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Heroes Community > Bards Glade Pyre (RPG) > Thread: Lords of Creation: Midsummer Night's Dream (OOC)
Thread: Lords of Creation: Midsummer Night's Dream (OOC) This thread is 2 pages long: 1 2 · NEXT»
gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted May 25, 2013 08:29 AM
Edited by gnomes2169 at 19:52, 30 Aug 2013.

Lords of Creation: Midsummer Night's Dream (OOC)

HERE YOU HAVE IT. BLUH. Anyway, this is the OOC thread for Lords of Creation. It is shiny. It is here.

This post will be rather bare-minimum, as I am going to have to divide the amount of text into a few posts here (maximum post size after all), but here is what I will need from you before you join.

(1) Your God's name
(2) Your God's Domains and Portfolios (To be explained below)
(3) Your God's alignment (DnD style... I'll provide a link)
(4) Distribution of your god's statistics
(5) Creation myth (Basically, where did you come from?)
(6) Personality
(7) Physical description

Now let's break this down, shall we?

1, Your God's name
Probably the single easiest step. Make a name for your god. Poof, done. This can be literally anything, from an actual high-fantasy name, to a title, to Bob. For all of these creation examples, I'll go through with two different gods, which I'll just give names here.

Examples:
Bobert, God of the plumbers
The Void Dragon

Both names are equally valid, and hint at entirely different roles. You could also just make a simple name (like George) and not add what element or aspect of society you are associated with, but whatever. Generally speaking, your name will also hold your title, because that's what the cool kids do these days.

2, Your God's Domains and Portfolios
So you have a God or Goddess and that's all well and good, but what are they a God or Goddess of? These are what help you define who or what your god is, though they are both indicators of different things...

A Domain is a broad definition of what your God represents. It is a large category, like Fire, that multiple deities can possess at one time. Once you have chosen an element or theme, then you should pick a Portfolio within that theme. Portfolios are a bit more specific, or what your god is actually known for. In the above example of Fire, you would refine it to something like, say, Heat or Ashes, something that deals directly with the domain itself. Portfolios should be unique, and while every god may make any action, actions that involve a god's portfolio are cheaper and stronger, as they are the masters of that specific element or aspect of reality. Gods should not make too many things that are the opposite of their domains and portfolios, however because that would go against their very nature.

At level 1, each God has 2 Domains and Portfolios. Portfolios should be indicated in parentheses beside their modified domains.

Examples:
Bobert is the God of Engineering (Water direction) and Occupations (Boring).
Void Dragon is the God of the Planes (Multiverse) and Creation (Origins).

Just as a warning, anything that involves omnipotence/ omnipresence will not be accepted. Both are just too powerful for them to be used from an RPG perspective, and tend to ruin some of the more fun, backstabby parts of this game.

3, Your God's Alignment
Please use the Dungeons and Dragons alignment system to determine your God's "Alignment". Note, just because a character has a specific alignment does not make them a Saint or Sinner, it's just a guideline or base to build off of, and may eventually change as your god/ goddess develops, interacts with other gods, and grows.

Examples:

Bobert is Chaotic Evil (Aka, a real jerk)
Void Dragon is Neutral Good (or Pure Good, the idealist)

4, Your God's statistics
Gods sometimes get into fights with each other. Usually these fights will be with words or mortal pawns, but sometimes direct conflict between the gods is just unavoidable. When these fights do break out, gods have three statistics that they rely upon, their Attack, Defense and Health. Since you will just be starting out, you will have a total of 10 stat points to distribute between all three. A quick description of all three:
-Attack: The higher this stat is, the more likely you are going to deal damage on any one attack. Every point added to this stat counts as rolling a six sided die (or 1d6 for each point in attack)*. You must have at least one point in this stat to carry out an attack.
-Defense: This attribute is the exact opposite of Attack, for every point you have in this stat, you take less potential damage. For every point in this stat, you roll 1d6 and negate as much damage as is rolled*. An attack is never fully negated, and will deal at least 2 points of damage to a defending god (to keep us out of never ending battles between high defense vs low attack gods...).
-Health: A god must have at least one point in this stat to live. Unlike the other two stats, this one provides a static number bonus. Every point of health provides 10 HP in a divine battle. If a God falls below 0 HP, then they are defeated and may no longer make attacks until they can recover (usually takes about a week to do so).

Examples:
Bobert Attack: 6, Defense: 1, Health: 3
So in divine combat, Bobert would have 6d6 attack, 1d6 defense and 30 HP.
Void Dragon Attack: 3, Defense: 3, Health: 4
So in divine Combat, the Void Dragon would have 3d6 attack, 3d6 defense and 40 HP.

*I will be handling all the dice rolls myself, and keep out of divine combat so as to keep the playing field nice and even. (No cheating!)

5, Creation Myth
Where did your God come from? What caused its spawning? The closest thing to a back story that a God may have, your Creation Myth will be as detailed (and serious) as you wish it to be. It can literally be anything that you wish, though do try not to be too over the top. As a note, if you do not feel like making a creation myth, there is an original creator of the universe... you can say that he/she/it spawned you with the rest of creation.

Examples:
Bobert On the day of his birth, it is said that the minions of hell cackled and that a rain of plungery doom fell upon some small Barberry coast, inconveniencing and lightly irritating its inhabitants. On that day, every plumber that ever was moved their pants down just that slightest bit more to show off that famous crack as an offering to their new God, who saw their decision and stated that, "It was good". Where this oddball actually came from is anyone's guess, all we know is that not even the creator is willing to take responsibility for it...
Void Dragon A God fleeing from the destruction of her own universe, the Void Dragon appeared one day just above the planet's atmosphere tired, broken and only a shadow of its former glory. It has been whispered that other projections of this deity exist somewhere within the multiverse, though the price to actually travel to these other planes to discover these shards is too high for any sane person to pay. The Void Dragon, weak from her journey, now seems to reside permanently within this universe, and will likely do so until the day she needs to leave once more. In her old universe she was a being that predated the Creator, and none no how or when it came into existence, just that it exists. Her appearance caused the spark of creation, and she functions as this universe's local creator.

6, Personality
About as obvious as the name, your god's personality is what you make of it. One dimensional or multifaceted, it is entirely your choice. Please do not make anything that is too angsty or anti-social, as that will quickly turn the other gods/ goddesses against you in a most spectacular way. Also, leave yourself some wiggle room, you as a player will eventually find it boring writing for a character that never learns, develops or changes their mind. Don't let that happen. Remember, these gods are mostly new and incredibly young, they should be more like children then ancients or war veterans.

Examples:
Bobert A force of chaos and malevolent glee, Bobert would like nothing better then a flushing empire of endlessly clogging pipes to choke the whole world. Unfortunately, even his most fanatic worshipers think that is a dumb idea, so he has to settle for gleefully inconveniencing people. From outright causing toilets to overfill and flood to instructing his disciples to be as slow and incompetent as possible, Bobert is slowly building up for his watery apocalypse... when he gets around to it. The god of Plumbers is sort of lazy when it comes to things. After all, it can get done in the morning, Oprah is on right now!
Void Dragon It does not enjoy talking about itself or her past, and will refuse to do so if anyone pushes it. Other than that, the Void Dragon shares information freely, as long as the asker can share something as well. While a benevolent god, the Void Dragon is somewhat of a loner among the Gods, only stepping in when the balance of the world is threatened. Otherwise, she tends to stay in the background and prepare itself and its followers. If talked to, she is cordial and courteous, ordered, polite and distant, as if it does not wish to draw too close to another deity. She will not seek out interaction with another deity unless it must or requires assistance. She will not tolerate overtly destructive and vile acts, however, so watch out for that.

7, Physical Description
The description of what your god looks like. Please be a little detailed, or find a picture similar to what you are thinking. Beyond that, your god can have literally any shape you wish. Have fun with that.

Examples:
Bobert You thought something different?
Void Dragon This black behemoth is almost ethereal, though those that look upon her say that she is infinitely deep and that while she touches nothing, the nothingness of her body seems to swallow up the light and air of the world around her. She is draconic in shape, and stars and nebula speckle her flanks, turning in endless circles as it slowly forms constellations like a jigsaw puzzle. She has no true mouth, and her eyes are formed from especially bright and large nebula. It is said that the Dragon can turn out all of these lights, and that she can change her shape at will... though neither of these things have been seen as of yet.

Conclusion
Follow these steps and you should get yourself a nice full character sheet, ready for review and all that. If any of you were wondering, yes I will be using the Void Dragon as my character.

In the next post, I'll be talking about AP, AP actions and character abilities, in the third post I will be talking about divine combat and other miscellaneous trivia.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted May 25, 2013 08:31 AM
Edited by gnomes2169 at 15:01, 30 Aug 2013.

AP actions

AP is basically the currency system of Lords of Creation, you gain it on a weekly basis and can either spend or store it. It's also the only real way to prevent God-Modding in a game of Gods (besides me moderating your sorry butts). AP is your god money, spend it wisely. You will gain new AP every Friday at a rate determined by how many domains your god possesses.

AP generation/ Domains

You gain 3+X AP per rollover, where X is how many domains you have and caps out a +6 (So while you may continue to gain domains, only the first six will generate AP). Gods start with 12 AP and have a maximum AP of 30. Rollovers are Friday at 12pm EST.

Now then, Domains. Domains determine the level of of your deity, how many Combat artifacts you may possess and what kinds of creations you may create. Generally, the more domains you have the more powerful your God is. You may gain a new domain after spending at least 12 AP in actions that relate to the Domain (and if you can manage it, the domain's portfolio). So say you wanted to gain a domain of fire. You would spend at least 12 AP creating things that were... well, fiery. Raise a demi-god... of fire. Call down fire upon a small town. Make a volcano. Give mortals the concept of fire... just something like that.  Note that things that you create should also be related to the domains (and/ or portfolios) that you already have (So a God of ice should not be making fire stuff... ).

Gods with more than 3 domains cannot walk on the mortal plane, as their power is just too great. They would destroy reality and themselves if they tried to stay, though they can exist outside of time and space, on planes made by the gods and they can gain an ability that allows them to walk the mortal world without destroying it, so this isn't too much of a hindrance. (Note, this does not prevent you from influencing the physical world with AP actions, just stops you from walking around physically on it)

Gain Domain: 4 AP (Yes, you have to spend AP to gain more AP generation... it makes sense, shush).

Land creation

A big part of being a god is that you make mortals... but your mortals need something to stand on to survive, struggle and grow on! Hence, land creation and modification get their own category.

Alter Land: 1AP Alter land allows a god to change already existing landscapes. It can be used to create mountain ranges, vast forests, lakes, swamps, or any other kind of "land type" you could think of. This includes razing and raising cities! Alter land can also be used to raise small chains of islands from the sea. These islands cannot be very big, but can be large enough to support a small kingdom. Think about the size of Hawaii. Alter land actions can also be used to change the layout of existing land, such changes can be the creation of the largest mountain in the world to the greatest forest.

Create Land: 2AP allows a god to create land where there is none. It can be used to raise a small continent from the sea, or create large, floating islands in a plane where there is no planet. Land created by Create Land can be up to the size of Russia

Mold satellite: 3AP This action creates a moon-sized structure that either functions as a moon of a planet or a traveling asteroid. This satellite can support life if you wish it to, but resources and variety of life will naturally be a bit limited due to size constraints. If it has special properties (see Forge astronomical object for examples) then it is an artifact, not a satellite.

Forge astronomical object: 4AP Use this action to create a celestial body such as a planet, asteroid, or sun. If your astronomical object has special properties such as an empathic link to yourself, or can move contrary to the rules of gravity and physics – it is a Relic NOT an Astronomical Object.

Imagine Plane: 5AP Imagine Plane allows a god to create the fabric of their own reality. Planes are entire dimensions apart from the normal world, and can take any form a god can imagine. Hell, Heaven, or Limbo, are examples of planes. When weaving a plane, the creating god must decide on any special features it has, such as accelerated time, or empowered magic. A god may also decide how many layers there are initially. This can vary from one, to thousands, though most planes have less than three. Unlike a sanctum a god gets no special benefit for being within his or her own realm or plane. Your god does not "own" a plane he made - in fact other gods creating on and living in a plane you made is encouraged!!

Form Nexus: 1AP You may create a location of mystic and divine energy connected to a preexisting sanctum your god control/owns. A nexus may be a building, a door, a portion of a forest, a specific cave, but must be a specific location – it cannot be “the ocean.” Promoting mortals to higher rank of mortal can only occur in a Nexus.

Weave Sanctum 2AP: You may create a location of divinity attuned to your god. This location may be anywhere not on the material plane. Your seat of power may be a layer of a plane, or a simple foreboding castle. Gods may only enter another God’s sanctum if they have permission or initiated combat.

Life

Mortals are the next step in the natural progression of things. Gods, while they do not need followers, tend to want them, so they create mortals to life, worship, serve, fight and die for them, or they create life for the sake of life and to help their chosen patrons. Note that life does have a will of its own (usually), so except for some very special notable examples (such as mindless undead and golem constructs), you will not have all mortals of a particular race have the same alignment, and not all of them shall worship their creator god.

When a form of life is first created, it tends to be in rather small populations, with the most powerful forms of life only having a few dozen members to start out with. Most mortals start with a population of a few hundred, though, and mortal populations typically grow rather quickly...

Mundane Life: 0AP You create non-Sentient Animals (bugs, germs, gerbils) (you are suggested to use this action a lot when you use a create land action or an alter land action, since a land needs life to support life... usually.)

Monstrous life: 1AP non-sentient monsters Giant Spiders, Dire Animals, Purple Worms, or hell, Dinosaurs. You can't use an alter land action/create land action and make monstrous life. So while you can use alter land to make a land full of honey and bees without a mundane life action, you can't make Jurassic park with dinosaurs with just an alter or create land action.

Sentient life: 1AP Of any type of life that is roughly equal to a human sapience. Sentient Life does not have a bonus for combat, but they have the ability to use any mundane concepts unlike monstrous life

Create magical life: 2AP If the sentient life you create has any innate OR APTITUDE for magical abilities simply by existing then use this action instead. (I.E. elves)

Fabled life: 5AP such as Dragons, Greater Demons, Giants, Vampires, Fey, Powerful Angels, Titans, or other blatantly supernatural and extremely powerful beings. Note, this only creates one variety of an example of Fabled life, so while you can use this ability to create just general dragons, if you wanted to create dragons like in D&D you would have to create one color at a time.

Alter life: 1 or 2AP you may alter an existing race into a race equal to or one removed on the level of mortal races. So sentient can be turned into a monstrous life or magical life. Magical life can be turned into a non-magical life or fabled. If magical life is turned into fabled life, it costs 2 AP while most other uses of this ability cost 1. Fabled can be turned into another fabled or just magical, and always costs 2AP to modify.

Societies, nations and organizations

When you make a race - in the beginning they live spread out - in a loose tribal system as the default. Use the create Society action to begin to form social connections and a collective history. Once you are ready to have your race progress into groups of more than a village of a hundred use the Form nation action to collect your race into a country or even an empire. Once you have a nation set up you may create guilds, religious groups or secret societies within with the form organization action.

Now all empires and civilizations have their golden ages, and their falls.

When a deity uses Create Nation, he must spend at least 1 AP every week on that nation to maintain it. He may use any action he chooses, but he must spend at least 1 AP on an action that affects that nation and that nation alone. This action could be a Omen, Word, Nexus, Mold Land, or any other action the deity's player chooses. IF A GOD DOES NOT USE 1 AP TO "MAINTAIN" THE NATION - THE NATION WILL FALL NEXT ROLLOVER UNLESS THE GOD USES 3 AP TO "MAINTAIN" THE NATION.

Thematically, a leader, hero or legend may use their AP to assist a nation to make it seem like their deity was not "involved" in its continued survival.

Organizations survive the can fall of the nation - but never as they once were. They either may seek power to become a nation of their own (Think the church through the fall of the roman empire into the Vatican); become shadow rulers (think the masons); or simply are forgotten (Think The templar)

You may form nations of other people’s races – a god never has complete control/ ownership over every single individual being of the race he or she creates. You may even form organizations in other nations.

Form Society: 1AP Organizes an existing sapient race into an organized society, whether that is a tribe, nation, small kingdom, etc.

Create Nation: 2AP Expands an existing society into a powerful empire. An empire is much larger than a society and tends to have many citizens and powerful armies at their disposal.

Form national organization: 1 AP This type of organization is made by mortals that worship you, in areas that you control and those areas alone. They may extend across multiple societies if you wish, but most of the time they have their center of power formed in just one. If created in a nation, then they generally have chapters throughout that nation, though they still tend to have a central power in a particular city, often the capitol.

Create a multinational or non-national organization: 2 AP An already existing organization extends its area of influence to other nations and societies, becoming politically powerful even outside of their homeland. Chapters of an organization that has reached this level will be found within most allied or neutral nations, lending political strength to the military or social power that the organization already provided.

Leaders, Heroes and Legends

The champions of the gods, these individuals have divine inspiration and power granted to them by their patron deity. Using this strength they lead the followers of their god to new glories, through battles and famine, and through all the hardships of the world.

Promote Leader: 1AP Leaders are more like bureaucrats to a hero’s warrior. They are important and powerful – but they aren’t what epics are written about. They can be spy masters, mob bosses, kings, guild leaders etc. They don’t grant any bonus, but grant .5 AP for the first two rollover that they exist for. This AP can only be spent on concepts, and can only be spent on legendary concepts if their God spends at least 1 AP on the concept as well. You don’t need a nexus to promote them and you can have as many as you like.
Additionally, when you create a leader, you can choose to either make them immortal or turn their power into a mantle. If you choose to turn their power into a mantle, when a leader dies, their mantle passes on to another mortal through whatever means you chose at the time of creation. This could be the wisest person in the world, a random member of a certain race or nation, or your most devout follower. An exception to a leaders mantle passing is a death due to the result of an RCR.

Raise Hero: 2AP You may only use this action inside a Nexus or Sanctum you control. A Hero grants +1 AP at rollover (This AP can be used to pay for a nation’s upkeep). The trick is to expend this extra AP in a way to enhance the Hero’s stature – don’t just use the Hero to farm for more AP – try to tell a story with the hero. Make us care. You may also raise a Leader to Hero status, but only if they have existed for at least two rollovers and only if they are within a nexus or sanctum. Additionally, when you create a hero, you can choose to either make them immortal or turn their power into a mantle. If you choose to turn their power into a mantle, when a hero dies, their mantle passes on to another mortal through whatever means you chose at the time of creation. This could be the stongest person in the world, a random member of a certain race or nation, or your most devout follower. An exception to the mantle passing is if the Hero dies as a result of an RCR. You may only have up to three heroes at any one time.

Create Legend: 4AP You may create a legend out of a hero. You may only use this action inside a Nexus or Sanctum you control. The only other restriction is that a hero must have existed for at least 2 rollovers to become eligible to becoming raised to a legend – you can also create a legend out of a leader but only provided that the leader has existed for at least 4 rollovers! A legend is basically a demi god. In fact Legends count as fledgling gods that may not use a gain domain action. (they have 1d6 attack, 1d6 defense and 10 HP!) They gain 2 AP each rollover and have a max of 4 AP. You may only have 1 Legend at any one time. Legends don't have domains so they can't make or receive non-cosmetic artifacts!

Alter Mantle: 1AP You may alter the mantle of one of your heroes or leaders, changing what requirements a recipient must meet to gain the mantle, or grant the current mantle holder immortality and have the leadership or heroism no longer come from a mantle but be innate to the current holder. This can also be used to change an immortal hero or leader to a normal mortal with a hero or leader mantle.

Concepts

Concepts are general governing principals and ideas that mortals use to make their lives a whole mess of a lot easier.

Minor Mundane: 0AP Non-military concepts that could be found in the pre-classical world. Fire, stone tools, holidays, even divine worship are all examples of minor mundane concepts. Anything that is derivative of a mundane or minor mundane concept is also a minor mundane concept, such as Cartography, Cooking, and Rock n' Roll are all examples of minor mundane concepts.

Mundane: 1AP Non-military Concepts that would have been easily found in ancient rome or greece. Blacksmithing, Literature, Sculpture, and Architecture are examples of Mundane Concepts.

Advanced: 2AP Advanced concepts are technological marvels that revolutionize the way a society works. Things such as engineering, Gunpowder, Steam Power, and Plumbing, are Advanced Concepts. Military concepts such as armies, sword fighting, martial arts, dueling, archery, discipline would be advanced concepts.

Magical: 3AP Magical Concepts are ways of using power that allow the wielder to accomplish great things. Pyromancy, Necromancy, Abjuration, Healing these are all Magical concepts. Remember a Magical concept CANNOT make magic, it can only make a school of magic - use Legendary concept action to make a system of magic. You CANNOT make a school of magic without a system of magic already existing.

Legendary: 5AP Like Magical Concepts, Legendary Concepts are far from mundane. However, unlike Magical Concepts, Legendary Concepts are more than ways to use power. They are power itself. Arcane Magic, or Divine Magic, Immortal Souls, Afterlife are examples of Legendary Concepts. Remember a Magical concept CANNOT make magic, it can only make a school of magic - use Legendary concept action to make a system of magic. You CANNOT make a school of magic without a system of magic already existing. ALL MODERN/SCIFI CONCEPTS ARE LEGENDARY.

Relics

Items of vast power that may be held by both mortals and gods, relics are used to aid in combat or to somehow influence the world.

When Relics are made can only do 1 of 2 things:
Grant a cosmetic bonus for roleplaying effect (These are the only relics that may be used by mortals, and can perform most any task that you can think of... well, to a degree. Gods can have as many of these as they want.)
OR grant +1d6 to attack; OR +1d6 to defense; or +10 to HP (Only a God may have these relics, and even then they may only possess 6 at one time)

Forge relic: 2AP Creates one of the two relic types.
Exchange ownership: 1AP A relic passes from one gods maximum limit to another's.

Divine Omens and Words

Omens and Words are the will of the gods made manifest. They can range from a golden age for an empire, or to increase the mortal population. The population that finds themselves under the pleasure of a god will find their crops prosperous and their ways smoothed, as the subtle magic of the god is worked in their favor, The population that finds themselves under the curse of a god will find their crops barren and their land blighted, as the subtle magic of the god works against them.

The important thing to remember is to try to keep Omen and Words subtle – the occasional overt action of a god is impressive but it gets boring quickly – make blesses and curses much much more than: “everyone is super strong now” – instead go for blesses like “I impart the wisdom of martial training and harsh conditions to my people – over the years they become stronger, more durable – their children fit for survival in my vision of the world”

The difference between Omens and Words is the area of their effects:
Divine Omen: 1AP From a single person to an average-sized town's worth of people. A section of an army. An exceedingly sparsely populated area.

Divine Word: 3AP Anywhere from a large city's worth of people. A small army in its entirety. A rural, but settled are to a large nation or kingdom, and all within it, including settlements of any size. Anyone matching a SPECIFIC descriptor (I.e., Arcane Spellcasters, Commoners, those who worship a certain god)
Anything broader than a word would require a Divine Decree and the use of an Infusion.

Blesses and Curses can be countered by other gods, however. Each time it is countered, it becomes harder and harder for the gods to exert their will over each other. An omen only takes 1 AP to create, and 2 AP to counter, however, once countered, it takes 3 AP to reinstate the curse, and 4 AP to recounter it, and so on.

Do not treat “curse wars” like this:
1 AP: Make super healing plants.
2 AP: Kill all super healing plants.
3 AP: Recreate super healing plants.
4 AP: Kill all super healing plants.
5 AP: Recreate super healing plants.

Treat them Like this:
1 AP: Make super healing plants.
2 AP: Super healing plants are struck with a disease like real world plants and large cluster of them die because of lack of genetic diversity, now they only exists but far spread out, rarer and never in large clumps.
3 AP: Super healing plants emit an aura that make them easy to find.
4 AP: Plant poisonous plants around the world that emit the same aura, look the same and kill instantly, so a person looking for these plants will have to journey towards them but will never know if they will die or survive at the end of the journey.
5 AP: Create spirit guides that aren't an actual species but a manifestation of that super healing plant's benevolence, and like the will o' wisps in "Brave" they lead people away from the poisonous plants.

Infusions

Infusions are the vestiges of your divine spark. You have 1 infusion available when the game starts and you gain 1 more infusion when you gain 3 domains, and a third and final infusion when you gain 5 domains.

With the expenditure of an infusion you may:
Break the Chains: 3AP You struggle to break the bars that keep you from the mortal plane. With this action you may ignore the rule forbidding gods above fledgling from accessing the mortal world.

Unfold Divinity: 4AP Your powers as a god increase as you flower into a form closer to your true divinity. From now on you will gain 1 extra AP per rollover for each time you used Unfold Divinity.

Divine Decree: 5AP While Divine Omens can affect a person and a divine word can affect a small nation the divine decree affects Everything Everywhere! The divine decree simply states a new constant of the universe; be that all life is immortal; that souls are real; that gravity does not exist; or even that everything is now yellow. Divine decrees can be countered with a divine word action or a divine omen action: but that action still only affects the usual area. So while divine decree can make everything feel love, a god can make the people of a small nation incapable of love through word, or a single person in capable of love through an omen. PLEASE CONTACT ME BEFORE MAKING A DIVINE DECREE TO GET IT APPROVED. Using these decrees is nice and all, but ending all life in one stroke permanently by using one or something else that is game breaking would not be allowed (on a case-by-case basis).

Pantheons

Pantheons are gatherings of the gods, a strong family-like alliance, if you will. All gods within the Pantheon will support each other in even the darkest of times... well, if the pantheon is a happy family at least. All gods within a pantheon benefit from a +1 boost to their AP production each rollover. Additionally, they gain an extra +1d6 to their attack or defense when aided in combat by one of their pantheon members. Pantheon membership is entirely voluntary, and the founder of a pantheon may remove any member if the member works against the good of the pantheon too overtly. A god may only be part of a single pantheon at a time.

Gather pantheon: 2AP Creates a pantheon for any god to join. The pantheon should have goals and a moral compass, of some kind, though it is not, strictly speaking, required for a pantheon to exist.

Join pantheon: 1AP Joins an already existing pantheon

Challenge for leadership: 1AP Exactly what it sounds like. A member of a particular pantheon may challenge the current pantheon leader for his seat of power, causing them to enter into combat for up to five turns. If the combat end at these five turns, then the challenge is finished and you may not try to challenge again for the next two weeks.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted May 25, 2013 08:31 AM
Edited by gnomes2169 at 17:31, 30 Aug 2013.

Combat

As you may have guessed, there is some combat in this game. It's only to be expected after all, what do you think happens when multiple gods fight over the same world and the loyalties/ worship of the same people? Because it's almost impossible to figure out who would win in most fights between gods and wars between nations, or at least impossible to do it fairly, we have a system of combat developed.

Combat between Gods

Combat between the gods (also called divine RCR) has quite a few rules attached to it... that I'ma just directly copy-pasta from my source because I'm too lazy to write it out myself. (Okay, so there are a lot of edits... so sue me)

1) Players Start with 10 stat points that they allocate between attack, defense and health. Each point in attack/ defense gives them 1d6 in that stat, while a point in health gives them 10 HP. You must have at least 1 point in each stat.
2) When players make artifacts the artifact may give +1d6 to attack or defense or +10 HP.
3) ALL COMBAT IS ENCOURAGED TO BE PLOTTED OUT OOC FIRST
4) The initiator rolls his or her attack.
5) The defender rolls his or her defense, and if they survive rolls attack to counter-attack. (You must still be standing to fight, basically)
6) Each player subtracts from their HP the result of their opponents roll from part 6. Even if an attack is completely negated by one of the god's defense, an attack may not be lowered below 2. (To prevent players from making gods with purse defense as their stat so that they don't ever take damage.)
7) Combat lasts till one god is reduced to 0 HP
8) You may aid another god by paying 1 AP, doing so adds +1d6 to their attack or defense until the end of the round.
9) If aided by a member of your pantheon, add an extra +1d6 to the stat that was enhanced.
10) The losing god IS NOT DEAD unless the losing player agrees to it
11) The Winning player may make up 1 free AP to use for a land action to display the result of the divine battle (this may be used on any plane!)
12) The winning player may impose the following choices on the loser; each time the winning player wins against the loser he must choose a different choice

-Command: Obey one command from the winning god, as long as following that command does not involve spending more than 1 AP
-Imprison: Imprisonment is displayed with a free divine word action that reads "Losing God may not spend AP on anything but countering this divine word". The Divine Word may be countered with 2 a 2 AP action.
-Must be discussed in OOC!) Subsume Nation: A single Nation will transition (winner's choice on how) ownership from the loser to the winner. If the winner so chooses, the subsumed nation may become part of a nation the winner already holds as opposed to becoming an independent nation. This counts as maintaining the Nation gained or the nation which enveloped the subsumed nation despite no AP being spent specifically on the Nation that week.
-(Must be discussed in OOC!) Demand Fealty: The loser joins the winner's Pantheon (if the winner is not part of a Pantheon a new one is formed like a progenitor and child). if the loser is already part of a Pantheon they leave automatically (this is suggested to have have repercussions) and any Pantheon members can force the loser back into the Pantheon by challenging their new Leader OR the winner (if they are different).
The loser may not spend Pantheon AP nor challenge the Leader, they are also ineligible from being Commanded to spend AP. This lasts for 3 Rollovers before they become a regular member and all that entails.

13) A God may flee from combat, abandoning their attack roll for the round to escape unless their opponent forces them to continue fighting by spending 2 AP. If a god manages to flee, then combat is over and it may not be declared again until next rollover.
14) Lost health does not regenerate until the rollover after combat is finished. You cannot be healed in combat.

Hero/ legend duels

Sometimes heroes are forced to fight on the fields of battle, and while it is not as climatic or world-changing as a war of the gods, these things must still be governed by a few rules.

Remember ALL COMBAT IS ENCOURAGED TO BE DISCUSSED AND FIGURED OUT OOC BEFORE RESORTING TO RCR. RCR should only be used for close calls. If your society is martial in that they use spears and your opponent is martial because they use tanks - give up - admit you lost. You could resort to RCR, but frankly doing so would be against the spirit of the game. If you Truly believe you can win however - honestly win through terrain/tactics/magic/propaganda/leadership/ect. - say so in the OOC before RCR
1) Each mortal rolls 1d6. The Higher roll wins the encounter
2) If the mortal is part of a society that is thematically martial they receive +1 to this roll. Be honest.
3) If the mortal is part of a nation that is thematically martial they receive +1 to this roll. Be honest.
4) Mortals receive +1 for each organization they are in that is thematically martial. Be Honest. Organization bonuses can't exceed +2. (Multinational organizations count for this maximum)
5) If the Mortal is a Hero they receive +2. Leaders receive no bonus. Legends recieve a +4. Also if a hero would lose an RCR, roll a 1d6. If it is a 6 they instead win the battle. This represents the 1 in a million odds that heroes fall into with annoying frequency. If the opponent was also a hero, then they may also roll a 1d6, and if it is a 6 the original outcome of the one on one is still valid
6) if the Mortal is a magical life and that species of life has some sort of martial or offensive/defensive innate magic that the mortal receive a +1
7) if the Mortal is a fabled life and that species of life is has some sort of martial or offensive/defensive innate magic that the mortal receive a +4 (FABLED LIFE IS FABLED. A DRAGON IS HARD TO KILL EVEN FOR A HERO)
8) If the mortal is carrying a relic or artifact given to him by a god she receives +3. A mortal may only carry 1 Relic.
9) For each magical or advanced concept that your mortal knows that would give her martial advantage she receives +1. (Maximum of +3) If both mortals have the same or similar martial concepts, then neither gets a bonus.
10) Outsiders have +2 on their home plane (so if you have an inter-dimensional being that lives on a different plane of existence, and it is fighting on its home turf, then that is an example of this rule)
11) The winning mortal may choose to do anything to the losing mortal, except kill that mortal unless it was discussed OOC first. Please be realistic - if your mortal would die, then allow that mortal to die.
12) I do encourage you to role play out the combat, regardless of the result of the rolls. Rolls are primarily only meant to determine a clear winner, how the victor wins is still up in the air as far as the world's story goes.

Mortal KCombat

War... is a terrible thing. Both to wage, and to keep track of on a massive scale. Now while I suggest just roll playing out battles, you may choose to resolve war between nations and societies this way if you so desire.

0) Remember ALL COMBAT IS ENCOURAGED TO BE DISCUSSED AND FIGURED OUT OOC BEFORE RESORTING TO RCR. RCR should only be used for close calls. If your society is martial in that they use spears and your opponent is martial because they use tanks - give up - admit you lost. You could resort to RCR, but frankly doing so would be against the spirit of the game. If you Truly believe you can win however - honestly win through terrain/tactics/magic/propaganda/leadership/ect - say so in the OOC before RCR.
1) This RCR is reserved for WAR or the equivalent, be that a GUILD war, a COLD WAR. Political battles do not count.
2) Each group/army/nation/organization rolls 1d6. The Higher total roll wins the encounter. (Multiple nations or organizations can fight together, and they all add their bonuses together when in combat)
3) If the group/army/nation/organization is part of a society that is thematically martial they receive +1 to this roll. Be honest.
4) If the group/army/nation/organizations part of a nation that is thematically martial they receive +1 to this roll. Be honest.
5) group/army/nation/organization receive +1 for each organization they are in that is thematically martial. Be Honest. Organization bonuses can't exceed +2. (Multinational organizations count for this maximum)
6) If the group/army/nation/organization is LED by a Hero they receive +2. They must be led by the hero - not just have a Hero there. If they are LED by a Legend they receive +4
7) if the race is a magical life and that species of life is has some sort of martial or offensive/defensive innate magic then the society receives a +1.
8) if the race is fabled life and that species of life is has some sort of martial or offensive/defensive innate magic that the society receive a +4.
9) Just because the HERO is carrying a Relic, the group/army/nation/organization gets no bonus unless the relic has been approved to give one in the OOC.
10) For each magical or advanced concept that your group/army/nation/organization knows that would give her martial advantage she receives +1. (Maximum of +3)
If both civilizations have the same or similar martial concepts, then neither gets a bonus.
11) group/army/nation/organization gets +1 for each LEADER that would reasonably aid them in such a battle (Maximum is +5!)
12) The winning group/army/nation/organization may choose to do anything to the losing group/army/nation/organization , except Destroy that group/army/nation/organization entirely unless it was discussed OOC first. Please be realistic - if your group/army/nation/organization would be vanquished, then allow that society to die.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted May 25, 2013 08:38 AM

filler post
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

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Galatea
Galatea


Supreme Hero
Well, I'm Ceres!
posted August 29, 2013 09:13 AM

I'm interested. I hope we could start soon.
____________
And she told you, laughing down to her core, so she would not cry, as she lay on your lap,
"Nobody here can live forever, quiet in the grasp of dusk and summer."

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Gnomes2169
Gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted August 29, 2013 02:55 PM

We should, now that I have time to write down all of the rules If anyone else is still interested, at least. I'll get the rules down regardless, but...
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 29, 2013 02:56 PM

I may well be.
____________
Vote El Presidente! Or Else!

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted August 29, 2013 10:19 PM

I'm interested.
____________
Love, Laugh, Learn, Live.

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DagothGares
DagothGares


Responsible
Undefeatable Hero
No gods or kings
posted August 30, 2013 12:01 AM
Edited by DagothGares at 18:11, 31 Aug 2013.

This thing I whined about is still here?

You have my sword for whatever that's worth. Time to make up some God.

NAME: Lady Larissa, the lady of the water
ALIAS: Larissa, the Crone of the Abyss.
____________
If you have any more questions, go to Dagoth Cares.

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Gnomes2169
Gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted August 30, 2013 12:30 AM

Oh hey, people.

Yup, time to copy-pasta in some rules...
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Galatea
Galatea


Supreme Hero
Well, I'm Ceres!
posted August 30, 2013 03:02 AM

Oh, more players? This is good! I wonder if I should play goddess of beauty and seduction...
____________
And she told you, laughing down to her core, so she would not cry, as she lay on your lap,
"Nobody here can live forever, quiet in the grasp of dusk and summer."

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Gnomes2169
Gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted August 30, 2013 09:00 AM

AP actions added.

And see, this is why we need a spoiler tag function. Combat info coming tomorrow, for now I sleep.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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DagothGares
DagothGares


Responsible
Undefeatable Hero
No gods or kings
posted August 30, 2013 04:16 PM

How many domains do we start with?
What's the starting... Planet with which we work? Just rock? Rocks, water, air? Nothing?

Is there a God that spawned us or are we all individually cropping out of rocks and sea foam?
____________
If you have any more questions, go to Dagoth Cares.

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Gnomes2169
Gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted August 30, 2013 04:45 PM

You all start with two domains, each domain has a portfolio attached to it (so it's basically what you are focused in in that particular domain).

I'll make a starting planet in the IC, once I make that thread. There will be a sun to go with it, and rather a lot of mundane life and a (hopefully interesting) continent for you all to start out on. If you want to, you can spend some or all of your AP to do the same thing, though I suggest you save some of your AP and just use the first world for now.

You decide how you are born when you create your character applications. You can be an inter-dimensional traveler (like the Void Dragon) or a native-born deity (like Bobert). I will not push you one way or the other, that is your decision.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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DagothGares
DagothGares


Responsible
Undefeatable Hero
No gods or kings
posted August 30, 2013 04:51 PM

Doing this multi-planet thing sounds like a bad idea to me. But you know, I trust your judgement.
____________
If you have any more questions, go to Dagoth Cares.

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Gnomes2169
Gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted August 30, 2013 05:10 PM

Yeah, what's a God Game where you can't make a few worlds?

Again, I suggest that you just stick with the first planet. Creating planets is incredibly expensive early-game (basically one full rollover...) and it just makes interaction between the gods that much more of a hassle. I will not take the option away, though. That is up to the player's narrative choice.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Gnomes2169
Gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted August 30, 2013 05:32 PM
Edited by Gnomes2169 at 17:34, 30 Aug 2013.

There we go, those are the rules for combat... which means that this game is officially ready to start! If you have any questions, feel free to ask them and I will answer them as well as I can. Otherwise, feel free to get some character apps in here.

Oh, and before I forget... didn't a kooky say she wanted to join at one time? Someone should send her a message~
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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DagothGares
DagothGares


Responsible
Undefeatable Hero
No gods or kings
posted August 30, 2013 05:39 PM

I claim the domains of Death and Water. I am holding off on Creation Myths and anything else, until I read the planet we have to work with.
____________
If you have any more questions, go to Dagoth Cares.

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Gnomes2169
Gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted August 30, 2013 07:53 PM

Alright, cleaned up and edited the OP to get that stuff how I wanted. I will be adding a list of Gods at the bottom of that post, once more are created and approved. So get it done, all you who are interested!
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 30, 2013 08:10 PM

Since we're staking claims here, I'll go and claim some domains myself.
I claim Economy/Commerce & Metallurgy.
DG has a point that it may well be prudent to wait with the fleshing out of our gods until we know what world we start in.
____________
Vote El Presidente! Or Else!

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