Trimmed Tome o' InformationActionsAll players receive 6 action points every Tick to spend on major and minor actions. They do not carry over, so there is no advantage to leaving any at the end of a Tick. Action points are hidden from view at this time.
Editing actions in the following conditions results in spending an extra action point:
- Starting another PM thread to edit an earlier PM (Hint: Reply to the PM to be edited, making sure to change the addressee appropriately)
- Editing a post in IC during/after resolutions (Hint: Edit early if absolutely necessary)
Since this can result in actions getting delayed/canceled for the more active players, prompt editing or careful posting is highly advised.
Free actionsNote: Free actions may not remain free in cases where the results are significant
- Talking
- Sending dreams (depending on realism, may be woefully ineffective)
- Manifesting as a member of a basic race (tier 0)
Action costsActions that require lots of action points can be done over the course of multiple Ticks and even intermittently where it would make sense or split among multiple players or some arbitrary but sane combination of the two.
Note: "Unnamed" is shorthand for "undeveloped character." Generating thousands of random names will not work to protect a race from smiting.
(Actions with a +E typically have an associated Essence cost)
1A: Oppose 1A of actions, homologous to trapping gods (can itself be opposed, resulting in the original action going through)
2A+E: Creating one population unit of a race
1A+1E: Minimum cost of editing nonzero population units of a race
2A+E: Creating an agent, even if drawn from an existing population
2A+E: Smite up to 1 unit of a race, applies only to the unnamed
2A+E: Smite an agent (does not bypass Hard to Kill or Resurrective)
1A: Initiate a combat even if on behalf of creations
2A: Constructing a basic afterlife plane
3A: Tearing down another's afterlife plane
1A+E: Trinket/mundane items
2A+E: Lesser magic items
4A+E: Greater magic items
8A+E: Major magic items
16A+E: Unique magic items
1A+E: Applying a blessing/curse to up to two populations of a race
1A: Inventing something within one technological level of the target and introducing it to the target
0A: Checking for prayers
0A: Manifesting where unopposed
1E: Creating one population unit of a Basic/Tier-0 race
1.7E: Creating one population unit of a Tier-1 race
3E: Creating one population unit of a Tier-2 race
5.2E: Creating one population unit of a Tier-3 race
9E: Creating one population unit of a Tier-4 race
1E: Minimum cost of editing nonzero population units of any race
1E: Creating a Novice-level agent
4E: Creating a Seasoned-level agent (4 Advances)
9E: Creating a Veteran-level agent (8 Advances)
16E: Creating a Hardened-level agent (12 Advances)
25E: Creating a Legendary-level agent (16 Advances)
1.5E: Smiting up to one population unit of a Tier-0 race (unnameds only)
2.6E: Smiting up to one population unit of a Tier-1 race (unnameds only)
4.5E: Smiting up to one population unit of a Tier-2 race (unnameds only)
7.8E: Smiting up to one population unit of a Tier-3 race (unnameds only)
13.5E: Smiting up to one population unit of a Tier-4 race (unnameds only)
1.5E: Smiting a Novice-level agent (does not bypass Hard to Kill or Resurrective)
6E: Smiting a Seasoned-level agent (does not bypass Hard to Kill or Resurrective)
13.5E: Smiting a Veteran-level agent (does not bypass Hard to Kill or Resurrective)
24E: Smiting a Hardened-level agent (does not bypass Hard to Kill or Resurrective)
37.5E: Smiting a Legendary-level agent (does not bypass Hard to Kill or Resurrective)
Expressed here as multipliers
1 total: 100%
2 total: 100%
3 total: 80%
4 total: 65%
5 totl: 50%
6 total: 40%
7 total: 35%
8 total: 25%
9 total: 20%
10 total: 15%
12 total: 10%
15 total: 5%
Secret actionsPending future changes, secret actions consume 1.5x the number of actions normally consumed unrounded.
CreationsCreating transient one-Tick-only creations which once cost Flux now costs 1/3 the usual Essence.
Races and agentsMain article:
Races and agents postThe break-even factor in YGL is 3x, meaning that it takes 3 Ticks to receive the 1E spent to create a basic race back on average.
Races have been broken up into tiers with different point allocations and costs.
Tier-0: +2 points to spend, 1E/unit
Tier-1: +3 points to spend, 1.7E/unit
Tier-2: +5 points to spend, 3E/unit
Tier-3: +6 points to spend, 5.2E/unit
Tier-4: +8 points to spend, 9E/unit
Somewhat importantly, there is a cost for certain size classes:
(Examples taken from SW rulebook)
Size (number indicates cost):
-1 (cats, fairies, pixies, rats, dogs)
0 (large dogs, bobcats, goblins, humans, orcs)
+1 (bulls, gorillas, bears, horses, ogres, rhinos, great white sharks)
+2 (elephants, drakes, t-rexes, orcas)
+3 (dragons, blue whales, krakens, leviathans)
Listings: Traitname (requirements): description
The descriptions for traits hint at the mechanics of the traits. The exact appearance of the traits (within reason) is left up to the player. Interpolation/extrapolation for traits with + or - sizes is unsupported at this time.
5 point specials:
Die Hard (Hard to Kill): 50% chance of avoiding death however contrived
Leadership+5: Grants bonus to allies in contact
3 point specials:
(Attribute)+3: Significantly enhance one of Agility, Smarts, Strength, Spirit, or Vigor
Because Dragons: Gains a breath attack
Blindsight: Unaffected by temporary lack of vision
Defense+3: Further improves skill at parrying
Dodge: Harder to hit by ranged
Protection+3: Natural armor of some kind, equivalent to chain armor
Resurrective (Hard to Kill): If killed, returns in d3 Ticks
Leadership+3: Grants bonus to allies nearby
Speed+3: Maximum speed of 60mph|100kph|30m/s
2 point specials:
Novice Edge: Add a novice-level Edge, does not bypass normal requirements (if any)
Alert: More perceptive
Amphibious: Automatic swimming skill, can stay underwater for a long time
Arcane Background: Grants magicality. By default, 20% of any race without antimagical specials possess this automatically.
Arcane Resistance: Reduces magicality but also significantly adds to magical resistance.
Attractive: More charismatic
(Attribute)+2: Enhance one of Agility, Smarts, Strength, Spirit, or Vigor
Defense+2: Better skill at parrying
Extra hand/foot
Flight: No penalties for terrain movement
Hard to Kill: Wounding ignored on death rolls
Martial Arts: Resists flanking, no penalty to unarmed fighting
Protection+2: Natural armor of some kind, equivalent to leather armor
Speed+2: Maximum speed of 45mph|72kph|20m/s
Tunnel-dweller: Bonus to fighting in caves and tunnels
1 point traits:
Burrowing, Wall Walking, Phasing, or something similar
Claws, talons, clubtails, spikes, &c.: Equivalent to shortswords, spears, axes, and warhammers
Darkvision, Infravision, &c.: Can see heat in addition to typical light
Extremophile+1: Resist all negative environmental effects (e.g. heat, sand, cold, pressure, &c.) slightly
Immunity, Disease
Immunity, Poison
Keen (Sense): Improve one sense significantly
Poor Amphibian: Can stay underwater for hours
Resist (Effect)+1: Strongly resist one negative environmental effect (e.g. heat, sand, cold, pressure, &c.)
(Skill)+1: Start with competence in a certain skill (race-wide)
Slightly Magical: Can only use one school of magic
Speed+1: Maximum speed of 30mph|48kph|15m/s
Speed0: Maximum speed of 22mph|35kph|10m/s
-1 point traits:
Minor Hindrance or equivalent (look in SW Test Drive rulebook)
Resist (Effect)-1: Strongly weak to one negative environmental effect (e.g. heat, sand, cold, pressure, &c.)
Speed-1: Maximum speed of 15mph|23kph|7m/s or low endurance
Ugly: Slightly ugly
-2 point traits:
Defense-2
Extremophile-2: Strongly weak to all negative environmental effects
Major Hindrance or equivalent (look in SW Test Drive rulebook)
Protection-2
Speed-2: Maximum speed of 10mph|16kph|5m/s or very low endurance
ArtifactsFor each creation action, only one type of item may be produced.
1.0 population units is currently set to be about equivalent to 100.0 agents for the purposes of mass producing magic items.
For the purposes of balance and consistency, mundane things are things available at the current technological level.
1E for enough mundane things for 1.0 population unit (e.g. sticks, bricks, piles of rocks, &c. future technology is restricted)
5E for enough magical trinkets for 1.0 population (e.g. slight fire/ice/poison/lightning resistance, slightly enchanted weapons/armor)
25E for enough lesser magic items for 1.0 population (e.g. decently enchanted weapons/armor, items that grant specific immunities, water breathing)
1.25E for a greater magic item (e.g. powerful elemental weapons/armor, items that grant specific immunities, flight, scrying)
6.25E for a major magic item (e.g. very powerful elemental weapons/armor, weather control, multi-immunity items, great regeneration)
31E for a unique magical artifact (e.g. powerful multi-elemental weapons/armor, soul-harming weapons, potent antimagic, mass teleportation, luck manipulation)
WorldsThe first system is free if done cooperatively (2:1 support:oppose ratio here). The rest will be decided when anyone actually gets powerful enough to make a world independently.
Gods and their statsIchor: The blood of the gods, health. Normally regenerates slowly at a constant rate. Cap grows slowly through overflow. Can be converted to Essence 1:1 or Flux 1:2 but not the other way around.
Essence: Creative energy, money. Regenerates from Worship and Influence. Capped, but cap can grow as a result of Essence use or overflow. Can be converted to Flux 1:1 but not the other way around.
Flux: Transient energy. Can be used to apply blessings/curses/smitings or create things that last only one Tick.
Worship: Only worship quantity exists now, and it is based on the number of population units.
Influence: Influence increases with sphere narrowness and association of said sphere with the god in question. It is intended primarily as a substitute for rather than a supplement to Worship income.
Magic systemsMagic systems result from investing energy into the world to allow mortals some small measure of divine power. Gods performing actions using magic will be assumed to be doing typical godly actions with the appearance of using magic because magic is generally laughably weak compared to godly actions especially in the short run.
Internally, they are classified by their mechanisms of action into a weird multi-dimensional shape mathematicians probably have a name for. Stacked schools of magic operate on similar mechanisms while mirrored schools operate on essentially inverse mechanisms. Availability of spells and such will be based on Savage Worlds equivalents.
There are no magic systems. It is up to the gods to make one or more.
The global default percentage of magic users in races is currently set at 20%. This is mechanically interpreted as a 20% chance that any given member of a magic-allowed race is magical.
PantheonsAs before, Pantheons can be formed independently by groups of gods and can regulate themselves autonomously. Unlike before, activating worship sharing now requires investment of half the shared races' creation costs from each god wishing to receive a share of the added worship.
Example: Al-Itz wishes to activate worship sharing for her race the Al-Itzi with Baab and Xarol. Baab and Xarol each pay half the cost of making the Al-Itzi in their current numbers and the Al-Itzi, over the course of a few Ticks, begin worshiping Baab and Xarol in addition to Al-Itz. After the warmup period, the Al-Itzi likely produce 300% the initial worship split evenly among Al-Itzi, Baab, and Xarol.
Pantheons with more than 5-6 members are strongly encouraged to create a private discussion board of some sort because Bay12 has a limit of 20 PMs/hr/user, and CCing PMs consumes this very, very quickly. Giving KJP reading/posting access to such discussion boards is not required but will probably speed up price checks on busy periods.
QuickTopic works reasonably well.
Another alternative is to use encryption of some sort, broadcasting keys privately periodically and posting encrypted text directly to the main threads.
Automatic cooperation: Nonopposers automatically contribute to public actions
Binding non-disclosure: May not mention one's Pantheon or one's membership in said Pantheon at risk of losing Ichor or Essence to be split among the faithful
First among equals position: In case of ties, elected member's vote counts twice
Membership tax: Ichor, Essence, or action points collected from members periodically
Research agreement: Pantheon members contribute resources toward research periodically
ResearchAction points may be consumed to study certain partially hidden features and mechanics to allow for some advanced actions and creations. Some potential early topics include Godly Anatomy and Physiology, Preservation, Virtue, Law, and one's own sphere(s).
Savage WorldsA reasonably complete free version of the rulebook is available
here. References to page numbers in the rulebook are indicated by "TD"
Strength: Corresponds to d20 STR; fairly self-explanatory
Agility: Corresponds to d20 DEX; also fairly self-explanatory
Vigor: Corresponds to d20 CON; affects likelihood of being
ShakenSmarts: Corresponds to d20 INT and a little bit of CHA
Spirit: Corresponds to d20 WIS; affects ease of getting back up when Shaken
Shaken: Incapacitation. Outside of extraordinary cases, injury, wounding, and death have the requirement that one be Shaken. Usually induced by being attacked and not dodging, parrying, or having enough protection to deflect the damage.
Advance (TD 3): Exchangeable for an Edge, a skill at or above its attribute, two skills below their attributes, a new skill, or an increase in an attribute with some restrictions
Edge (TD 11-12): Advantageous traits
Hindrance (TD 10): Disadvantageous traits generally taken to help get more Edges
--more to come--
SpheresExcessively meta spheres such as "Gods," "Ichor," "Game Rules," or "Everything," will be rejected outright. Additionally, spheres now have more interesting, individual effects than boring discounts. To compensate, sphere discounts where they apply have been set at a flat, unstackable 10% off (0.9x) (even where multiple gods cooperate).
TechnologyThe current global technology level is
TL 1: Bronze Age and the current global magic technology level is
TL 2: Iron Age. Races may be set to be advanced in one at the expense of the other, but this is limited to one step away from the global technology level.
Example: The global technology level is TL1: Bronze Age but Al-Itz would prefer that the Al-Itzi be a race of powerful mystic cavewrens. Thus, Al-Itz pushes their technology level back to TL0: Stone Age and their magic technology level to TL2: Iron Age. The Al-Itzi, while now primitive in many ways, compensate through their increased knowledge of magic.
Stone Age 0
Bronze Age 1
Iron Age 2
Medieval 3
Age of Sail 4
Industrial Revolution 5
Mechanized Age 6
Nuclear Age 7
Digital Age 8
Microtech Age 9