YG links:
Old YG IC |
Old YG OOC |
New YG IC |
New YG OOCRule questions, new entries, miscellaneous conversations, unofficial proposals, random ideas, Essence price quotes, and art go here.
War stuff: Go to
http://kilojouleproton.net84.net/ . Report any issues with the site (as it is probably unstable)
For new players:Character sheets should probably follow this template:
Name:
Sphere:
Primary form/associated symbol:
Description/Background:
You may optionally PM secret (or not-so-secret) goals of grand scale, e.g. an entropy player wishing to bring about a very early heat death. Eliminating your sphere's
opposite is not secret enough to require a PM (but you may as well send them anyway because they take up almost no space).
Please be sure to read the Mechanics section and Council rules
Voting: Most actions in the game will be decided through voting. Certain small actions, particularly self-applied ones, will not require votes. You can vote to change game rules, the world and its contents, and assorted other rules like the ever-present non-intervention clause. Significant opposition to proposals and bad luck will likely blunt or subvert the resulting effects.
Essence: This represents both your health and your creative ability. You consume two units of it when you yourself perform a significant action and one unit of it when you perform a not-so-significant action. Additional costs may apply for particularly significant projects, and costs become cheaper when you have at least three deities working on the same action. If it goes down to 1, you should probably find some way to raise it or preserve yourself (e.g. possessing an artifact/site). If it reaches 0 and you have made no preparations, you die. Essence can be transferred between multiple deities by agreement or by force of the council. You all start out with 20/20 Essence.
Gaining Essence: You can gain Essence through Worship, ambient Essence income (very low, cannot prevent death), transfer from other gods, and your sphere's influence on the world. Some of you are aware of powerful beings beyond this world who can supply you with Essence in exchange for doing their bidding...
Losing Essence: You can lose Essence by consuming it, transferring it to other gods, and losing your sphere's influence on the world.
Consuming Essence: As the number of contributors on an Essence project go down, so does both the individual cost (obviously) and the total cost. Opposition can, of course, increase the cost. You can oppose by PM if you want to be more subtle about it.
Increasing Essence capacity: Gaining Essence beyond capacity (very) slowly increases your Essence capacity.
Decreasing Essence capacity: Whenever you almost-die, you lose half your Essence capacity, rounded down.
Worship: This represents how much genuine respect (whether reverence or fear) sapients have for you, and it contributes to your Essence daily income. Unlike Essence, it represents the rate of worship per turn and cannot be transferred, but deities can affect each other's Worship by affecting their followers. Worship from the extremely long-lived or immortal or extremely powerful is considered to be of lower value, as is Worship from the extremely short-lived or insufficiently sapient. Human-like sapients would probably supply around 1 WU*. Direct mind control nullifies Worship output.
Afterlives, pocket dimensions, godly realms, godly planes: Your world does not come with them. You can create some as (minimum) major actions.
Nemeses: Gods of spheres you perceive to be opposed to yours must be antagonized and eventually vanquished or exiled. Of course, I cannot enforce this rule.
Basic action magnitudes:
- A grand action is defined as an action that affects the game significantly (subjective). Actions such as destroying the previous work and starting over from scratch or decreasing the temperature of everything count as grand actions. Their costs are quite variable and adjusted as the plot (and consensus).
- A major action is defined as an action performed on a massive scale. Initiating a major action consumes a base Essence of around 2, changing depending on the consensus (and plot), agreement with character sphere/background, and magnitude. Note that resistance to proposals will potentially interfere with the results of proposals even when they pass.
- A minor action is defined as an action that affects little (subjective). Things like causing rain in a small area or manipulating probability using the Butterfly Method or appearing to followers count as minor actions. Their base Essence cost is typically around or under 1, and they typically do not require council approval.
Current Council voting rulesThese are all subject to addition, removal, and change by you. They can effect changes in the game's core rules (mechanics), administrative laws (voting requirements, seniority privilegs, &c.) or the natural rules (light does not exist, gravity is repulsive, giant animals can fly like birds, &c.).
An active player is defined as a player who has posted within the thread within the last two (2) UTC days.
A bill must be supported by at least 50% of active players to pass if unopposed.
A bill must achieve 60% support in order to pass if opposed.
Players may flame the host if he has been inactive for at least two (2) UTC days.
Proposals and votingBold or
underline your plus votes and your minus votes.
Make a summary of your proposals in outline form or in comprehensive paragraphs. Otherwise, it gets a bit difficult finding out exactly what you want.
Proposal results will not appear until at least a major tick has passed.
RealismPhysics: The level of physics realism in this game will depend on you (pl.) and you actions. There is no easily definable minimum, but the maximum amount of realism is probably "Physics without substantial linear algebra."
Causality: If you can mess with it well enough (i.e. without implausible contradictions), it goes in. PMing me when setting up time loops would be nice.
Realist grittiness in general: As with physics, it depends on you (pl.). Hopefully, no one will complain if the setting becomes fantastic enough to have magic and something like an energy-free fast desalination technique appears.
Magic and attunementsThis is how you estimate their costs:
System: Low 1-2 < High 1-2 < Low 2-3 < High 2-3
Basic regular humanoid: High 2-3
Universal: +1 step (manipulating raw magic, difficult to master but can theoretically perform any other thing)
Divine: +1 step (using the gods' spheres and belief to perform miracles)
Celestial: +1 step (using the Constellations, stars, and moons to do interesting things based on the current sign and stuff.)
Musical: +1 step (song magic or even poetic magic)
Illusion: +2 step (deception, fooling the senses, invisibility, and more)
Psymental: +2 step (manipulating others' minds)
Ritual: +2 step (performing rituals to get more powerful things to notice and help)
Enchanting: +2 step (creating magical artifacts)
Eldritch: +2 step (? ? ?)
Elemental: +3 step (creating heat and cold and stuff)
Necromancy: +3 step (playing with souls)
Dimensional: +3 Essence (creating portals or sending items)
Cosmic: +5 Essence +1 step (stuff gods do on a smaller scale because their puny mortal souls would burn out)
Total magic immunity: +5 Essence. Note that this severely inhibits the ability of the subject to perform magic. You can opt to pay less for reduced magic resistance.
Universal: This is hard to master (less focused) but can potentially replicate any other class of magic
Divine: The working of miracles from the gods. Belief is necessary for decent results and typically supplies the Essence for the action.
Celestial: This covers using the Constellations and moons and other stars to exploit them, whether to help or hurt.
Musical: This covers not only music but also poetry. It probably extends to inspirational speeches, morale-depleting speeches, powered-up one-liners, and stuff like that. So it's music but mostly not music.
Psymental: This is typical psionics business, including telekinesis, reading minds, manipulating minds, and stuff like that.
Ritual: This covers consuming/using multiple people (with varying degrees of literality) to boost actions.
Necromancy: This covers manipulations performed on souls. In many civilizations, use of necromancy is probably a taboo.
Elemental: Mostly just playing with classical elements
Dimensional: Creating/destroying/modifying portals and pocket dimensions, transporting stuff, traveling through space, traveling through time (if justified. PM first.). Probably difficult because of its power level.
Cosmic: Doing things you do as gods on a small scale. Mortal souls are not equipped to handle the energy requirements and may end up getting permanently destroyed when they try to do too much.
Enchantment: Infusing items with magic for various effects
Eldritch: Void stuff?
Attunements to any of these only make magic easier (but by a lot). They do not restrict learned skill.
Miscellaneous
Peace Mode: There will be a major update around 00:00 UTC (17:00 PDT or 20:00 EDT) every day and a minor update around 12:00 UTC (05:00 PDT or 08:00 EDT) on days when I actually can wake up that early. The major updates are when the interesting things happen and the minor updates will likely be little more than glorified summaries.
War Mode: There will be one guaranteed major update around 00:00 UTC (17:00 PDT or 20:00 EDT) every day until the war site is running, at which point they will most likely become more frequent. War mode secret information will be distributed at
http://kilojouleproton.net84.net/ . Players will all receive messages with passphrases for the site after the content has been uploaded.
Terms I throw around to save time:
ACK: Acknowledged
Queued: Action request has been added to the action queue
*NCU: Not Canon Unless you want to make it so
Something something* (but without a footnote-like note): See *NCU
*Something something (but without a footnote-like note): See *NCU
Captain Ersatz: I know all of you probably find work X super interesting, but can we put a stop to references or tone them down? It's true that there's nothing new, but part of the point of this game is to create, and copying existing characters and things seems against the spirit of it (but mostly, I just don't want to end up in a copyright mess, however fair use and parody work in a given country).
IC: In-character. Debate, rage, create, or something else. If things escalate, make sure it's clear that the escalation is only between characters and not players.
OOC: This means Out of Character. Not Half-Wearing Character as I often do with jackets but completely Out of Character. If we were to send a sample of OOC text and IC text to a random person, they should seem very different not only in identity but also in mood.
OOC thread: Here, you post calmly and avoid using too much snark (mostly for efficiency). I guess you can also discuss random things, but your character stays on the Game thread and in action PMs. Arrogance, excessive competitiveness, and not completely separating player and character are all grounds for a
warning.
Plot armor: The DeityManager reserves the right to keep this creation in existence for as long as he suspects it will add to the plot. It basically goes to zero if you do things like annoy other players (and probably their characters too) by, e.g. stomping their creations with the disapproval of the DM.
Price: Does not always scale with power
Price check: A typical price check includes 1). $$$, 2). a little bit of fluff so I know what you're talking about, and 3). a more mechanics-oriented description of the item you want a quote for. If I detect multiple obvious attempts at creating overpowered things, you will get a
warning.
Thetis' folly: Focusing too much on your creations' weaknesses and patching them up. If you patch up a weakness one way, an onlooker will find a way to make another one two ways or something like that. Focus on exploiting their strengths and everyone will be happier and more interested. Remember that your creations are
never completely invincible.
Unique: This makes replicating the creation almost impossible by way of increased price. It grants minor plot armor, defined above.
Warning: This is a friendly reminder to stop a specific behavior. Three warnings render your character inactive for a tick and more are left to the DM's discretion
Judgments on whether something breaks a rule are reserved for me. Complaints go to me by PM.
Derivative works: Go for it!
- Attribution not required
- Some hidden stuff available on request