(Inspired by nostalgia for the glorious
Sand & Souls. So let's just shamelessly copy that and see what we get!)
If it's not clear from that statement, this is an RTD god game. You play as beings with broad powers of creation which are still physical and killable.
Actions use 1d6. You know the deal but if you don't I shall list the results:
1: Poor luck causes your project to disintegrate. Depending on what this project was, this may result in additional collateral damage as everything collapses around you.
2: No progress is made. A different approach may be called for.
3: Something is made, but not good enough. May require refinement or acceptance.
4: Success. A reasonable amount of progress is made, whether this be sufficient or not.
5: Amazing progress. We honestly didn't think you had it in you.
6: As above but the result wields its own will on reality.
Each turn you may use two actions, one Primary and the other Secondary. You may not do two primary actions or two secondary actions in a turn.
Primary: Acting; creation, works, and violence.
Secondary: Sensing, research, diplomacy and command.
EITHER: Traveling.
A turn is around 10 days. Divine beings could easily fight for several turns without stopping, but mere mortals will become exhausted after only a single round of combat.
Mortals and other creatures act on their own, but will often require a Secondary action to be prodded into action.
Certain actions require no roll: observing or examining when there's nothing hidden to be noticed, traveling terrain which you're well-adapted to navigate, or other actions which are trivially easy for you in specific.
For example, a sea creature will have no trouble swimming across the ocean where a terrestrial creature would have more of a challenge.
Actions which challenge another player will be resolved by an opposed roll, with the one who rolls higher coming out on top. This does not require that the targeted player use their Action to defend themselves; in cases where two players mutually attack one another, there will be two separate opposed rolls.
Attacking an Immortal may prompt an automatic and instinctual counter attack unless the recipient specifically suppresses that response.
Cold. Cramped. Frozen.
Even as your body and essence are encased and helpless, your perception is free of bounds and wanders and charts.
The world is comprised of two halves. One is frozen water; ice. In this impossibly cold medium you are frozen. Below is more ice, on and on and more and more ice below.
Above is the air. The sky. On and on and forever more sky above. Yet the sky is dark and blank.
Will this be forever, you wonder. Were you meant to be stuck here, observing the cracks in the ice, gazing at the black sky, forever?
Of course not.
From boundless below, heat trickles, suffuses up and up. Ice melts, churning into infinitely more chaotic streams of water.
Your essence is freed from the cold and quickly spikes into a body, a warm home, a tool of creation. And you float to the top of the chilly sea.
This world is barren and cold, but you hold the means to change that.
Just who are you?Name: What shall I call you?
Body: What form do you take?
Essence: What power fills you? What spheres drive you?
Purpose: Why are you? What goals will you seek?
(Taking first five-ish sheets. Updates when I have spoons available for updating.)
Tricmagic the Demon
Horizon the ??