"I am Saga the Chronicler, host of this universe! Behold, O Divines, for I invite you to a game! A most violent and chaotic game, with the fate of this world at stakes. Show me how your Origin dyes the world, and what great stories will be born from your actions."Nakéen here, with a new godgame! To those who may have never played one, in this game you will play as Gods vying for control in a newborn universe. Create, destroy, argue with nonsensical Gods, pull your hair out over the machinations of that one weirdo, or laugh madly as everything goes horribly right for some reason. Anything goes!
[Godgames being godgames, the OOC is still under work. There are some rules I want to fine tune, but overall, the gist of the game is there.]
I - Origins, Elements, and Corruption
This game revolves around the concept of Origins. They are the primordial bricks of reality, making up all that is at their core. Each Origin is tied to an Original God, and possesses varied effect depending on its nature. There is a Source for each Origin.
From multiple Origins are born Elements, the secondary bricks of reality. Elements can be tied to an Elemental God, but not necessarily. An Element tied to an Elemental God will be more potent than godless Elements.
Then there are the Corrupted Origins, born from an Origin which lost its meaning and has been rejected by the World. Corrupted Origins are antithesis to reality, and disturb the harmony of the World. They also cannot combine into Elements.
From the above, we can derive 3 classes of Gods, and three Resources.
Original Gods:
The primordial deities of this World, whose very existence is deeply tied to the fabric of reality through their Origin. They are the strongest base class, and very straightforward. They will mostly dwell in the Astral Planes, acting on the World from afar.
Perks:
+Start with 10 Power and 7 Ichor.
+Strongest bonuses related to their Origin.
+Initially dwell in a Source.
=Their Origin is so pure they cannot exist in the Mortal Plane without severely affecting it.
-Strongest maluses when facing an opposing Origin.
Elemental Gods:
Deities usually born from Original Ones, earning their Element from the combination of their progenitors' Origins. They can also spontaneously appear. They are the most versatile of the classes, having the least restrictions.
Perks:
+Start with 8 Power and 5 Ichor.
+Inherit all bonuses from the Origins making up their Element, in a somewhat reduced fashion.
=Don't warp reality with their mere presence
=Initially homeless
-And all their maluses
Corrupted Gods:
Twisted deities of the World, whose Origin lost its meaning. The corrupted nature of their very Origin disturbs the harmony of the World. They offer a completely different playstyle, which will surely put them at odds with Original and Elemental Gods. They will be able to corrupt creation to their affinity, spreading their influence in an invasive style.
Perks
+Start with 10 Power and 7 Ichor.
+Can corrupt Essences, Origins, and Sources.
+Dwell in a Corrupted Domain.
=Their Origin is so corrupted they cannot exist in the Mortal Plane or a non-Corrupted Astral Plane without severely affecting it.
-They have no Source
-Suffer from maluses when facing a non-Corrupted Origin.
Of course, not all of their uses are listed here. You are meant to discover these over the course of the game.
Ichor is the lifeblood of the Gods, meaning that running out of it equates to Death. It is extremely deadly to weak entities, turning them into pure Origin. It brims with the power of the Gods, and is required to create the strongest entities.
> Running out of it equates Death
> Used to create uniquely powerful entities.
> Note: Killing a Tier 4 entity will harm the God sharing an Element/Origin with it. No deicide can happens this way.
Essence is the crystallisation of an Origin. The purest form of power, it is capable of the greatest feats. They spawn from Sources, and rarely from a Domain.
> Can be a substitute to Ichor for creation.
> Compatible with all entities, regardless of tier.
> Can be used to heavily alter the presence of an Origin in one area in a flash, protecting aligned entities from affinity maluses.
> Can be converted to Power:
1 Essence can be converted to 3 Power
1 Lesser Essence can be converted to 1 Power
Power is the raw power of the Gods, which they use to create, and destroy.
> Used for all actions pertaining to creation, alteration and destruction.
> Regenerate over time.
> Maximum power is tied to the Origin/Element presence of the God.
II - Mortal Plane, Astral Planes, Corrupted Planes, and Cycles
The Mortal Plane and the Astral Planes are interconnected, and happenings in one will affect the other. Corrupted Planes are not connected to anything, meaning nothing that happens in them affect the Mortal Plane, and vice versa.
You can only create freely create things in the Mortal Plane, and in Astral Planes you control. You can freely create in a non-controlled Astral Plane only if you are located in it.Note: Servants are immune to plane dissolution, thanks to their special link to their god.
The plane of reality, where all Origins and Elements coalesce together in harmony, supposedly. As the most stable place, creations can persist without a hitch in the Mortal Plane.
The Mortal Plane grants stability to the Astral Planes, if the balance of Origins and Elements is disturbed in the Mortal Plane, repercussions will occur in the Astral Planes. Some Planes may change as a result, or even disappear.
The planes of Origins and Elements. So pure that most creation cannot persist in them, due to the risk of being broken down into pure Origin or Element there. Only powerful entities are able to maintain themselves in the Astral Planes, Servants being an exception due to their direct connection to a God.
Sources: Highest Astral Planes
There is a single Source for each Origin, it is the strongest point of an Origin, and Sources are the highest dimensions of the Astral Plane. Generate Essences, heal and empower entities with a related Affinity.
In general rule, Tier 4 entities can persist in a Source without disappearing, Tier 3 entities can persist in a Source for a short amount of time.
Effects:
+Generate aligned Essence
+Restore Ichor to aligned Gods
+Great bonus/malus to combat for aligned/non-aligned entities
Domains: High Astral Planes
Planes of pure Origin. Under the right circumstances, there can be a Domain of pure Element.
In general rule, Tier 3+ entities can persist in a Domain without disappearing, Tier 2 entities can persist in a Source for a short amount of time.
Effects:
+Generate aligned Lesser Essences. Rarely generate Essence
+Bonus/Malus to combat for aligned/non-aligned entities
Subdomains: Lower Astral Planes
Planes of Elements, pure or mixed.
In general rule, Tier 2+ entities can persist in a Subdomain without disappearing, Tier 1 entities can persist in a Source for a short amount of time.
Effects:
+Can be upgraded to a Domain, under the right circumstances.
+Rarely generate Lesser Essences.
+Slignt bonus/malus to combat for aligned/non-aligned entities.
Corrupted Domains:
Planes of pure Corrupted Origin. They can't form naturally, and appear when another Plane gets corrupted.
Corrupted entities of Tier 2+ can persist in them.
Non Corrupted entities up to Tier 4+ can persist in a Corrupted Domain without disappearing. Tier 3 and below are very likely to disappear.
Effects:
+Generate Lesser Essences, and rarely Essences
+Bonus/Malus to combat for aligned/non-aligned entities
Gates are passages between Planes, one cannot travel from a Plane to another without passing through a Gate, or temporarily creating one.
There are three types of Gates. Natural Gates, Artificial Gates, and Dormant Gates.
There are also three tiers of Gates. True Gates, Major Gates, and Minor Gates.
All Gates are two ways.
Natural Gates appear on their own, and can be destroyed. No Natural Gate connecting to a Corrupted Plane can appear.
Artificial Gates are created by players, or other actors.
Dormant Gates are natural Gates that are unusable when inactive.
The tier of a Gate determine which entities can pass through it.
True Gate: Allows passage without tier restriction
Major Gate: Restrict passage to entities of Tier 3 max
Minor Gate: Restrict passage to entities of Tier 2 max
The cost of an Artificial Gates depend on the start and end points. Starting a Gate from the highest plane is easier than starting it from the lowest plane. (costs in Price Sheet)
The Universe will go through planar cycles, causing the "distance" between the Mortal Plane and the Astral Planes to vary over the course of the game. There are four phases in a Cycle. Phases will affect the cost of actions, see more in the price section.
Distant Phase: the planes are distant, it is really hard to interact between them. The great majority of Natural Gates of the Mortal Plane will all go Dormant.
Rising Phase: the planes are moderately close. Interacting between them is not too difficult. Dormant Gates start activating.
Converging Phase: the planes are close, pouring into each others, nearly like during the Genesis. All Dormant Gates are active, and Natural Gates start appearing increasingly often.
Apex Phase: the planes are one, like during the Genesis. Natural Gates spontaneously appear at an alarming rate.
III - Types of creations, Tiers, and Price Sheet
Entities are tiered, and their potential is derived from their tier.
Tier 1: the tier of Mortality.
Tier 2: the tier of Longevity.
Tier 3: the tier of Immortality.
Tier 4: the tier of Ascendancy.
Tier 5: the tier of Elemental Gods and Corrupted Gods.
Tier 6: the tier of Original Gods.
Battle
When two entities are involved in a conflict, dice are rolled to determine its outcome. Most battles will be non lethal. Probably.
Entities have three main attributes. Vitality, Soul, and Combat Potential.
Vitality represents their life force, having 0 Vitality means a being is dead.
Soul represents the strength of their soul, and is required to persist in the Astral Planes.
Combat Potential represents the overall ability of the being to fight. Bonuses and maluses will apply depending on the circumstances.
By default, entities have the following attributes:
(Tier 1) Creatures, Lesser Servants: 1 Vitality, 0 Soul, 1 Combat Potential
(Tier 2) Heroes, Monsters, Servants: 2 Vitality, 1 Soul, 2 Combat Potential
(Tier 3) Champions, Greater Monsters/Servants: 3 Vitality, 3 Soul, 4 Combat Potential
(Tier 4) Avatars, Ascendants, Aspects: 5 Vitality, 5 Soul, 6 Combat Potential
In the case of Gods, Ichor is used instead of Vitality. They don't need a Soul value, as their soul is already of the highest grade. The base Combat Potential of a God is 10.
Artifacts are the main mean of improving a being's attributes. Typically, a combat-grade Artifact will grant the following bonuses:
(Tier 1) Magic Artifact: +1 Combat Potential
(Tier 2) Heroic Artifact: +2 Combat Potential
(Tier 3) Divine Artifact: +3 Combat Potential
(Tier 4) Original Shard: +5 Combat Potential
A battle is made up of rounds, during which dice are rolled.
Advantage Roll:
First is rolled the advantage, to see which entity has an edge in the round.
To that end, the involved entities roll a die equal to their Combat Potential. The highest results wins, and will cause their battle roll to be doubled. A tie grants no bonus to anyone.
Battle Roll:
Next are rolled the battle rolls, to which is added the total Combat Potential of the entities. Every 5 points of Combat Potential grants an additional d10 to the battle roll. The highest results win, and damage is applied to the loser.
Damage:
To calculate damage inflicted, the previous final results are divided and then rounded down.
World Shaping:
Astral Bodies can be stars, or moon, or something else completely. They are made of pure Origin, and are directly linked to their related Domain. Astral Bodies will greatly affect the presence of an Origin across the World and the Planes.
(Tier 4) Shape an Astral Body: 1 Essence and 5 Power / 3 Essence and 10 Power (Several)
(Tier 4) Shape a World: 10 Power / 15 Power (Several)
(Tier 3) Shape a Continent: 5 Power / 7 Power (Several)
(Tier 2) Shape a Region: 3 Power / 4 Power (Several)
(Tier 1) Shape a Location: 1 Power / 2 Power (Several)
Servants:
Extensions of the Gods, Servants are directly linked to their creator. Absolutely loyal, they will do whatever their creator order them to. They are attuned to the Origin of their God, with both advantages and disadvantages it involves.
(Tier 4) Aspect: 1 Ichor and 5 Power (Unit) / 3 Ichor and 10 Power (Group)
(Tier 3) Greater Servant: 5 Power (Unit) / 7 Power (Group) / 9 Power (Army)
(Tier 2) Servants: 3 Power (Unit) / 4 Power (Group) / 5 Power (Army)
(Tier 1) Lesser Servant: 1 Power (Unit) / 2 Power (Group) / 3 Power (Army)
Life:
Matter given life. All life possesses a soul, from the simplest lifeform to the most powerful entity. All life may grow, evolve, and even ascend given the right circumstances.
(Tier 4) Original Beast: 1 Ichor and 5 Power (Individual) / 3 Ichor and 10 Power (Group)
(Tier 3) Greater Monster: 5 Power (Individual) / 7 Power (Group) / 9 Power (Species)
(Tier 2) Monster: 3 Power (Individual) / 4 Power (Group) / 5 Power (Species)
(Tier 1) Creature/Mortals: 1 Power (Individual) / 2 Power (Group) / 3 Power (Species) / 5 Power (Many Species)
Life created by a Corrupted God is named differently. They are powerful and abnormal enough to negatively affect their surroundings.
(Tier 4) Anathema: 1 Ichor and 5 Power (Individual) / 3 Ichor and 10 Power (Group)
(Tier 3) Greater Abomination: 5 Power (Individual) / 7 Power (Group) / 9 Power (Species)
(Tier 2) Abomination: 3 Power (Individual) / 4 Power (Group) / 5 Power (Species)
Heralding and Miracles:
Gods may empower a chosen being, and grant them untold amount of powers. This being will become directly linked to them, allowing the Gods to perform miracles through these beings.
Avatars are beings with their soul attuned to the Gods to such an extent they would be called Servants if they were not independent. There is no limit to what a God can do through them.
Champions have been granted tremendous power to further the cause of their God. Allow miracles costing up to 4 Power.
Heroes have been granted great powers, and Gods can perform minor miracles through them, costing up to 2 Power.
Oracles have been granted powers, but Gods cannot act through them, only communicate.
(Tier 4) Avatar: 1 Ichor and 5 Power (Individual) / 3 Ichor and 10 Power (Group)
(Tier 3) Champion: 5 Power (Individual) / 7 Power (Group)
(Tier 2) Hero: 3 Power (Individual) / 4 Power (Group)
(Tier 1) Oracle: 1 Power (Individual) / 2 Power (Group)
Artifacts:
Mystical objects which defies all rules that should apply to the World. The possibilities are infinite, and some can be so powerful that even the Gods fear them.
Original Shards can Wound, and even Kill Gods.
Divine Artifacts can Wound Gods to some extent, but cannot Kill them.
(Tier 4) Original Shard: 1 Ichor and 5 Power (Unit) / 3 Ichor and 10 Power (Several)
(Tier 3) Divine Artifact: 5 Power (Unit) / 7 Power (Several) / 9 Power (Enough to outfit an army)
(Tier 2) Heroic Artifact: 3 Power (Unit) / 4 Power (Several) / 5 Power (Enough to outfit an army)
(Tier 1) Magic Artifact: 1 Power (Unit) / 2 Power (Several) / 3 Power (Enough to outfit an army)
Laws:
Words of the Gods given power over the World. They dictate how reality will work, and are absolute. The only restrictions are that Laws cannot change the relations between Origins and Elements, not affect the Gods. Anything else is fair game.
There are three classes of Laws.
Absolute Law: Can affect places up to Domains. Can be resisted by Tier 4 Entities.
Greater Law: Can affect places up to Subdomains. Can be resisted by Tier 3 Entities. Do not affect Tier 4 Entities.
Lesser Law: Can only affect the Mortal Plane. Can be resisted by Tier 2 Entities. Do not affect Tier 3+ Entities.
Absolute Laws override Greater and Lesser Laws, and Greater Laws override Lesser Laws. In case of opposition from two laws of the same tier, they apply randomly over their target area in an equal manner, like mixing oil and water.
Base Cost
Absolute Law: 1 Essence + 3 Power
Greater Law: 2 Power
Lesser Law: 1 Power
Range Modifier
Over the Universe: +6 Power
Over a World: +4 Power
Over several Continents: +3 Power
Over a Continent/several Regions: +2 Power
Over a Region/several Locations: +1 Power
Over a Location: 0 Power
Distant Phase: +3 Power to all creation/alteration/destruction actions targetting the Mortal Plane
Rising Phase: +1 Power to all creation/alteration/destruction actions targetting the Mortal Plane
Converging Phase: No change to base cost
Apex Phase: No change to base cost
Creating an entity of a different Origin/Element (Neutral): +1 Power
Creating an entity of a different Origin/Element (Opposing): +3 Power
Artificial Gate Creation:
Creating an Artificial Gate reserves Power, as it must be maintained open. An Artifical Gate will collapse if the power reservation stops for whatever reason. Entities in transit when a Gate collapse will be sent back to the lowest plane it was connected to.
For the sake of Artificial Gate creation, non-Gods are worth a given amount of power.
Tier 4: 5 Power
Tier 3: 3 Power
Tier 2: 1 Power
Tier 1: 0 Power
Servant bonus: +1 Power
Gate from Mortal Plane to Subdomain: 3 Power (2 Power if from Subdomain)
Gate from Mortal Plane to Domain: 4 Power (3 Power if from Domain)
Gate from Mortal Plane to Source: 7 Power [Can only be created from the Source side]
Gate from Subdomain to Subdomain: 1 Power
Gate from Subdomain to Domain: 2 Power (1 Power if from Domain)
Gate from Subdomain to Source: 4 Power [Can only be created from the Source side]
Gate from Domain to Domain: 2 Power
Gate from Domain to Source: 4 Power (1 Power if from Source)
Gate from Source to Source: 6 Power
Gate from Corrupted Plane to Mortal Plane: 2 Power (3 Power if from Mortal Plane)
Gate from Corrupted Plane to Subdomain: 2 Power (3 Power if from Subdomain)
Gate from Corrupted Plane to Domain: 4 Power
Gate from Corrupted Plane to Source: 6 Power [Can only be created from the Source side] [Is also a terribly bad idea if you are not a Corrupted God, I warned you]
Non-Corrupted Modifier: +2 Power cost to Gates connecting to a Corrupted Plane if not aligned to the Corrupted Plane.
Gate from Corrupted Plane to another Corrupted Plane: 2 Power
Gate from Corrupted Domain to Corrupted Domain (within same Corrupted Plane): 1 Power
Phase Modifiers [Only affect Gates connecting to the Mortal Plane]
Distant Phase: +3 Power
Rising Phase: +1 Power
Converging Phase: -1 Power
Apex Phase: -3 Power
Tier Modifier:
True Gate: +4 Power
Major Gate: +2 Power
Minor Gate: No modifier
Blessing and Curses
Gods can Bless a place or a people, and even given conditions to their Blessing. The same goes for a Curse. Blessings and Curses will affect how the target will develop. In the case of Blessings, they will grant protection against equivalent Curses to their target.
The more entities a single Blessing/Curse targets, the more its effectiveness is reduced.
Blessing or Cursing reserves Power.
Ultimate Blessing/Curse: 5 Power
Major Blessing/Curse: 3 Power
Minor Blessing/Curse: 1 Power
Alteration:
If you can create, you can also alter creations. You cannot alter a creation under the Blessing of a God, without countering the Blessing with a Curse.
Altering a Tier 4 Entity: 5 Power / 12 Power (Several)
Altering a Tier 3 Entity: 4 Power / 8 Power (Several)
Altering a Tier 2 Entity: 2 Power / 4 Power (Several)
Altering a Tier 1 Entity: 1 Power (Unit) / 2 Power (Several)
Origin Modifier: -1 (Compatible)
Origin Modifier: 0 (Strong)
Origin Modifier: +1 (Neutral)
Origin Modifier: +3 (Weak)
Change its Origin: +0 (if Compatible)
Change its Origin: +1 (if new Origin is Strong)
Change its Origin: +2 (if new Origin is Neutral)
Change its Origin: +3 (if new Origin is Weak)
Destruction
As Gods can create, so can they destroy. And so can powerful entities. As for Gates, non-Gods are worth a given amount of Power per turn when destroying. Destroying obliterate their existence from the game, destruction is not the same as death.
An entity cannot be destroyed if it is under the Blessing of a God. A Curse of enough potency can override that Blessing, negating the protection.
Non Gods can attempt to destroy, and for the sake of Destruction have the following Power available.
Tier 4: 5 Power
Tier 3: 3 Power
Tier 2: 1 Power
Tier 1: 0 Power
Destruction cost:
Destroy a Tier 4 Entity: 10 Power
Destroy a Tier 3 Entity: 5 Power
Destroy a Tier 2 Entity: 3 Power
Destroy a Tier 1 Entity: 1 Power
IV - At last, the Character Sheets
Character Sheets
Original Gods chosen will get to shape the World before Elemental Gods and Corrupted Gods, during the Genesis turn. Non Original Gods will be able to start playing once the Genesis is done with.
Elemental Gods can create a new Element, this is totally fine. They cannot create an Origin for their Elements though, and must choose an existing one.
Name: What is your Name?
Physical Description: What do you look like?
Personality: That to if you want.
Origin: What is your Origin?
Origin description: tell us more about your Origin. How do you perceive it, what is it, how do you feel it? Anything is fine there, the more the better.
(Optional)
Elements: do you have Elements in addition to your Origin?
Elements description: do the same for your Elements as for your Origin, if you start with any.
Name: What is your Name?
Physical Description: What do you look like?
Personality: That to if you want.
Elements (up to 3): What are your Element? What Origins are they made of? Do note that more Elements will dilute your affinity over each of them, compared to if you had a single Element.
Elements description: tell us more about your Elements. How do you perceive them, what are they, how do you feel them? Anything is fine there, the more the better.
Name: What is your Name?
Physical Description: What do you look like?
Personality: That to if you want.
Corrupted Origin: What is your Corrupted Origin?
Corrupted Origin description: tell us more about your Corrupted Origin. How do you perceive it, what is it, how do you feel it? Anything is fine there, the more the better. You may also describe what it was before becoming corrupted.
V - Templates
Use the following templates to make it a bit easier for me to process your actions
Name is self-explanatory.
Origin/Element is not mandatory, but it will likely be in your interest for the creation to share your affinity. It determines which Origin/Element is the strongest within the creation. Either put in a single Origin, or one or several Elements.
Class/Tier and such is described in the price sheet.
Description is there for you to tell us what does the creation looks like, how it acts, etc... It's important flavor so that we all know how it operates.
Qualities/Traits are quite important, as they add a bit of uniqueness to your creation. Qualities/Traits will be taken into account in a lot of things, so it is good to have the important, essential things in there. Try not to add a ton of these though, it's not really necessary and could actually lead to me forgetting some of these.
As for laws, in Target write what is affected by the Law. And then in Effects what it does.
Artifact Template:
Name:
Origin/Element:
Class:
Description:
Qualities:
-
-
...
Species Template:
Species Name:
Origin/Element:
Tier:
Description:
Traits:
-
-
...
Servant/Herald Template:
Name:
Origin/Element:
Class:
Description:
Traits:
-
-
...
Landmark Template:
Name:
Origin/Element:
Type:
Description:
Law Template:
Name:
Class:
Target:
Effects: