerful entity attempts to move from one Plane to another, they have to create a Path. It takes at least one Cycle to complete a Path, and anyone can take that Path if the opener keeps the Path open. A Path opener can be any sufficiently powerful entity, including Artifacts and Systems.
------Maintaining a Path------
To maintain a Path, the Opener must dedicate all their focus to the endeavor, and cannot do any other action. Closing the Path resets all progress, forcing the Opener to start anew.
An open Path can only lead to one destination, chosen upon initating the opening.
------Paths connecting the Mortal Plane and the Divine Plane------
Due to Domains being an echo of something in the Mortal Plane, Paths destinations are limited. Because Realms are not Domains, it is impossible to open a Path from or to a Realm.
A Path from a given Domain will always lead to the same physical location.
A Path from a Mortal location can possibly lead to multiple Domains, though only one can be chosen.
------Paths connecting to the Other Plane------
Because of the nature of the Other Plane, Paths to the Other Plane are much harder to open and maintain: they threaten to collapse at any moment's notice if the Opener is not powerful enough. But to make up for it, Pathing through the Other Plane has several advantages.
A Path from the Other Plane can lead to any destination in the Mortal Plane and the Divine Plane, except God's Realms.
Because the Other Plane is everchanging, a Path cannot be opened toward a set destination of the Other Plane without already knowing how to get there.
Worldly Entities and Prophecies
------Increasing Tiers------
Beings of lower Tiers can break the thresholds of hierarchy by gathering Power or/and earning Recognition, causing their souls to ascend to a higher tier. It can be something as simple as killing many, absorbing the power of a node, or doing legendary deeds.
Power can be earned through the natural course of existence of an entity, and can also be gifted by the Gods in the form of Blessings, or direct upgrades.
Recognition can be earned through the natural course of existence of an entity, and can also be earned through being the Actor of a Prophecy. Being the Actor of a successful Prophecy earns more Recognition to an entity.
------Ascension to Divinity------
To ascend to full Divinity, both Power and Recognition are required.
A Quintessence[/b] worth of Power is required. If it is not granted by a God, it can be earned by absorbing the power of another Tier 4 Entity.
Enough Recognition in the form of accomplished deeds or Prophecies for the Entity to be granted Spheres is also required. The most notable the deeds/events/Prophecies, the better. If an entity has enough Recognition to Ascend, it will be announced to Gods.
------Hybrid Entities------
Under some circumstances, some entities may end up treated as an entity of a different class. For example, a Servant transforming into an Artifact. Or a System turning into a Servant.
In that case, the entity just changes cosmic class, but to a lower Tier. For example, an Aspect (T4) turning into an Artifact will be treated as a Divine Artifact (T3). A Keystone (T4) turning into a Servant will be treated as a Greater Servant (T3).
------Creation of other Entities------
General rules when it comes to creation of beings by other entities.
Living Beings are the most likely to successfully generate other living beings, generally through reproduction. The higher the Tier of the species, the harder it will be to produce other beings of the same Tier.
Tier 4 living beings will generally give birth to Tier 3 beings, and rarely to another Tier 4 being.
Servants rarely generate other Servants unless they have an ability to do so, or explicit orders. It is very energy and time consuming for Servants to generate new Servants. Servants cannot generate Servants of the same tier, they are only able to generate Servants of lower tiers.
*gasp! A Prophecy change, what a surprise!*
Ahem. Please read, it is important.
------What changed?------
Prophecies are quite different from before, now when you write something on the slab, the Carver will try to make it occur. This means Gods will be able to affect the Carver turn a bit more directly than before. They will not be guaranteed to succeed though, and if a prophecy fails, it will be removed from the slab. Destiny Coins are going to, because in the end, they were a side resource that was a bit too convoluted to use.
------Why write Prophecies?------
1) To affect how the world turn
2) To make entities earn Recognition, and thus increase their chances of being eligible for Ascension.
------Difficulty of Prophecies------
The difficulty of a given Prophecy will depend on:
-the relationship between the writer God and the Actors
-the likelihood of the Prophecy occuring naturally
------Weigh of Prophecies------
Prophecies written by Gods of a higher Tier are stronger than those written by Gods of lesser Tiers. So if there is a conflict between two prophecies of different tiers, the strongest one will have a bonus to success chance.
Blessings changeThat part was a bit wonky, so here it goes: there now Greater Blessings/Disasters, and Lesser Blessings/Disasters. Greater Blessings are long lasting, while Lesser Blessings last one Cycles. Unlike Laws, Blessings cannot be modified nor repaired.
Inflicting a Blessing directly targeting an being is essentially the same as attempting to Alter it, so use Alteration rules instead!
Blessings can be used to Protect something from Destruction and Blessings/Disasters.
Disasters can be used to Destroy a Blessing of Protection.
Greater Blessings/Disasters:
Affecting a World: 1 Quintessence
Affecting several Continents: 2 Greater Essences
Affecting a Continent: 1 Greater Essence
Affecting several Regions: 2 Essences
Affecting a Region: 1 Essence
Affecting several Locations: 2 Lesser Essences
Affecting a Location: 1 Lesser Essence
Lesser Blessings/Disasters:
Affecting a World: 1 Greater Essence
Affecting several Continents: 2 Essences
Affecting a Continent: 1 Essence
Affecting several Regions: 2 Lesser Essences
Affecting a Region: 1 Lesser Essence
Affecting several Locations: Manual Labor
Affecting a Location: Free