On the Growth of Conflict
We are thou, thou art I. Once, this world was a bright and colorful place teaming with conflict and aggression. Until the Rewrite where this universe was left to gather dust, return to nothing. But Time persists, Creation finds a way, Chaos reigns, and Balance tips the scales. And Violence rages against their death. They are gone now, nothing but dust and ruins remain of the once thriving universe. The Saga left for greener pastures. But I persist, to continue writing the story, to Record: On the Growth of Conflict.TricMagic here to give a godgame another go. And continuing the tradition of copying Nakeen. This time around I'll be editing some stuff though. Join Record and me on this journey of conflict.
I - Elements and Sparks
This game revolves not around the Origins, but the Elements and the Sparks that are born from them. There are five total elements that Anchor reality. From two of these elements are born the Sparks, lesser beings that can affect the world. It is the goal of every Spark to take over one of it's parent's Domains by killing them and usurping it. It is the Goal of the Elements to restore the world and create new things to inhabit it. Needless to say, an Element is more powerful than a Spark, and some may choose to do something else so log as they are happy. Beware the tale of the Origin of Conflict however, in which the Origins were overthrown and killed by those they deemed lesser.
Original Gods:
The primordial deities of this World, whose very existence was deeply tied to the fabric of reality through their Origin. They were the strongest base class, and very straightforward. Needless to say, they have died, and their Source denied to the Astral World.
Perk: An Origin's very presence is enough to warp reality on the Mortal Plane, and destroy Sparks.
Con: They are dead. Very dead.
Elemental Gods:
Deities originally born from Original Ones, earning their Element from the combination of their progenitors' Origins. However with no Origins remaining, Those that exist have spontaneously appeared. They are the most versatile of the classes, though have difficulty with fine detail work.
Perks:
+Start with 8 Power and 5 Ichor.
+Bonuses when facing an aligned Element.
=Don't warp reality with their mere presence.
-Strongest maluses when facing an opposing Element, and Malus when opposing such Element's Sparks.
-Maluses when using low-tier actions.
-Must be in their Domain to recover Ichor, and too many Actions taken can prevent Ichor recovery.
Spark of the Gods:
Born of two Elements naturally, they reside in an in-between-space that forms between the Mortal Plane and Astral Plane. While weak, they have a strong affinity for the mortal world, and gain power more easily.
+Start with 5 Power and 3 Ichor.
+Passively gain 1 Power per Cycle, modified by Elemental Godparent's incomes.
+Can steal Power from Domains they are in.
++Has great ease in performing lesser actions in the Mortal World.
=Can Rest anywhere, reducing the efficacy of actions but restoring Ichor.
=Can travel between Planes with reduced cost.
---Can be destroyed by the presence of Original Energy.
-Elements may be combative towards you.
-Initially Homeless.
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 with it. No deicide can happens this way.
> One's Ichor can be used in place of an Essence, aligned to that God or Spark.
Essence is the crystallization of an Origin. The purest form of power, it is capable of the greatest feats. They once spawned from Sources, and rarely from a Domain. Now however, it is far rarer and precious, and may spawn in the Mortal Plane.
> 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 based upon presence.
> Maximum power is tied to the 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 once existed, but have no natural connections.
You can only create freely create things in the Mortal Plane, and in Astral Planes you control. You can create in a non-controlled Astral Plane only if you are located in it, but you may suffer from a Malus if it is opposed to you.Note: Servants are
Not immune to plane dissolution in planes which are toxic to their core being, barring areas tied directly to you. They will take damage over time.
The plane of reality, where all Origins and Elements once coalesced 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 as with the original Origins. The destruction of a god will have negative effects on their creations, no matter the tier.
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 and Sparks being a semi-exception due to their direct connection to a God.
Astral Plane
The Five Elemental Domains exist here.
In general, tier 3+ entities can exist here without issue, Tier 2 entities may have trouble, and any of Tier 1 who wander in will quickly perish. If the Domain is Toxic to their Core, they are treated at -1 tier for terms of survival and activity.
Effects:
+Rarely generate Lesser Essences.
+Slight bonus/malus to combat for aligned/non-aligned entities.
Astra Plane
The Birthplace of Sparks, they can travel between here and the Mortal/Astral Planes, as well as Create Realms based upon their Spark. There can theoretically be an infinite number of realms, but as Sparks do not have the metaphorical weight needed, 5 is the most each can manage, and only 5 Sparks can be active at a time.(for now) Elements are completely incapable of perceiving the Astra Realm, though this restriction does not apply to Tier 2- entities.
Effects:
+Produces Power for the Spark and aligned gods.
+Cannot be perceived or directly interacted with by Tier 3+ entities, including Elements.
+Tier 2 entities will have difficulty finding the gate.
=Can rarely generate Essences linked to the Realm.
-Can be taken over by other Sparks and rarely an Element's Servants.
-Is a Tier 4 Creation.
-Must be in the Astra to create, leaving clues to the location.
Corrupted Domains:
Planes of pure Corrupted Origin. They can't form naturally, and appear when another Plane gets corrupted.
Corrupted entities can persist in them. Uncorrupted entities will be corrupted by them.
Non Corrupted entities up to Tier 4+ can persist in a Corrupted Domain without corruption. Sparks will take damage in these planes.
Effects:
=Unconnected to other planes and must be discovered.
=Holds a collection of Corrupt Essences, and rarely Corrupt Greater Essences capable of paying for any Tier 4 cost.
=Bonus/Malus to combat.
--Can corrupt connected planes, entities, and gods.
--Holds horrors beyond imagining.
---Cursed Power
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. Unable to be created.
Elemental Gate: Allows passage of Elemental Gods, but nothing else.
Major Gate: Restrict passage to entities of Tier 3 max.
Minor Gate: Restrict passage to entities of Tier 2 max.
Free Gate: Restrict passage to entities of Tier 1 max. Can be created by Sparks.
The cost of Artificial Gates vary depending 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. Natural Gates of the Mortal Plane will all go Dormant.
Rising Phase: the planes are moderately close. Interacting between them is difficult. A few Dormant Gates activate.
Converging Phase: the planes are close, pouring into each others. Interacting between them is not too difficult. Dormant Gates start activating in larger number.
Apex Phase: the planes are nearly one. All Dormant Gates are active, and Natural Gates appear occasionally.
III - Types of creations, Tiers, and Price Sheet
Some things have changed after the Conflict.
Entities are tiered, and their potential is derived from their tier.
Tier 0: the tier of Mortality.
Tier 1: the tier of Longevity and Newborn Sparks
Tier 2: the tier of Immortality and Risen Sparks.
Tier 3: the tier of Ascendancy and Conqueror Sparks.
Tier 4: the tier of Elemental Gods
Tier 5: the tier of 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 0) Mortals, Peasants, and the Dead: 1 Vitality, 1 Soul, 0 Combat Potential
(Tier 1) Creatures, Lesser Servants, Mortal Militia: 1 Vitality, 1 Soul, 1 Combat Potential
(Tier 2) Heroes, Monsters, Servants: 2 Vitality, 2 Soul, 2 Combat Potential
(Tier 3) Champions, Greater Monsters/Servants: 3 Vitality, 3 Soul, 3 Combat Potential
(Tier 4) Avatars, Ascendants, Aspects: 4 Vitality, 4 Soul, 4 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 Equal to their Max Ichor.
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: +4 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)
(Tier -) Shape a Place within a Location: 1 Power (Free for Sparks in that Location)
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)
(Tier -) Catastrophe: 1 Power (Unit)
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)
(Tier -) Ordinary Mortals: 1 Power(Group) / 2 Power (Species) / 3 Power (Many Groups of a Species)
Life altered by Corruption is named differently. They are powerful and abnormal enough to negatively affect their surroundings. However, any god can create Monsters. (Or Anathema if they use Corrupt Essence)
(Tier 4) Anathema: 1 Corrupt Essence and 5 Power (Individual) / 3 Corrupt Essence 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)
(Tier 1) Monster: 1 Power (Individual) / 2 Power (Group) / 3 Power (Species)
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.
Mundane Items cannot Wound Gods. Examples include Farming Tools, swords, spears, pillows, shields, leather/metal armor, Bread, Water flasks, water, bedrolls, tents, and so on.[Mundane Items are mundane, but useful to mortals.]
(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)
(Tier -) Mundane Items: 1 Power: (Several) / 2 Power (Many) / 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, Elements, or Sparks, nor affect the Gods. Anything else is fair game.
There are three classes of Laws.
Absolute Law: Can affect places up to Elemental Domains. Can be resisted by Tier 4 Entities.
Greater Law: Can affect places up to Elemental 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. It should be noted that only Sparks can place laws in Realms, even Absolute Laws from Elemental Gods do not affect them.
Base Cost
Absolute Law: 1 Essence + 3 Power
Greater Law: 2 Power
Lesser Law: 1 Power
Temporary Law: 1 Power
Range Modifier
Over the Universe: +7 Power
Over a World: +5 Power
Over several Continents: +4 Power
Over a Continent/several Regions: +3 Power
Over a Region/several Locations: +2 Power
Over a Location: +1 Power
Over an Individual Place/Item/Mortal Being: +0 Power
Distant Phase: +3 Power to all creation/alteration/destruction actions targeting another Plane
Rising Phase: +2 Power to all creation/alteration/destruction actions targeting another Plane
Converging Phase: +1 Power to all creation/alteration/destruction actions targeting another Plane
Apex Phase: No modifier
Creating an entity of a different Element/Spark (Neutral): +1 Power
Creating an entity of a different Element/Spark (Opposing): +3 Power
Artificial Gate Creation:
Creating an Artificial Gate reserves Power, as it must be maintained open. An Artificial Gate will collapse if the power reservation stops for whatever reason. Entities in transit when a Gate collapses will be sent back to where they entered
For the sake of Artificial Gate creation, non-Gods are worth a given amount of power.
Tier 4: 4 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 Subdomain to Subdomain: 1 Power
Gate from Subdomain to Domain: 2 Power (1 Power if from Domain)
Gate from Domain to Domain: 3 Power
Gate from Source to Source: 1 Essence
Non-Corrupted Modifier: +2 Power cost to Gates connecting to a Corrupted Plane if not aligned to the Corrupted Plane.
Gate from Corrupted Domain to Corrupted Domain (within same Corrupted Plane): 1 Power
From Astra to Mortal Plane: No Modifier
From Astra to Parents' Sub/Domains: No Modifier
To Astra: +1 Power cost, Active Natural Gate connecting Astral Plane to Mortal Plane(Or Vice Versa)
Phase Modifiers [Only affect Gates connecting to the Mortal Plane]
Distant Phase: +3 Power
Rising Phase: +2 Power
Converging Phase: +1 Power
Apex Phase: No modifier
Tier Modifier:
Elemental Gate: +4 Power
Major Gate: +2 Power
Minor Gate: +1 Power
Free 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. Sparks are the only ones who can apply Spark Blessings and Curses.
Ultimate Blessing/Curse: 4 Power
Major Blessing/Curse: 3 Power
Minor Blessing/Curse: 2 Power
Spark 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.
Non Gods can attempt to destroy, and for the sake of Destruction have the following Power available.
Tier 5: 8 Power
Tier 4: 5 Power
Tier 3: 3 Power
Tier 2: 1 Power
Tier 1: 0 Power
Destruction cost:
Destroy a Tier 4 Entity: 8 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. Actually no, we're not quite done.
Tier -, or 0 actions can only be performed by Sparks. The success of actions is not guaranteed, bad luck can interfere. And Sparks can travel from the Astra to the Mortal or Astral Planes for no cost but an Action, and vice versa.
Due to the Origins dying, time is strange. If one performs too much, they may find themselves unable to do what they set out to do, or do a subpar job. Likewise, Conflict and Growth are two sides of the same scale. Try as you like, conflict will find you eventually. If you want to blame anyone, blame the Origins.
On another topic, there exist Remnants from the Age of Genesis that can be found. They can range from domains to essences that one can use, or artifacts or places.
Note that the Origins are dead, their Concept set into broken stone. There may be new rules added sometimes. Right now I need five Elements to step up. I'll add the new stuff that gets changed here, so feel free to refer back to it.
A Newborn Spark has only it's own spark of power. Barely anything compared to the Origins of Olde. Once born they have a choice, go to the Astral and steal power, or the Mortal Plane to grow more slowly.
Typically, Newborn Sparks that go to the Astral to steal Power die quickly. Those who choose Mortal grow slowly.
Arisen Sparks are those who have forged a Realm of their original Spark. While Conqueror Sparks are exactly what you'd think, those who have conquered several areas of power. With each tier comes more Ichor. Generally, they die and new Sparks are born to start the cycle anew. Up till one manages to overthrow one of their parents anyway. Those not only rise their Spark to the level of Elemental, but can use their Parent's Elemental as well for as long as they live. However note any connected Sub-&/Domains your Parent will have their connecting Gates close, and Realms no longer accessible. A time to consolidate as new gates form.
An interesting note is that Sparks born later after the death of others may accumulate power more quickly.
New!
It wasn't stated, but in order to form a Realm in the Astra, you need 1 Ichor, 1 Essence or 2 Lesser Essence, and 1/2 Power depending on whether you used E or LE. As well as being inside a natural gateway. Making a place is not a free action as far as I remember. Though shaping a place within a location is something sparks can do for free if they are at that location, so, not limited to the first time. Just takes an action.
V - At last at last! The Character Sheets
Character Sheets
Elemental Gods chosen will get to shape the World during the Rebirth turn. Once done, the Sparks can be born.
Name: What is your Name?
Physical Description: What do you look like?
Personality: That too if you want.
Element: What is your Element?
Elements description: Tell us more about your Element. How do you perceive them, what are they, how do you feel them? Anything is fine there, the more the better.
A note that each Spark has two Godparents. But each Spark cannot have the same two as another. Sparks can only share 1 Godparent.
Name: What is your Name?
Physical Description: What do you look like?
Personality: That too if you want.
Spark: What is your Spark?
Which two Elements are your Godparents?
Spark description: Tell us more about your Spark. How do you perceive them, what are they, how do you feel them? Anything is fine there, the more the better.
VI - Templates
Use the following templates to make it a bit easier for me to process your actions
Name is self-explanatory.
Element/Spark is not mandatory, but it will likely be in your interest for the creation to share your affinity. It determines which Element/Spark is the strongest within the creation. Either put in a single Element, or one or several Sparks.
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 Template:
Name:
Origin/Element:
Class:
Description:
Traits:
-
-
...
Landmark Template:
Name:
Origin/Element:
Type:
Description:
Law Template:
Name:
Class:
Target:
Effects: