As foretold in the ancient scrolls of prophecy, there must always be at least one god game on the first two pages of the board. Based off a slightly older god game I once gm'd, this game is centred around the creation of a world by the players, their conflicts, cooperations and the actions of the mortal world. If this interests you, please do create a sheet. But first, some general rules:
-No secret actions.
-Gods can die or degenerate into a lower form.
-Having less than 0 Acts is Very Bad.
-Acts may be exchanged. 1 Major Act equals 3 Acts and 1 Act equals 3 Minor Acts.
-A non-corporeal plane, or at least one not in the mortal plane, requires 1 Major Act.
-Despite the examples listed under each Act type, other actions may be performed.
-Turns are not chronologically equal.
-Please post an actions on the OOC if the cost is not clear.
-More rules will be discovered as the game progresses.
Gods
The divine lords of creation, gods are largely responsible for the shape and formation of the universe. Gods acquire their power from either mortal subservience, sources of divine essence within the universe or cannibalism.Gods cannot interact with mortals for long periods of time. They cannot manifest themselves on the mortal plane without constantly leaking divine essence (Acts). As such, gods are limited to 1 Action per turn. This can be avoided by becoming Bound to the mortal plane.
All gods begin with 1 Major Act and 1 Act.
The Bound
Gods who have descended to the mortal planes. The Bound, by their nature, are physical gods capable of directly affecting Creation. Bound gods receive only half the worship normal gods do but are able to perform up to 4 Actions per turn. The Bound, due to their corporeal nature, can be destroyed by divines and mortals although not without difficulty. One may become Bound by pouring all available Acts into the creation of an avatar with the number of Acts determining the Bound's power. A god may be Bound by force and as such may be substantially weaker than expected of the divine...
Worship
Divine essence can be gathered from any form of obedience mortals have to a god. Note that essence gathered via worship goes to the god who APPEARS to be the worshipped deity; it is completely possible to usurp the cult of a dead or absent (or not so absent) deity.
Every 10 population units (pops.) provides 1 Act to the worshipped deity.
Fonts
The universe is populated with natural sources of essence that when held by any entity, can empower them. Such Fonts are very rare and usually difficult to hold. This said, Fonts can be of finite essence and may one day run dry. Fonts cost 1 Act to claim.
Deicide
Every deity is composed of divine essence. Consuming a deity will give all those nearby a portion of the essence. Those who land the killing blow acquire a higher amount of essence. All Acts at of death is also split between all nearby entities.
Acts are the way through deities conduct most actions. While Acts may be of great power, this does not mean that Acts allow for any action. Multiple Acts may be required for certain actions; feel free to ask if certain actions to need them. Having less than 1 act for more than one turn will result in the god becoming Bound to the physical world.
Mighty Acts
Actions of truly divine power. These acts are usually out of reach of most deities. Mighty Acts allow for the creation and destruction of worlds, altering the laws of reality, permanently destroying a divine entity and the creation of powerful artifacts and servants.
Acts
Actions of divine power. Acts allow for the creation of matter as well as its modification. This can include the creation of mortals, landforms, champions and artifacts. Acts are gained through the worship of mortals, fonts and deicide.
Minor Acts
Actions of heroic power. Minor acts can be used to teach mortals a technology, raise small landforms, create mundane organisms, or forge weak artifacts.
Actions
Actions include all activities that are not performed through heroic or divine feats. Unlike Acts, these have a chance of failure. All non-Bound gods may only perform 1 action per turn. Bound may perform up to 4 actions per turn. Example Actions include:
-Encourage mortals to learn a technology
-Inspire mortals to burn down a forest
-Perform intrigue in a mortal court
[Note that there is no expected length for Acts; be as long as necessary.]
One Mighty Act
From the voids of Creation, Obel gathered matter and energy into one form. Shaping the clump into a sphere, he poked and jabbed at it until it's surface was dotted with canyons and valleys. He smiled. Pleased with it, he breathed upon it, creating a dense atmosphere so that it would be shielded from the void around it. Taking his dagger, Obel cut his own hand, letting the blood mix in with the sphere. Vast oceans and seas were formed, with the blood that seeped into the earth becoming minerals which his future worshipers would prize. Seeing the world ready for life, he let it drift away from himself, allowing his peers to populate it with their creations.
1 Mighty Act: Obel creates the world.
One Act
Raphen shaped the essence of creation into a weapon of war, a spear, and imbued it into something far greater. A carrier of thoughts, memories, knowledge...insight. An artifact that would keep the wisdom and inventions of humanity safely stored and available for future generations.
One Act: Raphen creates the Spear of Ages, an artifact which copies all memories of its bearers and passes on these memories to subsequent bearers.
One Minor Act
Koren arose from the caves a changed woman. No longer a mere peasant girl, she had been enlightened by The Voice Below. She saw the world as it truly was; a sleeping divine which would awaken when the world was One. She would be it caretaker, its prophet for there was no one else. Taking a stick and a stone, she ventured the lands of her nation, speaking throughout the villages and towns. Through her sermons she enlightened the masses; they would no that the dirt they tread was the skin of the One. The air they breathed was Its blood and the forest Its mind. They would learn and it would be Good.
One Act: Koren spreads the faith of the One throughout her country.
Action (Ignore viewpoint character; mortals no longer playable in this version)
Emperor Trenin surveyed the forces around him: five armies for the five gods of the Pact. Mighty Orcest, Quiet Li, Cunning Joven, Insidious Avlon and the mysterious Kresos. Each versed in their arts of arms and knowledge, they had come to end his rightful rule of the world. He had only his retainers left; the rest had died gloriously in battle with their souls now at his side, powering his arcane machinery. Trenin would not let their deaths be in vain; the gods would be toppled and a new golden age brought to the world. Leaving his throne for what may be the final time, Trenin marched his way to the battlements, ready to deal with what the gods would do against him. The men he passed by were weary but ready to die. They had fought for too long to give up now. They continued with their duties, bowing as the Emperor walked pass them.
At the battlements Trenin made no speech or listened to the calls for surrender by the enemy; they were sheep and nothing more. A man did not listen to sheep. They had given their body and soul to the gods and were not worthy of talk; Trenin shot them down with a bolt of fire. The enemy could not retaliate for the arcane shields that surrounded the fortress would not allow them; shouts of cowardice was all they could do. Trenin shook his head and knew that for all their cravenness, they were right. And so, Trenin gave the call. The battle for the freedom of all mortals would be made hear.
Action: Trenin unleashes his army on the enemy forces, lowering the shields.
Gods may be resurrected, allowing the player to take part in the game once more. The nature and power used to perform a resurrection may or may not affect the entity resurrected.
Divine Combat
While gods may compete with each other in many ways, direct combat is of course possible. Battles on the godly plane is won by whoever contributes the most Acts towards a battle. Acts contributed are consumed. Should victory be achieved, the winner(s) may elect to consume the loser(s). Be warned however that there may be repercussions to infighting between the gods, repercussions which are not present when undertaken via different methods.
In combat, Mighty Acts are equal to 3 Acts and 1 Act is equal to 3 Minor Acts.
Example:
The Enlightened Pantheon Vs Grobius the Great
EP: 5 Acts, 12 Minor Acts
Grobius: 4 Mighty Acts
Grobius defeats the Enlightened Pantheon at a great cost; the battle scattered divine essence outwards into the mortal plane, ripping tears in Creation. From these Rifts, rumbles can be heard...
Grobius may choose to eat each member of the Pantheon.
Mortal Kombat
The battles on the mortal plane are determined by the Power of the combatants as well as roll of the dice. Each battle is made up of three rounds and during each round, a 1d6 dice is rolled for both sides. Power is multiplied with the resulting dice roll. Whichever side has the highest number overall is the victor. The greater the difference between the sums of both sides, the greater the victory. A slight difference will only result in a draw. This system is only used for confrontations between players.
Korvol Vs Derumion
Korvol Initial Power: 20
Derumion Initial Power: 25
Round 1: 1d6= 5,3
Round 2: 1d6= 1,1
Round 3: 1d6= 6,4
Korvol Final Power: 240
Derumion Final Power: 200
Korvol wins a decisive victory over Derumion.
Accord is a measure of how agreeable the deity is to his/her/its sphere(s). By using Acts related to a deity's sphere (e.g creating a mountain as an earth goddess), the god becomes more acceptable to Creation. Inversely, using acts opposite to the sphere (promoting a noble over a peasant as a goddess of the lower class) reduces their Accord. If Accord reaches -10, the universe rejects the offending deity, stripping them of the offended sphere and casts them into vastly weaker Bound state. A god may only have a maximum Accord of 10. Accord may also be lost by failing to act when expected by Creation. Accord affects a god's reputation by lesser beings. In general, Mighty Acts change the stat by 5, Acts by 3 and Minor Acts by 1.
Sign-ups
Players will be chosen on merit. Good quality of writing helps. 6 starting gods will be accepted.
Name:
Sphere: Applicable only to gods. Determines what aspect of creation a god has control over. A player may acquire more spheres by becoming associated with it by enough mortals. Acting through one's sphere is important for maintaining a positive Accord stat.
Appearance: Chosen physical avatar of the entity.
Personality:
Description: Anything else you want to write in. This could include motives, goals, biographies...
Name: Obenia.
Sphere: Progress.
Appearance: Obenia appears as a seemingly immobile crudely crafted stone statue covered in mud. His face is constantly smiling, regardless of his emotions. His arms are crossed over his chest, bearing a knife and stone in either hands.
Personality: Obenia is a narcisstic deity believing himself to be the most important entity of all Creation. He believes that only through his guidance can advancement and progress take place. All mortals and thinking creatures should submit themselves to him for their safety and own happiness. If they will not, then Obenia believes they should be eliminated from Creation. Obenia is at times, deranged.
Description: No one knows why Obenia chooses to take the form of a vulgar idol, but all who asks the deity will receive the same answer: "The wiseman said stone was like grain and that people ate to live. Thus I am."
IC Thread