YG killcount:
2 3?
Post sheets here or on the
Discord Sheet:
Name: No online-username-type names (e.g. 271ElfBeard828 or STEELFIRETRON)
Sphere: Up to two words to describe the domain you control
Primary form: Fluffy but not crunchy
Symbol: At least tangentially relevant and SFW
Description: A few sentences about motivations. No past Bubbles, no ascensions, no coherent history.
IC threadMechanicsAgreements, binding agreements, magical pacts, &c.Binding agreements (witnessed by the GM for enforceability) cost a base of 140E. Every coherent/non-repeating 10 words, the final cost is halved. Excessively low complexity or irrelevant phrases will be ignored for the discount at the GM's discretion. Editing a post containing an agreement after the agreement has been signed on renders it unenforceable.
Action limitAt the moment, the action limit is calculated as roundup(# of players / 8 ), which equals 1 for 1-7 players, 2 for 8-15 players, and 3 for 16-23 players, reset everyday at 00:00 UTC. This will likely be refined in the future. There are separate action limits for free actions and for Essence actions. Performing actions beyond the action limit will result in possible random failure/backfiring. Reaction-actions directed at the PC responsible in a relevant way do not count to the action limit. Secret actions count to the action limit as normal. Listening for prayers uses up one free action.
Bypassing the action limit's limiting effects is allowed with an added 2E for free actions or an added 50%-cost for Essence actions.
Giving orders to agents uses up a free action.
PricesActionsBold your actions!If you think your sphere is thematically appropriate for an action, make sure to say so. Assuming your sphere isn't too broad (e.g. god of Sapience creating races, or worse, a god of Actions doing something), KJP will probably apply the discount, which is as follows:
0.8x if you have only one sphere
0.9x for each applicable sphere if you have two
Up to 0E: Fluff actions. Small bonuses of 1E or 2E may be given for excellent IC behavior
0E: Answering most prayers
0E: Setting up a fluff-only afterlife plane
1E: Smiting up to around 2500 individuals
1E+: Setting up a crunch-containing afterlife plane (NB: Not habitable for the living to prevent abuse)
Expressed here as multipliers for total numbers of gods
1 100%
2 100%
3 95%
4 89%
5 82%
6 76%
7 71%
8 66%
9 62%
10 59%
11 55%
12 53%
13 50%
14 48%
15 46%
16 44%
17 42%
18 41%
19 40%
20 39%
Individual costs are, then (NB: Do not use for calculating prices! These numbers are severely rounded off!):
1 100%
2 50%
3 32%
4 22%
5 16%
6 13%
7 10%
8 8%
9 7%
10 6%
11 5%
12 4%
13 4%
14 3%
15 3%
16 3%
17 2%
18 2%
19 2%
20 2%
Mundane animal: 0E
Not-so-mundane animal: Varies
1 unit: Some unspecified number of individuals (around 10000).
Stat comparisons are roughly estimated vaguely based on the
3.5 SRD. Accepting suggestions for more tangible, publicly accessible comparison scales. Statting them the STR-DEX-CON-INT-WIS-CHA way is
not necessary; the provided stats are simply to provide a rough preview of sorts based on an existing, probably somewhat familiar on average system.
The name "Human" and superficially similar derivations are banned for all creations!
Basic race: 4E/unit: Average stat total of 10, some small bonuses or few middling ones)
Advanced race: 6E/unit: Average stat total of 12, many small bonuses or some middling bonuses
Elite race: 9E/unit: Average stat total of 14, some middling bonuses or few large ones
Epic race: Mid 13-14E/unit: Average stat total of 16, many middling bonuses or some large ones
Divine race: Low 20-21E/unit: Average stat total of 18, many large bonuses or few massive ones
Tier-affecting traits:
Traits operate additively on tiers (and therefore multiplicatively on price).
Technology+N (+N): Is N technology levels ahead
Power+N (+N, specify type): Has natural access to a supernatural power such as teleportation, camouflage, disproportionate super strength, super speed. NB: STACKING SOME POWERS MAY BE DISALLOWED!
Magic traits: Each race may receive one free affinity for a school from the appropriate list. Pluses represent tiers and not Essence cost.
+0 (for free affinity slot): Universal, Divine, Celestial, Musical, Illusion, Psymental, Ritual, Enchanting, Eldritch, Antimagic, Elemental (specific), Lawmancy
+1: Universal, Divine, Celestial, Musical, Illusion, Psymental, Ritual, Enchanting, Eldritch, Antimagic, Elemental (specific), Lawmancy
+1: Elemental, Necromancy, Dimensional
+2: Cosmic
When making agents/heroes from races, the base tier is the tier of the race used.
Agents made at risky tiers may suffer from such problems as being too intelligent to obey, being lazy and unreliable, pursuing corrupt paths, and assorted unintended side-effects,
Transferring caps to creations can generally be done at a 2:1 ratio in each direction (i.e. spend 4 caps to produce a 2-cap object, receive 1 cap back by sacrificing said object)
Standard tiers:
Basic agent/hero: High 1-2E
Advanced agent/hero: Low 3-4E
Elite hero: High 5-6E
Epic hero: Low 10-11E
Divine hero: Low 18-19E
Risky tiers:
Mighty hero: Low 34-35E
Glorious hero: Low 61-62E
Awesome hero: Low 110-120E
Almighty hero: High 190-200E
Generally free. Exceptions include use in situations relevant to player-player conflicts and exceptionally aggressive vegetables. These are decided on a case-by-case basis.
Worlds: Unlike in most previous YGs, there is a strict restriction of one habitable world, which may not be spherical. This world is free but must be voted in by a 60% supermajority or by Essence if within a margin of 3 votes to a competing idea. There is a hard ban on space stuff which can (and likely will) be overturned by petition and poll. This requires at least two secondings.
Artifacts
Artifacts made at risky tiers may suffer from such problems as being intelligent, having unreliable effects, causing self-corruption with usage, and assorted unintended side-effects,
Standard tiers:
Basic artifact: Low 0-1E (slightly magical, barely noticeable effects, e.g. conditionally glowing daggers)
Advanced artifact: Low 3-4E (somewhat magical, somewhat noticeable effects, e.g. permanently red-hot swords)
Elite artifact: Low 10-11E (definitely magical, noticeable effects, e.g. dancing swords)
Epic artifact: High 25-26E (very magical, very noticeable effects, e.g homing flaming swords)
Divine artifact: Low 50-51E (unnaturally magical, unnatural effects, e.g .godslayers)
Risky tiers:
Mighty artifact: Low 86-87E (greatly magical, greatly noticeable effects, e.g. better godslayers)
Glorious artifact: Low 137-138E (impressively magical, impressively great effects, e.g. artifacts interacting weakly with abstract concepts)
Awesome artifact: Low 200-210E (powerfully magical, singularly powerful effects, e.g. artifacts interacting strongly with abstract concepts)
Almighty artifact: Low 290-300E (uniquely magical, unique effects, e.g. Bubble-affecting artifacts)
Factories/generatorsThe break-even factor has been increased to 7 for Basic-Advanced things, 10 for Elite-Divine things, and 14 for Mighty-Almighty things. This means that a construct that creates a unit of a Basic race Tickly will now cost 28E, the price of 7 units. Factory-produced things will be slightly less powerful than individually-produced things of the same tier.
Price checksPost a race description here on OOC to check which tier they fall under (unless you're brave or certain enough about the tier)
StatsAs with 0ld YG, there is only one stat for everything: Essence. As with 0ld YG, there is an Essence cap. All gods start with 20 of both. Reaching 1 Essence results in easily reversed incapacitation. Reaching 0 Essence results in potentially recoverable death with the aid of powerful preparations or benefactors (e.g. through a minimum infusion of a total of 16E, reviving at a 4:1 ratio to 4E). Reaching negative Essence results in
permadeath. Unless reached by accident/clerical error, there is no self-powered recovery from
permadeath whatsoever.
Essence can be obtained from Worship or from Influence. Worship is calculated as
2log2(n+1) where n is the number of worship-forming units (10000 individuals each right now) available. Influence is mechanically a delayed refund calculated every seven-divisible Tick from public spending on non-Basic races, artifacts, or heroes and other spending (e.g. smitings, blessings, plants)
MagicUntil a proper player-made system can be made, the 0ld YG schools will be used. They have been adapted and placed under Animals.
Universal: This is hard to master (less focused) but can potentially replicate any other class of magic
Divine: The working of miracles from the gods. Belief is necessary for decent results and typically supplies the Essence for the action.
Celestial: This covers using the Constellations and moons and other stars to exploit them, whether to help or hurt.
Musical: This covers not only music but also poetry. It probably extends to inspirational speeches, morale-depleting speeches, powered-up one-liners, and stuff like that. So it's music but mostly not music.
Psymental: This is typical psionics business, including telekinesis, reading minds, manipulating minds, and stuff like that.
Ritual: This covers consuming/using multiple people (with varying degrees of literality) to boost actions.
Necromancy: This covers manipulations performed on souls. In many civilizations, use of necromancy is probably a taboo.
Elemental: Mostly just playing with classical elements
Dimensional: Creating/destroying/modifying portals and pocket dimensions, transporting stuff, traveling through space, traveling through time (if justified. PM first.). Probably difficult because of its power level.
Cosmic: Doing things you do as gods on a small scale. Mortal souls are not equipped to handle the energy requirements and may end up getting permanently destroyed when they try to do too much.
Enchantment: Infusing items with magic for various effects
Lawmancy: An evil art practiced only by the most twisted of mages
Eldritch: Void stuff?
Illusion: Deception, fooling the senses, invisibility, and more
TechnologyTechnology is updated only every seven-divisible Tick. Nothing may exceed two technology levels beyond the current technology level. The current technology level is 1 (Bronze Age/Iron Age/Medieval). World technological advancement requires that most mortals advance, which requires plenty of actions.
(Lifted from
Traveller)
0 Stone Age
1 Bronze Age/Iron Age/Medieval
2 Age of Sail
3 Industrial Revolution
4 Mechanized Age
5 1910
6 Nuclear Age
7 1970
8 Digital Age
9 Microtech Age? Early Stellar?
10 Robotic Age? Early Stellar?
PoliciesFailure to adhere to policy will result in a WARNING. Accumulating three WARNINGs will result in a suspension of three days. WARNINGs dissipate once a week.
1. Keep IC in IC and OOC in OOC.
2. No fighting OOC.
3. No pop cultural/fictional references after, oh, say, 1930 without explicit permission.
InactivityInactivity, defined here as a lack of posting activity on IC for at least a week, will result in being flagged as inactive (instantly reversible, of course). While flagged as inactive, other gods are free to generally wreak havoc on your creations and your character.
Should you need to be away from the game for some time, send a notice requesting safe stasis. The minimum time allowed for stasis is 24 hours. Posting IC or performing IC actions during stasis before 24 hours has ended will result in stasis being canceled and those actions being categorically ignored, a very unsafe state. Safe stasis results in complete character noninteractivity (e.g. no attacks or Essence transfers in either direction) and greatly reduces the likelihood of harm to creations.
Creativity AwardThe Creativity Award is a 45E award given every seven-divisible Tick (starting T0) to the gods who best exhibit creativity (according to the rest of the gods). Each god may vote for up to two other gods, not voting twice as before. 45E will be split among the top three nominees, weighted based on the number of votes given.