Stolen Seer's Tome O' Information
ActionsGods are not at all omnipotent, in some cases being more limited than a mortal. Gods are limited to 6 actions per turn. All player gods receive 6 actions every turn and do not carry over to the next turn.
1A: Oppose 1A of actions.
1A: Conduct 1A of research;
1A+2I: Creating an agent.
1A+E: Conferring a blessing/curse to one population unit.
1A+E: Creating a basic trinket [1E-5E cost]
2A+E: Creating a minor trinket [6E-10E cost]
3A+E: Creating a major trinket [11E-15E cost]
4A+E: Creating a minor artifact [16E=20E cost]
5A+E: Creating a major artifact [+21E cost}
Secret Actions?
Yes. At a x1.5 extra cost. Please PM these.
Essence UseBlessings and Curses
As lowly gods of a backwater colony, you lack the ability to create races or powerful prophets easily. Instead, you are usually limited to the blessing (or cursing) of a few individuals at a time. Each blessing and curse is represented by a trait (see below) and has an essence cost. The base cost for any blessing is 1E, which is then modified by traits. Some traits may have additional costs.
Trinkets
Creating a trinket has a base cost of
1E 1.5E and bestow its assigned effects on the wielder. All traits assigned to the artifact are given to the wielder as long as they continue to hold it.
Agents
A single individual gifted with incredible power. All traits given to an Agent have a 50% discount but have a base cost of 2I (permanent until the agent's death) and 1E. A further cost of 1I is added per every 5E used in the Agent's creation. I.e, an agent with a cost of 5E would only cost 2.5E to create. Agents are marked by the [Divine] trait and are known to Fate. Agents can be directly commanded by their god and cannot go against their god's desires. Agents live much longer than the average mortal.
Traits
The base cost of a creation can be increased or decreased by the addition of traits. If necessary (which is more than likely) a new trait may be suggested and will be pricechecked. Please mark posts with "$$$" when pricechecks are required.
Touched[10E+20I]: The greatest sacrifice.
Immune [Effect] [3] Immune to an effect.
Vulnerable [Effect] [0.3]: Extremely perceptible to an effect.
Major Mutation [1.5]: Has a large growth that is both very advantageous and very disadvantageous.
Resist [Effect] [2.5]: Is resistant to an effect.
Weak [Effect] [0.5]: Is weak to an effect.
Good [Sense] [1.2] : Is better detecting certain stimuli.
Poor [Sense] [0.8]: Is better/worse at detecting certain stimuli.
Extravision [1.8]: Can see in wavelengths besides the visual spectrum.
Locomotion [Type] +1 [2]: Able to move in ways different to that of an average human. Examples include short-distance teleportation or gliding.
Attractive [1.1]: Is aesthetically pleasing.
Ugly [0.9]: A cruel god has made this being aesthetically unpleasing.
Minor Mutation [1.5]: Has a growth that is both advantageous and disadvantageous.
Insanity [0.3]: Afflicted with a random mental illness. Type of illness may be chosen if requested.
Speed +1 [2]
Speed -1 [0.5]
Strength +1 [2]
Strength -1 [0.5]
Intelligence +1 [2]
Intelligence -1 [0.5]
Magical +1 [1.5]: Woe to they who use the leftovers of Creation as a toy.
Magical -1 [1.5]: Woe to they who use the leftovers of Creation as a toy.
Charismatic +1 [2]
Charismatic -1 [0.5]
Loyal [3]: Extremely dutiful to the blessing god.
Thirst [0.5]: Requires a substance in addition to food/water for survival.
No Sustenance [5]: No longer requires sustenance but cannot recover from injuries or grow.
Morale Booster [1.5]: Boosts the morale of surrounding mortals.
Combat
While Essence may be used to deal damage to idol at a 2:1 ratio, this is inefficient. Instead, it is often better to order followers to smash enemy Idols.
StatsIdols: Physical representations of the gods. I.e, your health. If all a god's idols in the colony are destroyed, the god is unable to interact with Creation and is removed from the game. Idols can only be built in the Old World and are difficult to manufacture. Idols may be converted to Essence at a 1:4 rate but do not regenerate.
Essence: The substance of divinity. I.e, stamina/mana. It allows gods to interact with the mortal plane. Essence income and growth is determined by the number of worshipers a god has. Essence may be gained by other means but may not be as reliable.
All gods start with 15I/10E. Idols may be increased by ordering more from the Old World (and are prohibitively expensive). Essence cap increases by 1 for every 10 pops of worshipers.
Worship: the mortal belief in a god results in essence growth. Only the number of worshipers is used to determine essence income.
Export: A shared resource of the colony, this represents the profits of the colony and may be used to purchase goods and services from the Old World or elsewhere.
Mortals
The Empire
Her Majesty's subjects are a diverse and very pious lot, on account of the the Empire's expansion and its divine mandate.Those sent to the colonies are often malcontents or not content with their lives in the Old World. While the Empire is powerful, her rivals are just as strong and share its colonial ambitions. While the vast majority of the Empire are baseline humans, there exists minorities of non-humans and god-tinkered post-humans.
Population
Pops represent an arbitrary amount of people within the colony with each pop providing 0.2E per turn. Not all of this is directed to the player gods and it may be prudent to establish a small cult to ensure a steady flow of Essence.
Old World Interference
Even if your colony is a backwater, the old world still has a habit of interfering. Expect restraints from those back home and their local representatives. Souls of deceased colonists are usually returned to the Old World and other activities such as blood sacrifice and immortality are illegal.
Research
Actions may be used to conduct research, both the mundane and esoteric. Further costs may be necessary. Gods receive a research boost to topics related to their spheres.