The ABCs Of Divin-Ity (The Rules)
Each entity has two types of characteristics, Physical and Spiritual. Physical characteristics are those involving powers of the self and having an effect on the material world. These include a being’s destructive and creative powers, as well as things like speed and combat strength.Spiritual characteristics are those that do not rely on the being’s own capabilities or directly deal with the mundane. These includes entering the spirit realm, scrying, telepathy or interacting with the dead.
PHYS(ical):
Creative Power (CP): The power to create and alter the world. As a rule, altering is easier than creating same-tiered objects/concepts/beings.
Destructive Power (DP): The power to destroy and alter the world*
Speed (SP): How many hexes an entity can move per turn. A deity within their influence network can move thrice as fast. E.g., an entity with Sp=3 can move 9 hexes within their territory. If an entity travels along a path partially outside their influence network, they use up the normal SP cost for the hexes outside of one’s influence range.
Physical Strength (PS): An entity’s ability to fight in direct physical combat. A PS of 1 is roughly equivalent to 10 or so average human warriors.
Accoutrement Slots (AS): How many accoutrements an entity can hold at any one time. Unlike other stats, this is completely dependent on one’s Form (refer to Entity Forms).
*Alteration can be performed with both CP and DP but via different methods. Altering with CP adds to a concept, being or object. Using DP subtracts from a concept, being or object.
SPIR(itual)
Influence (Inf): The extent to which one can exert control through the minds of others. Each additional Inf allows you to freely choose a hex connected to your present Inf range where you can act with impunity. Regardless of Inf, all entities are able to act in a radius of one hex around themselves, as well as the hex they are on.
Ego (Ego): The ability of an entity to walk the spiritual plane and utilise the powers of scrying or divination. This is further explained under the Spiritual Plane header.
Spiritual Strength (SS): An entity's ability to fight in the spiritual plane. This is especially useful for godquesting. An SS of 1 is roughly equivalent to 10 or so average spiritwalking human shamans.
Wounds (W): How much damage your soul can sustain before breaking apart. Wounds usually regenerate at a rate of 1W/turn.
Changing Characteristics
The characteristics of each deity can change by actions performed in the game, such as acquiring artifacts of power, worshipers, mythmaking or godquesting.
An entity is not limited to the form they start out with as this is ultimately unimportant as long as the prime soul remains alive. Without the prime soul, the idea of the entity dies and withers away. Switching between forms can be done via mythmaking, godquesting, crafting,sufficient worship or more esoteric methods. At the start of the game, all entities are either Demons or Guardian Spirits. In addition, two other forms that are known to all are Idols and Vessels. There are of course, others. All forms have their own statistics, and some are clearly better than others in some aspects. Changing between forms usually takes a turn, but once declared, no other actions can take place for the rest of the turn, INCLUDING EDITS. Note that you can still perform action before declaring transformation. Changing form usually requires more than the will to do so; the appropriate items and powers must be collected. Each transformation is different and so different requirements are given each time.
A form change counts as an action.
Note that a form’s stats are separate to any stats accrued by the deity unless otherwise stated. The form stats do not carry over.
Demons: A mobile spirit possessing a corporeal body, demons are ideas and emotions made flesh and given thought.
PHYS: CP: 2 DP: 4 SP: 8 PS: 4 AS: 3
SPIR: INF: 0 EGO: 1 SS: 1 W: 3
Guardians: Immobile spirits that embody a place, they are often the soul of an area’s physical aspects.
PHYS: CP: 3 DP:2 SP: 0 PS: 8 AS: 3
SPIR: INF: 0 EGO: 3 SS: 3 W:5
Immobile: SP is always 0.
Protector: The Guardian’s hex cannot be landshifted by any entity besides the Guardian.
Idols: A spirit entombed into a material representation of themselves, they are immobile in this form but are able to exert much influence over their followers
PHYS: CP: 4 DP: 2 SP: 0 PS: 0 AS: 0
SPIR: INF: 6 EGO: 5 SS: 5 W:1
Immobile: SP is always 0.
Worshipful: People seem to want their gods to be idols and will come to worship an Idol far quicker than many other forms.
Vessels: An spirit placed into a mortal body, they are godly compared to mortals but average to other entities. Vessel forms, are able to produce offspring with greater success. However, as the bodies are themselves mortal, mundane vessels will need to be replaced often.
PHYS: CP: 2 DP: 3 SP: 4 PS: 3 AS: 2
SPIR: INF: 2 EGO: 3 SS: 2 W:2
Fertile Loins: Higher chance to produce offspring. Highest chance if breeding with same species as vessel.
Mortal: Vessels need to be replaced every awakening. It is harder to increase PHYS as a Vessel.
Combat is a simple enough affair of rolling dice. However, both SS and PS modify the number of dice you get; SS in the spiritual plane and PS in the physical plane respectively. All deities start with a 1d6, but each point of SS/PS (depending on plane where combat takes place) adds another 1d1 (for you math nerds, that's 1d(6+n) where n is SS/PS). The fighter(s) with the higher value wins; loser(s) receive a Wound. If a entity reaches max wounds, they die.
In combat situations with more than two fighters, each fighter must choose a target to attack and can only deal damage to that target. In all combat sequences, a fighter can only deal Wounds to the fighter they have targeted. Should a fighter win a combat where they are the defender against someone who is not the target, they do not deal Wounds to them.
Combat continues until there is only one side remaining or a side decides to retreat. Retreating in physical confrontations involves rolling a 1d6+1d1*SP vs the pursuer’s 1d6+1d1*SP. A successful retreat ends combat and the retreater cannot be engaged by the same opponent again on that turn. A failed retreat results in a wound. In the spiritual plane, retreating is usually much simpler for trancers, requiring only the will to leave the spiritual plane.
In spiritual combat wherein the defender is not ingressed, retreat can be attempted via rolling a 1d6+1d1*EGO.
Of course, the opposing side can choose not to pursue. Alternatively, a side can Surrender. Sometimes, all sides may call a Draw. If two sides retreat or surrender at the same time, it is automatically a Draw. There are no further repercussions for a Draw.
No CP,DP or Essence may be used during combat.
Note that in case where entities kill entities, the victor may choose to absorb the power of defeated entity(/ies).
In some cases, a god may oppose another's actions. In that case, they can (as an action) cancel out the action by using up the opposite Power. Should the target god be using 5CP, the opposed party must use 5DP to cancel it. If desired, anyone involved can permanently use up EGO to add 1 to their Power. Regardless of outcome, all contributed Power, and Actions, are used up for this.
Power is used to alter, create and destroy on the physical plane. As explained in Entity Characteristics, CP is used for creation while DP is for destruction. Both can be used to alter. CP for adding to an object, entity or concept and DP for subtracting from an object, entity or concept.
Power can only be used within one’s Influence Network, which is exuded by areas of significant worshiper inhabitation, places of power, artifacts, or one’s base INF stat.
Nearly everything has a minimum cost of 1 Power, even with discounts, unless stated otherwise.
Note that Power and Essence DOES NOT carry over between turns.
Most applications of Power should fit into the following guidelines. If not, always feel free to ask.
Landshifting: The terraforming of the world
Alter 1 hex to a similar environment. E.g. a desert to an arid environment: 1CP/DP.
Alter a hex to a radically different environment. E.g. a desert to tropical rainforest: 3CP/DP.
Increase the elevation of 1 hex. Deeps>Lowland>Flat>Highland>Mountain: 1CP.
Decrease the elevation of 1 hex: 1DP.
Create water source: 2CP.
Destroy water source: 2DP.
Preserve environment of one hex, disallowing Logical Consequences of environment creation or elevation changes: 3CP.
Destroy environment of one hex, rendering it Barren to all life: 3DP.
Create a Natural Wonder, a place of power that passively affects the tile and potentially the surrounding landscape. At least 6CP/6DP (depends on effect).
Miracles: Temporary application of power. Note that cursing includes outright killing. Via meteor strike, if you prefer and are able to. Minor miracles are things like inflicting common cold, temporarily increasing the strength of an army, conjuring food or forcing wildfire. Major miracles include temporarily making an army into werewolves, making all sand in a hex into maggots, granting a few thousand craftsmen the ability to forge without tools or allowing people to subsist on gravel.
Bless/Curse (Minor) hex: 3CP/2DP.
Bless/Curse (Majr) hex: 6CP/4DP.
Bless/Curse (Minor) individual: 1CP/1DP.
Bless/Curse (Major) individual: 2CP/2DP.
LifeMUST USE THE SHEET TEMPLATE WHEN MAKING LIFE.The creation of life is a much more costly task than the mere alteration of life. Creating life involves either the creation of an organism ex nihilo or altering an organism to such a state that it bears very little resemblance to it’s prior form. Altered life must bear a resemblance to its previous form physiologically and morphologically. As with previous examples, note that DP AND CP can be used to alter. CP adds while DP removes.
The creation of most life requires three components: anima, materia and sapor.
Anima: the spiritual essence of the being, a lack of an anima results in a lack of spiritual footprint. An insufficient anima results in the lack of a soul. DP shifts the being's spiritual energy to destruction/change whilst CP shifts it to creation/stasis. Anima is derived from Power.
Materia: the physical essence of the being, a lack of materia results in a lack of physical footprint. An insufficient materia results in dire abnormality or disfunction. Materia is derived from physical materials.
Sapor: the core essence of the being, a lack of sapor results in a lack of mental footprint. Sapor affects the being's behaviours and mentality. Sapor is derived from the creator's myths or godly spheres
Donum: an additional essence given by spirits and benefactors in order to introduce unusual characteristics to a being. This includes sapience.
At a minimum, Life requires 4CP/4DP, physical materials and one myth to be created. This creates a small population that populates the chosen hex. Baseline beings are non-sapient mundanes that range from the size of a human-made needle, to a particularly large elephant. Fantastical creatures are created via the addition of power, materia, sapor or donum. Sapience is derived via donum.
Life can be altered for 2CP/2DP to a limited degree depending on GM decision.
Alter an organism: 1CP/DP
Alter a group of organisms: 2CP/DP
Create a mundane organism: 2CP.
Create a group (enough to populate a hex) of mundane organisms: 3CP.
Create fantastical organisms: 3CP.
Create constructs
Create a group (enough to populate a hex) of fantastical organisms: 4CP.
Grant sapience to an individual: 1CP.
Grant sapience to a group of organisms: 4CP.
Remove sapience from an individual: 1DP.
Remove sapience from a group: 2DP.
Minerals: A solid substance, minerals are divided into categories based on their perceived usefulness. All can be assumed to be enough to act as a long-term source of the substance for at least a few centuries.
Stone and the like with little purpose beyond being stone. E.g. granite or basalt. 1CP
Minerals of limited use by themselves. E.g. tin. 2CP
Minerals of moderate utility/value. E.g. gold. 3CP
Minerals of heavy utility/value. E.g. marble. 5CP
Subsouls:MUST USE THE SHEET TEMPLATING WHEN MAKING A SUBSOUL. Entities that act as an entity’s immortal subordinates. These include monsters, champions, avatars or even lesser aspects of yourself. When created, subsouls must have their Initiative set. A subsoul can have None, Moderate or High. Mortal creatures granted subsouls consume them, becoming empowered by you but not enslaved to your will.
None: No Initiative means that the subsoul does *exactly* what its been told to do and has no free will. If the subsoul faces an issue that it cannot deal with within the parameters given to it, it will not act about the issue. Furthermore, they cannot do anything beyond the commandments assigned to it.
Moderate: Moderate Initiative means that the subsoul is able to act with some free will, being able to interpret the prime soul’s commandments with some free will. They are however, still unable to act beyond their commandments
High: High Initiative means that the subsoul is practically independent, being able to not only follow its assigned commandments but also being able to act beyond them. They are however, not automatically loyal to their creators and may in some cases leave your service.
Each subsoul can only have a certain amount of commandments assigned to it, depending on the amount of invested Power.
Create Servant. 2 Stats to distribute. 2CP. 1 commandment.
Create Greater Servant. 6 Stats to distribute. 5 CP. 2 commandments .
Create Avatar. 10 Stats to distribute. 9CP. 5 commandments .
Raise Disciple/Beast from organism/living entity. 3 Stats to distribute. 1CP. 3 commandments . Always High Initiative..
Raise Champion/Monster from organism/living entity. 6 Stats to distribute. 3CP. 6 commandments . Always High Initiative.
Accoutrements:MUST USE THE SHEET TEMPLATING WHEN MAKING ACCOUTREMENTS. Artifacts, equipment, teaching devices, whatever you wish to call them. Accoutrements provide a utility either providing stat boosts or having other purposes. E.g. increasing chance to Retreat in combat, granting extra Wounds, ensuring loyalty in servants and so on.
Accoutrements can be made with either CP or DP, depending on what they can do. Generally, destructive accoutrements and those that are thematically destructive (e.g. a book on murder) use DP. Generally constructive accoutrements and those thematically creative (e.g. a spear that creates maggots from spilled blood.
CP can only be used to increase EGO, SP, and INF. In addition, it can be used to affect the use of CP. For non-stat related utilities, CP is used to govern abilities thematically/spiritually related to creation or preservation. E.g. a tool that helps in forging.
DP can only be used to increase SS.PS and W. For non-stat related utilities, DP governs abilities thematically/spiritually related to destruction or change. E.g. converting blood to stone or creating a fountain that cures diseases.
Note that Accoutrements cannot be used to directly increase CP/DP. Instead, accoutrements can be made that act as a CP/DP battery that can be filled with Power.
Accoutrements can only function when held by a being, and only if they are attuned to said being; this takes up 1 AS or more. They cannot be used to affect the stats of those not attuned/wearing them.
Accoutrements are generally portable.
Minor Accoutrement. These grant 1 stat boots or have a minor utility like ensuring loyalty in weak minions: 1CP/DP.
Average Accoutrement. These grant 3 stat boosts or have a moderate utility: 3CP/DP
Powerful Accoutrement. These grant 6 stat boosts or have a powerful utility. 6CP/DP.
Compelling Accoutrement. These grant 8 stat boosts or have a very powerful utility. 8CP/8DP.
Monuments: edifices constructed by divine hands, or at least imbued with their essence. Monuments provide a passive and constant effect on the hex by broadcasting an entity’s power. Each monument, once created, require the use of at least 1 CP/DP per turn to operate. This is assumed to be automatically given by the patron deity every turn unless otherwise stated. Monuments, like accoutrements can be captured, which is made easier as they usually cannot be moved.
Minor Monument: Grant a weak effect such as extending lifespan by a few years or decreasing disease occurrence slightly. 4CP/4DP [1CP/DP of the majority P used in creation to use efficiently]
Average Monument. Grants a moderate effect such as extending lifespan by a decade or decreasing disease occurrence moderately. 8CP/8DP [2CP/DP of the majority P used in creation to use efficiently]
Powerful Monument. Grants a powerful effect such as extending lifespan by three decades or decreasing disease occurrence severely. 12CP/12DP [4CP/DP of the majority P used in creation to use efficiently]
Mythmaking: Myths are naturally gained by performing feats or saying certain things. That is to say, through actions you do such as teaching knowledge, slaying entities, being friendly to certain things/people or the like. Basically, anything worthy of being made into a story. These myths garner power, adding abilities to an entity or increasing their stats. However, myths can also be forced into creation via the use of power and dreamleaf. These myths are not necessarily true, but by divine action and sufficient herb-assisted magic, the world can come to believe it’s true.
2CP/2DP AND 3 Dreamleaf. Minor Myth. These include a myth of teaching a group, killing a minor divine, or saving a village from starvation.
4CP/4DP AND 6 Dreamleaf. Major Myth. These include a myth of killing a major divine, saving a city from destruction or teaching the riddle of steel.
Due to specific demand, guidelines. Do note that these aren't at all hard fast rules.
1cp: 1 minor effect. E.g. igniting a spark of flame
2cp: 1 moderate effect. E.g. conjuring a campfire-sized flame
3cp: major effect. E.g. conjuring a bonfire-sized flame
4cp: powerful effect. E.g. igniting the entirety of a small village
5cp: extreme effect. E.g. igniting a large village
6cp: gross effect. E.g. igniting a town
Each turn, a god may conduct 3 actions.These include using power, utilising the spiritual plane, moving, fighting or any other act. Action resolution is done partially via dice roll but also by what is thematically/logically supposed to happen.
When moving, either draw your path on the map, or state in which direction you are walking to. State the side of the hex you are currently on. For the purpose of this game, the top side of the hex is side 1. Continuing clockwise, the next side is side 2 and so on. For brevity, shorten this to s1. So if a person wants to move 3 spaces, they could type ‘s1,s6,s1’.
Giving other entities CP/DP/Accoutrements within influence range/network a free action.
Talking to other players/subsouls within inf range/inf network is a free action. Talking to mortals within inf range/inf network is an action.
Educating mortals/giving tech is an action. Educating mortals is identical to a talking action.
All actions performed by a player are unknown to every other player UNLESS they are within Influence range of the acting player.
Actions may also be sent secretly, if desired. A secret action is an action which a player attempts to do without entities (or their spies) within influence radius/network observing them.
Once all players have acted, their entities return to sleep, awakening next turn in 50 years’ time.