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Author Topic: God Kings: Crystalizedmire edition  (Read 1166 times)

Crystalizedmire

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God Kings: Crystalizedmire edition
« on: May 19, 2024, 09:53:35 pm »

GOD-KINGS!

Introduction:
You are a God-King! Once born from the Infinite, you roamed the High Vastness unfettered, until you made a mistake and messed with powers higher than yours... For a crime you committed, you were cast down into a cage of laws: a World, finite and limited. Will you attempt to make a home for yourself in this newfound existence, or try to escape from this abhorrent prison?

This is a game originally created and ran by Nakeen! Unfortunately, the original is pretty dead and will probably remain that way depending on Nakeen's motivation to post the turn and the player's motivation to post. The original can be found here: http://www.bay12forums.com/smf/index.php?topic=182052.msg8501833#msg8501833. Unlike what the title implies, I made no alterations to the ruleset and formatting.
This is a god-game with a hint of RTD elements, where you play as a divine entity of near absolute power. Worship will grant you more power, granting you more freedom. But ultimately, you decide your goals.

Quote from: God-King Sheet
Name: your current name.
Crime: what caused you to be cast down here?
Vessel Type: Choose one: Blood, World, Construct.
Vessel Appearance: your current physical vessel appearance.
Vessel Attributes: you have 4 points to distribute. You can't allocate more than 3 points in a given attribute.
Awe - determine priority in regard to worship generated, and how mortals respond to you.
Law - determine blessing/curse strength, and maximum amount of active blessings/curses.
Might - determine intervention strength, and usable tier of interventions.

Based on your Vessel Type, you obtain the following bonus:
- Blood: starts with a well-established dynasty and an entire kingdom worshipping you.
- World: starts with +1 Awe.
- Construct: starts with +1 Law or +1 Might.

0. Useful Rules
Apart from God-Kings and equally mighty entities, everyone is subject to the whims of fate by mean of a RTD d6. For those unfamiliar with this simple system, 1 is a Critical Failure, 2 is a Failure, 3 is a Partial Success, 4 is a success, 5 is a Critical Success, and 6 is an Overshoot.

- You are limited to 1 Intervention per turn.
- You are always able to use Minor Interventions, as if you had an infinite pool of these.
- You are always able to use Minor Blessings/Curses, as if you had an infinite pool of these.
- A Major Intervention can be used to do 3 Minor Interventions at once.
- A Major Intervention can be converted into a Major Blessing/Curse.
- If you use an Intervention above what your Might allows, your Vessel explodes and dies. The Might thresholds are 2 for Major, and 4 for Absolute.
- You start with 1 blessing slot, and gain 1 more per point of Law.

0-1. Conflict resolution:
- Interventions always cancel conflicting Interventions of an inferior tier, unless the God-King doesn't want to. It must be specified.
- Blessings/Curses always cancel conflicting Blessings/Curses of an inferior tier unless the God-King doesn't want to. It must be specified.
- Conflicting Interventions/Blessings/Curses of the same tier are resolved by comparing the relevant Attribute of the involved God-Kings. On an Attribute tie, everyone rolls a d6 until a single winner remains.

0-2. God-King Tiffs
Interventions may be used against other God-Kings when a little bit of action is desired.
A God-King directly targeted by a harmful Intervention is always considered to be protected by an abstract Minor Intervention for the purpose of conflict resolution, and their Might is used as usual in the process.

Interventions effect:
Minor: Harm the vessel, permanently reducing one Attribute by 1. The Attacker chooses.
Major: Kill the vessel, reducing their Attributes to 0 for the turn and forcing a reincarnation.
Absolute: Kill the God-King, removing it from the game. Freedom at last?

Do note that deicide is a serious crime, this will attract the attention of the Interlopers who don't appreciate such uncivilized behavior.

0-3. Switching Vessels
You may freely switch Vessel once per turn if you have a prepared Vessel. The eligibility criteria to be a prepared Vessel are, in order of priority:
-Created as a direct result of the God-King's Intervention, with Tier affecting priority.
-Blessed/Cursed by the God-King, with Law affecting priority.
-Worship the God-King, with Awe affecting priority.

If several God-Kings declare the same prepared Vessel, use the eligibility criteria for resolution, unless the God-Kings agree to share a prepared Vessel.
If you have no prepared vessel, you can use a vessel fulfilling one of the eligibility criteria.
If for some unfortunate reason none of the criterion are fulfilled, then it is down to luck and the GM's mood.

1. Resources
Worship: the feelings of mortals and the world cause you to become stronger, converting into power. From the humble grass to the arrogant man, all that exists is there to awe and worship at your metaphorical feet.
Enough Worship will coalesce into a Major Intervention. Or even an Absolute Intervention.

Blessings/Curses: the manifestation of your favour. A blessed entity is favored and protected by fate! Conversely, a cursed entity is bound to run to its ruin, no matter how it struggles.
Blessed entities cannot fail, and reroll if they roll a [1], [2], or [6].
Cursed entities cannot succeed, and reroll if they roll a [3], [4], or [5].

There are two tiers of blessings/curses: Minor and Major.
Minor Blessings/Curses can affect a handful of individuals, or a small location.
Major Blessings/Curses can affect an entire people, or a vast region.

Interventions: manifestation of your word that rules over natural laws. Interventions are used to shape and reshape the world. There are three tiers of interventions: Minor, Major, and Absolute.

Minor Interventions can affect a handful of individuals, or a small location.
Major Interventions can affect an entire people, or a vast region. Every god starts with 1 of these.
Absolute Interventions can affect the entire world, as well as anyone, even God-Kings and the Annoyances.

Suffice to say that if an Absolute Intervention were to fall under the hands of a God-King... the Warden would take action. Unless?...

2. Vessels
Is your vessel out of fashion? Too weak for your grand aspirations? Did you die? Well if you answered yes to any or all of these questions, you probably need a new Vessel. Mostly for flavor, or maybe not?

Blood Vessel: due to your past mingling with mortals, you are able to manifest yourself and be reborn in select bloodlines. Fragile but plentiful.

World Vessel: mere flesh cannot hold you. Maybe you fancy yourself as a blazing orb of fire, or a great mountain with a generous figure. Very sturdy but bound by natural laws. Even if you are the sun, natural laws prevent you from changing course on a whim.

Construct Vessel: you will only accept a contraption specifically tailored to your needs. Require a bit of a setup to get going.

3. Annoyances
You may be a God-King, there are still things you should be wary of apart from other God-Kings.

Time: the Unstoppable! The one who decides when the wheel turns or stops, and waits for no one!

The Warden: the Allseeing! The one who watches over you, making sure you remain down there. If you want to escape, you will have to strike it down! Fortunately he has a weakness: insignificant Vessels are beneath his notice...
The Warden will smite and depower the vessel of any noticeable God-King who seems close to escape.

The Interlopers: Inscrutable! Outsiders who have tried times and times again to mess with the world. He seemingly act without reason, and is not stopped by the Warden. They may do stuff at the end of each turn. Or not.

The Janitor: the Almighty! He who removes what is deemed unecessary, so that the world doesn't collapse.
Before the start of any turn, he may decides to erase things if the world is so full Time has difficulties progressing. The Janitor targets entities using the following priority:
1. Major Cursed
2. Minor Cursed
3. Unblessed/Uncursed
4. Minor Blessed
5. Major Blessed

4. Missing a turn

If you miss a turn, your God-King becomes dormant. Your Blessings and Curses will remain active, and you will keep receiving Worship if applicable. In the worst case scenario, your Vessel will have changed, possibly forcing you to inhabit a new, better Vessel.

Note: target update frequency is of 1 update every 1 to 3 days.
Tentative names:
- Godgame of the season: can it last more than 10 turns?
- I-Missed-The-Latest-GoC godgame
- A Game of Prospective Godgame GMs Catch and Release
(jokes stolen from Nakeen)
« Last Edit: May 20, 2024, 10:28:21 pm by Crystalizedmire »
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Crystalizedmire

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Re: God Kings: Crystalizedmire edition
« Reply #1 on: May 19, 2024, 09:53:51 pm »

Prisoners:
Spoiler: HORAKTHY(Maximum Spin) (click to show/hide)
Spoiler: DRATHALIKA(Egan_BW) (click to show/hide)
Spoiler: Tanth(Megam0nkey) (click to show/hide)
« Last Edit: May 21, 2024, 02:52:52 pm by Crystalizedmire »
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Crystalizedmire

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Re: God Kings: Crystalizedmire edition
« Reply #2 on: May 19, 2024, 09:55:13 pm »

« Last Edit: May 28, 2024, 05:43:59 pm by Crystalizedmire »
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Maximum Spin

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Re: God Kings: Crystalizedmire edition
« Reply #3 on: May 19, 2024, 10:03:46 pm »

Quote from: God-King Sheet
Name: RE: HORAKHTY
Crime: Hitting reply-all on a multiverse-wide memo.
Vessel Type: Construct
Vessel Appearance: The Holy Mailserver, a divine engine of unparalleled size drifting through space, full of mysterious gears and pistons and occasional blinking lights.
Vessel Attributes:
Awe - 2
Law - 0
Might - 2 (+1)
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Prophet

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Re: God Kings: Crystalizedmire edition
« Reply #4 on: May 20, 2024, 12:43:23 am »

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.... You've doomed us all. Granted. Everyone except for traps are executed. Random sci-fi nonsense is required to be taught in schools.
A cute intersex harem with everyone in love with the androgynous king and smart and useful enough into pushing the kingdom forward.

TricMagic

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Re: God Kings: Crystalizedmire edition
« Reply #5 on: May 20, 2024, 08:01:46 am »

Quote from: I'm doing something odd. One can probably figure it out given some thought.
Mortals are drawn to Zephyrus, sensing his ancient wisdom. Temples rise in his honor, and poets sing of his celestial descent.
Zephyrus wields a subtle influence over fate. His blessings and curses are whispered on the wind, shaping destinies.
When he intervenes, storms rage, tides shift, and stars align. His power is both awe-inspiring and terrifying.
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Demonic Gophers

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Re: God Kings: Crystalizedmire edition
« Reply #6 on: May 20, 2024, 05:12:53 pm »

Spoiler: Deshir Gelai (click to show/hide)
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*Digs tunnel under thread.*
I also answer to Gophers and DG.
Quote from: Shades of Gray
*Says something inspiring and quote worthy.*
Opinions are great, they're like onions with pi.

Egan_BW

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Re: God Kings: Crystalizedmire edition
« Reply #7 on: May 20, 2024, 08:20:09 pm »

Name: DRATHALIKA
Crime: Attempted to kill Everyone
Vessel Type: World
Vessel Appearance: The twisted, viney heart of the world. Her blood is a deadly poison to those unacclimated.
Vessel Attributes
Awe - 3+1
Law - 0
Might - 1


The way these go is that someone's gonna mess with me no matter what I do, so I may as well be the omnicidal Bad Guy™️
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It is good to choose your battles. It is better to choose your wars.

Shadowclaw777

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Re: God Kings: Crystalizedmire edition
« Reply #8 on: May 20, 2024, 10:14:35 pm »

Name: Felinicia
Crime: Converted an entire universe to make everything cat-related, the planets and stars had pink cat ears and even the atoms had whiskers in that universe.
Vessel Type: Blood
Vessel Appearance: A small pink-furred felis cat with a powerful emanating pink aura
Vessel Attributes:
Awe - 1
Law - 3
Might - 0

(Why is 0 and 1 Law the same?, Don’t you get more blessings/curses with more blessings?)
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Crystalizedmire

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Re: God Kings: Crystalizedmire edition
« Reply #9 on: May 20, 2024, 10:26:09 pm »

(Why is 0 and 1 Law the same?, Don’t you get more blessings/curses with more blessings?)
(I played a goddess with 1 law in that game. Another player with 0 law had the same amount of curse/blessing slots)
(nvm, my character sheet was just recorded incorrectly)
« Last Edit: May 21, 2024, 12:02:31 am by Crystalizedmire »
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Egan_BW

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Re: God Kings: Crystalizedmire edition
« Reply #10 on: May 20, 2024, 10:27:30 pm »

Yea, having 0 Law should give 1 slot and having 1 law should give 2 slots and so on. Pretty sure that's how nakeen's game went.

That's what is implied by "You start with 1 blessing slot, and gain 1 more per point of Law." though it could be made more explicit.
« Last Edit: May 20, 2024, 10:29:14 pm by Egan_BW »
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It is good to choose your battles. It is better to choose your wars.

Megam0nkey

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Re: God Kings: Crystalizedmire edition
« Reply #11 on: May 21, 2024, 12:01:19 am »

Name: Tanth
Crime: Punching a Elder God in the face, and refusing the will of more powerful gods than he
Vessel Type: Blood.
Vessel Appearance: A golden masked man, Powerfully built, he wears ceremonial robes depicting feats of might and strength.
Vessel Attributes: you have 4 points to distribute. You can't allocate more than 3 points in a given attribute.
Awe - 2
Law - 1
Might - 1
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TricMagic

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Re: God Kings: Crystalizedmire edition
« Reply #12 on: May 21, 2024, 10:08:11 am »

Ho many are you comfortable starting with is my question. Up to seven right now.
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Crystalizedmire

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Re: God Kings: Crystalizedmire edition
« Reply #13 on: May 21, 2024, 02:38:35 pm »

Ho many are you comfortable starting with is my question. Up to seven right now.
I'm actually fine with 7 players. I was going to wait for Nakeen to send me worship calculations but then I remembered it wouldn't matter on turn 0.
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Crystalizedmire

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Re: God Kings: Crystalizedmire edition
« Reply #14 on: May 21, 2024, 08:07:13 pm »

Turn 0
There once was a world with a vast ocean where an archipelago of seven large islands reside. The seven large islands formed a semicircle. The creation of the world wasn't documented but probably had something to do with the prisoners.
The Vines
From at the islands, a few vines can be seen dotting the landscape of the world. They come from underground and only the tips can be seen. However, these are extremely sparse presumably because DRATHALIKA hadn't awaken yet. Which is lucky for the creatures, since the blood is poisonous.
Deshir Gelai's experiments
When Deshir Gelai was imprisoned to this world, her creations were as well. Those creations called themselves the Laishin and lived on the southernmost island, Turnathat, where the tall grass shaded them. They worshipped her as she is their creator. The Laishin had made a small village out of grass as that was the most plentiful resource.
[Deshir may define the Laishin's appearance]
Mao Miao
To the northernmost island, Crathurn, there lived the Mao Miao and nothing else as Crathurn was covered in thick layers of ice. No one quite not know for sure what was underneath them but the Mao Miao certainly didn't mind. They're a playful bunch and worship Felinicia due to their playfulness.
[Felinicia may define what the Mao Miao look like]
Tantulul
On Yuralis, the easternmost island, the Callum reside. There's barely any resources besides a lot of rocks. Surprisingly most, if not all, of the rocks were jagged, despite what erosion would lead you to believe. They began building a settlement out of stone and hoped that Tanth would give them luck.
[Tanth may define what the Callum look like]

The first god king to wake was Nebu-Shala, whose skin itched too much to sleep. The second was DRATHALIKA, who sensed vibration through her vines. From HORAKTHY to Tanth, they all woke up.
[All gods start with a major intervention.]


Worship charts:
The Laishin worship the blood vessel of Deshir Gelai
The Mao Miao worship the blood vessel of Felinicia
The Callum worship the blood vessel of Tanth


The full Compendium of the Old World 2nd edition part 1
DRATHALIKA's vines can be found throughout the archipelago
Nebu-Shala and the ocean
>Turnathat - the southernmost island and nearest to the equator. Has tall grass.
>>Laishin - [this part has a hole]
>Crathurn - Northernmost and coldest island covered with a layer of ice
>>Mao Miao - [Another hole]
>Yuralis - Easternmost island with lots of jagged rocks
>>Callum - [... Why don't scholars take care of their books better?]
>Damini - An island east of Turnathat and is extremely boggy
>Redaton - North of Damini and Yuralis. A large dense forest lives here.
>Moniph - North of Redaton and south of Qualla. A desert expanse.
>Qualla - South of Crathurn and north of Moniph. Extremely steep cliffs.


Prisoners:
Spoiler: HORAKTHY(Maximum Spin) (click to show/hide)
Spoiler: DRATHALIKA(Egan_BW) (click to show/hide)
Spoiler: Tanth(Megam0nkey) (click to show/hide)
« Last Edit: May 21, 2024, 09:12:47 pm by Crystalizedmire »
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