Before the beginning of time the gods have worked ever so diligently to bring new and interesting worlds. Now as the creation of a new world draws near, many divine beings have drawn near. While your power is great and your will mighty, their numbers are many and their strength may be beneficial. Many a magical being, mage, and monstrosity would rally behind you if you appease their demands. As a god, it is for you to decide what makes it into this world and what does not. Chose your pieces wisely for there are those who may seek dominion over your domain. In this game players will each play one god of many. Each turn players will receive an allowance of divine energy which will allow them to influence the world. In addition, each turn other entities will make you offers of allegiance and power in the developing world. You may chose to use some of your energy to fulfill their request (and receive a reward) or you may devote your energy to bringing your own vision into the material world.
Like most god games there isn't really a victory scenario. The game is about finding your own goals, creation, and doing what you'd do if you were a god. Now that doesn't mean you can't try to destroy other god's work, because you chose your own goals, you can act however you desire.
God Name:
Sphere(s):
Appearance: (You have a physical body, if it dies, you die)
Personality (optional):
Goals (optional):
There are the other powerful entities who will try to make their way into the physical world.
Demi-gods: These powerful beings may be the patron god of a race, they may embody an ideal like justice or mischief, or they may just be a lesser god who isn't capable of interacting with the world like you. Whichever category these fit in, its safe to say that they have some real power.
Demons: These infernal creatures are dangerous creatures from the realms of hell. They have a wide range of powers and goals. Some may want direct entry into the world, others may desire other favors and deals.
Eldritch abomination: These incomprehensible beings are powerful, but distant. They exist far from the material plane and their power there and in the realm of the gods is weakened by the vast distance. That being said, they have some truly powerful and interesting things to offer you.
Titan: These powerful beings have existed as long as the gods, but are very crude in their existence and creation abilities. They often appear as a loosely constructed being made out of one element or another and their ability to interact with the material world is lacking. Plus, they hate the gods. If a titan is coming to the gods, they must really want something.
Angel: A moderately powerful divine being. May be interested in the material world, may embody an ideal. Ultimately they're a decent addition to any god's garrison.
Lesser demon: A denizen of Hell, often seen trying to make deals.
Undead Spirit: These spirits from beyond the grave typically include liches and other powerful undead creatures who are seeking to regain life in a new land or destroy life there.
Abomination: These mindless monstrosities are dangerous and uncontrollable. They are incredibly varied, interesting, and difficult to kill. They really shake things up.
Serpent: A being of cunning a guile. They will try to find a way to slip into your realm and corrupt it somehow.
Monster: These are typically beings seeking entrance into the physical world. Minotuars, giants, sea monsters. That sort of thing.
At the start of the game given 10 Acts. There are several ways to gain acts, but the most common of which is worship. Some acts will be limited to specific spheres. These can be spent to add things in the world, smite creatures, cause natural disasters and all other godly actions. Below are some guidelines to help understand how much an act is worth. When in doubt, do a price check in the OOC. Otherwise I'll interpret you action as using however many acts you put in. If it is not enough, the act could fizzle or even backfire on you. And there are no refunds, even if it fizzles. Minor acts are small acts that allow you to finesse your control over the world. They're typically used when precision is required (like when talking to mortals via dreams or sending an avatar to earth, and everything else where an act would be overkill). 1 Act can be converted to 2 Minor Acts.
Disasters and Acts of God:
5 acts: Global Cataclysmic Disaster or global blessing.
4 acts: Semi-global Cataclysm or semi-global act of god.
3 acts: Hemisphere Catastrophe or blessing that affects half the world.
2 acts: Regional turmoil and destruction or blessing that effects a region.
1 act: Localized natural disaster or act of god.
Minor Act: Minor disaster or blessing.
Creation of Life:
5 acts: Demi-god.
4 acts: Minor powerful being (Angels, demons, abominations, basically any world power creature.)
3 acts: A mortal race.
3 acts: A plethora of basic and mundane species (Ecosystem kickstarter)
2-3 acts: Large creatures with dangerous potential (semi-megabeasts and megabeast levels of power).
1 act: A complex or magical animal
Minor act: A plant or simple/mundane animal.
Landmark Creation
5 acts: A new landmark that could effect the entire world or is extremely powerful.
4 acts: A very large or powerful landmark.
3 acts: A magical landmark the size of a dungeon (So a labyrinth, a necropolis, or other similarly sized large magical construct).
2 acts: A mundane landmark/construct like a large city, a mountain range, or a sea.
1 acts: A very small magical landmark or a mundane landmark the size of a small city.
New Locations
Adding a new location to the world is tricky and should probably be pricechecked. The base cost is 2 acts, and this gets you barren landscape which can support life, but is completely devoid of it. The size of this area is fairly nebulous, and left mostly to player discretion. Really big areas may cost extra.
Artifacts
5 acts: A powerful artifact that has the potential to affect large parts of the world.
3 acts: An artifact that can effect regions.
1 acts: An artifact that can effect a small area or a few individuals.
* The effect given also effects price.
Magic
4 acts: A source of magic (lay lines, magic crystals, giant tree, solar power, free floating mana, ect. ect.)
2 acts: A minor spell of your design.
1 act: A minor spell designed by your people with some of your influence.
Minor act: A random minor spell.
*Magic is going to be balanced by me to prevent OP spells from winning the game. Magic is mortal, and unlike divinity, not perfect.
Resurrection:
Can be done on historical figures only. So heroes, demi-gods, monstrosities, that sort of thing. Cost is 75% of original cost rounded up. Mass resurrections are incredibly difficult even for gods.
Heros
Various Cost: A mortal which you can influence and communicate with directly.
Divine Shield
1) Assets belonging to another god are covered by a divine shield, which prevents uncounterable attacks against player assets. Throwing a mountain at enemy civilization? Ok. Instantaneously teleporting a mountain around enemy civilization killing them instantly? Not ok.
2) Any time a large number of your worshipers, species of which you are patron to, artifact, significant area, hero, or other significant aspect is in immediate danger. A god is given the opportunity to protect that asset. This does not guarantee that they will be able to protect them, or that their counter will work, it just means they get the chance. This is called Divine Intervention. If you see an act that meets the above description, feel free to respond to it by marking your post as
Divine Intervention at the start of the post.