Big Book o' Information<Essence> denotes stats of any kind
Generally important sections: 0-cost actions, Diplomacy, Income, Rules + Metas and Munchkins, Pantheons, $$$PRICES, Stats
0-cost actionsFor significant actions such as fighting (or other things that at least have the potential to affect others), paying nothing is to your detriment and especially in fights, can turn your actions into flavor actions.
- Taking a corporeal form and visiting the world
- Discussion with mortals in the absence of things like wards
- Answering prayers not too elaborately (too elaborate: turning the petitioner into an angel, erasing the petitioner from existence, flooding the entire region)
- Creating relatively mundane animals (i.e. not too powerful/numerous/malicious)
- Creating relatively mundane plants (i.e. not too powerful/numerous/malicious)
- Forward time travel at 1x speed in the absence of external influences
Things you should not use 0-cost actions for if you want success include the following:
- Fighting
- Creating things
- Causing significant things to happen even if by butterfly effect
Cooperation and its bonusesActions shared by...
- 15 total gods -> 5% normal price
- 12 total gods -> 10% normal price
- 10 total gods -> 15% normal price
- 9 total gods -> 20% normal price
- 8 total gods -> 25% normal price
- 7 total gods -> 35% normal price
- 6 total gods -> 40% normal price
- 5 total gods -> 50% normal price
- 4 total gods -> 65%
- 3 total gods -> 80%
- 2 total gods -> 100%
- 1 total god is the normal price
ActionsMost actions can be performed in secret. There is a 10% cost increase to hiding the actions in question.
Butterfly effect and time travelThere is an abundance of confusion on the bounds of the butterfly effect and when it may be applied.
The butterfly effect refers to
proactively arranged actions and only
proactively arranged actions, i.e. actions involving the butterfly effect are explicitly defined (not necessarily on IC) beforehand along with expected consequences and contingencies. Uses of the butterfly effect outside this definition will be interpreted as standard 0-cost actions.
The following information is needed to arrange the best possible time travel trip:
Destination Tick/time: When to arrive at (where to modify)
Return Tick/time: When to return at (results in absence until then)
CancelingThe principle of canceling/editing actions is that if KJP doesn't catch you because you edited your action quickly enough (on a thread) or you don't mention or acknowledge the edit if he resolved earlier, you don't pay. Only if you edit by PM or mention a missed edit do you end up paying.
Public non-combat actions can be canceled before they are resolved at 50% of their normal cost.
Private non-combat actions can be resolved before they are canceled at 100% of their normal cost.
Combat actions cannot be canceled or edited, especially the private ones. However, they can be added.
Some minor actions may be canceled at lower prices at the GM's discretion.
Flux actionsFlux has been used to bless mortals. Common blessings and their effects include:
- Fertility: Increases birth rate by (amount spent)/sqrt(target's population)
Flux has also been used to harm/curse mortals. Common uses include:
- Death: Kills off 0.01*(amount spent)*100% of race
Modifying others' creations without permissionYou may not add, change, or remove other creations' traits without permission at this time. In the future, this may be possible with inverse multipliers (beneficial -> cheaper, harmful -> more expensive), but this, too, has much potential for abuse.
CombatGodly combat (not to be confused with harmless sparring) does not require [Godslaying] creations. Attacks, especially those boosted with Flux, can result in Ichor loss down to 1I, but [Godslaying] items are required to kill/bring down to 0I.
CouncilThe Council is normally an opt-in Pantheon with minimal rules and a few starting voting rules. The Council does not restrict membership for members of other Pantheons.
The Council provides the free service of managing group projects.
CreationsPost $$$PRICECHECKS here to get estimates for how much things will cost if the (upcoming) pricing table is insufficient. Creations may be named anything that does
not include colons, commas, or linebreaks and may
not be named Anonycow or Anonyherd.
Affinities indicate which schools of magic a creation is associated with. One affinity is available for free for any creation, and on sapient races, has the effect of granting all normal members of the race an inborn ability to use the specified path on a novice level.
The creation of sapients has now been split to agents and races. Agents use the pre-padding 0.001 template while races use the post-padding 0.0001 template. Which template is used is based solely on intended function and judged on a case-by-case basis.
Magical items/artifacts have a base cost of 1E. This price provides several key features including near-indestructibility, lack of disloyalty, portability, and other things.
ExpiesImporting creations from non-generic works adds to the price, and unless described otherwise, will tend to revert to their originals' behavior (or a suitably amusing carricature thereof) regardless of actual ability to get away with their actions. Importing C'thulhu but just using a basic race template will likely result in a narcoleptic lunatic not much scarier than anyone else yelling and running around with a knife.
WondersMany powerful, potentially game-breaking creations have been flagged as Wonders. They will be expensive and will now require multiple Ticks to complete. A few sample Wonders found in the old YG are listed here:
- Divine Library: Stores countless works with much forbidden knowledge both from other worlds and this one and trains this GM in speedwriting (credited to MedicInDisquise/Artisanii)
- Divine Lie Detector: Detects lies, even from fellow gods (credited to Rolepgeek/Darruth
- Oracle: Answers questions for a fee both truthfully and as unhelpfully as possible (requires a similarly limiting catch to be allowed) (credited to Cptn Kaladin Anrizlokum/(Serac/Atropos))
- Timeline Stabilizer: Places a prohibitively expensive block on time travel (credited to <gman8181/Grauel>)
They are, of course, customizable and personalizable.
Death and RevivalsIf you manage to reach 0 Ichor, you will
DIE. You may be revived by helpful gods through a 3:1 Ichor transfer (i.e. donate 3I, bump Ichor up 1) with a minimum total transfer of 6 Ichor (-> 2I). Additional Ichor will be converted 3:1 as well.
DiplomacyGeneral guidelines to follow:
- Speak consistently in public. They tend to get annoyed by conflicting stories.
- Do not insult or incite the lynch mob hunting for you. They can and will take vigilante actions.
InactivityInactivity will be counted once a week on a day to be determined. Vacation mode may be requested with a minimum time of 24 hours to reduce the chance of abuse.
Speculation: Inactive players will be auto-sealed by the Council (untouchable by individual players this time) and require a vote to release to another player's custody or some activity to be restored to normal status. Inactivity here is defined as not having sent a YG-related PMs and not having posted on a YG-related thread between checks.
IncomeInfluenceInfluence is a source of income based on how much your sphere affects the world. Affecting it are factors such as integration into the world, display of sphere in the world, and size of sphere. A few sample Influence incomes are listed here:
- A goddess of Earth giving up much power to be made into a planet: ~4E/Tick
- A god of Storms who induces storms sporadically and is known for it: ~2E/Tick
- A Nature goddess whose domain in the mortal realm is widely known and whose subjects(/spies?) are (in)famous: ~3E/Tick
- A god of Stars who gives up much independence and direct power to be made into stars with astrological significance: ~3E/Tick
WorshipPiety is a constantly changing multiplier that affects how much worship gods get from their creations. Each race has an overall piety and a god-specific piety. These two are multiplied by the adjusted population for worship-based income.
Overall piety constantly changes to approach a base piety value like hot objects cooling in cooler rooms or cold objects heating up in warmer rooms. God-specific piety, however, changes relatively little with time without Pantheons or similar arrangements. It can increase for non-primary gods in the same Pantheon (or in close, friendly cooperation) or decrease for gods in conflict with their primary gods.
Base piety changes very slowly with time to reflect long-term changes in the races' societies and cultures. Having a low base piety will likely lead to a slightly increased need or micromanagement.
Law outside the CouncilPrivate agreements made amongst yourselves will be untouched by the GM. It will be up to you to enforce them however much you want. Private agreements made with the GM as a witness, however, will be enforceable by the terms of the agreements. This is important for agreements involving transfers of <Essence>/energy stats. (The most important part, however, is agreeing to the agreement in the first place.)
MagicMagic schools are defined based on their location in a multidimensional grid. They will frequently be said to be stacked with or mirrored against other schools. Schools that have similar locations (even with wildly different scopes of application and use) are considered stacked. Schools that have opposite locations in three of the dimensions are based on approximately opposite properties and are said to be mirrored. An unlimited number of schools may be stacked onto the same slot, although you are recommended to begin using other points beyond three schools so as to break up the monotony.
Claiming a school allows some measure of control over the use of the selected school and its use in the world.
Affinities grant a combined ability and skill (abiliskill) in the specified schools added. Excessively powerful schools remain difficult to use without dying for most even at high Affinity values. Like actual skills, not everyone will bother to learn them or use them frequently, especially not the youth.
Mortals, PeskyA few changes have been made to mortals (/other numerous worshipy lessers). The GM will no longer restrain anyone from abusing their own creations, playing with souls is just another entry on the easily ignored ladder of forbidden stuff, and, somewhat importantly, NPCs will be far more autonomous.
PantheonsAnyone may form Pantheons. Mechanically, they are very flexible and based on whatever terms the founders (and later members) decide on. Their within-group power is limited only by the will of the Pantheon's members. By default, Pantheons will gradually extend the piety of individual members' races to include the other members with a net increase in <Essence> income. Gods may join as many Pantheons as exist hopefully abiding by individual Pantheons' restrictions on membership.
Possibly useful laws/rules for Pantheons to use include the following:
- Worship is shared among the races of Pantheon members (on by default except for the Council)
- No attacking other members on pain of getting kicked out or something worse
- Nondisclosure of private Pantheon dealings with an I/E/F penalty for violations
- Periodic I/E/F spending on projects/blessings/curses
You may find small external fora such as
QuickTopic useful especially if you have more than 10 members or find yourselves sending more than 20 total PMs in an hour. (Each additional recipient counts as another one) (
Sample forum)
Founders may optionally request that the GM track votes, but this is probably unnecessary since self-selected groups will surely not argue with each other ever.
$$$PRICES(All prices subject to change)
Notes:Propagation of non-uniques is now equal in price to their creation.
You may elect to bring down the cost of a creation by taking multiple Ticks. Each additional Tick taken multiplies the price by 0.95.
New: There is now an edit tax of 1E or the cost of the edit as calculated previously, whichever is higher.
Similar to YG0, [Divine] creations may be given a portion of their god's Ichor, Essence, or Flux capacity at a conversion rate of 2:1 both ways (i.e. one point of capacity is always lost for each point transferred). Only [Divine] creations can take on caps.
Energy wasted/expended while spending caps is converted 2:1 rounded down (e.g. 7/10E + 0/0E -> 4/4E + 1/3E).
Presets:Mortal agent, up to one affinity, 1 individual: 0.001E (cannot take race/bulk traits such as Unworshipful or Fruitful)
Mortal race, up to one affinity, 50000 individuals (1E/tick at 100% piety): 5E
One basic realm/plane/afterlife: 0E
Mundane animal of reasonable strength, value, distribution, and maliciousness: 0E
Mundane plant of reasonable strength, value, distribution, and maliciousness: 0E
Magical animal of otherwise reasonable strength, value, distribution, and maliciousness: 3E
Standard angel: 0.5E, Expands to [Divine <x25>] [Loyalty+10 <x2>] [Unique <x10>] * .001
Standard disease template (10000 starting hosts): 2E
Blank magic item template: 1E
Permanent area enchantment base: 1.5E (Covers 10m x 10m x 10m)
Traits:Moved to
herePlanes:Unlike in YG0, there is no longer a fundamental difference between incorporeal and corporeal planes. Prices are as follows:
Plane: 10E base, 2E base if connected to an existing plane (afterlives(/planes of the 0E kind) of any kind do not count)
Plane locking: Setting a plane's locking to a lower value than bought is possible, but the reverse is not (without paying). Locking can also be set separately for entering and not leaving or leaving and not entering.
Locked-2 <x0.8>: Leaks with the mortal realm sometimes (e.g. years)
Locked-1 <x0.9>: Leaks with the mortal realm rarely (e.g. centuries)
Locked0 <x1>: Locked to mortals without permission or magic (automatically applied)
Locked+1 <x1.1>: Locked to mortals without powerful magic without permission
Locked+2 <x1.2>: Locked to mortals without epic magic (the pinnacle of mortal achievement!) without permission
Locked+3 <x1.4>: Locked to minor divines
Locked+4 <x1.8>: Locked to gods working alone
Locked+5 <x2.6>: Locked to groups of at most two gods working in concert
Locked+6 <x4.2>: Locked to groups of at most four gods working in concert
Locked+7 <x7.4>: Locked to groups of at most eight gods working in concert
Worlds:Worlds are now priced by function almost completely independent of form. Form will still affect things down the line, though...
Sun/Double star/Triple star/Evil daystar-type thing of any size/shape: 40E base
Planet/ring/asteroid belts/world-type thing: 20E base
World sizes (costs by equivalent total surface area rather than equivalent total volume)
- Size+3: <~Saturn-sized (r~48000km/32000mi): <x3.4>
- Size+2: Neptune-sized (r~24000km/16000mi): <x2.3>
- Size+1: ? ? ?-sized (r~12000km/8000mi): <x1.5>
- Size+0: Earth-sized (r~6000km/4000mi): <x1>
- Size-1: Mars-sized (r~3000km/2000mi): <x0.7>
- Size-2: Moon-sized (r~1500km/1000mi): <x0.4>
- Size-3: Iapetus-sized (r~750km/500mi): <x0.3>
Rules + Metas and MunchkinsKeep IC in IC and OOC in OOC. Deliberately ior repeatedly (>~5x times) violating this rule will result in receiving a
warning. This extends to attempting to extract information from other players on OOC for IC stuff to their detriment.
What you pay is what you get (in general). Repeated attempts to escape having to pay a regular (i.e. defined price for the amount of time spent) amount will result in a
warning. This rule extends to attempting to "break the system" by creating overly powerful things cheaply.
No angry disputes on OOC. Angry disputes lead to
warnings being given. I tend toward a policy of punishing the instigator rather than all the involved.
No misleading on OOC. While joking around is fine, repeatedly (>~5x times) ior deliberately posting misleading information on OOC will likely result in a
warning.
Warnings last for a week and three
warnings leads to character suspension for at least three (3) days. I have never had to resort to a 3-day suspension. Let's keep it this way.
SpheresSpheres refer to concepts your character is aligned to, and you may choose up to two. They provide discounts to actions based on the applicability and specificity of your sphere(s). To avoid widespread munchkinry, descriptions of how useful your sphere is for an action will tend to be vague.
- Applicability: How applicable is your sphere to the action on the scale of Not, Somehow, Somewhat, and Definitely? Discounts start at 0% at Not and end at 15% at Definitely.
- Specificity: How large is your sphere on a scale of Common, Uncommon, and Rare? Discounts start at 0% for Common and end at 15% at Rare.
Specificity refers to how often gods would find a sphere useful. Spheres that can be expected to trigger frequently such as Mortals, Creation, Angels, Brains, Being Amazing at YG, Jelly Rolls, Stealing Books from the Library, and similar things will surely be considered
Common outside of highly unusual but logical uses.
Rare spheres are spheres gods would find only very rarely useful such as Knots, Paper, Red Roses, and Rock Beds. These yield fairly high discounts but would be expected to be useful to only one god in ten once every five YG0-sized Ticks or something like that. Uncommon spheres are those that fall in between, unused most Ticks by most gods but reasonably frequently.
Gods having multiple spheres have their sphere discounts averaged. In this way, the discount ends up being less than if they had only one sphere (=more specialized) but more than if that one sphere was not applicable (=not/less applicable). Sphere discounts are applied only once for each god involved in creation.
StatsBy popular request, we will be using Stirk's
Litany of the Void's three-stat system with a few renamings. For those unfamiliar with it or the mixing up used here, here is a summary of what the stats do:
- Ichor: Hit points, regenerate on their own slowly. Exchangeable for 2 Flux or 1 Essence (one-way). There are currently no known ways to increase Ichor capacity barring reforming oneself into something lasting and renouncing some measure of godly independence. Being brought down to 1 Ichor will result in incapacitation! Be careful!
- Essence: The "money"-type energy, usable for anything and everything. Regenerates from Influence and Worship where Influence represents your sphere's impact on things (adjusted for sphere size and relevance) and Worship represents a composite of how faithful races the races that worship you are. The Essence cap increases more rapidly for those with low caps or those who are low on Essence or those who have have high income and increases more slowly for those with already-high caps or who are high on Essence or who have low incomes.
- Flux: An unstable form of energy, anything made with it disappears after a Tick. However, irreversible/lasting things (smiting!) caused by whatever the Flux was used for will stay. The Flux cap is increased by exercising Flux use. Flux regeneration is based both on global Essence/Flux spending and cap size.
Incorporating oneself into the world: Some gods may opt to incorporate themselves into the world and give up some or a lot of freedom in exchange for staying power. This is done by burning off Essence and Flux caps and yields. (This list assumes all caps are at 10)
- 10 Ichor cap for 1E+1F caps consumed
- 11 Ichor cap for 2E+2F caps consumed
- 15 Ichor cap for 5E+5F caps consumed
- 19 Ichor cap for 7E+7F caps consumed
- 23 Ichor cap for 8E+8F caps consumed
- 26 Ichor cap for 9E+9F caps consumed
- 30 Ichor cap for 10E+10F caps consumed
Flux income for all players is calculated based on remaining Flux capacity (i.e. cap minus amount) and global Ichor, Essence, and Flux loss (i.e. wounded gods increase Flux as well) where Ichor loss provides a large contribution, Flux loss produces a small contribution, and Essence loss produces a contribution somewhere in between.
Essence income, as is mentioned under the Income section, comes from Worship and Influence and is unaffected by global loss/spending and remaining Essence capacity although a high remaining Essence capacity will increase the chance of increasing the Essence cap.
Ichor income is mostly based on remaining Ichor capacity (i.e. Ichor cap minus Ichor level) and is unaffected by Worship, Influence, and energy spending.
Ticks and timeA frequent question is "how long does a Tick last in-universe?" There is no single right answer, but I'd be open to having players choose an interval each Tick and using the median. A significant problem is that there are trade-offs of believability, plausible development/change, and granularity of mortal mangement between short intervals and long intervals.[/list]