Tick 10a: All proposals pertaining to rules start with the number 1
0b: All proposals pertaining to creation have the second number 2
0c: All proposals pertaining to planet creation have third number P
1.2b: Creations can have traits.
1.2.Pa: Add these traits to planets
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>
1.2.3b: Creating Non Sapient non powerful Animals or plants costs 0E
Axe 2: Worlds will never be controlled, there will always be something unexpected, be it monster, savior, underground world, etc.
Axe 5: Propose an orb of fire to provide sunlight to the earth it's over.
Clean.4: All proposals with four more neys the ayes will be trashed
1.2.3a: Creating 1000 Sapient Creatures costs 4 Essence and traits are added on by multiplying the base cost
Tick 1.5Half-tick resolutions are not implementedTick 22a: Worship is based on planet population. Worship is calculated as so: P * 0.001 * F (GM note: Actual effect is 1E/1000 regardless of planetary population because the planet populations cancel out)
CNCL000.020: We may have tea time whenever we damn well please, just for enjoyment and no other reasons
1.2tt: Creatures have traits added onto them by multiplying the base cost by the cost of the trait. Traits costs will be decided by the being that tallies up our votes.
1.3: All traits have generic names and are differentiated by flavour.
CNCL001.009: "I propose we set up a system of nodes and ley lines all over existance. These ley lines will be similar in behaviour to water, following the best path for its course, but with the right hand you could also change the flow of the ley lines. Nodes should be created associated to godly spheres and therefore produce divine energies based on the god's sphere who created the node. Nodes should generically appear as ponds or lakes with weird qualities unless the god who created the node decides to cosmetically change that. In the future it should be possible to create new effects for nodes
I think the cost of a node should depend on its size.
Tiny - 150mē in size 2kmē area of affection. Cost 1 Essence
Small - 500mē in size. 12kmē area of affection Cost 2 Essence
Medium 1000mē in size. 27kmē area of affection. Cost 4 Essence
Big 10000mē in size. 330kmē area of affection. Cost 8 Essence
Large 100000mē in size. 4000kmē area of affection. cost 16 Essence.
1.Bookkeeping: Gods must list out traits that their creatures have when they create them
1.Traits: The entity that tallies votes decides the price of traits
CNCL001.018: Rune magic works by codifying certain traits or properties written in divine language, and then pulling energy from the local leylines/background magic/True Source/etc to enforce these properties upon the objects so inscribed. Mundane stones, metals, and gemstones can hold more energy than other materials, in that order. More stored energy = more powerful enchantments. Active enchantments must have time to recharge after use, passive enchantments will slowly fade if totally isolated from magical power but otherwise require no upkeep beyond making sure the runes themselves are not damaged. It requires nothing more than a steady, precise hand and strong materials to function.
Tick 2.5Half-tick resolutions are not implementedTick 31.2.Pb: The maximum number of planets will be limited to some function of the number of existing gods.
CNCL001.023: Afterlife planes cost no essence, but cannot directly affect the mortal world in any way. However, they require Essence to destroy, starting with two. A deity may contribute Essence to their plane to increase the cost of destroying it by twice the amount contributed.
Collaboration - Cost: Gods collaborating on a project may split the costs evenly. Sphere discounts will apply to the whole project (though we have no rule for sphere discounts yet.)
Collaboration - Pantheon: Gods may form smaller councils of their own, bound by their own laws, as long as said laws do not conflict with those of the main council (e.g. a law stating a planet costs 1E to create.) The individual characteristics of each pantheon may be decided by the members.
Tick 4CNCL001.021: 1,000 non-mundane creatures have a base cost of 1E. The creatures are non-mundane because they can have traits added. (GM interpretation: These creatures are animal creatures and not worship-capable or intelligent enough to act without constant supervision.)
1.CNCL001.022.1: A proposal will not require a proposal to be proposed for the sake of creating a counterpropsoal that will act as another proposal that may be a nominally better proposal, a worse proposal or a better proposal than the proposal the counterproposal was proposed for. Instead all proposed proposals may be opposed in the normal manner of SUPPORT/OPPOSE.
Discipline of Ley: You learn to control the very energy that is the ley lines and nodes. Depending on the ley line you extract the energy from you get different results. This magic is based on deep meditative trance, exact movements and taking in varying amounts of energy into and out of your body with breathing techniques. Great feats can be accomplished as one can concentrate to be able to run 80 miles without rest, cause explosions with a mere fingersnap, or turn into metal by focusing on the image of lead.
B00m! 1.A: Creating a worshippable race costs 4E for 1000. This proposal removes all proposals stating that it costs 1E for 1000.
1.5: Gods cannot listen to prayers so as to reduce KJP's workload.
1.6: No cat-like entity/object/state of matter/form of energy will be allowed to tamper with the Void. If this proposal is defied, the cat-like [thing] will be dealt 1E of damage by each god.
Collaboration - Worship: A race may worship multiple gods. The essence gained from this for each god is multiplied by .8 for each additional god worshiped. Gods may get around this by forming a pantheon, and being considered as a single entity for the purposes of worship.
Hybrid Sphere Discounts: Gods get a 10% discount on actions related to one of their spheres, unless the action is related to all of their spheres, in which case it is instead a 25% discount.
Leyline amendment: Leylines develop as nodes are created. They serve as connections between nodes, transporting energy of the node to the next of his kind. When leylines of different types meet, a new effect comes into being. On such interjunctions, one can create a hybrid node. (GM note: Isn't this how leylines are supposed to work anyway!?)
Tick 5School of Magic: Vejrdraoid, or weather magic, practitioners are able to influence air pressure, moisture, sunlight, and - at the most advanced levels - electrical charge in a variety of offensive and defensive defensive spells. Powered via leylines.
Partial prayer listening: That gods may listen and answer to prayers in the manner appropriate to that particular god only subconsciously, but automatically, and only the most significant (aka plot-important/indicative of something you may really want to do something about) make it to the conscious minds of the gods.
A trait must exist for it to be applied, otherwise the artifact creation is put on hold.[/quote]
Tick 6Tick 7Collaboration - Pantheon.1: Worship being multiplied by 0.9 for every god in the Pantheon instead
SIMPLIFICATION: GENERICNESS FOR TRAITS AND ALL. LET US USE DEXTERITY FOR SPEED, WHICH IS ALREADY A TRAIT.
Revised 1.5: Gods are always listening to prayers, but this is handled by their divine subconscious and answered when appropriate by such as well. Only particularly significant prayers reach the conscious minds of Gods.
OPC: There can only be 13 chaos magician alive at a time.
Counter-proposal?: All schools of magic must draw their power from leylines or directly from the god creating it. This will cost the god 0.5E per 1,000 practicioners, should they decided to go that route.
Banlist - Trait Combinations: Certain combinations of traits can be banned by the council.
Ban: Resurrective Immortality + Infinite Lifespan.
PlanReg C: Terrestrial planets limited to number of existing gods X 1.2
Plan Reg E: Each planet may have a minimum of no moons. Terrestrial planets have a maximum of 5. Gaseous planets have a maximum of 10.
Law of Cullment: If a law has not been passed for three ticks it gets erased from the list.
Law of Cullment.5: If a law has not been passed for five ticks it gets erased from the list.
Titan Bandaid Rule: A titan has a base cost of 0.004. This proposal is nullified should an agent creation system be passed.
Transformation Magic: Transformation magic is a subclass of magic that utilizes either the techniques of runic magic or discipline of ley. The effects of transformation magic are manyfold as it can be utilized in nearly infinite different ways. A transformation rune on a wooden shield might turn the shield into iron, as long as the rune is intact, while a practicioner of the discipline of ley might use ley line energies to create a draki features. As the possibilities, one shall see how the different cultures will find out about this type of magic. Also it is still unknown whether schools will form from this.
Node effects: The effects nodes have can be decided by the gods who made them (must relate to their sphere or spheres).
Node strength: The maximum strength of the effect of a node is limited and enhanced by its size. The large a node is, the more powerful the god who made it can make its effect.
World limit: A limit on planets of 1/12 the current number of gods for gaseous planets, 1/6 the number of gods for terrestrial planets, and 1/2 the number of gods for total moons.
Artifacts:
Artifacts start at a base cost of 1E, and can have traits applied to them in a similar manner to races. Traits for artifacts may be proposed to the Council, and must be listed as such in the proposal - for example," proposal: artifact trait: indestructible x4."
Turtle News Network: Every tick made, there should be updates about the most prominent regions
1.2a: Gods working together get their creation cost multiplied by a set amount based on how many gods are working together
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
Revivals: Gods at 0E or below may be gifted Essence to return to life. Any gifted Essence is halved and provided to the god, with a minimum gift of 2E necessary to bring the dead god back to life if the dead god is at 0E, 4E if they are at -1E, 6E at -2E etc.
Magic system: Rather than using Ley Lines, this system of magic is powered by a series of naturally occurring ores. These ores must be mined and refined to be used. It is simple to change it from solid to liquid or gas, increasing the forms it can be used. Often, it will be made into weapons, armor, jewelry, or other easily used equipment. As magic from this system is used, the Ores lose power, becoming depleted depending on what kind of ore was used and how well it was refined. Often, the magic in a small piece of ore can be released in a single spell, such as making an arrowhead of the ore for a single powerful attack. The ore naturally glows in all forms in a color depending on its type, slowly loosing its glow as its magic is depleted. The ore can naturally be refined into other metals, generally increasing its physical properties to the other metal while giving it the color, glow, and abilities of the ore. Long-term spells can be placed on a piece of ore and they will continue until actively stopped or depleted, for example an ore powered streetlight can have a light spell placed on it in the evening and will stay lit all night, until someone cancels the spell in the morning.
Weapon Enchanting: http://www.bay12forums.com/smf/index.php?topic=157842.msg6987173#msg6987173
Divamancy: The manipulation of emotion and souls via music, all divamancers must use runemagic-infused instruments to perform their spells. Different rhythms and beats result in different effects.
Pyromancy: the manipulation of fire (the chemical process) and fire (the energy that keeps life running). Prolonged use of pyromancy has a tendency to burn out the user.
Discipline of Soul: Based on Discipline of Ley, Discipline of Soul can be applied to perform a wide variety of different actions, though there are a few key differences. It is the method of controlling the energy of the soul. This magic is based on willpower, spiritual stability, and focus. This magical discipline is harder to learn than ley magic but can be used anywhere without issue. Applications include classical necromancy, turning rotten bread fresh, and summoning dire badgers.
Subschools: The Magic system that is based on nodes so far can be harnessed by the Discipline of Ley and Runic Magic. Both are formed only in broad terms so anyone can add upon said systems. Creating a subschool of one of the existing magic systems should not require essence, and also it should give the players absolute freedom. Powerful "Spells" should be difficult for mortals to learn to represent that a player must state how difficult a spell is behind the spell. There should be seven classes of difficulties: Common, Very Easy, Easy, Medium, Hard, Very Hard, Neigh Impossible. If the power of a spell is considered too powerful, the spell will be settled at the Neigh Impossible level by popular vote. (GM note: Implicitly requires that creating subschools be public)
Cull Idlers.a: If a god does nothing for 5 ticks (does not vote, speak, or perform an action), that god is considered to be idle. An idle god is invulnerable to attack, but does not receive essence income.
Census: Request a general census of overall mortal populations.