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Thread: LoC Rule Sets

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    Default LoC Rule Sets

    The below post is NOT the original Post. It is the current accumulation of everything we have talked about in this thread: ENJOY

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    Credit Given Where It Is Due


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    If you use these Rules, please copy and paste this section onto the OP, we worked hard on these rules.

    General: Mystic1110, Darklord2831, Elricaltovilla, Milo v3, Draken, C'nor.
    Combat System: Risus, BladeofObliviom
    Character Creation: TheDarkDm
    AP Actions: Mystic1110, Ipphli, Raz_Fox , KaiserOmnik, Darklord2831, Elricaltovilla
    & Many More!


    Combat


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    Rulings of the game (Up to change):

    Most of the rules may be bypassed with the agreement of both parties. Sometimes dice just get in the way of the final epic duel.
    (OOC) You can't do something huge to someone else's god without consent, or at least discussion. Examples would be killing another god, wiping out an entire civilization randomly, or otherwise tearing down the star of their work. You can of course battle and kill other gods, but you have to work together OOC in most conflicts above skirmishes or raids.

    Godmodding is not allowed, however ironic it may seem. I define it as 'Acting as another character or his creations without permission, or otherwise doing something without letting the other characters at the scene react

    If in doubt, ask a Mod.

    Combat between Gods:
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    At the beginning of the game gods permanently choose how to assign a total of 10 dice among 3 stats: attack, defense, Health. Each dice assigned to HP counts as 10 HP. You may not change this distribution, unless you have the protean lord ability.

    When two or more gods clash, they roll d6's to determine how much damage they dish out, and how much they absorb. This is represented by Attack and Defense. Each god also has a limit to how much punishment it can take, this, is represented by Health.

    The amount of dice by default is 10, though Relics, Monuments, and Abilities, can modify this number. For every point you put into Health, your god gains 10 "Health Points" for the fight. Every point you put into Attack or Defense, adds 1 more d6 to your Attack or Defense Pool. During each round of combat, you roll all of the dice for your attack and defense, and compare the numbers to your opponent's rolls. If you rolled more attack than they did defense, then their HP takes damage. Their is a 2 damage minimum.

    Example: Cthulu is fighting Zeus. Zeus has 2 Relics, one of which has been Infused with a Vestige. Cthulu has 1 Relic, and "The Inconceivable" ability.

    Zeus has 14 dice, so he puts 4 dice into Health, 5 into Attack, and 5 Into Defense. (so Zeus has 40 health, 5d6 attack and 5d6 Defense)

    Cthulu has 11 Dice. He puts 4 into Health, 3 into Attack, and 5 Into Defense. (so Cthulu has 40 health, 3d6 attack and 5d6 Defense)

    As the combat begins, Cthulu's "The Inconceivable" ability kicks in, reducing Zeus's defense by 2 Dice. (so Zeus has 40 health, 5d6 attack and 3d6 Defense)

    Cthulu and Zeus then roll their attack and Defense. Zeus rolls 12 attack, and 4 Defense, while Cthulu rolls 6 attack and 15 Defense. Zeus's attack roll of 12 is completely blocked by Cthulu's defense roll of 15, but Cthulu still takes 2 damage because their is a 2 damage minimum. Zeus also takes 2 damage, because his 4 Defense is beaten by Cthulu's 6 attack by 2. Now Zeus is at 38 health, and Cthulu is at 38. The next round of combat can begin.


    Combat Between mortals:

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    Mortals use different combat system than gods. And the two shall never meet, it is assumed that a god will automatically defeat a mortal.

    Mortals simply use 1d10s, higher roll wins. Mortals add whatever modifier there is.

    Players participating in Mortal Conflicts may set a "Victory Number" if they wish for a battle to go on longer than one round. This means that to win the conflict, you must roll higher than your opponent a certain number of times.


    Demigods:

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    When demigods are battling mortals they have a +4 RCR, but when they are combating gods treat them as if their base is 20 Health, 2d6 Attack, 2d6 Defense, plus any artifacts and relics.


    Character Creation


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    Creation Name: (Add titles/nicknames here if you want.)
    Spheres and Associative Domains: (You start with two.)
    Attack: (You have 10 d6 dice to spread out between Attack, Defense, and HP. Refer to combat for more.)
    Defense: (You have 10 d6 dice to spread out between Attack, Defense, and HP. Refer to combat for more.)
    Hp: (You have 10 d6 dice to spread out between Attack, Defense, and HP. Dice put into HP count as 10 HP Refer to combat for more.)
    Themes: (Archetype, concept, core. Sum up your character, give me a feel for him in a couple of words. Trickster God; Proud King; Fertility Goddess; Airship Pirate God, etc.)
    Description: (You get anywhere from one to five paragraphs to make me excited about your character. The skirt rule applies here - short enough to keep me interested, long enough to cover the important parts.)

    Whats the difference between Sphere and Domain?

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    Spheres: What defines you? You start off with two, the defining points of your character, from things as vague as Fire or Law to things a specific as Hunger or Fear. Acting too far outside of your spheres without some ulterior motive to make up for it may be penalized by the GM.

    Domains: What do you control? You will start off with two of these, and they will be much more specific things than Spheres. Knives, Vampires, Gems, and Bones are fine things to be Domains. You will get more as the game goes on, cementing your power in certain fields.


    This is all that's necessary to begin a character. However, I'd like to mention some general guidelines before we get started:

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    First, please think twice before you try making a character that can't interact with the other characters. This extends to evil psychopath gods (try it and they'll die before the end of the first IC thread, trust me), jerkface selfish loners (it sounds cool and badass now, just wait till you don't have anyone to talk to), and alien unknowable gods (no one can know me, so I'll just sit at the bottom of the ocean and sulk). Now, this doesn't mean you can't make a character that will clash with others - this is mythology, not Strawberry Shortcake - but when push came to shove, even Ares could stand being around the other Olympians, and Loki was actually a pretty cool guy before the death of pretty-boy Baldur. Just make sure that the character isn't unplayable.

    Second, I don't want to see blatant rip-offs of other fictional characters. That doesn't mean you can't base your character off other characters, just don't make it obvious. Mix character traits from several characters, come up with new ways to spin familiar mythology. There is absolutely nothing new under the sun, just new ways of putting together old stuff. However, I reserve the right to shoot down cyborg ninja elves and other such extreme creations. This is epic fantasy people - please try and keep the tone consistent.

    Third, I want to see some flawed, imperfect characters. Don't make them unplayable - see point one - but I don't want to see Mary Sue perfect unbeatable gods. If you can't stand your characters ever losing - or worse, being wrong - this is not the game for you.

    Fourth, even though this seems to go against the grain, don't map out everything about your character right at the beginning. Let him (or her) grow and surprise you as the game goes on. Don't let the original characterization disappear, but leave room for character development.

    Fifth, when considering your god, please create a character first, then try and select a domain. I've seen many a god who was molded to fit a domain, rather than given one as a result of actions, and they are invariably less interesting than characters who also happen to be gods.

    Sixth, and perhaps most importantly, if I can't read what you've written, your chances of getting in drop like a stone. I'm sorry, but that's just the way it is. Play-by-post is a textual medium, and if you can't write well, how am I supposed to believe you can write the story well?

    I know this may sound overly strict. Trust me, this is for your own good. These are the points and warnings of someone who's been through a god game or two, and the sum total of everything I've learned playing god games. Follow the guidelines, and I can assure you your experience will be more rewarding.


    Divine Ranks


    Players start with 15 AP and they accumulate AP each rollover according to their rank.

    Deific Apathy


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    Gods that slumber for millennia cease to exist – they become mere dreams and lore, stories that may have been. In game play terms that means that a God that is inactive for 3 weeks ceases to exist – yet everything that deity created remains to continue the story. Remaining gods may target the remaining creations without the absent player’s permission


    The Repulsion of the Divine From the Mortal Plane

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    Only Fledgling Gods can walk the Plane, and only Fledgling Gods, Lesser Gods, and Intermediate Gods can influence the Material Plane. Greater Gods and Elder Gods are so powerful that them trying to affect the material plane would be like a human trying to strip the electrons off an atom. Any god may take the Cloaked in Wanderlust ability to ignore this rule completely.


    AP Actions

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    1 AP Actions


    -Alter Land: 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. 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.

    - Bless/Curse: Blesses and Curses 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. . 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. A blessing or Curse 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. You use Bless/Curse actions on societies or organization, not individuals.

    - Censure/Praise: You use Censure/Praise actions on individuals or small groups of people not societies or whole organizations. Unlike Bless/Curse this action can be more severe, like turning someone to stone or bringing back one person back from the dead. A Censure/Praise 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.

    -Join Pantheon: Join Pantheon allows a god to enter into a divine covenant with a group of other gods. Doing so gives them 1 extra AP per week, and a bonus when fighting alongside another god in their pantheon (when you are fighting alongside a member of your pantheon you may add 1 dice to any power [hp, attack or defense]. Obviously this bonus doesn't apply if you are fighting someone from your own pantheon)

    -Form Society: Form Society allows a god to organize life into grouping beyond simple hunter-gatherer tribes or wandering monsters. This action can be used to set up governments and armies, but not specific things like a mage's guild or an order of knights. (A well established army will obviously be better suited for a prolonged conflict than ill equipped savages. This is represented by the fact that Mortals in societies may use advanced concepts for RCR. Mortals not in any society may not. A mortal may only be part of one society at any given time.

    2 AP Actions

    -Create Land: Create Land 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 Australia.

    -Form Order: Form Order allows a god to organize their followers into organizations similar to guilds. These orders can be such things as a Mage's Guild, or an Order of Knights, or even a Company of Mercenaries. Orders are different from Societies in that they can utilize magical as well as advanced concepts during RCR.

    -Raise Hero: Raise Hero allows a god to raise a mortal up to great heights. Heroes are paragons of their kind, mighty warlords, great mages, and master thieves. A Hero can utilize Fabled, Advanced, and Magical Concepts during RCR, and are capable of wielding artifacts. A hero also has an automatic +1 bonus to RCR

    -Gather Pantheon: Pantheons are loose organizations of gods who have a common goal, purpose, or who just like each other. A god may create a pantheon with this action, and others may join the Pantheon using the Join Pantheon action. Members of a Pantheon gain 1 extra AP per week, and a bonus to combat when fighting alongside a member of their pantheon.

    -Alchemize New Concept: You may create a new concept out of previously created concepts YOU* created. You may pay 2 AP to combine any two concepts you made. The new concept would count as the lowest concept in the combination in terms of who may use it. For example if YOU* make tattooing as a mundane concept and YOU* make Elemental magic as a magical concept. To combine tattooing and elemental magic into Elemental tattooing you need to spend 6 AP (tattooing + elemental magic + Alchemize New Concept ), any races you control may use the concept of elemental tattooing now IF they can use a mundane concept. Fusing a concept allows you to add +1 to the highest AP bonus among the fused concepts. This combination must make thematic sense. You can Alchemize something like tribal rituals and pyromancy, but unless you are really good at explaining you can't Alchemize fishing and demonology. * You may treat concepts you have permission from the original owner to alchemize as if you created them for the purposes of this action.

    3 AP Actions


    -Weave Sanctum : You may create a location of divinity attuned to your god. This location may be anywhere. If it is not on the material plane, you need the permission of the master of the plane to use this action. Your seat of power may be a layer of a plane, or a simple foreboding castle. (A seat of power may be created for a Mortal). When you are within your sanctum you may add 1 dice to any power [hp, attack or defense]. If the sanctum is created for a mortal that mortal has +2 RCR as long as he/she is within their sanctum.

    -Scourge/Boon: Similar to bless/curse a Scourge/Boon creates a much more serious effect. One this is not subtle magic, it can be an instantaneous disease or a sudden resurrection of an entire group! If you blessing or curse is more serious than "Crops fail" or "My people become really good at using sword" it's probably a Scourge/Boon. An Scourge/Boon takes 3 AP to create, and 4 AP to counter, however, once countered, it takes 5 AP to reinstate, and 6 AP to recounter it, and so on. You use Scourge/Boon actions on societies or organization, not individuals.

    - Exalt/Condemn:You use Exalt/Condemn actions on individuals or small groups of people not societies or whole organizations. The line between Exalt/Condemn and Censure/Praise is a thin one. Where Praise can bring a person back from the dead, Exalt can elevate someone to mastery over a whole species. Where Censure can strike one person dead, Condemn can wrap him in chains formed from the heart of a dying sun and drag him to the lowest pit in hell. A Exalt/Condemn only takes 3 AP to create, and 4 AP to counter, however, once countered, it takes 5 AP to reinstate the curse, and 6 AP to recounter it, and so on.

    -Create Artifact: An artifact is a powerful item or tool. They are imbued with power beyond that of most mortal's imagining. Artifacts can do many things, from resurrecting the dead, to causing small earthquakes. Artifacts are the tools of Mighty Heroes. Gods cannot wield artifacts, the sheer force of divine power would crush an artifact within seconds. A mortal can claim an artifact for his/her own in a couple of ways. 1) it's presented to him by a god/mortal. 2) He engages in battle (RCR or OoC predetermined) for it. A mortal or god may rend/modify an artifact in the following ways: 1) Destroying something is always easier than creating, for 2 AP a god may destroy an artifact in his possession (If you don't possess the artifact, refer to how to claim an artifact) 2) A god may modify an artifact in his possession for 1 AP, modification can alter a chalice of eternal life into instant death. An artifact may grant a mortal a +2 to RCR. A mortal must be at least a Hero or of a Magical race to wield an artifact. THE RULES ENCOURAGE CREATIVITY, SO IF YOU HAVE A CONCEPT OF AN ARTIFACT THAT IS SOMETHING MORE THAN A COMBAT BONUS (AGAIN, WE ENCOURAGE YOU TO THINK OUT OF THE BOX), RUN IT BY THE MODS IN THE OOC OR PM FIRST!

    -Forge Land: Forge land represents a god laboring to create great swathes of land. Forge Land allows a god to create enormous continents, or even moons, for mortals to dwell upon. The amount of land created by Forge Land can be as much as North America, or Earth's Moon.

    - Gain Sphere: The Gain sphere action allows a god to gain an additional Sphere and an accompanying domain element. The god must first have spent 7AP worth of AP on things related to the sphere they wish to gain. The Gain sphere action may never be used to qualify for a sphere, but any other action can be.

    4 AP Actions

    -Create Relic: Relics are powerful items that would destroy a mortal if they tried to use one. Only gods have the force of will to wield a Relic. Relics can do almost anything a god can imagine, and grant them bonuses to divine combat. A God can claim a Relic for his/her own in a couple of ways. 1) it's presented to him by another God. 2) He engages in battle (RCR or OoC predetermined) for it. A god may rend/modify a Relic in the following ways: 1) Destroying something is always easier than creating, for 3 AP a god may destroy an Relic in his possession (If you don't possess the Relic, refer to how to claim an Relic) 2) A god may modify an Relic in his possession for 2 AP, modification can alter the book of future possibilities into a book of past outcomes. The Creator of the Relic is immediately aware of it's destruction. Like an earthquake, energy from a relic sends shockwaves throughout the cosmos, and those attuned to them, such as the creator, or other gods who have previously wielded the relic for extended lengths of time, would feel it. A god may have a relic be a shield or a sword, a weapon or a piece of armor, as long as they are wielding the relic an add 1 dice to any power [hp, attack or defense] The bonus of a relic must be defined at the relics making. Unlike a sanctum you may not change what stat gets the bonus before combat, you must choose what stat gets the bonus when you create the relic. THE RULES ENCOURAGE CREATIVITY, SO IF YOU HAVE A CONCEPT OF AN RELIC THAT IS SOMETHING MORE THAN A COMBAT BONUS (AGAIN, WE ENCOURAGE YOU TO THINK OUT OF THE BOX), RUN IT BY THE MODS IN THE OOC OR PM FIRST!

    -Raise Legend: A Legend is a mortal hero who has gone beyond the limits of mortality. They are truly unforgettable beings, who, even if they die, will live on forever in stories, not only on the mortal world, but throughout the universe. A Legend is powerful enough that it may, once per week, use a 1 AP Action. (johnny Appleseed anyone) A Legend can utilize Fabled, Advanced, and Magical Concepts during RCR, and are capable of wielding artifacts. A legend also has an automatic +2 bonus to RCR

    5 AP Actions:

    -Weave Plane: Weave 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. Weave Plane can also be used to create a brand new planet on the Material plane. 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 ten.Unlike a sanctum a god gets no special benefit for being within his or her own realm or plane.

    -Beget Demigod: Demigods are the stuff of myths, they are mortals who have gone to such heights as to attain godhood. Demigods are truly epic in their power, capable of wielding relics, and holding their own against the very gods that birthed them. A Demigod unlike a Legend gains 1 AP each rollover, this AP accumulates. Demigod's also can actually harm a god, while heroes and legends may not. A Demigod can utilize Fabled, Advanced, and Magical Concepts during RCR, and are capable of wielding artifacts. A Demigod also has an automatic +4 bonus to RCR. If a demigod goes through combat against a deity treat the demigod as have 2 dice for each stat. Their power doesn't come close to rivaling the gods, but they might be able to hurt them, a demigod may be what is needed to turn the tide in a divine battle. the straw that breaks the Almighty's back

    - Gain Ability: Your god gains one of the following abilities:

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    Elemental Mastery - You become one with a certain element. That element may be a traditional one (Fire, water, air) or a more focused element (Death, Magma, Void). When you become one with an element it may effectively said that you ARE that element, that is that you may control that element as if were part of your form and function. The AP costs of Alter Land, Bless/Curse, or Censure/Praise actions involving this element are reduced by 1. You may take this ability multiple times, but you must always distinguish what element it is for: I.E you may take Elemental Mastery (Water) and Elementary Mastery (Acid).

    Cloaked in Wanderlust - You are a god who enjoys travel and exploration. You wander both the mortal world and the planes beyond, always searching for a new sight to see. You can walk and influence the Mortal Plane regardless of your Divine Rank.

    Herald of Life - Your god becomes life itself. This is not necessarily a good power. Instead it means your god is surrounded by life and mere presence nurtures it.Your god is a master at creating life. You thrive anywhere, and beings near you are filled with vigour. When you use the Create Life Action, you may subtract 1 AP from the cost. This means you can make monstrous and Mundane Life for free.

    Source of Arcane - Instead of using Elemental Purity (Magic) this is what this ability is for. Your god becomes a source of magic; he or she becomes magic itself. Your god may make magical concepts for only 1 AP.

    Bathed in Blood - Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight, says your God. You live for battle and only battle; there is no larger goal that constant bloodshed. It is honor and horror, and it is good. Your god has 2 dice added to attack.

    One with the Wild - Your god is almost a beast, you fight with tooth and nail, instead of sword and shield. Your god is powered through instinct rather than reason and strategy. Yet you are still a god, you keep your wits about you, yet as a divine beast you are filled with holy strength. Your god has 1 dice added to attack and 1 dice added to HP.

    Formidable Artisan - Your god is a smith and an artist; you delight in creating great works – either crafting the perfect sword or the most beautiful necklace. Items that your god creates are unparallel compared to your kin. Artifacts, Relics and Monuments cost 1 AP less for you to create

    Mortal Sheppard - Your god concerns himself in the affairs of mortals, more than the divine. You place great emphasis on controlling the actions of mortals either for their own good, or for your amusement. Create society, create organization and divine covenant actions cost 1 AP less for you. This does mean you can create societies for no AP.

    Magnificent Hierophant - Your god places great emphasis on worship, your god wishes and wants for worship and organizes mortals to his own worship. This covenant gives your god power depending on the amount of people worshipping him/her/it. Your god may add 1 dice to any stat for each race he or she has a covenant with and 1 dice to any stat for each race he or she has given a divine mandate to.

    Authoritative Adjudicator - Your god is a dispenser of justice both on the mortal realm and the divine. You are who the gods go to, to settle disputes. You are judge jury and when needed executioner. Sometimes negotiate and arbiter you carry great authority that is recognized by all the gods. Your god may add 3 dice to any stat if your god is the administrator of a pantheon

    Knowledge Broker - Knowledge is power, and power has a price. Your god is not necessarily the embodiment of secrets or knowledge, but he comes close. Your god trades in information – this does not mean your god is omniscient however – unlike the Crystal seer, you are not scrying information – You instantly know everything that your mortal followers know. Thus your knowledge depends on how far you cast your net. Other gods don't know everything their mortal followers know unless they are told in one form or another.

    Divine Beauty - “Beauty is truth, truth beauty— that is all Ye know on Earth, and all ye need to know.” If a god asks another god who is the most beautiful god, they cannot help but say you. Your god is beauty itself, and finds that most mortals would bow to your whim simply because they instinctively think you are so good, and even gods are charmed by your presence. Other gods lose 2 dice from their attack when fighting you. Some Gods, however, are so alien that beauty means nothing to them, gods with "The Inconceivable" ability are unaffected by Divine Beauty, and vice versa.

    Crystal Seer - Gods are not omniscient, they cannot automatically see what happens outside their domain. But you are a seer, a being of such sight and vision that you can sense what is happening anywhere if you wish. Your god automatically knows when another god spends AP, unless 1 AP is spent to cloak the action from your Sight. A God with the "One With Shadows" ability does not need to spend AP to cloak his actions from your sight.

    One with Shadows - You are a being of deceit, a God who's lot is to lie and deceive. Your actions are hidden from those who they don't affect. No God can automatically know about any AP you spend unless that AP affects them or their creations directly even then they won't know it was you who affected their creations, just that a god did.

    Many Faced Trickster - You are a god with many faces. You disguise yourself easily, and even gods are fooled by your act. You can make yourself look, sound, and feel like any animate being. As long as you don't Spend more than 2 AP at a time while disguised, you will fool any god into thinking you are someone else.

    The Inconceivable - Your god is basically an eldritch horror. Mortals may not look upon your god without going mad. Even other gods struggle to look at you while retaining their sanity. All your creations are bizarre and alien. Every word written about you is locked away in fear of a poor soul going mad with the revelation. You are the Nemesis of Reason. You subtract 2 Dice from your Foe's defense during combat.

    Mad Scientist - Your god views the world more of an experiment than anything else. Unlike Source of Arcane this ability is more like Elemental Purity (Science) if science could be considered an element. Your god believes in observation and experimentation, research and testing. You want to pioneer new ways, explore unknown powers, and unfold to the world the deepest mysteries of creation. Advanced concepts cost you no AP to create.

    Lord of War - Unlike Bathed in blood, you do not live for battle, instead you are simply a god of war; this does not mean you are evil or good, instead this ability means that you are a master warrior, fantastic strategist, great commander and leader of men. You are a professional of combat, neither reveling in it nor shirking it. Your god may add 1 dice to attack and 1 dice to defense.

    Prowess of the Paragon - Above Lord of war and Bathed in Blood, you have mastered a specific weapon. Any weapon, bow or sword, scythe or shield, knife or poison, gauntlet or staff, paper fan or whip; your mastery is up to the point that when equipped with that chosen weapon of yours your combat prowess is to such a point that even gods tell each other legends of it. While wielding your chosen weapon, which must be a Relic, your god may add 3 dice to any stat. If for any reason you are unable to wield your chosen Relic, you loose this bonus. You may take this ability multiple times, but you must always distinguish what weapon it is for: I.E you may take Prowess of the Paragon (Axe) and Prowess of the Paragon (shield).

    Immovable Object - You are a god of immovable stoicism. You never back down, even in the face of overwhelming odds. For another god to wound you requires much more effort on their part. your skin is like steel, and your will like stone. You add 2 dice to Defense during combat.

    Protean Lord - instead of Elemental Purity (Chaos) you use this ability. Your power comes from the ever mutable and constantly changing chaos from which the world was formed. You are difficult to predict in combat and wild, unfettered creator. You may constantly rearrange your dice pools after combat is declared.

    Tyrant Above All - Your god is a champion of conquest and control. His or her mortal worshippers benefit from your blessings in their quest to gain control of the world, just as you seek dominion over the heavens. Your god can ignore any "Home Turf" bonuses that would apply when attacking another Deity. Any races you have a covenant with or organizations you have a mandate with have +1 to RCR

    Grand Destroyer - You are the embodiment of destruction, the great unmaker of all things. Although most likely to be considered an evil god, your purpose is necessary to creation. Things must be destroyed so that new things may arise. Your Curses and Censures are stronger than most gods, It takes 2 extra AP to break a Curse or Censure you cast.

    Holy Benefactor - You are a god of holy power. Your will is manifest in the strength it gives those around you. Your purpose is to create and reinforce, to protect the universe from the crushing effects of darkness. Your Blesses and Praises are stronger than most gods, it takes 2 extra AP to break a Bless or Praise you cast.

    Kingmaker - You are known for inspiring mortals to great heights. Many a hero owes their life to you, and many a king their crown. You are capable of easily elevating a mortal to legend, and do so often. You may use the Raise Hero action for 1 AP, and the Raise Legend Action for 3 AP.

    Fount of Vigor - Your god is the source of divinity itself - you course with divine power and are enriched by it, your life force eclipses those of other gods. You may add 20 HP (2 dice) to your HP.

    THE RULES ENCOURAGE CREATIVITY, SO IF YOU HAVE A CONCEPT OF AN ABILITY RUN IT BY THE MODS IN THE OOC OR PM FIRST!

    - Divine Mandate: Heaven or Hell decrees the authority of an organization to the world. The organization becomes the regents of their god's domain. An Organization under a divine mandate may use their worship to use, once per week, a 1 AP Action. (Think inquisition torturing a select group of people [using a censure action once per week] or a church generally giving out small blessings around the country side [using a bless action once per week])(Members of an organization that are under a divine mandate have an additional +2 RCR bonus as well as the ability to now use legendary concepts)

    - Infuse Vestige: Your deity tears off a piece of their soul, their divine spark, and traps it and encases it in an artifact, relic or monument. Their divinity empowers the Vestige to greater heights of power (Bonus TBD). The Vestige may also become self-aware! Infusing a relic will double the relics current bonus. Same thing for an artifact or a monument. (i.e a relic will give a god +2d6, an artifact will give a mortal +4 RCR and a monument will give a god +4d6)

    - Divine Covenant: Your deity makes a sacred covenant with a certain race. The god takes the race under his metaphorical wing, while the race begins to exclusively worship that said god. This is more than simply presiding over that race.., that race takes on some of your gods characteristics and your god takes some of theirs. Adverse AP actions by other gods over a member or members of a presided race cost 1 AP more. Individuals or certain groups of the race can break this covenant and if so, they are no longer under the protection of their god. Think In D&D with the Always Chaotic Evil, Lolth Worshipping Drow; Drizzt became a Chaotic Good Hero who reviled his society and slew his former brethren. (Members of a race that are under a divine covenant have an additional +2 RCR bonus as well as the ability to use any concept)

    -Forge Monument: Monuments are truly wondrous things, objects that the God's themselves find hard to control. A monument is similar to a relic in that it can do almost anything, however, monuments are colossal things, with so much power than they cannot be contained by a single god. A Monument can take almost any form, from enormous otherworldly forges that churn out monstrous siege engines, to a prison meant to contain an entire race of demons. Monuments cannot be moved, and are nearly impossible to destroy.A God can claim a monument for his/her own in a couple of ways. 1) it's presented to him by another God. 2) He engages in battle (RCR or OoC predetermined) for it. 3) Since monuments are stable and unmoving, the creator of a monument may not always be around, A god may master an abandoned or unprotected momentum for 6 AP. Another god may "counter", with 7 AP to remaster, and so on. God's may not modify or Rend Monuments. A god may have a Monument act like a shield or a sword, a weapon or a piece of armor (obviously unlike a relic a monument is stationery and can't actually be a sword or a shield but instead must be more like a prison or a obelisk of power) as long as they are masters of the monument they may add 2 dice to any power [hp, attack or defense] The bonus of a monument must be defined at the monument making. Unlike a sanctum you may not change what stat gets the bonus before combat, you must choose what stat gets the bonus when you create the relic. THE RULES ENCOURAGE CREATIVITY, SO IF YOU HAVE A CONCEPT OF A MONUMENT THAT IS SOMETHING MORE THAN A COMBAT BONUS (AGAIN, WE ENCOURAGE YOU TO THINK OUT OF THE BOX), RUN IT BY THE MODS IN THE OOC OR PM FIRST!

    - Cosmic Decree: Cosmic Decree allows the gods to say something about the universe, and have it be true. These things are the things about Reality that just ARE. You can use Cosmic Decree to say that all Teleportation, no matter what source, touches upon a certain plane, even if only for a split second. You could decree that all living things have immortal souls. You could say what happens after death, perhaps there is an afterlife, or maybe death is truly the end, and nothing exists afterwards for mortal beings. You can decide that gravity doesn't exist or that it works in reverse. You may decide that Karma is an actual thing and that the universe truly does reward the good and punish the wicked as a simple FACT. A god may only use a Cosmic Decree action depending on their rank, refer to the chart on divine ranks. Other gods MAY NOT challenge your cosmic decree, unless they make a decree themselves, BUT ANY god may allow their creations to escape a specific Cosmic Decree by using a Scourge/Boon action. A god may rescind a Cosmic Decree they announced at any time, but they may not regain the use of that Cosmic Decree.

    Examples:
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    Xulos (Lesser) hands down his first cosmic decree (5 AP) grabbing every soul ever and taking them to hell. Zalsaram (Fledgling) uses a boon action (3 AP) to make it so that every mortal under his control goes to heaven. End result: Every mortal who is not under Zalsaram's control goes to hell, every mortal under Zalsaram's control goes to Heaven. Xulos may not use a cosmic decree again until he ascends.

    Isanloff (Greater) hands down his first cosmic decree (5AP) creating Karma. Kiloasa (Fledgling) responds by using his one and only Cosmic Decree obliterating Karma (5AP). Isanloff uses his second Cosmic decree (5AP) to reinstate Karma (5AP). Kiloasa responds by giving all mortals under his control a boon action (3 AP) saying they do not fall under Karma. End result both Isanloff and Kiloasa can't use a cosmic decree again until they ascend. All mortals except those under Kiloasa's control are guided by Karma.

    Variable AP Actions


    -Create Life:

    Life is defined here as anything animate that can act of it's own, or a god's will. Humans, Golems, and Undead, all fall under this category. There are Five kinds of life

    - Mundane monstrous life Life 1 AP: You create non-Sentient Animals (bugs, germs, gerbils) (you may use this action for free any amount of times when you use a create land action or an alter land action.)

    - Monstrous life 1 AP: 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. Monstrous life has a +1 bonus to RCR

    - Sentient Life 2AP: Of any type of life that is roughly equal to a human sapience. Sentient Life does not have a bonus for RCR, but they have the ability to use any mundane concepts unlike monstrous life

    - Greater Life 3 AP: such as Giants or Fey Greater Life has a +1 bonus to RCR, and they have the ability to use any magical or advanced concepts without needing to be part of a society or organization or be a hero or legend

    - Legendary life 5AP: such as Dragons, Greater Demons, Powerful Angels, Titans, or other blatantly supernatural and extremely powerful beings.Legendary Life has a +3 bonus to RCR, and they have the ability to use any concept without needing to be part of a society or organization or be a hero or legend

    -Create Concept:

    You may grant any race or organization you control any concept you create or Alchemize. If you want to give your creations a concept that was created by another deity, or use another concept to Alchemize with your own, you must engage that deity in combat.


    -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. A Sentient Race means that they are able to produce their own shelter. Whether that be crude huts, caves, or tents. Societies would get slightly better quality buildings. Wooden houses, fences, the rare and crude stone fort. Architecture as a Concept would allow for more exotic buildings. Stone Castles, Pyramids, and others. Think of Architecture as a concept representing a society's signature building designs. Aztec, British, Gothic, those are all kinds of architecture found in the real world. If the Architecture is more advanced than the above, lets say Skyscrapers then it becomes an advanced concept, and lets say the architecture becomes magical in nature, lets say Flying cities, then it's a magical concept.

    - 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. Any Society created can have a military if the creator wishes. Whether this is more like a militia, or the society is more like vikings in that the "warrior" is the default job. Advanced concepts for armies would represent structuring and training beyond giving your capable men and women a spear and leather jerkin. Anything comparable to 20th century technology would be considered magical instead of Advanced (germ theory for example was theorized around 36 B.C. and then again in the 17th century, it will be an advanced concept), but anything beyond current technology would be Legendary; so if you want to make computers it would be a magical concept, while making FTL travel would be legendary. Steam Punk no matter how advanced would always be advanced not magical - so have fun with your dirigibles (Same goes for each other punk variant, such as clockpunk, biopunk, cowpunk. EXCEPT for cyber punk - that will be a legendary concept). Advanced Concept can add +1 to mortal RCR

    - Magical 3 AP: Magical Concepts are ways of using power that allow the wielder to accomplish great things. Pyromancy, Necromancy, Abjuration, Healing these are all Magical concepts. So, think of Legendary Concepts as the broadest sense of magic, and Magical Concepts are focused schools of it. Super advanced materials are also magical concepts, if your race works with Adamantium, Octiron, or Orichalcum, then it will be a magical concept not an advanced concept. Magical Concept may add up to +2 to mortal RCR

    -Legendary 5 AP : 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, Nuclear energy, or Divine Magic, Immortal Souls, Afterlife are examples of Legendary Concepts. These are ideas with such scope that they could be used to do almost anythingRCR). Legendary Concepts may add up to +4 to mortal RCR


    Mod Approval Rules


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    Before you create a relic, monument, artifact or new ability. Before you Alchemize two concepts. Before you hand down a cosmic decree. If for any reason you think it MIGHT be controversial, or overpowered, or you are in general unsure... ASK A MOD!


    Etiquette


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    The objective of Lords of Creation is to allow the players to create a world for a playable campaign, while weaving an interesting and original story. It is important to understand that this is not a 'God Campaign' but a form of collaborative storytelling and world-building. If your objective is to create a god simply to show off how great you are at other players’ expense, then this is not the game for you.

    Spoiler
    1. Gods are not omnipotent.
    While you are playing a deity, you should not forget that you are still one of many. There are limits on what a god is capable of.

    2. Gods are not omniscient.
    A deity is limited to what information they can gather through observation or intelligence, just as any powerful being. They are generally assumed to be able to be able find and observe anything on the Material that they wish, but they can still be surprised or caught unawares by things they aren’t paying attention to. A special note here is that things related to a god's domain allow them a vague and general sense of that element but not enough to gather specific details.

    3. Godmodding is to be avoided
    For those of you unfamiliar with the concept, godmodding is, in short, assuming control of another player's characters or creations. In a game of this scale, sometimes it can be impossible to entirely avoid godmodding, but it should be kept to a minimum whenever possible. Remember, planning ahead with other players is the best way to avoid godmodding!

    4. You are not ‘invulnerable’.
    Although many actions in LoC are unable to be completely destroyed by another, simply smugly saying “they get better” is not a means of making you invulnerable. All it does is alienate you from your fellow players and make them inclined to ignore you.

    5. Consider your fellow players.
    You are not the only person trying to establish characters and write a story – everyone has their own plots and plans. Interaction between players is actively encouraged, but simply harassing them is not. Just as ignoring a player’s attacks on your own creations is frowned upon, repeatedly assaulting a player’s creations with no real purpose other than to keep them from playing is griefing, and will not be tolerated.

    6. Time is flexible
    Time to a god's eyes is not the same as that of a mortal's eyes. In essence, there is no “standardized” timeline. Rollovers do not necessarily represent any specific span of time. There have been some instances where mere hours pass IC in one RL week and others where centuries pass in a single post. Stay flexible.

    7. Communication, communication, communication!
    You cannot be too open. The more you plan with other players, the smoother the game gets. Surprising people can be fun, but people can’t work with you if they don’t know what you’re up to. Using the OOC thread or other communication helps a lot.

    8. Respect the MODs
    The MODs of this LoC are here to help the players, not bully them. We oversee all the details it takes to keep this game running from maintaining the roster and world map to rules arbitration and catching cheaters. If we ask for your cooperation as MODs, please give it to us.

    9. Keep the OOC clean
    If you have an issue with something or someone, do not go to the OOC to cry/whine or make a big issue out of it. That's the whole reason the MODs were picked. To keep conflicts out of the OOC. They make the atmosphere oppressive, they make things less fun, and generally unpleasant and maybe even make the arguments larger than they need be. So if you do have a complaint, either PM the offending party or ask a MOD to mediate on the issue. If you have a problem with a MOD, or have a reason to distrust a MOD, simply send the message to another MOD.

    10. Don’t argue over power levels, instead refer to Random Conflict Resolution and roll a die!


    Random Advice

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    Newbie Tips


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    Here are a couple tips that can help you get established in the game world and set you on the right track.
    1. Simply by merit of your god’s origin, you should have a connection to at least one other deity in your progenitor. Not only is having an ally useful in game terms, but writing tends to be much easier with a partner (or enemy) or two.
    2. Early on, be careful to set yourself up with something to do between rollovers. It is boring to end up blowing all your starting ap on something and then not being able to do stuff for a week. Try to create something permanent and lasting you can rp with in the mortal realm to combat this problem.
    3. Don’t create to many Hero’s or mortal characters – it’s hard to keep track of them all and rp them as individuals.

    Mystic on Curse Wars

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    I think the problem is that people treat curse wars like this:

    Bad
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    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.


    When it should be treated like this:

    Good

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    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.


    Last edited by mystic1110; 2012-09-27 at 09:56 PM.
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    Quote Originally Posted by AlexanderML View Post
    Yea, that is a nice rabbit.
    Quote Originally Posted by Razade View Post
    YinBao is fluffy and warm like all rabbits.
    Quote Originally Posted by Hatter View Post
    Yes, I am a shameless YinBao fan...
    Quote Originally Posted by Phobia View Post
    YinBao and Ran Yang Li. The ultimate bromance! XD

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    Quote Originally Posted by PossiblyInsane View Post
    HOW HAS THIS WORLD BECOME SO AWED BY A PATHETIC, TIRED CHICKEN?
    Quote Originally Posted by Razade View Post
    All Praise In-Arl for his wisdom and tasty dark meat.
    Quote Originally Posted by Hatter View Post
    Yay! PTSD Chicken!

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    Default Re: LoC Rule Sets

    I like it, especially the expanded AP actions. In the short time I've been playing, I've continually run into shortfalls there.

    Also:
    One with Shadows: As long as you with to remain unnoticed other gods will not sense your presence (this has to thematically make sense… you can’t just run around in front of them unnoticed)
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    Default Re: LoC Rule Sets

    Quote Originally Posted by Cdr.Fallout View Post
    I like it, especially the expanded AP actions. .
    Glad you like it . Any AP actions that aren't in there that you wish would be?
    Spoiler: YinBao
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    Quote Originally Posted by AlexanderML View Post
    Yea, that is a nice rabbit.
    Quote Originally Posted by Razade View Post
    YinBao is fluffy and warm like all rabbits.
    Quote Originally Posted by Hatter View Post
    Yes, I am a shameless YinBao fan...
    Quote Originally Posted by Phobia View Post
    YinBao and Ran Yang Li. The ultimate bromance! XD

    Spoiler: In-Arl
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    Quote Originally Posted by PossiblyInsane View Post
    HOW HAS THIS WORLD BECOME SO AWED BY A PATHETIC, TIRED CHICKEN?
    Quote Originally Posted by Razade View Post
    All Praise In-Arl for his wisdom and tasty dark meat.
    Quote Originally Posted by Hatter View Post
    Yay! PTSD Chicken!

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    Default Re: LoC Rule Sets

    Whoo... where to start...

    Quote Originally Posted by mystic1110 View Post
    Some major changes: No more fledgling or Greater gods
    This raises some concerns, Fledgling and Greater Gods are supposed to be important steps in the ladder. Representing a brand new god with the potential for growth, and gods who, despite being extremely powerful, aren't quite at the limit of their abilities yet. I'm highly opposed to their removal, as they are integral to the feel of the game.
    Quote Originally Posted by mystic1110 View Post
    No more limits on AP
    This, I'm iffy on. On one hand, it allows a god to accumulate more AP when they're gone to allow them to catchup to other gods in terms of creations.
    On the other hand, if they accumulate a large enough pool, they could do almost anything they want with enough Curse/Bless actions, giving them a major and unfair advantage over those who spent their AP as they gained it, rather than waiting and doing nothing to advance the world.
    Quote Originally Posted by mystic1110 View Post
    Much more customization
    I'm a bit iffy here. I do like the abilities, but the fact that there are so many of them, and they're more like talent points from an MMO. I think they could use major revision.
    Quote Originally Posted by mystic1110 View Post
    different combat system
    I'm on the fence about this. On one hand, it is a slight improvement, allowing multiple rounds of combat and more variation on battling. On the other hand, I think that recent LoC's have relied too much on the Random Conflict Resolution. Conflicts should be roleplayed out, rather than instantly rolled on.
    Quote Originally Posted by mystic1110 View Post
    RCR bonus actually mean something now
    And it didn't before? As above, RCR is being use way too much nowadays, but I don't see how the bonuses have changed in this ruleset.
    Quote Originally Posted by mystic1110 View Post
    More AP Actions/No more separate AP for Pantheons and real AP
    I'm not sure I like having so many actions. As I've stated before in this post, one of the big things that makes LoC what it is, is the relative simplicity compared to something like D&D or GURPS. Adding so many extra actions makes the game more complicated, and doesn't add as much utility as you'd think. I suggest that instead of adding more and more actions, expand the current actions to include the utility of other, similar actions. An example would be combining the create concept actions so that they have "degrees" of quality: Lesser, Greater, Fabled.
    Quote Originally Posted by mystic1110 View Post
    No more coming up with ridiculous reasons why the 7 AP you use justifies a domain
    Now I've got mixed feeling about this. On one hand, it does make things simpler. On the other hand, justification of actions to qualify for domains isn't THAT hard, and it remains an important part of the game. Otherwise we could have a Deity spending AP on various forms of Art to qualify for the Fire (Obliteration) domain. I doubt something that extreme will come up, but the rules allow for it.
    Quote Originally Posted by mystic1110 View Post
    creates choices for players/ Get rid of the limitation of only fledglings may stand on the material plane (which was a left over rule back when new players didn't start the game with 15 AP!)/ less work for GM due to no more infusions...
    I'm not really sure what kind of choices this ruleset is creating, could you perhaps explain a bit more?
    The bit about only Fledgling gods standing on the Material plane was actually added in much more recently than that. The first LoC I played in, and the next few after that, didn't allow ANY god to walk the mortal world. One of them allowed it, but as soon as true "Mortals" were created, gods were unable to walk the world.
    I honestly disagree. Yes, it makes it a little easier for GM's because they don't have to record infusions. But infusions are again, an important part of LoC. They represent a god personally investing a shard of his own divinity into something.

    Quote Originally Posted by mystic1110 View Post
    Character Creation
    Spoiler
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    Creation Name: (Add titles/nicknames here if you want.)
    Domain: (You start with two.)
    Abilities: (You start with one.)
    Attack:
    Defense:
    Hp:
    Themes: (Archetype, concept, core. Sum up your character, give me a feel for him in a couple of words. Trickster God; Proud King; Fertility Goddess; Airship Pirate God, etc.)
    Description: (You get anywhere from one to five paragraphs to make me excited about your character. The skirt rule applies here - short enough to keep me interested, long enough to cover the important parts.)

    This is all that's necessary to begin a character. However, I'd like to mention some general guidelines before we get started:

    First, please think twice before you try making a character that can't interact with the other characters. This extends to evil psychopath gods (try it and they'll die before the end of the first IC thread, trust me), jerkface selfish loners (it sounds cool and badass now, just wait till you don't have anyone to talk to), and alien unknowable gods (no one can know me, so I'll just sit at the bottom of the ocean and sulk). Now, this doesn't mean you can't make a character that will clash with others - this is mythology, not Strawberry Shortcake - but when push came to shove, even Ares could stand being around the other Olympians, and Loki was actually a pretty cool guy before the death of pretty-boy Baldur. Just make sure that the character isn't unplayable.

    Second, I don't want to see blatant rip-offs of other fictional characters. That doesn't mean you can't base your character off other characters, just don't make it obvious. Mix character traits from several characters, come up with new ways to spin familiar mythology. There is absolutely nothing new under the sun, just new ways of putting together old stuff. However, I reserve the right to shoot down cyborg ninja elves and other such extreme creations. This is epic fantasy people - please try and keep the tone consistent.

    Third, I want to see some flawed, imperfect characters. Don't make them unplayable - see point one - but I don't want to see Mary Sue perfect unbeatable gods. If you can't stand your characters ever losing - or worse, being wrong - this is not the game for you.

    Fourth, even though this seems to go against the grain, don't map out everything about your character right at the beginning. Let him (or her) grow and surprise you as the game goes on. Don't let the original characterization disappear, but leave room for character development.

    Fifth, when considering your god, please create a character first, then try and select a domain. I've seen many a god who was molded to fit a domain, rather than given one as a result of actions, and they are invariably less interesting than characters who also happen to be gods.

    Sixth, and perhaps most importantly, if I can't read what you've written, your chances of getting in drop like a stone. I'm sorry, but that's just the way it is. Play-by-post is a textual medium, and if you can't write well, how am I supposed to believe you can write the story well?


    I know this may sound overly strict. Trust me, this is for your own good. These are the points and warnings of someone who's been through a god game or two, and the sum total of everything I've learned playing god games. Follow the guidelines, and I can assure you your experience will be more rewarding.
    I've only got one complaint here, as above, I've stated my thoughts on the combat system, and I think that "statting out" gods is something much against the freeform feel of the game.

    Quote Originally Posted by mystic1110 View Post
    Players start with 15 AP and they accumulate 4 AP each rollover. There is no Max AP since a God will vanish after 2 weeks due to Deific Apathy.
    I honestly don't like this. The point of Ranks in LoC is to gauge how powerful one god is relative to another. Not all gods are equal, as is very apparent when you look at divine ranks in D&D 3.5. Boccob is a greater god, and Vecna is a lesser. while both are far beyond the limits of any mortal, Vecna is much weaker in comparison to Boccob, and would be a fool to challenge him directly.

    Quote Originally Posted by mystic1110 View Post
    AP Actions
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    0 AP actions
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    0 Grant magical spells within their domains - any spell, as long as it's thematically tied to their domains - in any magic their people know, and cast from any type of magic that they have come into contact with and studied. You may also instantly and with no AP grant people a magic that you created.

    0 Remote Sensing - My god-senses are tingling. Basically, sense the location of anyone with a divine spark. It must be noted, however, that this power can be blocked or led astray by the divine spark in question, should they turn their will to eluding your own divine senses.

    0 Send messages to each other via divine magic - unlike earlier versions of this, I am requesting that all such communication be thematically tied. No immediate telepathy, please.

    0 Send divine servants anywhere. Divine servants, unlike gods, need a permission from the master of a sanctum to enter it. Mortals who are not divine servants may not travel between planes, the sheer energy of such travel would rip them apart.

    1 Ap Actions
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    1 Minor changes in the landscape (scorch an entire forest, fill a valley with water, Cities, one particular building etc.). With but a wave of their hand, the gods impose their will on the very land around them, and it changes easily to meet their wishes. Not needed on a plane which is divinely morphic with respect to your deity.

    1 Minor Bless the population of a mortal land. In addition to increasing 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.

    1 Minor Curse the population of a mortal land. In addition to decreasing the mortal population, 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.

    1 Teach a population, for example, spreading a philosophy. Concepts introduced by this action may be affected by blesses, curses, or even the introduction of other concepts. This action should not be mistaken for a prerequisite of social advancement – a society needs no Create Concept to discover such things as slate roofing, silverware, a style of government, or other basics or trivialities. Nor do they need to be used to expand upon existing ideas unless the expansion differs significantly in power or concept. Concepts introduced by this action may reach as small or wide an audience as the creator desires, ranging from a single individual to everyone in the world. A group cannot have a concept forcibly introduced if the player controlling it does not want it (But another player can create a concept and then forcibly introduce it by using a curse action) and other player’s creations cannot ‘steal’ a created concept for themselves without the permission of the player who created it unless they also spend the AP to create the concept for their followers. You can use this to increase (slightly) skill in magic, as well as create religions.

    1 Weave Creation: out of magic anything that isn't strongly magical or sentient. Tea, for instance. This action is also used to create nonmagical nonsentient plants and animals

    1 Designate one mortal as a divine servant. This mortal must be a hero, exarch or demigod.

    1 Teach your followers a magic not of your own creation.

    1 Form Society: This action allows one to arrange their creations into groups more coherent than the simple hunter-gatherer tribes or roving monsters they default to – this action needs to be used to create a society, otherwise a race would be scattered and disorganized.

    1 Join a Pantheon: Join an existing pantheon with the admin of that pantheon’s permission.

    2 AP Actions
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    2 Create sentient race. Life, true life, is a precious gift indeed. The created race is immediately created in numbers ranging from a hundred to thousands; they typically have a strong tie to the domains of their creator, though they are not intrinsically bound to him. This action does not organize the creatures it creates with any sort of society or government – use Form Organization for that. This action can also be used to create constructs, undead, spirits, or any other form of being – it need not strictly be life. Races created by this action cannot be completely eliminated or otherwise permanently removed from the game without the permission of the player who created them. But whole societies can be destroyed through random conflict resolution with another society, group, or hero. Races can however be harmed or aided by Bless or Curse actions.

    2 Change landscape, major (no more than the size of Texas if on land, or raise an archipelago about the size of Indonesia). Not needed on a plane which is divinely morphic with respect to your deity.

    2 Major Bless/ Major Curse :Major Bless brings a beneficial effect to a targeted group. Major Curse brings a harmful effect to a targeted group. This effect can be absolutely anything imaginable, from something as simple as giving a land good harvests year after year to something as incredible as raising every soldier who died in a decades-long war. A curse can create a Decades long war or a deadly epidemic.

    2 Create Organization: You organize a specific group within a society to a specific purpose. (Mortals add +1 Modifier for each Organization they belong to.)

    2 Create Portal: As stated only divine servants can teleport between realms, planes and sanctums…yet sometimes a regular mortal can do so as well – this action is used to create portal from one world to another. Creates a permanent connection between points on two planes. Examples include turning mirrors into pathways to the realm of fae or shadows into the realm of darkness.

    2 Create Technology/Science: Almost like magic, you may advance a civilization almost overnight. Unlike magic tech/science does not play with the fabric of reality and thus is less demanding and powerful. If you wish to create “mad science” the mod rule is that it is a combination of science and magic and thus costs 5 AP. (Mortals add +1 Modifier for each science they know or technology they own.)

    2 Gather Pantheon: To form a pantheon, one deity must make the Gather Pantheon action. This god has admin rights to the pantheon, Admin actions means the creator of the pantheon can expel any member of the pantheon at will. Two other gods must join this pantheon framework for the pantheon to gain any benefits. Each member of the Pantheon gains an additional 1 AP per three members. If the pantheon admin is defeated or dies the pantheon ceases to exist.

    3 AP Actions
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    3 Break Curse/End Enchantment: You may not cancel a minor curse with a minor bless, nor may you cancel it with a major bless. The only way to end a curse is to use this break curse action. You may bless a cursed race, but that bless can’t simply contradict the curse. (You must use a separate Break curse/End enchantment for each curse – so if there were 2 curse actions it would use 6 AP to break)

    3 Create a type - or school, or path, or technique - of Magic. Magic is incredibly powerful in the right hands, and the creation of a new type of magic is a complex and demanding art. Though a type of magic must have weaknesses, it is still a reality-warping force. (Mortals add +2 Modifier for each magic they know)

    3 Create an Artifact. Artifacts are the tools and weapons of the gods, each unique and possessing supernatural powers. Though they are made through the wielding of a god's will, they can be stolen or given away, used by rivals or by mortals. This can be dangerous, as Artifacts are powerful things indeed. Unlike Relic’s a mortal may be able to hold and use an artifact. (An artifact may grant a god 1 Dice) (Mortals add +2 Modifier for each artifact they possess)

    3 Create Hero. Unlike Exarch’s Heroes are not divinely empowered. They are simply the paragons of whatever organization, society, or race they are from. (Mortals add +2 Modifier if they are a hero)

    3 Divine Mandate: You may lay down a decree to an organization of your making, empowering them with your will. (Mortals belonging to an organization under a divine mandate add +2 Modifier )

    3 Create Seat of Power: You may create a location of divinity attuned to your god. This location may be anywhere. If it is not on the material plane, you need the permission of the master of the plane to use this action. Your seat of power may be a layer of a plane, or a simple foreboding castle. (A seat of power may be created for a Mortal)
    Spoiler
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    You must RCR to send a god away from your Seat of Power.
    Divine servants do not need the permission of the master of a realm to enter it.
    Seat of Power are not infinitely mutable, the creator of the Seat of Power decides its attributes when it is created and then it must be changed through AP action like the material plane.
    You may add one dice to any of your stats (once you choose what stat the dice goes towards you may not change it) as long as you remain within your seat of power
    If the seat of power is for a mortal that mortal has +2 Modifier within his own seat of power

    4 AP Actions
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    4 Gain a Domain/Increase Rank/Gain Ability/ Evolve Spiritually (once/week). You may not gain a domain and ability within the same week, nor can you increase a rank and evolve spiritually within the same week. Weeks start on the rollover.
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    Domains are your sphere of influence, and the way your magic expresses itself. Having a domain allows a god to claim that it is definitively the "God of X". See below for Domain Ranks.

    Or you can increase Domain Rank. Each domain starts at Rank 1. (once/domain/week) Ranks are rough rankings of power; a Rank 2 God is more attuned to their domain than a Rank 1 God. The higher a Rank rises, the more powerful and focused the god becomes. (In short, Ranks are just there to measure relative power. It will be especially useful if two gods have the same domain or opposite domains (such as creation and destruction).)

    Or you can gain an ability. Abilities are specific ways that magic works, innate powers of the gods that express themselves in a variety of ways. Though Domains define the power of the gods, Abilities define their knacks and supernatural skills.

    Or you can Evolve Spiritually. This means your god ascends to a higher being of divinity. Evolve spiritually permanently increases your weekly AP gain by One. You may only use Evolve Spiritually once for every three total ranks you have. For example if you have the following domains Water (1 Rank), Fire (4 Ranks) you may only evolve spiritually once.


    4 Create a Relic. Relics are the tools and weapons of the gods, each unique and possessing supernatural powers. Relics cannot be used by mortals since mortal men cannot hope to wield a relic’s power without destroying himself. (An artifact may grant a god 2 Dice)

    4 Create an Exarch. Exarchs are divinely-empowered mortals, champions and companions of the gods. At the moment of their empowerment, they gain an Ability of the god's choice. Though they do not possess enough power to battle a god and win, they are far superior to any mortal. (Mortals add +4 Modifier for being an Exarch)

    4 Create a Magical Race. Similar to create sentient life this action creates a race for whom magic is part of their very being. Such as elves, fae, undead would be covered by this action. Magic to them is as blood is to a human. (Mortals add +4 Modifier for being part of a magical race)

    4 Create a Realm. A Realm is a magical place created by the gods, much like Valhalla or the underground cities of the Tuatha de Danann. You specify the environment and supernatural traits that the Realm has - anything goes. Some Realms are of the world, while others are truly portals into other worlds, but no world seems to have the balance and spark of divinity that the Central World has. A realm could be a separate plane. When you create a realm you instantly master that realm. (if a realm has no master, you may use this action to master the realm) You must RCR to send a god away from your Realm. Divine servants do not need the permission of the master of a realm to enter it.
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    Realms are not infinitely mutable, the creator of a realm decides its attributes when it is created and then it must be changed through AP action like the material plane
    You may add two dice to any of your stats (once you choose what stat the dice goes towards you may not change it) as long as you remain within your Realm.


    4 Alter World. If your god wants to alter the world or plane on a scale larger than alter land major (Think Texas) they must use this action. With this action they can change the very fabric of the planet itself.

    7 AP actions
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    7 Beget a demigod. Though the children of a god are destined to become great heroes, only by expending great amounts of divine power can a Demigod be created; they are to Exarchs what Exarchs are to normal mortals. (Mortals add +8 Modifier for being a demigod)

    7 Empower Demigod: The greatest of heroes can become something more than Mortal. Any god may use this action to promote a demigod into an actual god. They will gain a small pool of AP (2) that refreshes each rollover, this AP can be used on the Create Organization, Bless/Curse, and Alter Land actions

    7 Create a divine sanctum. A divine sanctum is a special type of Realm, attuned only to you, and has the following attributes:
    You may send a god away from your sanctum as a free action (you cannot in a Realm). Divine servants need the permission of the master of a sanctum to enter it.
    Spoiler
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    A Sanctum is infinitely mutable, and it can be whatever you wish it to be, whenever you want it to be that way.
    When you die, or another being tries to master your sanctum, your sanctum is destroyed – only you may be it’s master.
    You may add three dice to any of your stats (once you choose what stat the dice goes towards you may not change it) as long as you remain within your seat of power


    7 Create Legendary Race. Unlike magical races these races are legend and fable incarnate. Think of Dragons and Devils. Angels and Krakens. This action weaves these fantastic creatures into myth and warps reality to accommodate them. (Mortals add +8 Modifier for being a legendary Race)

    7 Create monument: A monument is an enormously powerful relic. A Relic is to a Monument as an artifact is to a relic. Monuments though are stationary and cannot be wielded by gods or mortals. They imbue their power to their master. The creator of a Relic is its master, but if the master of a monument leaves to a different plane another god may try to claim the monument as it's master....... (A monumnet may grant a god 4 Dice)

    7 Create Fabled Concept: Unlike magic or science or concepts such as sword-fighting; this action is reserved for grand concepts which define themselves. For example the very idea of an afterlife or the idea that history is sentient and self-corrects.

    Special AP Actions
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    Ceremony: two or more gods collaborate to do anything. Ceremonies represent the amazing heights a god can achieve in perfect unity with his fellows, forming something greater than the sum of its parts. Of course, a god can also taint or manipulate his Ceremony without the knowledge of his fellows, so it is something done only with full trust. Preforming a ceremony means that each god in the ceremony sacrifices an equal number of AP, and then an additional AP is added to the pool equal to the amount of gods in the ceremony. For example 3 gods sacrifice 3 AP for a ceremony, they may now together perform an action worth 12 AP (they may not save this AP) – usually they all have to agree to that AP actions – yet if one of the three gods wants to taint the ceremony, the end result of the ceremony would be dictated by him. To taint a ceremony you must PM the mod. The first person to PM the mod will be considered that “tainter.” Thus ceremonies must be done with complete trust.
    I don't like it. The actions list is just way too complex.

    Quote Originally Posted by mystic1110 View Post
    List of Abilities
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    Warrior God (Weapon): You are a master of one weapon and are especially skilled in taking down single opponents. (But you must be holding said weapon) You have one dice added to your attack.

    God of War: You can achieve incredible feats with your chosen weapon and can apply powerful magical effects to your blow (This requires Weapon Expertise). You have two dice added to your attack.

    General of the Gods: When you fight alongside legions of mortals or supernatural servants, you inspire greatness and strength in them. You are a master tactician and general, and none can hope to oppose your might in war. (This requires either True Master.) You have three dice added to your attack.

    Defender of the meek: You are a master of defense. You have one dice added to your defense.

    Wall of hope: You have two dice added to your defense. (Defender of the meek is a requirement)

    Immovable object: You have Three dice added to your defense. (Wall of hope is a requirement)

    Bloodlust: You fight like a beast. Divine rage overcomes you in battle, enabling you to ignore injury and rip apart your foes. You have two dice added to your attack.

    Blood Curse: You may instill the supernatural rage that flows through your veins into others at your whim. (This requires Bloodlust) You have two dice added to your attack.

    Divine Athletics: Your endurance and skill in movement is unparalleled. You may make "impossible" feats of acrobatics or athletics with ease. You have one dice added to your Defense and one dice added to your HP.

    Mightiest Athlete: You leave even other gods in the dust behind you; if you wish, you may run as fast as the wind, climb mountains in moments, or even lift them and move them out of your way. (This requires Divine Athletics) You have one dice added to your Defense and one dice added to your HP.

    Divine Inspiration: Like a Muse, you inspire your followers to make great works of every art.

    Divine Charm: Mortals admire you and will do whatever pleases you. Other gods are more prone to listen to you or even fall in love with you.

    Mass Euphoria: One word out of your mouth may cause chaos in the population of an entire city, if you so wish. This effect is temporary and will disappear immediately if the god or goddess leaves the area. (This requires Divine Charm)

    Reality Manipulation: You alter the perception of mortals and gods alike, whether it be beguiling them with illusions and dreams or reaching into their heads and adjusting their view of the world.

    Planeswalker: You walk from plane to plane, binding them together in a great tapestry. You may make portals with only 1 AP

    Planemaker: You now weave upon that very tapestry. You may make realms with only 3 AP (Requires Planeswalker)

    Nature Affinity: You are a powerful druid/shaman who a link to some inhabitants of the natural world. You may also take the shape of animals or plants.

    Spirit of the Land: You are one with the earth. You feel what it feels; mass deforestation, pollution are some of the things that hurt you. You may manifest in any natural environment whenever you wish, and command any natural environment as you will. (Requires Nature Affinity)

    Sorcerer: A catch-all term for special branches of magic, such as Healing, Psychopompy or Oneiromancy; Sorcerers master one type of magic and can wield it as they wish with expertise that beggars even the creators of such a magic. (For direct offense/defense, see below. This is "utility" magic.)

    Battle Mage: You have mastered the offensive magics, whether they be of lightning or fire or other, stranger ways. Your spells have one purpose: to kill. In this, they are unparalleled. You have one dice added to your attack.

    Warding Mage: You have mastered the defensive magics, whether they be of air or force or other, stranger ways. Your spells have one purpose: to protect. In this, they are unparalleled. You have one dice added to your Defense.

    God of Magic. Your god could be described as the very essence of magic. (Requires Sorcerer, Battle Mage and Warding Mage) You have one dice added to your attack, one dice added to your defense and one dice added to your HP

    Item Creation: You are a master creator. Your items are of a superior quality, even by the standards of the gods. You may Create Artifacts using 2 AP

    Formidable Artisan: You can create greater artifacts which are nigh-impossible to destroy and have world-shaking powers. (Requires Item Creation) You may Create Relics with only 3 AP

    Impossible Architect: You can build monuments that rival and outlast the gods themselves. You can create Monuments with only 5 AP (Requires Formidable Artisan)

    Mad Scientist: Your god put’s his faith and powers into the forces of intellect and research rather than magic, but being a god even such forces become warped and strain reality. You may Create science/tech with only 1AP

    Elemental Mastery (choose an element: air, earth, fire, water or metal): You are extremely at ease in your chosen element, and can call it to obey your wishes.

    Elemental Purity (choose an element, the same as you EM skill; you may not take Elemental Purity if you have more than 1 EM skill): A god with Elemental Mastery controls one element. With Elemental Purity, you are that element. You cannot be harmed by that element.

    Celestial Mastery (prerequisite: all five Elemental Mastery skills): You understand that the four classic elements cannot exist without the highest power. The Celestial Element is the ultimate force, where the five elements meet and mix. You cannot be harmed by any element.

    Polymorphy: You are a master of many forms. You shapechange at will, partially or wholly, and be undetectable until you so wish to be discovered
    .
    One with Shadows: As long as you wish to remain unnoticed other gods will not sense your presence (this has to thematically make sense… you can’t just run around in front of them unnoticed)

    World Alteration: You may shape the world with more ease. You may make Minor changes in the landscape without using any AP

    Cataclysm: Your powers over the landscape are even more profound now You may make Major changes in the Landscape using only 1AP (World alteration required)

    Armageddon: Your powers over the landscape are even more profound now You may use alter world for only 2 AP (Cataclysm required)

    Master of your castle: You control your seat of power as if you were your seat of power. Any seats of power you own are divinely morphic to you. (World alteration required)

    Master of your Domain: Treat realms you are master of as if they were sanctums (Master of your castle required)

    Enchanter: Your goal is to protect all life from corruption, and an aura of life and plenty surrounds you. You may use Minor Blesses without Using any AP
    Blessed soul: You master the complex magic that allows life to go on. You may use Major Blesses using only 1 AP (Requires Enchanter)

    Harbringer of Death: Either you understand the necessity of death or you revel in murder. You may use Minor Curses without Using any AP

    Great Destroyer: You master the complex magic that allows life to come to an end. You may use Major Curses using only 1 AP (Requires Harbringer of Death)

    Power over Life and Death: You have masters power of life and Death, you are one with yin and yang. You may use Major Curses and Major blesses without using AP (Requires Great Destroyer and Blessed Soul)

    Divine Teacher: You are a scholar and a tutor. You may Teach a populations without using any AP.

    Create Shard. A Shard of your god is a piece of your god who may act congruently with you. This is to allow you to be multiple places at once, and have multiple conversations. Shards though are risky. Once a shard is destroyed, it is gone forever. A god may reabsorb a shard at any time. A shard could have up 5 dice in powers, subtracted from you. You may only subtract dice granted to you by Abilities and the 10 dice you started out with.

    Create Multiple Shards: You may make more than one shard, each shard follows the same rules as Create Shard (Requires Create Shard)

    Life bringer: You create new life freely. You may use a Weave Creation action without using any AP

    Mind bringer: you bring sentience with ease. You may use a Create Sentient Race Using only 1 AP. (Requires Life bringer)

    Mage Bringer: You create races out of the fabric of reality itself. You may use a Create Magical race action using only 2 AP.(Requires mind bringer)

    Writer of Fables: You write legends with your every word, the races you bring forth are mythes brought to life. You may use a Legendary Magical race action using only 4 AP. (requires Mage Bringer)

    Gatherer of the Tribes: You bring people together: You may create societies without using any AP

    Preacher: You bring people together in a purpose larger than themselves: You may create organizations or religions with only 1 AP (Requires Gatherer of the Tribes)

    Hero Maker: You find individuals of great power with ease: You may create a hero using only 1 AP (Requires Preacher)

    King Maker: Not only Heroes, you find Kings! You may create a Exarch with only 1 AP (Requires heromaker)

    God Maker: You can create demi-gods with ease. You may create a demigod with only 3 AP (Requires king maker)
    This bit, I actually really like. I think the abilities could use some revision, sure, but it really adds a bit of customization to the different gods. I can see this becoming a great and integral part of LoC.


    I'd like to remind you that I still consider you a great person and player of LoC, I just don't really like most of these rule changes.

  5. - Top - End - #5
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    Default Re: LoC Rule Sets

    Darklord2831 don't worry about upsetting me, the reason I made a thread about these rules is so we can collaborate on them as a community. All advice is welcome .

    Comments in Bold!

    Quote Originally Posted by Darklord2831 View Post

    This raises some concerns, Fledgling and Greater Gods are supposed to be important steps in the ladder. Representing a brand new god with the potential for growth, and gods who, despite being extremely powerful, aren't quite at the limit of their abilities yet. I'm highly opposed to their removal, as they are integral to the feel of the game.

    True, but that's what evolved spiritually is there for. A god who has evolved spiritually 4 times is much more powerful than a god who never evolved. THe only thing the change does is remove the upper limits of greater god hood, and removes the need for a GM to keep track of it/ although now that I think about it, they should probably still keep track of how many evolutions they have had.

    This, I'm iffy on. On one hand, it allows a god to accumulate more AP when they're gone to allow them to catchup to other gods in terms of creations.
    On the other hand, if they accumulate a large enough pool, they could do almost anything they want with enough Curse/Bless actions, giving them a major and unfair advantage over those who spent their AP as they gained it, rather than waiting and doing nothing to advance the world.

    The thing here is... the current maxes of greater gods, don't stop this. Gods who get up to 30+ AP can already do whatever they want.

    I'm a bit iffy here. I do like the abilities, but the fact that there are so many of them, and they're more like talent points from an MMO. I think they could use major revision.

    The abilities are mostly stolen from TheDarkDM's game... I would love it if somebody helps me revise them to be more streamlined!

    I'm on the fence about this. On one hand, it is a slight improvement, allowing multiple rounds of combat and more variation on battling. On the other hand, I think that recent LoC's have relied too much on the Random Conflict Resolution. Conflicts should be roleplayed out, rather than instantly rolled on.
    And it didn't before? As above, RCR is being use way too much nowadays, but I don't see how the bonuses have changed in this ruleset.

    RCR from what I can see isn't being used all that often. Most people just decide everything on OoC. These bonuses however make clear that a Legendary race will crush a regular one. A god with a lot of attack will crush a god with low defense. SO even in OoC arguments you can take them into consideration.

    I'm not sure I like having so many actions. As I've stated before in this post, one of the big things that makes LoC what it is, is the relative simplicity compared to something like D&D or GURPS. Adding so many extra actions makes the game more complicated, and doesn't add as much utility as you'd think. I suggest that instead of adding more and more actions, expand the current actions to include the utility of other, similar actions. An example would be combining the create concept actions so that they have "degrees" of quality: Lesser, Greater, Fabled.

    Changing it to degrees instead of separate actions though is a stylistic change not a functional one.

    Now I've got mixed feeling about this. On one hand, it does make things simpler. On the other hand, justification of actions to qualify for domains isn't THAT hard, and it remains an important part of the game. Otherwise we could have a Deity spending AP on various forms of Art to qualify for the Fire (Obliteration) domain. I doubt something that extreme will come up, but the rules allow for it.

    Hmmm... I understand the concern, I also have no clue how to avoid it.

    I'm not really sure what kind of choices this ruleset is creating, could you perhaps explain a bit more?

    Choices involve, choosing your gods stats. Are you the strongest god, capable of beating any other in an arm wrestling match? Then your stats can show for it. Abilities also now differentiate the gods. Can you be conniving with multiple shards everywhere, sneaky with one with shadows, a nature goddess, a shapeshifter etc. Also now every week you have the choice of gaining a new domain, evolving spiritually or gaining a new ability. You can get 1 more AP or the ability to make artifacts much cheaper...

    The bit about only Fledgling gods standing on the Material plane was actually added in much more recently than that. The first LoC I played in, and the next few after that, didn't allow ANY god to walk the mortal world. One of them allowed it, but as soon as true "Mortals" were created, gods were unable to walk the world.

    Yeah... and every LoC, people try to get around it in convoluted ways that never work out or are forgotten... lets have the gods walk the earth.

    I honestly disagree. Yes, it makes it a little easier for GM's because they don't have to record infusions. But infusions are again, an important part of LoC. They represent a god personally investing a shard of his own divinity into something.

    Infusions here were broken down into divine mandates, demigods, etc... very rarely have infusions been treated as an actual divestment of a personal spark. Most of the time it's just been a powerup

    I've only got one complaint here, as above, I've stated my thoughts on the combat system, and I think that "statting out" gods is something much against the freeform feel of the game.

    True, I totally forgot who said it, but when I changed the rule system from the Create concept 1-5AP to lesser/fabled their complaint was the same thing. That i'm too much of a dictator. I guess this particular point is up for community evaluation

    I honestly don't like this. The point of Ranks in LoC is to gauge how powerful one god is relative to another. Not all gods are equal, as is very apparent when you look at divine ranks in D&D 3.5. Boccob is a greater god, and Vecna is a lesser. while both are far beyond the limits of any mortal, Vecna is much weaker in comparison to Boccob, and would be a fool to challenge him directly.

    Covered this earlier

    I don't like it. The actions list is just way too complex.

    I'm not surprised that people have different reactions to this...

    This bit, I actually really like. I think the abilities could use some revision, sure, but it really adds a bit of customization to the different gods. I can see this becoming a great and integral part of LoC.

    When I saw TheDarkDM's system on this, I had to steal it, all credit goes to him.

    I'd like to remind you that I still consider you a great person and player of LoC, I just don't really like most of these rule changes.

    And again, Thank you!!!
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    Yea, that is a nice rabbit.
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    YinBao is fluffy and warm like all rabbits.
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    YinBao and Ran Yang Li. The ultimate bromance! XD

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    Yay! PTSD Chicken!

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    Reading the ruels still but this seems like fun. So are you going ot make a game of this in the PbP or is it just for everyone to use, or both? Sill new to LoC, with only one god ever having been made by me. Kry-tek, the Tyrant God of Slavery. But I could well use this.

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    I don't know about everyone else but I'd rather take a simpler AP system like the one in use in the Demiurges game and fix that rather than take a more complicated one and take things off of it.
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    Yohalles, the Wanderer
    Lonel, Gentleman Luck
    Jongo, God of Sea-Life

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    Quite honestly, I think that the actions are good in Boundless Wonder, Endless Strife. There doesn't need to be a lot of change. The only thing that I could think to improve is to add an intermediate level between Fabled life/concepts and Mundane life/Concepts.

    Also, the addition of 7 AP actions is a mistake in my opinions. I always find myself without enough AP to do everything I want to, and making the actions equivalent to create fabled life cost even more is only going to limit what a god can do.

    I would propose keeping the Actions of Boundess Wonder, Endless Strife, and adding in a very few. Keeping AP actions broadly defined and able to cover a larger area of actual actions is key, in my opinion. Focuses actions only serves to increase the game's complexity.

    Here's my proposed set of actions.

    AP Actions
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    1 AP Actions
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    -Alter Land: 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. 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.
    -Join Pantheon: Join Pantheon allows a god to enter into a divine covenant with a group of other gods. Doing so gives them 1 extra AP per week, and a bonus when fighting alongside another god in their pantheon.
    -Form Society: Form Society allows a god to organize life into grouping beyond simple hunter-gatherer tribes or wandering monsters. This action can be used to set up governments and armies, but not specific things like a mage's guild or an order of knights.

    2 AP Actions
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    -Create Land: Create Land 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 Australia.
    -Form Order: Form Order allows a god to organize their followers into organizations similar to guilds. These orders can be such things as a Mage's Guild, or an Order of Knights, or even a Company of Mercenaries. Orders are different from Societies in that they can utilize Greater concepts during RCR.
    -Raise Hero: Raise Hero allows a god to raise a mortal up to great heights. Heroes are paragons of their kind, mighty warlords, great mages, and master thieves. A Hero can utilize Fabled Concepts during RCR, and are capable of wielding artifacts.
    -Weave Layer: Weave Layer allows a god to create a dimension within a dimension.
    -Gather Pantheon: Pantheons are loose organizations of gods who have a common goal, purpose, or who just like each other. A god may create a pantheon with this action, and others may join the Pantheon using the Join Pantheon action. Members of a Pantheon gain 1 extra AP per week, and a bonus to combat when fighting alongside a member of their pantheon.

    3 AP Actions
    Spoiler
    Show
    -Create Artifact: An artifact is a powerful item or tool. They are imbued with power beyond that of most mortal's imagining. Artifacts can do many things, from resurrecting the dead, to causing small earthquakes. Artifacts are the tools of Mighty Heroes. Gods cannot wield artifacts, the sheer force of divine power would crush an artifact within seconds.
    -Forge Land: Forge land represents a god laboring to create great swathes of land. Forge Land allows a god to create enormous continents, or even moons, for mortals to dwell upon. The amount of land created by Forge Land can be as much as North America, or Earth's Moon.

    4 AP Actions
    Spoiler
    Show
    -Weave Plane: Weave 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. Weave Plane can also be used to create a brand new planet on the Material plane. 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 ten.
    -Create Relic: Relics are powerful items that would destroy a mortal if they tried to use one. Only gods have the force of will to wield a Relic. Relics can do almost anything a god can imagine, and grant them bonuses to divine combat.
    -Raise Legend: A Legend is a mortal hero who has gone beyond the limits of mortality. They are truly unforgettable beings, who, even if they die, will live on forever in stories, not only on the mortal world, but throughout the universe. A Legend is powerful enough that it may, once per week, use either Form Order, Form Society, or Alter Land.

    5 AP Actions:
    Spoiler
    Show
    -Beget Demigod: Demigods are the stuff of myths, they are mortals who have gone to such heights as to attain godhood. Demigods are truely epic in their power, capable of wielding relics, and holding their own against the very gods that birthed them. A Demigod has a pool of 2 AP that they may use each week. This pool refreshes, it does not accumulate.
    -Forge Monument: Monuments are truly wondrous things, objects that the God's themselves find hard to control. A monument is similar to a relic in that it can do almost anything, however, monuments are colossal things, with so much power than they cannot be contained by a single god. A Monument can take almost any form, from enormous otherworldly forges that churn out monstrous siege engines, to a prison meant to contain an entire race of demons. Monuments cannot be moved, and are nearly impossible to destroy.

    Variable AP Actions
    Spoiler
    Show
    -Bless/Curse: Blesses and Curses are the will of the gods made manifest. They can range from a golden age for an empire, to a plague that rots the flesh of mortals from inside out. 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. A blessing or Curse 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.
    -Create Life: Life is defined here as anything animate that can act of it's own, or a god's will. Humans, Golems, and Undead, all fall under this category. There are three kinds of life; Mundane Life, any type of life that is roughly equal to a human, costs 1 AP. Greater Life, such as Giants or Lesser Demons, cost 2 AP to create, and Legendary life, such as Dragons, Greater Demons, Powerful Angels, Titans, or other blatantly supernatural and extremely powerful beings, cost 4 AP to create.
    -Create Concept: Concepts are ideas, trades, skills, and powers that can be wielded by life or the gods. Mundane concepts, such as agriculture, Blacksmithing, Mining, or Boatmaking, cost 1 AP to create. Greater Concepts, such as Martial Arts, Engineering, or Narrowly Focused Magics, cost 2 AP to create. Fabled Concepts, such as Arcane Magic, Highly Advanced Technology, or Psionic Powers, cost 4 AP to create.



    Some Clarification: Legends are raised from heroes, and demigods from legends. You cannot just make a legend appear, nor can you just pump out a Demigod.
    Greater Concepts can be wielded in RCR, and give a +1 bonus to rolls when being used. Fabled Concepts are even more powerful, giving a +2 Bonus.
    Last edited by Darklady2831; 2012-09-14 at 04:17 PM.

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    Quote Originally Posted by Darklord2831 View Post
    The only thing that I could think to improve is to add an intermediate level between Fabled life/concepts and Mundane life/Concepts.
    Agreed, also something more than Create land, because alter land should be used more often. Create land should make islands while another action should make continents.

    Also their needs to be some differentiation between sentient and non-sentient life: A bird and a Human should not cost the same

    Quote Originally Posted by Darklord2831 View Post
    Also, the addition of 7 AP actions is a mistake in my opinions. I always find myself without enough AP to do everything I want to, and making the actions equivalent to create fabled life cost even more is only going to limit what a god can do.
    My hope was that gods would stick to the 4 AP actions and the 7 AP actions would be relatively rarer and more special



    AP Actions
    Spoiler
    Show
    1 AP Actions
    Spoiler
    Show
    -Alter Land: 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. 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.
    -Join Pantheon: Join Pantheon allows a god to enter into a divine covenant with a group of other gods. Doing so gives them 1 extra AP per week, and a bonus when fighting alongside another god in their pantheon.
    -Form Society: Form Society allows a god to organize life into grouping beyond simple hunter-gatherer tribes or wandering monsters. This action can be used to set up governments and armies, but not specific things like a mage's guild or an order of knights.

    2 AP Actions
    Spoiler
    Show
    -Create Land: Create Land 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 Australia.
    -Form Order: Form Order allows a god to organize their followers into organizations similar to guilds. These orders can be such things as a Mage's Guild, or an Order of Knights, or even a Company of Mercenaries. Orders are different from Societies in that they can utilize Greater concepts during RCR.
    -Raise Hero: Raise Hero allows a god to raise a mortal up to great heights. Heroes are paragons of their kind, mighty warlords, great mages, and master thieves. A Hero can utilize Fabled Concepts during RCR, and are capable of wielding artifacts.
    -Weave Layer: Weave Layer allows a god to create a dimension within a dimension.
    -Gather Pantheon: Pantheons are loose organizations of gods who have a common goal, purpose, or who just like each other. A god may create a pantheon with this action, and others may join the Pantheon using the Join Pantheon action. Members of a Pantheon gain 1 extra AP per week, and a bonus to combat when fighting alongside a member of their pantheon.

    3 AP Actions
    Spoiler
    Show
    -Create Artifact: An artifact is a powerful item or tool. They are imbued with power beyond that of most mortal's imagining. Artifacts can do many things, from resurrecting the dead, to causing small earthquakes. Artifacts are the tools of Mighty Heroes. Gods cannot wield artifacts, the sheer force of divine power would crush an artifact within seconds.
    -Forge Land: Forge land represents a god laboring to create great swathes of land. Forge Land allows a god to create enormous continents, or even moons, for mortals to dwell upon. The amount of land created by Forge Land can be as much as North America, or Earth's Moon.

    4 AP Actions
    Spoiler
    Show
    -Weave Plane: Weave 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. Weave Plane can also be used to create a brand new planet on the Material plane. 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 ten.
    -Create Relic: Relics are powerful items that would destroy a mortal if they tried to use one. Only gods have the force of will to wield a Relic. Relics can do almost anything a god can imagine, and grant them bonuses to divine combat.
    -Raise Legend: A Legend is a mortal hero who has gone beyond the limits of mortality. They are truly unforgettable beings, who, even if they die, will live on forever in stories, not only on the mortal world, but throughout the universe. A Legend is powerful enough that it may, once per week, use either Form Order, Form Society, or Alter Land.

    5 AP Actions:
    Spoiler
    Show
    -Beget Demigod: Demigods are the stuff of myths, they are mortals who have gone to such heights as to attain godhood. Demigods are truely epic in their power, capable of wielding relics, and holding their own against the very gods that birthed them. A Demigod has a pool of 2 AP that they may use each week. This pool refreshes, it does not accumulate.
    -Forge Monument: Monuments are truly wondrous things, objects that the God's themselves find hard to control. A monument is similar to a relic in that it can do almost anything, however, monuments are colossal things, with so much power than they cannot be contained by a single god. A Monument can take almost any form, from enormous otherworldly forges that churn out monstrous siege engines, to a prison meant to contain an entire race of demons. Monuments cannot be moved, and are nearly impossible to destroy.

    Variable AP Actions
    Spoiler
    Show
    -Bless/Curse: Blesses and Curses are the will of the gods made manifest. They can range from a golden age for an empire, to a plague that rots the flesh of mortals from inside out. 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. A blessing or Curse 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.
    -Create Life: Life is defined here as anything animate that can act of it's own, or a god's will. Humans, Golems, and Undead, all fall under this category. There are three kinds of life; Mundane Life, any type of life that is roughly equal to a human, costs 1 AP. Greater Life, such as Giants or Lesser Demons, cost 2 AP to create, and Legendary life, such as Dragons, Greater Demons, Powerful Angels, Titans, or other blatantly supernatural and extremely powerful beings, cost 4 AP to create.
    -Create Concept: Concepts are ideas, trades, skills, and powers that can be wielded by life or the gods. Mundane concepts, such as agriculture, Blacksmithing, Mining, or Boatmaking, cost 1 AP to create. Greater Concepts, such as Martial Arts, Engineering, or Narrowly Focused Magics, cost 2 AP to create. Fabled Concepts, such as Arcane Magic, Highly Advanced Technology, or Psionic Powers, cost 4 AP to create.


    [/QUOTE]

    Very Nice!! I actually like alot of what you kept and changed: some comments:

    Spoiler
    Show

    -Weave Layer: Weave Layer allows a god to create a dimension within a dimension.


    Basically what Create Seat of power was.... but more limited. Seat of power was meant to allow you to create otherworldly things on the material plane itself as well as other places.... anything from the a Living Forest to Sigil. Also you need to hilight that you need the original planes master's permission. Otherwise their will be fights over people just making layers on planes the original creator doesn't want to take his plane in.

    Love the Raise Legend Idea of 1 AP actions... but the 2 AP for Demigods is quite a lot. My fear is that it would be treated as an AP farm for the original god.

    The bless and curse system is sort of confusing unless it's spelled out. A 1 AP curse is supposed to be really subtle! But everyone forgets that part and notices it immediately. Additionally most curse start as 1 AP curse and most people try to avoid curse wars so they stay that way. I don't want one person making a river stop flowing for 1 AP and another for damning an entire civilization for 1 AP...

    Also curse wars need a stopping point.. Which is why I wanted a break curse action. Instead of 1-2-3-4-5 AP lost.... it would have been 2-3-2-3-2

    Life is defined here as anything animate that can act of it's own, or a god's will. Humans, Golems, and Undead, all fall under this category. There are three kinds of life; Mundane Life, any type of life that is roughly equal to a human, costs 1 AP. Greater Life, such as Giants or Lesser Demons, cost 2 AP to create, and Legendary life, such as Dragons, Greater Demons, Powerful Angels, Titans, or other blatantly supernatural and extremely powerful beings, cost 4 AP to create.
    I would change to:

    Life is defined here as anything animate that can act of it's own, or a god's will. Humans, Golems, and Undead, all fall under this category. There are three kinds of life; Mundane Life, Non-Sentient Animals (bugs, germs, gerbils) cost 1 AP. Sentient Life of any type of life that is roughly equal to a human, costs 2 AP. Greater Life, such as Giants or Fey, cost 3 AP to create, and Legendary life, such as Dragons, Greater Demons, Powerful Angels, Titans, or other blatantly supernatural and extremely powerful beings, cost 5 AP to create.

    For the concepts, I would make a distinction between engineering and magic. Because gunpowder should not cost the same as lets say pyromancy. They're just not equal....

    ----

    Btw the agenda, we are currently on step 1! No other step should be discussed for now (but you can argue about hte ordering of the steps ...

    1) AP actions
    2) Streamlining Abilities
    3) Divine Rank Debate
    4) Combat System
    5) ?
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    Quote Originally Posted by mystic1110 View Post
    Spoiler
    Show

    -Weave Layer: Weave Layer allows a god to create a dimension within a dimension.


    Basically what Create Seat of power was.... but more limited. Seat of power was meant to allow you to create otherworldly things on the material plane itself as well as other places.... anything from the a Living Forest to Sigil. Also you need to hilight that you need the original planes master's permission. Otherwise their will be fights over people just making layers on planes the original creator doesn't want to take his plane in.

    Valid Point. I'm not sure what the action should be called/do, so could you maybe write it up?

    Love the Raise Legend Idea of 1 AP actions... but the 2 AP for Demigods is quite a lot. My fear is that it would be treated as an AP farm for the original god.

    Hmm... how about we keep the Demigod ability the same as the Legend one, and allow Demigods to wield relics, plus fight as actual gods in divine conflicts.

    The bless and curse system is sort of confusing unless it's spelled out. A 1 AP curse is supposed to be really subtle! But everyone forgets that part and notices it immediately. Additionally most curse start as 1 AP curse and most people try to avoid curse wars so they stay that way. I don't want one person making a river stop flowing for 1 AP and another for damning an entire civilization for 1 AP...

    I see your point here. I suppose the Minor/Major Curse actions make sense. Let's keep those as the degrees of curses, though I think Breaking minor Curses should be easier than breaking Major Curses.

    Also curse wars need a stopping point.. Which is why I wanted a break curse action. Instead of 1-2-3-4-5 AP lost.... it would have been 2-3-2-3-2

    Again, I do see your point. Thing is, if the Curse Breaker is spending more AP to break the curse, then someone determined enough could use the method of cursing a player's creations badly, making the player break the curse multiple times until they're out of AP, then just curse them again.
    I suggest making "recursing" something cost +1 AP per times the curse has been broken.


    I would change to:

    Life is defined here as anything animate that can act of it's own, or a god's will. Humans, Golems, and Undead, all fall under this category. There are three kinds of life; Mundane Life, Non-Sentient Animals (bugs, germs, gerbils) cost 1 AP. Sentient Life of any type of life that is roughly equal to a human, costs 2 AP. Greater Life, such as Giants or Fey, cost 3 AP to create, and Legendary life, such as Dragons, Greater Demons, Powerful Angels, Titans, or other blatantly supernatural and extremely powerful beings, cost 5 AP to create.

    I like it, I like it a lot.

    For the concepts, I would make a distinction between engineering and magic. Because gunpowder should not cost the same as lets say pyromancy. They're just not equal....

    I see your point... how about...
    Concept Ranks:
    -Mundane 1 AP: Concepts that would have been easily found in ancient rome or greece. Blacksmithing, Literature, Sculpture, and Architecture are examples of Mundane Concepts.
    -Advanced 2 AP: Advanced concepts are technological marvels that revolutionize the way a society works. Things such as Gunpowder, Steam Power, and Plumbing, are Advanced Concepts. Whole societies may use Advanced concepts in conflicts, adding +1 to any RCR rolls made.
    -Magical 3 AP: Magical Concepts are things that are beyond the realm of the normal world. Psychic powers, Healing magic, enchanting weaponry, or Pyromancy are examples of Magical Concepts. Only Orders and Heroes are powerful enough to utilize magical concepts. Magical Concepts add +2 to RCR when used.
    -Legendary 5 AP: Legendary Concepts are supernatural powers far beyond anything a mortal could imagine. Entire systems of Magic, such as Necromancy, Demonology, Wizardry, or Druidism, fall under the Legendary category. Only Orders or Heroes are powerful enough to utilize Legendary Concepts. Using a Legendary Concept in RCR adds +3 to the wielder's roll.
    ----

    Btw the agenda, we are currently on step 1! No other step should be discussed for now (but you can argue about hte ordering of the steps ...

    1) AP actions
    2) Streamlining Abilities
    3) Divine Rank Debate
    4) Combat System
    5) ?
    I'm in total agreement about the agenda.

    EDIT: wait... maybe put Streamlining abilities after Combat System. We should figure out exactly what kind of RCR we'll be using before we go ahead and make abilities that may influence it.
    Last edited by Darklady2831; 2012-09-14 at 10:26 PM.

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    EDIT: wait... maybe put Streamlining abilities after Combat System. We should figure out exactly what kind of RCR we'll be using before we go ahead and make abilities that may influence it.
    Agreed.

    Anyway some changes in bold....

    AP Actions
    1 AP Actions
    -Alter Land: 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. 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.
    - Curse/Bless: Blesses and Curses 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. . 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. A blessing or Curse 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.
    -Join Pantheon: Join Pantheon allows a god to enter into a divine covenant with a group of other gods. Doing so gives them 1 extra AP per week, and a bonus when fighting alongside another god in their pantheon.
    -Form Society: Form Society allows a god to organize life into grouping beyond simple hunter-gatherer tribes or wandering monsters. This action can be used to set up governments and armies, but not specific things like a mage's guild or an order of knights.
    2 AP Actions
    -Create Land: Create Land 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 Australia.
    -Form Order: Form Order allows a god to organize their followers into organizations similar to guilds. These orders can be such things as a Mage's Guild, or an Order of Knights, or even a Company of Mercenaries. Orders are different from Societies in that they can utilize Greater concepts during RCR.
    -Raise Hero: Raise Hero allows a god to raise a mortal up to great heights. Heroes are paragons of their kind, mighty warlords, great mages, and master thieves. A Hero can utilize Fabled Concepts during RCR, and are capable of wielding artifacts.
    -Weave Sanctum : You may create a location of divinity attuned to your god. This location may be anywhere. If it is not on the material plane, you need the permission of the master of the plane to use this action. Your seat of power may be a layer of a plane, or a simple foreboding castle. (A seat of power may be created for a Mortal)
    -Gather Pantheon: Pantheons are loose organizations of gods who have a common goal, purpose, or who just like each other. A god may create a pantheon with this action, and others may join the Pantheon using the Join Pantheon action. Members of a Pantheon gain 1 extra AP per week, and a bonus to combat when fighting alongside a member of their pantheon.
    3 AP Actions
    Spoiler
    Show
    -Create Artifact: An artifact is a powerful item or tool. They are imbued with power beyond that of most mortal's imagining. Artifacts can do many things, from resurrecting the dead, to causing small earthquakes. Artifacts are the tools of Mighty Heroes. Gods cannot wield artifacts, the sheer force of divine power would crush an artifact within seconds.
    -Forge Land: Forge land represents a god laboring to create great swathes of land. Forge Land allows a god to create enormous continents, or even moons, for mortals to dwell upon. The amount of land created by Forge Land can be as much as North America, or Earth's Moon.
    -Anathema/Exaltation: Similar to bless/curse Anathema/Exaltation creates a much more serious effect. One this is not subtle magic, it can be an instantaneous disease or a sudden resurrection of an entire group! If you blessing or curse is more serious than "Crops fail" or "My people become really good at using sword" it's probably a Anathema/Exaltation. An Anathema/Exaltation takes 3 AP to create, and 4 AP to counter, however, once countered, it takes 5 AP to reinstate, and 6 AP to recounter it, and so on.
    4 AP Actions
    Weave Plane: Weave 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. Weave Plane can also be used to create a brand new planet on the Material plane. 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 ten.
    -Create Relic: Relics are powerful items that would destroy a mortal if they tried to use one. Only gods have the force of will to wield a Relic. Relics can do almost anything a god can imagine, and grant them bonuses to divine combat.
    -Raise Legend: A Legend is a mortal hero who has gone beyond the limits of mortality. They are truly unforgettable beings, who, even if they die, will live on forever in stories, not only on the mortal world, but throughout the universe. A Legend is powerful enough that it may, once per week, use a 1 AP Action. (johnny Appleseed anyone)

    5 AP Actions:
    Beget Demigod: Demigods are the stuff of myths, they are mortals who have gone to such heights as to attain godhood. Demigods are truely epic in their power, capable of wielding relics, and holding their own against the very gods that birthed them. A Demigod is powerful enough that it may, once per week, use a 1 AP Action. Demigod's though can actually harm a god, while heroes and legends may not.
    -Forge Monument: Monuments are truly wondrous things, objects that the God's themselves find hard to control. A monument is similar to a relic in that it can do almost anything, however, monuments are colossal things, with so much power than they cannot be contained by a single god. A Monument can take almost any form, from enormous otherworldly forges that churn out monstrous siege engines, to a prison meant to contain an entire race of demons. Monuments cannot be moved, and are nearly impossible to destroy.
    Variable AP Actions
    -Create Life:
    Life is defined here as anything animate that can act of it's own, or a god's will. Humans, Golems, and Undead, all fall under this category. There are four kinds of life; Mundane Life, Non-Sentient Animals (bugs, germs, gerbils) cost 1 AP. Sentient Life of any type of life that is roughly equal to a human, costs 2 AP. Greater Life, such as Giants or Fey, cost 3 AP to create, and Legendary life, such as Dragons, Greater Demons, Powerful Angels, Titans, or other blatantly supernatural and extremely powerful beings, cost 5 AP to create.
    -Create Concept:
    -Mundane 1 AP: Concepts that would have been easily found in ancient rome or greece. Blacksmithing, Literature, Sculpture, and Architecture are examples of Mundane Concepts.
    -Advanced 2 AP: Advanced concepts are technological marvels that revolutionize the way a society works. Things such as Gunpowder, Steam Power, and Plumbing, are Advanced Concepts.
    -Magical 3 AP: Magical Concepts are things that are beyond the realm of the normal world. Psychic powers, Healing magic, enchanting weaponry, or Pyromancy are examples of Magical Concepts. Only Orders and Heroes are powerful enough to utilize magical concepts.
    -Legendary 5 AP: Legendary Concepts are supernatural powers far beyond anything a mortal could imagine. Entire systems of Magic, such as Necromancy, Demonology, Wizardry, or Druidism, fall under the Legendary category. Only Orders or Heroes are powerful enough to utilize Legendary Concepts.


    ====

    I can give up the sanctum/super realm idea as well as the Divine Mandate
    ====

    stuff IMO need to be added.

    1) We need to figure out the break curse/enchantment thing
    2) I like the Weave Portal action... allows non heroic mortals to travel between borders/realms/layers
    3) A clear cut system and AP rules for destroying artifacts/relics and monuments
    4) Where do infusion come in/ if at all
    5) (we can save the gain domain/rank/ability/evolve spiritually action for last)
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  12. - Top - End - #12
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    I like this. It combines much of the good points of LoC and Heroes of the Fall. I definitely like the Abilities. While LoC is fun, adding in the Abilities from Heroes adds just that next step of customization that I think LoC needs.

    I'm with Darklord on a couple of points. I think that there still should be justification for the gaining of domains. In no game of LoC that I've played have the justifications felt forced to me. I think it's a good way to keep deities on a path that makes thematic sense.

    I also am of the mind that deities shouldn't be on the Prime at all. It isn't the world of the gods, it's the world of mortals. Especially if we are doing away with the Fledgling/Greater/Etc God system, I think they should be banned from the Prime altogether. If you want to have a physical presence on the Prime(which does fit some concepts), spend the 14 AP to create and Empower a Demigod. It amounts to the same thing, but also shows that deities are not a part of the mortal realm, and it takes a lot of power to keep their will manifest in the world. It isn't impossible, but it isn't easy, and it's the same for all of them.

    But those are just my opinions. I'm no expert on rules, I just like writing stories. Take what I say with a grain of salt. In any case, this looks like an overall improvement. There are a lot of AP Actions, but I don't know if that's necessarily a good or bad thing.
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    Quote Originally Posted by THEChanger View Post
    I like this. It combines much of the good points of LoC and Heroes of the Fall. I definitely like the Abilities. While LoC is fun, adding in the Abilities from Heroes adds just that next step of customization that I think LoC needs.

    That's what I was going for (and the new combat system)

    I'm with Darklord on a couple of points. I think that there still should be justification for the gaining of domains. In no game of LoC that I've played have the justifications felt forced to me. I think it's a good way to keep deities on a path that makes thematic sense.

    Seems people love the ranks and the domain system, Ill probably end up keeping it.

    I also am of the mind that deities shouldn't be on the Prime at all. It isn't the world of the gods, it's the world of mortals. Especially if we are doing away with the Fledgling/Greater/Etc God system, I think they should be banned from the Prime altogether. If you want to have a physical presence on the Prime(which does fit some concepts), spend the 14 AP to create and Empower a Demigod. It amounts to the same thing, but also shows that deities are not a part of the mortal realm, and it takes a lot of power to keep their will manifest in the world. It isn't impossible, but it isn't easy, and it's the same for all of them.

    Well the newest system proposal has you using only 3 AP for a 1 AP legend....

    But those are just my opinions. I'm no expert on rules, I just like writing stories. Take what I say with a grain of salt. In any case, this looks like an overall improvement. There are a lot of AP Actions, but I don't know if that's necessarily a good or bad thing.

    As I said this is a community project, not just a personal ego trip
    Anyway.... some more changes and additions: from my last post changes in bold... new changes Underlined

    Spoiler
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    AP Actions
    1 AP Actions
    -Alter Land: 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. 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.
    - Curse/Bless: Blesses and Curses 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. . 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. A blessing or Curse 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.
    -Join Pantheon: Join Pantheon allows a god to enter into a divine covenant with a group of other gods. Doing so gives them 1 extra AP per week, and a bonus when fighting alongside another god in their pantheon.
    -Form Society: Form Society allows a god to organize life into grouping beyond simple hunter-gatherer tribes or wandering monsters. This action can be used to set up governments and armies, but not specific things like a mage's guild or an order of knights.
    2 AP Actions
    -Create Land: Create Land 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 Australia.
    -Form Order: Form Order allows a god to organize their followers into organizations similar to guilds. These orders can be such things as a Mage's Guild, or an Order of Knights, or even a Company of Mercenaries. Orders are different from Societies in that they can utilize Greater concepts during RCR.
    -Raise Hero: Raise Hero allows a god to raise a mortal up to great heights. Heroes are paragons of their kind, mighty warlords, great mages, and master thieves. A Hero can utilize Fabled Concepts during RCR, and are capable of wielding artifacts.
    -Weave Sanctum : You may create a location of divinity attuned to your god. This location may be anywhere. If it is not on the material plane, you need the permission of the master of the plane to use this action. Your seat of power may be a layer of a plane, or a simple foreboding castle. (A seat of power may be created for a Mortal)
    -Gather Pantheon: Pantheons are loose organizations of gods who have a common goal, purpose, or who just like each other. A god may create a pantheon with this action, and others may join the Pantheon using the Join Pantheon action. Members of a Pantheon gain 1 extra AP per week, and a bonus to combat when fighting alongside a member of their pantheon.
    3 AP Actions
    -Create Artifact: An artifact is a powerful item or tool. They are imbued with power beyond that of most mortal's imagining. Artifacts can do many things, from resurrecting the dead, to causing small earthquakes. Artifacts are the tools of Mighty Heroes. Gods cannot wield artifacts, the sheer force of divine power would crush an artifact within seconds. A mortal can claim an artifact for his/her own in a couple of ways. 1) it's presented to him by a god/mortal. 2) He engages in battle (RCR or OoC predetermined) for it. A mortal or god may rend/modify an artifact in the following ways: 1) Destroying something is always easier than creating, for 2 AP a god may destroy an artifact in his possession (If you don't possess the artifact, refer to how to claim an artifact) 2) A god may modify an artifact in his possession for 1 AP, modification can alter a chalice of eternal life into instant death.
    -Forge Land: Forge land represents a god laboring to create great swathes of land. Forge Land allows a god to create enormous continents, or even moons, for mortals to dwell upon. The amount of land created by Forge Land can be as much as North America, or Earth's Moon.
    -Anathema/Exaltation: Similar to bless/curse Anathema/Exaltation creates a much more serious effect. One this is not subtle magic, it can be an instantaneous disease or a sudden resurrection of an entire group! If you blessing or curse is more serious than "Crops fail" or "My people become really good at using sword" it's probably a Anathema/Exaltation. An Anathema/Exaltation takes 3 AP to create, and 4 AP to counter, however, once countered, it takes 5 AP to reinstate, and 6 AP to recounter it, and so on.
    4 AP Actions
    Weave Plane: Weave 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. Weave Plane can also be used to create a brand new planet on the Material plane. 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 ten.
    -Create Relic: Relics are powerful items that would destroy a mortal if they tried to use one. Only gods have the force of will to wield a Relic. Relics can do almost anything a god can imagine, and grant them bonuses to divine combat. A God can claim a Relic for his/her own in a couple of ways. 1) it's presented to him by another God. 2) He engages in battle (RCR or OoC predetermined) for it. A god may rend/modify a Relic in the following ways: 1) Destroying something is always easier than creating, for 3 AP a god may destroy an Relic in his possession (If you don't possess the Relic, refer to how to claim an Relic) 2) A god may modify an Relic in his possession for 2 AP, modification can alter the book of future possibilities into a bok of past outcomes.
    -Raise Legend: A Legend is a mortal hero who has gone beyond the limits of mortality. They are truly unforgettable beings, who, even if they die, will live on forever in stories, not only on the mortal world, but throughout the universe. A Legend is powerful enough that it may, once per week, use a 1 AP Action. (johnny Appleseed anyone)
    5 AP Actions:
    Beget Demigod: Demigods are the stuff of myths, they are mortals who have gone to such heights as to attain godhood. Demigods are truely epic in their power, capable of wielding relics, and holding their own against the very gods that birthed them. A Demigod is powerful enough that it may, once per week, use a 1 AP Action. Demigod's though can actually harm a god, while heroes and legends may not.
    -Forge Monument: Monuments are truly wondrous things, objects that the God's themselves find hard to control. A monument is similar to a relic in that it can do almost anything, however, monuments are colossal things, with so much power than they cannot be contained by a single god. A Monument can take almost any form, from enormous otherworldly forges that churn out monstrous siege engines, to a prison meant to contain an entire race of demons. Monuments cannot be moved, and are nearly impossible to destroy. A God can claim a monument for his/her own in a couple of ways. 1) it's presented to him by another God. 2) He engages in battle (RCR or OoC predetermined) for it. 3) Since monuments are stable and unmoving, the creator of a monument may not always be around, A god may master an abandoned or unprotected momentum for 6 AP. Another god may "counter", with 7 AP to remaster, and so on. God's may not modify or Rend Monuments.
    Variable AP Actions
    -Create Life:
    Life is defined here as anything animate that can act of it's own, or a god's will. Humans, Golems, and Undead, all fall under this category. There are four kinds of life; Mundane Life, Non-Sentient Animals (bugs, germs, gerbils) cost 1 AP. Sentient Life of any type of life that is roughly equal to a human, costs 2 AP. Greater Life, such as Giants or Fey, cost 3 AP to create, and Legendary life, such as Dragons, Greater Demons, Powerful Angels, Titans, or other blatantly supernatural and extremely powerful beings, cost 5 AP to create.
    -Create Concept:
    -Mundane 1 AP: Concepts that would have been easily found in ancient rome or greece. Blacksmithing, Literature, Sculpture, and Architecture are examples of Mundane Concepts.
    -Advanced 2 AP: Advanced concepts are technological marvels that revolutionize the way a society works. Things such as Gunpowder, Steam Power, and Plumbing, are Advanced Concepts.
    -Magical 3 AP: Magical Concepts are things that are beyond the realm of the normal world. Psychic powers, Healing magic, enchanting weaponry, or Pyromancy are examples of Magical Concepts. Only Orders and Heroes are powerful enough to utilize magical concepts.
    -Legendary 5 AP: Legendary Concepts are supernatural powers far beyond anything a mortal could imagine. Entire systems of Magic, such as Necromancy, Demonology, Wizardry, or Druidism, fall under the Legendary category. Only Orders or Heroes are powerful enough to utilize Legendary Concepts.


    ====

    Infusions still left out.
    Divine mandate still left out.
    Weave plane still left out.
    Break curse still left out...

    Any qualms about the current actions?

    ====

    Little rant on infusions: I still think it would be best to get rid of this action and separate it into the following actions and describe them explicitly, because people still get confused what infusing does :

    Divine mandate (Similar to infusing Organizations)
    Exalt Hero (Similar to Infusing Heroes)
    Fulfill Vestige (Similar to infusing artifacts/relics)
    Preside Over Race (Similar to infusing a race)
    Ability Elemental Purity (Similar to infusing elements of the world)
    Ability Master of your Domain, Living Forest, etc (Similar to infusing Land/planes/locations)

    I don't know it's an idea, but I think separating the infusion action into defined actions would be beneficial

    Edit: Planes are pretty special... I think raising them to 5 and raising the sanctum/seat of power action to 3 would be more interesting.
    Last edited by mystic1110; 2012-09-16 at 02:55 PM.
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  14. - Top - End - #14
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    Quote Originally Posted by mystic1110 View Post
    - Curse/Bless: Blesses and Curses 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. . 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. A blessing or Curse 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.
    I would change it slightly. Blesses and Curses are less powerful than Anathema/Exaltation. However, I don't think it's fair to charge a god 4 AP to give a powerful blessing to a single mortal, such as when they bless a Hero. I think a clause should be put in that Blessing/Cursing an individual mortal can be much more severe then if you blessed a large group.

    An example: Gorgon, the Medusa Queen, fights Havok, the Drake Lord. Havok is defeated and turned to stone by Gorgon. Now, two things could happen.
    1- Under the current rules, "He is freed from the stone and turned back to mortal form" is definitely an Exaltation.
    2- If we modify them slightly. "He is freed from the stone and turned back to mortal form" is considered a Blessing, because it only affects one or a few mortals.

    I'm iffy on this, so more input would be much appreciated.

    Quote Originally Posted by mystic1110 View Post
    -Weave Sanctum : You may create a location of divinity attuned to your god. This location may be anywhere. If it is not on the material plane, you need the permission of the master of the plane to use this action. Your seat of power may be a layer of a plane, or a simple foreboding castle. (A seat of power may be created for a Mortal)
    This looks good. Perhaps a bit about "Within a Sanctum, it's master gains a small bonus to RCR. Think of it as a home field advantage.

    Quote Originally Posted by mystic1110 View Post
    -Create Artifact: An artifact is a powerful item or tool. They are imbued with power beyond that of most mortal's imagining. Artifacts can do many things, from resurrecting the dead, to causing small earthquakes. Artifacts are the tools of Mighty Heroes. Gods cannot wield artifacts, the sheer force of divine power would crush an artifact within seconds. A mortal can claim an artifact for his/her own in a couple of ways. 1) it's presented to him by a god/mortal. 2) He engages in battle (RCR or OoC predetermined) for it. A mortal or god may rend/modify an artifact in the following ways: 1) Destroying something is always easier than creating, for 2 AP a god may destroy an artifact in his possession (If you don't possess the artifact, refer to how to claim an artifact) 2) A god may modify an artifact in his possession for 1 AP, modification can alter a chalice of eternal life into instant death.
    If we do that Artifacts can be taken during RCR, then I'd lean in favor towards a multiple-round combat system, simply so that one unlucky die roll doesn't cost a player an item that they spent 3 AP on. This is especially damaging if you're near the beginning of the game.

    I'm not sure about that destroying bit. I'd think that Artifacts would be objects with so much power that destroying them would be very difficult, almost more difficult than creating it. This is just my opinion, but whatever.

    If we stick with the destruction rule, then I'd put in a bit about the Creator of the Artifact being immediately aware of it's destruction. Like an earthquake, energy from an artifact sends shockwaves throughout the cosmos, and those attuned to them, such as the creator, or those who have previously wielded the artifact for extended lengths of time, would feel it.

    I do however love the modification rule.

    Quote Originally Posted by mystic1110 View Post
    -Create Relic: Relics are powerful items that would destroy a mortal if they tried to use one. Only gods have the force of will to wield a Relic. Relics can do almost anything a god can imagine, and grant them bonuses to divine combat. A God can claim a Relic for his/her own in a couple of ways. 1) it's presented to him by another God. 2) He engages in battle (RCR or OoC predetermined) for it. A god may rend/modify a Relic in the following ways: 1) Destroying something is always easier than creating, for 3 AP a god may destroy an Relic in his possession (If you don't possess the Relic, refer to how to claim an Relic) 2) A god may modify an Relic in his possession for 2 AP, modification can alter the book of future possibilities into a bok of past outcomes.
    The same concerns as with Artifacts, if RCR can claim Relics, then I think it should be a multiple-roll affair.

    As for destroying a Relic, I think it should be harder, considering that relics are the tools of the gods, invested with enormous amounts of power both magical, physical, and divine.

    And even more so than with artifacts, the destruction of a relic should be a truly shaking affair. I'd say that when a Relic is destroyed, The shockwaves of energy that escape should alert any god that a relic has been destroyed. And if a god has come into contact with the relic, and knows of it's existence and what powers it has, then they should know WHICH relic was destroyed.

    Quote Originally Posted by mystic1110 View Post
    -Forge Monument: Monuments are truly wondrous things, objects that the God's themselves find hard to control. A monument is similar to a relic in that it can do almost anything, however, monuments are colossal things, with so much power than they cannot be contained by a single god. A Monument can take almost any form, from enormous otherworldly forges that churn out monstrous siege engines, to a prison meant to contain an entire race of demons. Monuments cannot be moved, and are nearly impossible to destroy. A God can claim a monument for his/her own in a couple of ways. 1) it's presented to him by another God. 2) He engages in battle (RCR or OoC predetermined) for it. 3) Since monuments are stable and unmoving, the creator of a monument may not always be around, A god may master an abandoned or unprotected momentum for 6 AP. Another god may "counter", with 7 AP to remaster, and so on. God's may not modify or Rend Monuments.
    Same concerns as the Relic/Artifact repossesion rules.

    I do love the thing about Mastering the Monument, but I think that in order to be allowed to Spend AP to master a Monument, the person attempting to master it must first defeat it's current master. Otherwise a sneaky player would just wait till the god is out of the room, then sneak in and master the monument.

    Quote Originally Posted by mystic1110 View Post
    ====

    Infusions still left out.
    Divine mandate still left out.
    Weave plane still left out.
    Break curse still left out...

    Any qualms about the current actions?

    ====
    All qualms noted above.

    Quote Originally Posted by mystic1110 View Post
    Little rant on infusions: I still think it would be best to get rid of this action and separate it into the following actions and describe them explicitly, because people still get confused what infusing does :

    Divine mandate (Similar to infusing Organizations)
    Exalt Hero (Similar to Infusing Heroes)
    Fulfill Vestige (Similar to infusing artifacts/relics)
    Preside Over Race (Similar to infusing a race)
    Ability Elemental Purity (Similar to infusing elements of the world)
    Ability Master of your Domain, Living Forest, etc (Similar to infusing Land/planes/locations)

    I don't know it's an idea, but I think separating the infusion action into defined actions would be beneficial
    I'm honestly liking those abilities. Except for Exalt Hero. That's really why I put in the Legend/Demigod bit. Legends are equivalent to an infused hero. And a Demigod is an infused hero that has become more than mortal.

    Quote Originally Posted by mystic1110 View Post
    Edit: Planes are pretty special... I think raising them to 5 and raising the sanctum/seat of power action to 3 would be more interesting.
    Hmm, interested idea, and I agree.

  15. - Top - End - #15
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    Comments in bold.

    Quote Originally Posted by Darklord2831 View Post
    I would change it slightly. Blesses and Curses are less powerful than Anathema/Exaltation. However, I don't think it's fair to charge a god 4 AP to give a powerful blessing to a single mortal, such as when they bless a Hero. I think a clause should be put in that Blessing/Cursing an individual mortal can be much more severe then if you blessed a large group.

    Read further - I know you won't like my idea, but I really think it's the best option.

    An example: Gorgon, the Medusa Queen, fights Havok, the Drake Lord. Havok is defeated and turned to stone by Gorgon. Now, two things could happen.
    1- Under the current rules, "He is freed from the stone and turned back to mortal form" is definitely an Exaltation.
    2- If we modify them slightly. "He is freed from the stone and turned back to mortal form" is considered a Blessing, because it only affects one or a few mortals.

    Okay... here goes: I think we should split up the curse/bless action into four separate actions (also I took out the word Anathema since it was a noun):

    AP 1 Bless/Curse: Blesses and Curses 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. . 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. A blessing or Curse 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. You use Bless/Curse actions on societies or organization, not individuals.

    AP 1 Censure/Praise: You use Censure/Praise actions on individuals or small groups of people not societies or whole organizations. Unlike Bless/Curse this action can be more severe, like turning someone to stone or bringing back one person back from the dead. A Censure/Praise 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.

    AP 3 Scourge/Boon: Similar to bless/curse a Scourge/Boon creates a much more serious effect. One this is not subtle magic, it can be an instantaneous disease or a sudden resurrection of an entire group! If you blessing or curse is more serious than "Crops fail" or "My people become really good at using sword" it's probably a Scourge/Boon. An Scourge/Boon takes 3 AP to create, and 4 AP to counter, however, once countered, it takes 5 AP to reinstate, and 6 AP to recounter it, and so on. You use Scourge/Boon actions on societies or organization, not individuals.

    AP 3 Exalt/Condemn
    :You use Exalt/Condemn actions on individuals or small groups of people not societies or whole organizations. The line between Exalt/Condemn and Censure/Praise is a thin one. Where Praise can bring a person back from the dead, Exalt can elevate someone to mastery over a whole species. Where Censure can strike one person dead, Condemn can wrap him in chains formed from the heart of a dying sun and drag him to the lowest pit in hell. A Exalt/Condemn only takes 3 AP to create, and 4 AP to counter, however, once countered, it takes 5 AP to reinstate the curse, and 6 AP to recounter it, and so on.


    This looks good. Perhaps a bit about "Within a Sanctum, it's master gains a small bonus to RCR. Think of it as a home field advantage.

    If you notice carefully I took out all mention of RCR from the AP section, because I am waiting till we figure out the combat system to start figuring out what gives bonuses and what doesn't

    If we do that Artifacts can be taken during RCR, then I'd lean in favor towards a multiple-round combat system, simply so that one unlucky die roll doesn't cost a player an item that they spent 3 AP on. This is especially damaging if you're near the beginning of the game.

    Speaking of battle systems this is why I like the Attack/Defense/Hp system

    I'm not sure about that destroying bit. I'd think that Artifacts would be objects with so much power that destroying them would be very difficult, almost more difficult than creating it. This is just my opinion, but whatever.

    I like the fact that creating something is harder than destroying...but vote?

    If we stick with the destruction rule, then I'd put in a bit about the Creator of the Artifact being immediately aware of it's destruction. Like an earthquake, energy from an artifact sends shockwaves throughout the cosmos, and those attuned to them, such as the creator, or those who have previously wielded the artifact for extended lengths of time, would feel it.

    I do however love the modification rule.

    Thank you

    The same concerns as with Artifacts, if RCR can claim Relics, then I think it should be a multiple-roll affair.

    As for destroying a Relic, I think it should be harder, considering that relics are the tools of the gods, invested with enormous amounts of power both magical, physical, and divine.

    And even more so than with artifacts, the destruction of a relic should be a truly shaking affair. I'd say that when a Relic is destroyed, The shockwaves of energy that escape should alert any god that a relic has been destroyed. And if a god has come into contact with the relic, and knows of it's existence and what powers it has, then they should know WHICH relic was destroyed.

    I will think about this...

    Same concerns as the Relic/Artifact repossesion rules.

    I do love the thing about Mastering the Monument, but I think that in order to be allowed to Spend AP to master a Monument, the person attempting to master it must first defeat it's current master. Otherwise a sneaky player would just wait till the god is out of the room, then sneak in and master the monument.

    I made with the rule with the mindset that players will do just that- it's essentially flavorful since the monument doesn't actually go anywhere and given that monuments are really powerful it's also a way to encourage their rarity - hopefully players will be careful with making them and ensure their security in a variety of interesting ways. Demigod guards/ Another monument that instantly teleports the deity to the location if another god goes near them/etc

    All qualms noted above.



    I'm honestly liking those abilities. Except for Exalt Hero. That's really why I put in the Legend/Demigod bit. Legends are equivalent to an infused hero. And a Demigod is an infused hero that has become more than mortal.

    Fair enough... we have to figure out how players gain abilities for me to adequetly price these... So far I think abilities should cost 5 AP with no limit as to how many times per week and as such all those abilities will also cost 5 AP...

    Hmm, interested idea, and I agree.

    Done
    Last edited by mystic1110; 2012-09-16 at 08:40 PM.
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  16. - Top - End - #16
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    This is just my opinion but in LoC for your god you basically have to worry about three things. 1. What rank you are 2. What domains you have and 3. How much AP you have.

    I think if we add more stats I just fear it will add more complexity to the game. Not that complexity is bad, it's just that simplicity was a big draw-in at least for me.

    Overall I think that most of whats being put out there is good. Also, I personally love the idea of any god being able to walk the mortal realm. Most gods usually do it anyway, they just send a 'shard' or use an avatar or somesuch.
    Spoiler: Those That Came Before
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    Yohalles, the Wanderer
    Lonel, Gentleman Luck
    Jongo, God of Sea-Life

  17. - Top - End - #17
    Firbolg in the Playground
     
    Milo v3's Avatar

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    Default Re: LoC Rule Sets

    I was amazingly surprised when I noticed I was in the credits.

    Also, while it is more complicated, I think these rules would help people who aren't sure what to do at any given time. The wide selection of options gives tonnes of ideas for potential characters.

    Though, you might want to go through the Abilities list again, as it calls certain things different names in some sections and even says:
    You control your seat of power as if you were your seat of power.
    Spoiler: Old Avatar by Aruius
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    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  18. - Top - End - #18
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    mystic1110's Avatar

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    Default Re: LoC Rule Sets

    Quote Originally Posted by Milo v3 View Post
    I was amazingly surprised when I noticed I was in the credits.
    Credit given where it is due

    Quote Originally Posted by Milo v3 View Post
    Though, you might want to go through the Abilities list again, as it calls certain things different names in some sections and even says:
    Ability list will be relloked at as soon as we figure out the AP table and battle system.

    Current Updated Actions!

    Spoiler
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    AP Actions
    1 AP Actions
    -Alter Land: 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. 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.
    - Bless/Curse: Blesses and Curses 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. . 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. A blessing or Curse 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. You use Bless/Curse actions on societies or organization, not individuals.
    - Censure/Praise: You use Censure/Praise actions on individuals or small groups of people not societies or whole organizations. Unlike Bless/Curse this action can be more severe, like turning someone to stone or bringing back one person back from the dead. A Censure/Praise 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.

    -Join Pantheon: Join Pantheon allows a god to enter into a divine covenant with a group of other gods. Doing so gives them 1 extra AP per week, and a bonus when fighting alongside another god in their pantheon.
    -Form Society: Form Society allows a god to organize life into grouping beyond simple hunter-gatherer tribes or wandering monsters. This action can be used to set up governments and armies, but not specific things like a mage's guild or an order of knights.
    2 AP Actions
    -Create Land: Create Land 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 Australia.
    -Form Order: Form Order allows a god to organize their followers into organizations similar to guilds. These orders can be such things as a Mage's Guild, or an Order of Knights, or even a Company of Mercenaries. Orders are different from Societies in that they can utilize Greater concepts during RCR.
    -Raise Hero: Raise Hero allows a god to raise a mortal up to great heights. Heroes are paragons of their kind, mighty warlords, great mages, and master thieves. A Hero can utilize Fabled Concepts during RCR, and are capable of wielding artifacts.
    -Gather Pantheon: Pantheons are loose organizations of gods who have a common goal, purpose, or who just like each other. A god may create a pantheon with this action, and others may join the Pantheon using the Join Pantheon action. Members of a Pantheon gain 1 extra AP per week, and a bonus to combat when fighting alongside a member of their pantheon.
    3 AP Actions
    -Weave Sanctum : You may create a location of divinity attuned to your god. This location may be anywhere. If it is not on the material plane, you need the permission of the master of the plane to use this action. Your seat of power may be a layer of a plane, or a simple foreboding castle. (A seat of power may be created for a Mortal)
    -Scourge/Boon: Similar to bless/curse a Scourge/Boon creates a much more serious effect. One this is not subtle magic, it can be an instantaneous disease or a sudden resurrection of an entire group! If you blessing or curse is more serious than "Crops fail" or "My people become really good at using sword" it's probably a Scourge/Boon. An Scourge/Boon takes 3 AP to create, and 4 AP to counter, however, once countered, it takes 5 AP to reinstate, and 6 AP to recounter it, and so on. You use Scourge/Boon actions on societies or organization, not individuals.
    - Exalt/Condemn:You use Exalt/Condemn actions on individuals or small groups of people not societies or whole organizations. The line between Exalt/Condemn and Censure/Praise is a thin one. Where Praise can bring a person back from the dead, Exalt can elevate someone to mastery over a whole species. Where Censure can strike one person dead, Condemn can wrap him in chains formed from the heart of a dying sun and drag him to the lowest pit in hell. A Exalt/Condemn only takes 3 AP to create, and 4 AP to counter, however, once countered, it takes 5 AP to reinstate the curse, and 6 AP to recounter it, and so on.

    -Create Artifact: An artifact is a powerful item or tool. They are imbued with power beyond that of most mortal's imagining. Artifacts can do many things, from resurrecting the dead, to causing small earthquakes. Artifacts are the tools of Mighty Heroes. Gods cannot wield artifacts, the sheer force of divine power would crush an artifact within seconds. A mortal can claim an artifact for his/her own in a couple of ways. 1) it's presented to him by a god/mortal. 2) He engages in battle (RCR or OoC predetermined) for it. A mortal or god may rend/modify an artifact in the following ways: 1) Destroying something is always easier than creating, for 2 AP a god may destroy an artifact in his possession (If you don't possess the artifact, refer to how to claim an artifact) 2) A god may modify an artifact in his possession for 1 AP, modification can alter a chalice of eternal life into instant death.
    -Forge Land: Forge land represents a god laboring to create great swathes of land. Forge Land allows a god to create enormous continents, or even moons, for mortals to dwell upon. The amount of land created by Forge Land can be as much as North America, or Earth's Moon.
    4 AP Actions
    -Create Relic: Relics are powerful items that would destroy a mortal if they tried to use one. Only gods have the force of will to wield a Relic. Relics can do almost anything a god can imagine, and grant them bonuses to divine combat. A God can claim a Relic for his/her own in a couple of ways. 1) it's presented to him by another God. 2) He engages in battle (RCR or OoC predetermined) for it. A god may rend/modify a Relic in the following ways: 1) Destroying something is always easier than creating, for 3 AP a god may destroy an Relic in his possession (If you don't possess the Relic, refer to how to claim an Relic) 2) A god may modify an Relic in his possession for 2 AP, modification can alter the book of future possibilities into a book of past outcomes. The Creator of the Relic is immediately aware of it's destruction. Like an earthquake, energy from a relic sends shockwaves throughout the cosmos, and those attuned to them, such as the creator, or other gods who have previously wielded the relic for extended lengths of time, would feel it.
    -Raise Legend: A Legend is a mortal hero who has gone beyond the limits of mortality. They are truly unforgettable beings, who, even if they die, will live on forever in stories, not only on the mortal world, but throughout the universe. A Legend is powerful enough that it may, once per week, use a 1 AP Action. (johnny Appleseed anyone)
    5 AP Actions:
    Weave Plane: Weave 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. Weave Plane can also be used to create a brand new planet on the Material plane. 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 ten.
    Beget Demigod: Demigods are the stuff of myths, they are mortals who have gone to such heights as to attain godhood. Demigods are truely epic in their power, capable of wielding relics, and holding their own against the very gods that birthed them. A Demigod unlike a Legend gains 1 AP each rollover, this AP accumulates. Demigod's also can actually harm a god, while heroes and legends may not.
    - Gain Ability: (Abilities TBD - But it must be equal Raise Demigod/ Divine Mandate/Etc)
    - Divine Mandate: Heaven or Hell decrees the authority of an organization to the world. The organization becomes the regents of their god's domain. An Organization under a divine mandate may use their worship to use, once per week, a 1 AP Action. (Think inquisition [using a censure action once per week] or a church [using a praise action once per week])
    - Infuse Vestige: Your deity tears off a piece of their soul, their divine spark, and traps it and encases it in an artifact, relic or monument. Their divinity empowers the Vestige to greater heights of power (Bonus TBD). The Vestige may also become self-aware!
    - Divine Covenant: Your deity makes a sacred covenant with a certain race. The god takes the race under his metaphorical wing, while the race begins to exclusively worship that said god. This is more than simply presiding over that race.., that race takes on some of your gods characteristics and your god takes some of theirs. Adverse AP actions by other gods over a member or members of a presided race cost 1 AP more

    -Forge Monument: Monuments are truly wondrous things, objects that the God's themselves find hard to control. A monument is similar to a relic in that it can do almost anything, however, monuments are colossal things, with so much power than they cannot be contained by a single god. A Monument can take almost any form, from enormous otherworldly forges that churn out monstrous siege engines, to a prison meant to contain an entire race of demons. Monuments cannot be moved, and are nearly impossible to destroy.
    Variable AP Actions
    -Create Life:
    Life is defined here as anything animate that can act of it's own, or a god's will. Humans, Golems, and Undead, all fall under this category. There are four kinds of life; Mundane Life, Non-Sentient Animals (bugs, germs, gerbils) cost 1 AP. Sentient Life of any type of life that is roughly equal to a human, costs 2 AP. Greater Life, such as Giants or Fey, cost 3 AP to create, and Legendary life, such as Dragons, Greater Demons, Powerful Angels, Titans, or other blatantly supernatural and extremely powerful beings, cost 5 AP to create.
    -Create Concept:
    -Mundane 1 AP: Concepts that would have been easily found in ancient rome or greece. Blacksmithing, Literature, Sculpture, and Architecture are examples of Mundane Concepts.
    -Advanced 2 AP: Advanced concepts are technological marvels that revolutionize the way a society works. Things such as Gunpowder, Steam Power, and Plumbing, are Advanced Concepts.
    -Magical 3 AP: Magical Concepts are things that are beyond the realm of the normal world. Psychic powers, Healing magic, enchanting weaponry, or Pyromancy are examples of Magical Concepts. Only Orders and Heroes are powerful enough to utilize magical concepts.
    -Legendary 5 AP: Legendary Concepts are supernatural powers far beyond anything a mortal could imagine. Entire systems of Magic, such as Necromancy, Demonology, Wizardry, or Druidism, fall under the Legendary category. Only Orders or Heroes are powerful enough to utilize Legendary Concepts.
    Last edited by mystic1110; 2012-09-18 at 12:49 AM.
    Spoiler: YinBao
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    Quote Originally Posted by AlexanderML View Post
    Yea, that is a nice rabbit.
    Quote Originally Posted by Razade View Post
    YinBao is fluffy and warm like all rabbits.
    Quote Originally Posted by Hatter View Post
    Yes, I am a shameless YinBao fan...
    Quote Originally Posted by Phobia View Post
    YinBao and Ran Yang Li. The ultimate bromance! XD

    Spoiler: In-Arl
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    Quote Originally Posted by PossiblyInsane View Post
    HOW HAS THIS WORLD BECOME SO AWED BY A PATHETIC, TIRED CHICKEN?
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    All Praise In-Arl for his wisdom and tasty dark meat.
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    Yay! PTSD Chicken!

  19. - Top - End - #19
    Troll in the Playground
     
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    Default Re: LoC Rule Sets

    Updated. Added abilities. They are based on the most common tropes found in LoC games (to preempt arguments that the abilities would curtail imagination: I say 1) gods won't start with any abilities, and 2 players can gain more abilities and mix and match. Most of the abilities are simply descriptions of many gods who I have played LoC as or with, showing the trope and allowing players to mix and match i think would lead to MORE innovation instead of them falling into each archetype)

    I didn't add AP bonuses or combat bonuses yet - so far they are purely thematic. Please tell me what you think of them if any should be added/changed/removed

    Spoiler
    Show

    AP Actions
    1 AP Actions

    -Alter Land: 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. 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.

    - Bless/Curse: Blesses and Curses 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. . 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. A blessing or Curse 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. You use Bless/Curse actions on societies or organization, not individuals.

    - Censure/Praise: You use Censure/Praise actions on individuals or small groups of people not societies or whole organizations. Unlike Bless/Curse this action can be more severe, like turning someone to stone or bringing back one person back from the dead. A Censure/Praise 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.

    -Join Pantheon: Join Pantheon allows a god to enter into a divine covenant with a group of other gods. Doing so gives them 1 extra AP per week, and a bonus when fighting alongside another god in their pantheon.

    -Form Society: Form Society allows a god to organize life into grouping beyond simple hunter-gatherer tribes or wandering monsters. This action can be used to set up governments and armies, but not specific things like a mage's guild or an order of knights.

    2 AP Actions

    -Create Land: Create Land 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 Australia.

    -Form Order: Form Order allows a god to organize their followers into organizations similar to guilds. These orders can be such things as a Mage's Guild, or an Order of Knights, or even a Company of Mercenaries. Orders are different from Societies in that they can utilize Greater concepts during RCR
    .
    -Raise Hero: Raise Hero allows a god to raise a mortal up to great heights. Heroes are paragons of their kind, mighty warlords, great mages, and master thieves. A Hero can utilize Fabled Concepts during RCR, and are capable of wielding artifacts.

    -Gather Pantheon: Pantheons are loose organizations of gods who have a common goal, purpose, or who just like each other. A god may create a pantheon with this action, and others may join the Pantheon using the Join Pantheon action. Members of a Pantheon gain 1 extra AP per week, and a bonus to combat when fighting alongside a member of their pantheon.

    3 AP Actions

    -Weave Sanctum : You may create a location of divinity attuned to your god. This location may be anywhere. If it is not on the material plane, you need the permission of the master of the plane to use this action. Your seat of power may be a layer of a plane, or a simple foreboding castle. (A seat of power may be created for a Mortal)

    -Scourge/Boon: Similar to bless/curse a Scourge/Boon creates a much more serious effect. One this is not subtle magic, it can be an instantaneous disease or a sudden resurrection of an entire group! If you blessing or curse is more serious than "Crops fail" or "My people become really good at using sword" it's probably a Scourge/Boon. An Scourge/Boon takes 3 AP to create, and 4 AP to counter, however, once countered, it takes 5 AP to reinstate, and 6 AP to recounter it, and so on. You use Scourge/Boon actions on societies or organization, not individuals.

    - Exalt/Condemn:You use Exalt/Condemn actions on individuals or small groups of people not societies or whole organizations. The line between Exalt/Condemn and Censure/Praise is a thin one. Where Praise can bring a person back from the dead, Exalt can elevate someone to mastery over a whole species. Where Censure can strike one person dead, Condemn can wrap him in chains formed from the heart of a dying sun and drag him to the lowest pit in hell. A Exalt/Condemn only takes 3 AP to create, and 4 AP to counter, however, once countered, it takes 5 AP to reinstate the curse, and 6 AP to recounter it, and so on.

    -Create Artifact: An artifact is a powerful item or tool. They are imbued with power beyond that of most mortal's imagining. Artifacts can do many things, from resurrecting the dead, to causing small earthquakes. Artifacts are the tools of Mighty Heroes. Gods cannot wield artifacts, the sheer force of divine power would crush an artifact within seconds. A mortal can claim an artifact for his/her own in a couple of ways. 1) it's presented to him by a god/mortal. 2) He engages in battle (RCR or OoC predetermined) for it. A mortal or god may rend/modify an artifact in the following ways: 1) Destroying something is always easier than creating, for 2 AP a god may destroy an artifact in his possession (If you don't possess the artifact, refer to how to claim an artifact) 2) A god may modify an artifact in his possession for 1 AP, modification can alter a chalice of eternal life into instant death.

    -Forge Land: Forge land represents a god laboring to create great swathes of land. Forge Land allows a god to create enormous continents, or even moons, for mortals to dwell upon. The amount of land created by Forge Land can be as much as North America, or Earth's Moon.

    4 AP Actions

    -Create Relic: Relics are powerful items that would destroy a mortal if they tried to use one. Only gods have the force of will to wield a Relic. Relics can do almost anything a god can imagine, and grant them bonuses to divine combat. A God can claim a Relic for his/her own in a couple of ways. 1) it's presented to him by another God. 2) He engages in battle (RCR or OoC predetermined) for it. A god may rend/modify a Relic in the following ways: 1) Destroying something is always easier than creating, for 3 AP a god may destroy an Relic in his possession (If you don't possess the Relic, refer to how to claim an Relic) 2) A god may modify an Relic in his possession for 2 AP, modification can alter the book of future possibilities into a book of past outcomes. The Creator of the Relic is immediately aware of it's destruction. Like an earthquake, energy from a relic sends shockwaves throughout the cosmos, and those attuned to them, such as the creator, or other gods who have previously wielded the relic for extended lengths of time, would feel it

    -Raise Legend: A Legend is a mortal hero who has gone beyond the limits of mortality. They are truly unforgettable beings, who, even if they die, will live on forever in stories, not only on the mortal world, but throughout the universe. A Legend is powerful enough that it may, once per week, use a 1 AP Action. (johnny Appleseed anyone)

    5 AP Actions:

    -Weave Plane: Weave 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. Weave Plane can also be used to create a brand new planet on the Material plane. 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 ten.

    -Beget Demigod: Demigods are the stuff of myths, they are mortals who have gone to such heights as to attain godhood. Demigods are truely epic in their power, capable of wielding relics, and holding their own against the very gods that birthed them. A Demigod unlike a Legend gains 1 AP each rollover, this AP accumulates. Demigod's also can actually harm a god, while heroes and legends may not.

    - Gain Ability: Your god gains one of the following abilities
    Spoiler
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    Elemental Purity
    You become one with a certain element. That element may be a traditional one (Fire, water, air) or a more focused element (Blood, Magma, Void). When you become one with an element it may effectively said that you ARE that element, that is that you may control that element as if were part of your form and function.

    Harbinger of Death
    Instead of using Elemental Purity (Death) this is what this ability is for. Your god becomes death itself. This is not necessarily an evil power. Instead it means your god is surrounded and acquainted with the unraveling mortal coil.

    Gaia's Warden
    Instead of using Elemental Purity (Nature) this is what this ability is for. You are one with the earth. You feel what it feels; mass deforestation, pollution are some of the things that hurt you. You may manifest in any natural environment whenever you wish, and command any natural environment as you will.

    Herald of Life
    Instead of using Elemental Purity (Life) this is what this ability is for. Your god becomes life itself. This is not necessarily a good power. Instead it means your god is surrounded by life and mere presence nurtures it.

    Source of Arcane
    Instead of using Elemental Purity (Magic) this is what this ability is for. Your god becomes a source of magic; he or she becomes magic itself.

    Bathed in Blood
    Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight, says your God. You live for battle and only battle; there is no larger goal that constant bloodshed. It is honor and horror, and it is good.

    One with the Wild
    Your god is almost a beast, you fight with tooth and nail, instead of sword and shield. Your god is powered through instinct rather than reason and strategy. Yet you are still a god, you keep your wits about you, yet as a divine beast you are filled with holy strength.

    Formidable Artisan
    Your god is a smith and an artist; you delight in creating great works – either crafting the perfect sword or the most beautiful necklace. Items that your god creates are unparallel compared to your kin.

    Perfect Performer
    Your god is a singer, a dancer and a poet. You are an eloquent speaker; you may move other gods to your point of view or move them to tears. The world is a stage and you are the star.

    Mortal Sheppard
    Your god concerns himself in the affairs of mortals, more than the divine. You place great emphasis on controlling the actions of mortals either for their own good, or for your amusement.

    Magnificent Hierophant
    Your god places great emphasis on worship, your god wishes and wants for worship and organizes mortals to his own worship. This covenant gives your god power depending on the amount of people worshipping him/her/it

    Authoritative Adjudicator
    Your god is a dispenser of justice both on the mortal realm and the divine. You are who the gods go to, to settle disputes. You are judge jury and when needed executioner. Sometimes negotiate and arbiter you carry great authority that is recognized by all the gods.

    Knowledge Broker
    Knowledge is power, and power has a price. Your god is not necessarily the embodiment of secrets or knowledge, but he comes close. Your god trades in information – this does not mean your god is omniscient however – unlike the Crystal seer, you are not scrying information – but you instantly know everything that your mortal followers know. Thus your knowledge depends on how far you cast your net

    Divine Beauty
    “Beauty is truth, truth beauty— that is all Ye know on Earth, and all ye need to know.” If a god asks another god who is the most beautiful god, they cannot help but say you. Your god is beauty itself, and finds that most mortals would bow to your whim simply because they instinctively think you are so good, and even gods are charmed by your presence.

    Crystal Seer
    Gods are not omniscient, they may not see and hear and know things that are not happening in their domain; your god however is a seer, he may scry and see what is hidden and out of sight. In effect this ability cancels “One with shadows” and your god may use his power to find out what’s happening on another plane.

    One with Shadows
    You are a being of shadows, a being to which trickery and deceit are second nature. No in fact you are deception and secrecy itself. If you choose to remain hidden and inconspicuous other gods will not notice your presence. This secrecy must make thematic sense; you can’t stand in front of another god and remain hidden.

    Divine Rascal
    Tricksters can be anything from gods of chaos, bedeviling heroes for a few laughs, to master manipulators who use cruel ploys and sadistic choices. They can also be heroes (or more likely Anti-Heroes) who make up for a lack of strength or bravery with manipulation, planning, or just plain cheating. The Trickster is NOT the same as the Jerkass. While the Trickster may be mischievous, impudent and uppity, he is not necessarily openly malevolent or sociopathic.

    The Inconceivable
    Your god is basically an eldritch horror. Mortals may not look upon your god without going mad. Even other gods struggle to look at you while retaining their sanity. All your creations are bizarre and alien. Every word written about you is locked away in fear of a poor soul going mad with the revelation. You are the Nemesis of Reason

    One with many Faces
    Your god picks up knew faces as a habit. Your god may perfectly disguise themselves as any other being and only a Crystal Seer would know. This ability allows you to take on any form you wish, an animal, a shower of gold, another god. No one would be able to tell from your outward appearance, but can deduce from your actions that you are wearing a mask.

    Unstable Shapeshifter
    Your god doesn’t have a set form. You are translucent but impossible to see past, as image after fractured image sought to take the place of the one behind it. If one held the divine capacity to see more than the screaming chaos of space and time one could make out the outlines of foxes and serpents twisting around each other in deadly combat before vanishing into clouds of six winged butterflies, and other fantasies. You are everything at once, as such you are unpredictable – this ability makes you immune from scrying of any type such as from a Crystal Seer.

    Mad Scientist
    Your god views the world more of an experiment than anything else. Unlike Source of Arcane this ability is more like Elemental Purity (Science) if science could be considered an element. Your god believes in observation and experimentation, research and testing. You want to pioneer new ways, explore unknown powers, and unfold to the world the deepest mysteries of creation.

    Ultimate Biologist
    Your god becomes the god of evolution itself. Natural selection leaves the survivors stronger and better – and you are natural selection itself. Your goal is the improvement of all, but that goal is done through a harrowing winnowing process. Strength is not an absolute value. To be strong is to evolve. Mutability is strength. Evolution is a string of victories by the strong over the meek.

    Time Lord
    Your god plays with the very fabric of the universe. Time and Space are yours to control. Most gods understand time as a linear concept – but you know that time is more like a globe. You can exist in paradoxes and speak with the future and converse with the past. This ability does not make you omniscient, think of the Doctor.

    Clothed in Wanderlust
    One of your god’s most pressing desires is too see new sights and new things. You like to travel the mortal plane, continent to island to secluded clove. You like going from plane to layer to sanctum to yet another plane. You live on the roads.

    Lord of War
    Unlike Bathed in blood, you do not live for battle, instead you are simply a god of war; this does not mean you are evil or good, instead this ability means that you are a master warrior, fantastic strategist, great commander and leader of men. You are a professional of combat, neither reveling in it nor shirking it.

    Prowess of the Paragon
    Above Lord of war and Bathed in Blood, you have mastered a specific weapon. Any weapon, bow or sword, scythe or shield, knife or poison, gauntlet or staff, paper fan or whip; your mastery is up to the point that when equipped with that chosen weapon of yours your combat prowess is to such a point that even gods tell each other legends of it.

    - Divine Mandate: Heaven or Hell decrees the authority of an organization to the world. The organization becomes the regents of their god's domain. An Organization under a divine mandate may use their worship to use, once per week, a 1 AP Action. (Think inquisition torturing a select group of people [using a censure action once per week] or a church generally giving out small blessings around the country side [using a bless action once per week])

    - Infuse Vestige: Your deity tears off a piece of their soul, their divine spark, and traps it and encases it in an artifact, relic or monument. Their divinity empowers the Vestige to greater heights of power (Bonus TBD). The Vestige may also become self-aware!

    - Divine Covenant: Your deity makes a sacred covenant with a certain race. The god takes the race under his metaphorical wing, while the race begins to exclusively worship that said god. This is more than simply presiding over that race.., that race takes on some of your gods characteristics and your god takes some of theirs. Adverse AP actions by other gods over a member or members of a presided race cost 1 AP more

    -Forge Monument: Monuments are truly wondrous things, objects that the God's themselves find hard to control. A monument is similar to a relic in that it can do almost anything, however, monuments are colossal things, with so much power than they cannot be contained by a single god. A Monument can take almost any form, from enormous otherworldly forges that churn out monstrous siege engines, to a prison meant to contain an entire race of demons. Monuments cannot be moved, and are nearly impossible to destroy.

    Variable AP Actions

    -Create Life:
    Life is defined here as anything animate that can act of it's own, or a god's will. Humans, Golems, and Undead, all fall under this category. There are four kinds of life
    - Mundane Life 1 AP: Non-Sentient Animals (bugs, germs, gerbils).
    - Sentient Life 2AP: Of any type of life that is roughly equal to a human sapience.
    - Greater Life 3AP: such as Giants or Fey
    - Legendary life 5AP: such as Dragons, Greater Demons, Powerful Angels, Titans, or other blatantly supernatural and extremely powerful beings.

    -Create Concept:
    -Mundane 1 AP: Concepts that would have been easily found in ancient rome or greece. Blacksmithing, Literature, Sculpture, and Architecture are examples of Mundane Concepts.
    -Advanced 2 AP: Advanced concepts are technological marvels that revolutionize the way a society works. Things such as Gunpowder, Steam Power, and Plumbing, are Advanced Concepts.
    -Magical 3 AP: Magical Concepts are things that are beyond the realm of the normal world. Psychic powers, Healing magic, enchanting weaponry, or Pyromancy are examples of Magical Concepts. Only Orders and Heroes are powerful enough to utilize magical concepts.
    -Legendary 5 AP: Legendary Concepts are supernatural powers far beyond anything a mortal could imagine. Entire systems of Magic, such as Necromancy, Demonology, Wizardry, or Druidism, fall under the Legendary category. Only Orders or Heroes are powerful enough to utilize Legendary Concepts.
    Last edited by mystic1110; 2012-09-19 at 03:12 PM.
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  20. - Top - End - #20
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    Okay, my comments.

    On the Life types;
    I'm not sure about the "Mundane Life" category. I think that an ecosystem should be free when a God spends AP to alter/create/forge land.

    However, I would like to say that there should be a category for unintelligent, but exotic life. Such as, Giant Spiders, Dire Animals, Purple Worms, or hell, Dinosaurs. I'd call "Mundane Life", "Monstrous Life"


    Now, functionally, I don't have a problem with the Infusions, except that I think the "Infuse Race" should be changed to an "Infuse Society"... even if the god of elves has infused them, there will always be those rare individuals who worship someone else, or who decide to leave. Not even a God can subvert a conscious mind's free will. I've even got an example.

    -In D&D with the Always Chaotic Evil, Lolth Worshipping Drow; Drizzt became a Chaotic Good Hero who reviled his society and slew his former brethren.



    Anyway, I think we're nearing the end of the discussion on the AP actions.

  21. - Top - End - #21
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    Default Re: LoC Rule Sets

    Quote Originally Posted by Darklord2831 View Post
    Okay, my comments.

    On the Life types;
    I'm not sure about the "Mundane Life" category. I think that an ecosystem should be free when a God spends AP to alter/create/forge land.

    However, I would like to say that there should be a category for unintelligent, but exotic life. Such as, Giant Spiders, Dire Animals, Purple Worms, or hell, Dinosaurs. I'd call "Mundane Life", "Monstrous Life"


    Now, functionally, I don't have a problem with the Infusions, except that I think the "Infuse Race" should be changed to an "Infuse Society"... even if the god of elves has infused them, there will always be those rare individuals who worship someone else, or who decide to leave. Not even a God can subvert a conscious mind's free will. I've even got an example.

    -In D&D with the Always Chaotic Evil, Lolth Worshipping Drow; Drizzt became a Chaotic Good Hero who reviled his society and slew his former brethren.



    Anyway, I think we're nearing the end of the discussion on the AP actions.
    Updated with changes underlined

    AP Actions

    Spoiler
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    1 AP Actions

    -Alter Land: 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. 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.

    - Bless/Curse: Blesses and Curses 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. . 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. A blessing or Curse 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. You use Bless/Curse actions on societies or organization, not individuals.

    - Censure/Praise: You use Censure/Praise actions on individuals or small groups of people not societies or whole organizations. Unlike Bless/Curse this action can be more severe, like turning someone to stone or bringing back one person back from the dead. A Censure/Praise 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.

    -Join Pantheon: Join Pantheon allows a god to enter into a divine covenant with a group of other gods. Doing so gives them 1 extra AP per week, and a bonus when fighting alongside another god in their pantheon.

    -Form Society: Form Society allows a god to organize life into grouping beyond simple hunter-gatherer tribes or wandering monsters. This action can be used to set up governments and armies, but not specific things like a mage's guild or an order of knights.

    2 AP Actions

    -Create Land: Create Land 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 Australia.

    -Form Order: Form Order allows a god to organize their followers into organizations similar to guilds. These orders can be such things as a Mage's Guild, or an Order of Knights, or even a Company of Mercenaries. Orders are different from Societies in that they can utilize Greater concepts during RCR
    .
    -Raise Hero: Raise Hero allows a god to raise a mortal up to great heights. Heroes are paragons of their kind, mighty warlords, great mages, and master thieves. A Hero can utilize Fabled Concepts during RCR, and are capable of wielding artifacts.

    -Gather Pantheon: Pantheons are loose organizations of gods who have a common goal, purpose, or who just like each other. A god may create a pantheon with this action, and others may join the Pantheon using the Join Pantheon action. Members of a Pantheon gain 1 extra AP per week, and a bonus to combat when fighting alongside a member of their pantheon.

    3 AP Actions

    -Weave Sanctum : You may create a location of divinity attuned to your god. This location may be anywhere. If it is not on the material plane, you need the permission of the master of the plane to use this action. Your seat of power may be a layer of a plane, or a simple foreboding castle. (A seat of power may be created for a Mortal)

    -Scourge/Boon: Similar to bless/curse a Scourge/Boon creates a much more serious effect. One this is not subtle magic, it can be an instantaneous disease or a sudden resurrection of an entire group! If you blessing or curse is more serious than "Crops fail" or "My people become really good at using sword" it's probably a Scourge/Boon. An Scourge/Boon takes 3 AP to create, and 4 AP to counter, however, once countered, it takes 5 AP to reinstate, and 6 AP to recounter it, and so on. You use Scourge/Boon actions on societies or organization, not individuals.

    - Exalt/Condemn:You use Exalt/Condemn actions on individuals or small groups of people not societies or whole organizations. The line between Exalt/Condemn and Censure/Praise is a thin one. Where Praise can bring a person back from the dead, Exalt can elevate someone to mastery over a whole species. Where Censure can strike one person dead, Condemn can wrap him in chains formed from the heart of a dying sun and drag him to the lowest pit in hell. A Exalt/Condemn only takes 3 AP to create, and 4 AP to counter, however, once countered, it takes 5 AP to reinstate the curse, and 6 AP to recounter it, and so on.

    -Create Artifact: An artifact is a powerful item or tool. They are imbued with power beyond that of most mortal's imagining. Artifacts can do many things, from resurrecting the dead, to causing small earthquakes. Artifacts are the tools of Mighty Heroes. Gods cannot wield artifacts, the sheer force of divine power would crush an artifact within seconds. A mortal can claim an artifact for his/her own in a couple of ways. 1) it's presented to him by a god/mortal. 2) He engages in battle (RCR or OoC predetermined) for it. A mortal or god may rend/modify an artifact in the following ways: 1) Destroying something is always easier than creating, for 2 AP a god may destroy an artifact in his possession (If you don't possess the artifact, refer to how to claim an artifact) 2) A god may modify an artifact in his possession for 1 AP, modification can alter a chalice of eternal life into instant death.

    -Forge Land: Forge land represents a god laboring to create great swathes of land. Forge Land allows a god to create enormous continents, or even moons, for mortals to dwell upon. The amount of land created by Forge Land can be as much as North America, or Earth's Moon.

    4 AP Actions

    -Create Relic: Relics are powerful items that would destroy a mortal if they tried to use one. Only gods have the force of will to wield a Relic. Relics can do almost anything a god can imagine, and grant them bonuses to divine combat. A God can claim a Relic for his/her own in a couple of ways. 1) it's presented to him by another God. 2) He engages in battle (RCR or OoC predetermined) for it. A god may rend/modify a Relic in the following ways: 1) Destroying something is always easier than creating, for 3 AP a god may destroy an Relic in his possession (If you don't possess the Relic, refer to how to claim an Relic) 2) A god may modify an Relic in his possession for 2 AP, modification can alter the book of future possibilities into a book of past outcomes. The Creator of the Relic is immediately aware of it's destruction. Like an earthquake, energy from a relic sends shockwaves throughout the cosmos, and those attuned to them, such as the creator, or other gods who have previously wielded the relic for extended lengths of time, would feel it

    -Raise Legend: A Legend is a mortal hero who has gone beyond the limits of mortality. They are truly unforgettable beings, who, even if they die, will live on forever in stories, not only on the mortal world, but throughout the universe. A Legend is powerful enough that it may, once per week, use a 1 AP Action. (johnny Appleseed anyone)

    5 AP Actions:

    -Weave Plane: Weave 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. Weave Plane can also be used to create a brand new planet on the Material plane. 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 ten.

    -Beget Demigod: Demigods are the stuff of myths, they are mortals who have gone to such heights as to attain godhood. Demigods are truely epic in their power, capable of wielding relics, and holding their own against the very gods that birthed them. A Demigod unlike a Legend gains 1 AP each rollover, this AP accumulates. Demigod's also can actually harm a god, while heroes and legends may not.

    - Gain Ability: Your god gains one of the following abilities
    Spoiler
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    Elemental Purity
    You become one with a certain element. That element may be a traditional one (Fire, water, air) or a more focused element (Blood, Magma, Void). When you become one with an element it may effectively said that you ARE that element, that is that you may control that element as if were part of your form and function.

    Harbinger of Death
    Instead of using Elemental Purity (Death) this is what this ability is for. Your god becomes death itself. This is not necessarily an evil power. Instead it means your god is surrounded and acquainted with the unraveling mortal coil.

    Gaia's Warden
    Instead of using Elemental Purity (Nature) this is what this ability is for. You are one with the earth. You feel what it feels; mass deforestation, pollution are some of the things that hurt you. You may manifest in any natural environment whenever you wish, and command any natural environment as you will.

    Herald of Life
    Instead of using Elemental Purity (Life) this is what this ability is for. Your god becomes life itself. This is not necessarily a good power. Instead it means your god is surrounded by life and mere presence nurtures it.

    Source of Arcane
    Instead of using Elemental Purity (Magic) this is what this ability is for. Your god becomes a source of magic; he or she becomes magic itself.

    Bathed in Blood
    Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight, says your God. You live for battle and only battle; there is no larger goal that constant bloodshed. It is honor and horror, and it is good.

    One with the Wild
    Your god is almost a beast, you fight with tooth and nail, instead of sword and shield. Your god is powered through instinct rather than reason and strategy. Yet you are still a god, you keep your wits about you, yet as a divine beast you are filled with holy strength.

    Formidable Artisan
    Your god is a smith and an artist; you delight in creating great works – either crafting the perfect sword or the most beautiful necklace. Items that your god creates are unparallel compared to your kin.

    Perfect Performer
    Your god is a singer, a dancer and a poet. You are an eloquent speaker; you may move other gods to your point of view or move them to tears. The world is a stage and you are the star.

    Mortal Sheppard
    Your god concerns himself in the affairs of mortals, more than the divine. You place great emphasis on controlling the actions of mortals either for their own good, or for your amusement.

    Magnificent Hierophant
    Your god places great emphasis on worship, your god wishes and wants for worship and organizes mortals to his own worship. This covenant gives your god power depending on the amount of people worshipping him/her/it

    Authoritative Adjudicator
    Your god is a dispenser of justice both on the mortal realm and the divine. You are who the gods go to, to settle disputes. You are judge jury and when needed executioner. Sometimes negotiate and arbiter you carry great authority that is recognized by all the gods.

    Knowledge Broker
    Knowledge is power, and power has a price. Your god is not necessarily the embodiment of secrets or knowledge, but he comes close. Your god trades in information – this does not mean your god is omniscient however – unlike the Crystal seer, you are not scrying information – but you instantly know everything that your mortal followers know. Thus your knowledge depends on how far you cast your net

    Divine Beauty
    “Beauty is truth, truth beauty— that is all Ye know on Earth, and all ye need to know.” If a god asks another god who is the most beautiful god, they cannot help but say you. Your god is beauty itself, and finds that most mortals would bow to your whim simply because they instinctively think you are so good, and even gods are charmed by your presence.

    Crystal Seer
    Gods are not omniscient, they may not see and hear and know things that are not happening in their domain; your god however is a seer, he may scry and see what is hidden and out of sight. In effect this ability cancels “One with shadows” and your god may use his power to find out what’s happening on another plane.

    One with Shadows
    You are a being of shadows, a being to which trickery and deceit are second nature. No in fact you are deception and secrecy itself. If you choose to remain hidden and inconspicuous other gods will not notice your presence. This secrecy must make thematic sense; you can’t stand in front of another god and remain hidden.

    Divine Rascal
    Tricksters can be anything from gods of chaos, bedeviling heroes for a few laughs, to master manipulators who use cruel ploys and sadistic choices. They can also be heroes (or more likely Anti-Heroes) who make up for a lack of strength or bravery with manipulation, planning, or just plain cheating. The Trickster is NOT the same as the Jerkass. While the Trickster may be mischievous, impudent and uppity, he is not necessarily openly malevolent or sociopathic.

    The Inconceivable
    Your god is basically an eldritch horror. Mortals may not look upon your god without going mad. Even other gods struggle to look at you while retaining their sanity. All your creations are bizarre and alien. Every word written about you is locked away in fear of a poor soul going mad with the revelation. You are the Nemesis of Reason

    One with many Faces
    Your god picks up knew faces as a habit. Your god may perfectly disguise themselves as any other being and only a Crystal Seer would know. This ability allows you to take on any form you wish, an animal, a shower of gold, another god. No one would be able to tell from your outward appearance, but can deduce from your actions that you are wearing a mask.

    Unstable Shapeshifter
    Your god doesn’t have a set form. You are translucent but impossible to see past, as image after fractured image sought to take the place of the one behind it. If one held the divine capacity to see more than the screaming chaos of space and time one could make out the outlines of foxes and serpents twisting around each other in deadly combat before vanishing into clouds of six winged butterflies, and other fantasies. You are everything at once, as such you are unpredictable – this ability makes you immune from scrying of any type such as from a Crystal Seer.

    Mad Scientist
    Your god views the world more of an experiment than anything else. Unlike Source of Arcane this ability is more like Elemental Purity (Science) if science could be considered an element. Your god believes in observation and experimentation, research and testing. You want to pioneer new ways, explore unknown powers, and unfold to the world the deepest mysteries of creation.

    Ultimate Biologist
    Your god becomes the god of evolution itself. Natural selection leaves the survivors stronger and better – and you are natural selection itself. Your goal is the improvement of all, but that goal is done through a harrowing winnowing process. Strength is not an absolute value. To be strong is to evolve. Mutability is strength. Evolution is a string of victories by the strong over the meek.

    Time Lord
    Your god plays with the very fabric of the universe. Time and Space are yours to control. Most gods understand time as a linear concept – but you know that time is more like a globe. You can exist in paradoxes and speak with the future and converse with the past. This ability does not make you omniscient, think of the Doctor.

    Clothed in Wanderlust
    One of your god’s most pressing desires is too see new sights and new things. You like to travel the mortal plane, continent to island to secluded clove. You like going from plane to layer to sanctum to yet another plane. You live on the roads.

    Lord of War
    Unlike Bathed in blood, you do not live for battle, instead you are simply a god of war; this does not mean you are evil or good, instead this ability means that you are a master warrior, fantastic strategist, great commander and leader of men. You are a professional of combat, neither reveling in it nor shirking it.

    Prowess of the Paragon
    Above Lord of war and Bathed in Blood, you have mastered a specific weapon. Any weapon, bow or sword, scythe or shield, knife or poison, gauntlet or staff, paper fan or whip; your mastery is up to the point that when equipped with that chosen weapon of yours your combat prowess is to such a point that even gods tell each other legends of it.

    - Divine Mandate: Heaven or Hell decrees the authority of an organization to the world. The organization becomes the regents of their god's domain. An Organization under a divine mandate may use their worship to use, once per week, a 1 AP Action. (Think inquisition torturing a select group of people [using a censure action once per week] or a church generally giving out small blessings around the country side [using a bless action once per week])

    - Infuse Vestige: Your deity tears off a piece of their soul, their divine spark, and traps it and encases it in an artifact, relic or monument. Their divinity empowers the Vestige to greater heights of power (Bonus TBD). The Vestige may also become self-aware!

    - Divine Covenant: Your deity makes a sacred covenant with a certain race. The god takes the race under his metaphorical wing, while the race begins to exclusively worship that said god. This is more than simply presiding over that race.., that race takes on some of your gods characteristics and your god takes some of theirs. Adverse AP actions by other gods over a member or members of a presided race cost 1 AP more. Individuals or certain groups of the race can break this covenant and if so, they are no longer under the protection of their god. Think In D&D with the Always Chaotic Evil, Lolth Worshipping Drow; Drizzt became a Chaotic Good Hero who reviled his society and slew his former brethren.

    -Forge Monument: Monuments are truly wondrous things, objects that the God's themselves find hard to control. A monument is similar to a relic in that it can do almost anything, however, monuments are colossal things, with so much power than they cannot be contained by a single god. A Monument can take almost any form, from enormous otherworldly forges that churn out monstrous siege engines, to a prison meant to contain an entire race of demons. Monuments cannot be moved, and are nearly impossible to destroy. A God can claim a monument for his/her own in a couple of ways. 1) it's presented to him by another God. 2) He engages in battle (RCR or OoC predetermined) for it. 3) Since monuments are stable and unmoving, the creator of a monument may not always be around, A god may master an abandoned or unprotected momentum for 6 AP. Another god may "counter", with 7 AP to remaster, and so on. God's may not modify or Rend Monuments.

    Variable AP Actions

    -Create Life:
    Life is defined here as anything animate that can act of it's own, or a god's will. Humans, Golems, and Undead, all fall under this category. There are four kinds of life
    - Mundane or monstrous life Life 1 AP: Non-Sentient Animals (bugs, germs, gerbils). Such as, Giant Spiders, Dire Animals, Purple Worms, or hell, Dinosaurs. You can create Mundane life within your create or alter land action - but you may also use this action as well.
    - Sentient Life 2AP: Of any type of life that is roughly equal to a human sapience.
    - Greater Life 3AP: such as Giants or Fey
    - Legendary life 5AP: such as Dragons, Greater Demons, Powerful Angels, Titans, or other blatantly supernatural and extremely powerful beings.

    -Create Concept:
    -Mundane 1 AP: Concepts that would have been easily found in ancient rome or greece. Blacksmithing, Literature, Sculpture, and Architecture are examples of Mundane Concepts.
    -Advanced 2 AP: Advanced concepts are technological marvels that revolutionize the way a society works. Things such as Gunpowder, Steam Power, and Plumbing, are Advanced Concepts.
    -Magical 3 AP: Magical Concepts are things that are beyond the realm of the normal world. Psychic powers, Healing magic, enchanting weaponry, or Pyromancy are examples of Magical Concepts. Only Orders and Heroes are powerful enough to utilize magical concepts.
    -Legendary 5 AP: Legendary Concepts are supernatural powers far beyond anything a mortal could imagine. Entire systems of Magic, such as Necromancy, Demonology, Wizardry, or Druidism, fall under the Legendary category. Only Orders or Heroes are powerful enough to utilize Legendary Concepts.


    I think we're pretty much done with that. Onto the rank system.

    From what I can tell we're going to keep the old ranking system as no one particularly wants to do away with ranks... So this is the new chart


    Changes you will notice:
    1) no more infusions: since we split that action up.
    2) No more Max AP. I think we can get away with a hardline rule of 30AP Max ever, I see no point in changing max AP per rank.
    3) Changed the Domain/Portfolio definition to Godhoods Sphere/Domain definition. There is always a confusion about what is a domain or a portfolio so this should clear it up:

    Spheres: What defines you? You start off with two, the defining points of your character, from things as vague as Fire or Law to things a specific as Hunger or Fear. Acting too far outside of your spheres without some ulterior motive to make up for it may be penalized by the GM.

    Domains: What do you control? You will start off with two of these, and they will be much more specific things than Spheres. Knives, Vampires, Gems, and Bones are fine things to be Domains. You will get more as the game goes on, cementing your power in certain fields.

    Additionally I won't be using Milo's system of acquiring Domains to then Acquire Spheres Sphere domains would act like domain/portfolio i.e. WAR(Swords)

    Now then since we have this action: we will use the original gain domain action from Boundless:

    Gain Domain AP 3: The Gain Domain action allows a god to gain an additional domain and an accompanying portfolio element. The god must first have spent 7AP worth of AP on things related to the domain they wish to gain. The Gain Domain action may never be used to qualify for a domain, but any other action can be.

    (Notice that the restriction of pantheon AP is gone)

    So totally update AP list is here:


    FINAL AP Actions

    Spoiler
    Show


    1 AP Actions

    -Alter Land: 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. 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.

    - Bless/Curse: Blesses and Curses 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. . 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. A blessing or Curse 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. You use Bless/Curse actions on societies or organization, not individuals.

    - Censure/Praise: You use Censure/Praise actions on individuals or small groups of people not societies or whole organizations. Unlike Bless/Curse this action can be more severe, like turning someone to stone or bringing back one person back from the dead. A Censure/Praise 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.

    -Join Pantheon: Join Pantheon allows a god to enter into a divine covenant with a group of other gods. Doing so gives them 1 extra AP per week, and a bonus when fighting alongside another god in their pantheon.

    -Form Society: Form Society allows a god to organize life into grouping beyond simple hunter-gatherer tribes or wandering monsters. This action can be used to set up governments and armies, but not specific things like a mage's guild or an order of knights.

    2 AP Actions

    -Create Land: Create Land 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 Australia.

    -Form Order: Form Order allows a god to organize their followers into organizations similar to guilds. These orders can be such things as a Mage's Guild, or an Order of Knights, or even a Company of Mercenaries. Orders are different from Societies in that they can utilize Greater concepts during RCR
    .
    -Raise Hero: Raise Hero allows a god to raise a mortal up to great heights. Heroes are paragons of their kind, mighty warlords, great mages, and master thieves. A Hero can utilize Fabled Concepts during RCR, and are capable of wielding artifacts.

    -Gather Pantheon: Pantheons are loose organizations of gods who have a common goal, purpose, or who just like each other. A god may create a pantheon with this action, and others may join the Pantheon using the Join Pantheon action. Members of a Pantheon gain 1 extra AP per week, and a bonus to combat when fighting alongside a member of their pantheon.

    3 AP Actions

    -Weave Sanctum : You may create a location of divinity attuned to your god. This location may be anywhere. If it is not on the material plane, you need the permission of the master of the plane to use this action. Your seat of power may be a layer of a plane, or a simple foreboding castle. (A seat of power may be created for a Mortal)

    -Scourge/Boon: Similar to bless/curse a Scourge/Boon creates a much more serious effect. One this is not subtle magic, it can be an instantaneous disease or a sudden resurrection of an entire group! If you blessing or curse is more serious than "Crops fail" or "My people become really good at using sword" it's probably a Scourge/Boon. An Scourge/Boon takes 3 AP to create, and 4 AP to counter, however, once countered, it takes 5 AP to reinstate, and 6 AP to recounter it, and so on. You use Scourge/Boon actions on societies or organization, not individuals.

    - Exalt/Condemn:You use Exalt/Condemn actions on individuals or small groups of people not societies or whole organizations. The line between Exalt/Condemn and Censure/Praise is a thin one. Where Praise can bring a person back from the dead, Exalt can elevate someone to mastery over a whole species. Where Censure can strike one person dead, Condemn can wrap him in chains formed from the heart of a dying sun and drag him to the lowest pit in hell. A Exalt/Condemn only takes 3 AP to create, and 4 AP to counter, however, once countered, it takes 5 AP to reinstate the curse, and 6 AP to recounter it, and so on.

    -Create Artifact: An artifact is a powerful item or tool. They are imbued with power beyond that of most mortal's imagining. Artifacts can do many things, from resurrecting the dead, to causing small earthquakes. Artifacts are the tools of Mighty Heroes. Gods cannot wield artifacts, the sheer force of divine power would crush an artifact within seconds. A mortal can claim an artifact for his/her own in a couple of ways. 1) it's presented to him by a god/mortal. 2) He engages in battle (RCR or OoC predetermined) for it. A mortal or god may rend/modify an artifact in the following ways: 1) Destroying something is always easier than creating, for 2 AP a god may destroy an artifact in his possession (If you don't possess the artifact, refer to how to claim an artifact) 2) A god may modify an artifact in his possession for 1 AP, modification can alter a chalice of eternal life into instant death.

    -Forge Land: Forge land represents a god laboring to create great swathes of land. Forge Land allows a god to create enormous continents, or even moons, for mortals to dwell upon. The amount of land created by Forge Land can be as much as North America, or Earth's Moon.

    - Gain Sphere: The Gain sphere action allows a god to gain an additional domain and an accompanying domain element. The god must first have spent 7AP worth of AP on things related to the sphere they wish to gain. The Gain sphere action may never be used to qualify for a sphere, but any other action can be.


    4 AP Actions

    -Create Relic: Relics are powerful items that would destroy a mortal if they tried to use one. Only gods have the force of will to wield a Relic. Relics can do almost anything a god can imagine, and grant them bonuses to divine combat. A God can claim a Relic for his/her own in a couple of ways. 1) it's presented to him by another God. 2) He engages in battle (RCR or OoC predetermined) for it. A god may rend/modify a Relic in the following ways: 1) Destroying something is always easier than creating, for 3 AP a god may destroy an Relic in his possession (If you don't possess the Relic, refer to how to claim an Relic) 2) A god may modify an Relic in his possession for 2 AP, modification can alter the book of future possibilities into a book of past outcomes. The Creator of the Relic is immediately aware of it's destruction. Like an earthquake, energy from a relic sends shockwaves throughout the cosmos, and those attuned to them, such as the creator, or other gods who have previously wielded the relic for extended lengths of time, would feel it

    -Raise Legend: A Legend is a mortal hero who has gone beyond the limits of mortality. They are truly unforgettable beings, who, even if they die, will live on forever in stories, not only on the mortal world, but throughout the universe. A Legend is powerful enough that it may, once per week, use a 1 AP Action. (johnny Appleseed anyone)

    5 AP Actions:

    -Weave Plane: Weave 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. Weave Plane can also be used to create a brand new planet on the Material plane. 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 ten.

    -Beget Demigod: Demigods are the stuff of myths, they are mortals who have gone to such heights as to attain godhood. Demigods are truely epic in their power, capable of wielding relics, and holding their own against the very gods that birthed them. A Demigod unlike a Legend gains 1 AP each rollover, this AP accumulates. Demigod's also can actually harm a god, while heroes and legends may not.

    - Gain Ability: Your god gains one of the following abilities
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    Elemental Purity
    You become one with a certain element. That element may be a traditional one (Fire, water, air) or a more focused element (Blood, Magma, Void). When you become one with an element it may effectively said that you ARE that element, that is that you may control that element as if were part of your form and function.

    Harbinger of Death
    Instead of using Elemental Purity (Death) this is what this ability is for. Your god becomes death itself. This is not necessarily an evil power. Instead it means your god is surrounded and acquainted with the unraveling mortal coil.

    Gaia's Warden
    Instead of using Elemental Purity (Nature) this is what this ability is for. You are one with the earth. You feel what it feels; mass deforestation, pollution are some of the things that hurt you. You may manifest in any natural environment whenever you wish, and command any natural environment as you will.

    Herald of Life
    Instead of using Elemental Purity (Life) this is what this ability is for. Your god becomes life itself. This is not necessarily a good power. Instead it means your god is surrounded by life and mere presence nurtures it.

    Source of Arcane
    Instead of using Elemental Purity (Magic) this is what this ability is for. Your god becomes a source of magic; he or she becomes magic itself.

    Bathed in Blood
    Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight, says your God. You live for battle and only battle; there is no larger goal that constant bloodshed. It is honor and horror, and it is good.

    One with the Wild
    Your god is almost a beast, you fight with tooth and nail, instead of sword and shield. Your god is powered through instinct rather than reason and strategy. Yet you are still a god, you keep your wits about you, yet as a divine beast you are filled with holy strength.

    Formidable Artisan
    Your god is a smith and an artist; you delight in creating great works – either crafting the perfect sword or the most beautiful necklace. Items that your god creates are unparallel compared to your kin.

    Perfect Performer
    Your god is a singer, a dancer and a poet. You are an eloquent speaker; you may move other gods to your point of view or move them to tears. The world is a stage and you are the star.

    Mortal Sheppard
    Your god concerns himself in the affairs of mortals, more than the divine. You place great emphasis on controlling the actions of mortals either for their own good, or for your amusement.

    Magnificent Hierophant
    Your god places great emphasis on worship, your god wishes and wants for worship and organizes mortals to his own worship. This covenant gives your god power depending on the amount of people worshipping him/her/it

    Authoritative Adjudicator
    Your god is a dispenser of justice both on the mortal realm and the divine. You are who the gods go to, to settle disputes. You are judge jury and when needed executioner. Sometimes negotiate and arbiter you carry great authority that is recognized by all the gods.

    Knowledge Broker
    Knowledge is power, and power has a price. Your god is not necessarily the embodiment of secrets or knowledge, but he comes close. Your god trades in information – this does not mean your god is omniscient however – unlike the Crystal seer, you are not scrying information – but you instantly know everything that your mortal followers know. Thus your knowledge depends on how far you cast your net

    Divine Beauty
    “Beauty is truth, truth beauty— that is all Ye know on Earth, and all ye need to know.” If a god asks another god who is the most beautiful god, they cannot help but say you. Your god is beauty itself, and finds that most mortals would bow to your whim simply because they instinctively think you are so good, and even gods are charmed by your presence.

    Crystal Seer
    Gods are not omniscient, they may not see and hear and know things that are not happening in their domain; your god however is a seer, he may scry and see what is hidden and out of sight. In effect this ability cancels “One with shadows” and your god may use his power to find out what’s happening on another plane.

    One with Shadows
    You are a being of shadows, a being to which trickery and deceit are second nature. No in fact you are deception and secrecy itself. If you choose to remain hidden and inconspicuous other gods will not notice your presence. This secrecy must make thematic sense; you can’t stand in front of another god and remain hidden.

    Divine Rascal
    Tricksters can be anything from gods of chaos, bedeviling heroes for a few laughs, to master manipulators who use cruel ploys and sadistic choices. They can also be heroes (or more likely Anti-Heroes) who make up for a lack of strength or bravery with manipulation, planning, or just plain cheating. The Trickster is NOT the same as the Jerkass. While the Trickster may be mischievous, impudent and uppity, he is not necessarily openly malevolent or sociopathic.

    The Inconceivable
    Your god is basically an eldritch horror. Mortals may not look upon your god without going mad. Even other gods struggle to look at you while retaining their sanity. All your creations are bizarre and alien. Every word written about you is locked away in fear of a poor soul going mad with the revelation. You are the Nemesis of Reason

    One with many Faces
    Your god picks up knew faces as a habit. Your god may perfectly disguise themselves as any other being and only a Crystal Seer would know. This ability allows you to take on any form you wish, an animal, a shower of gold, another god. No one would be able to tell from your outward appearance, but can deduce from your actions that you are wearing a mask.

    Unstable Shapeshifter
    Your god doesn’t have a set form. You are translucent but impossible to see past, as image after fractured image sought to take the place of the one behind it. If one held the divine capacity to see more than the screaming chaos of space and time one could make out the outlines of foxes and serpents twisting around each other in deadly combat before vanishing into clouds of six winged butterflies, and other fantasies. You are everything at once, as such you are unpredictable – this ability makes you immune from scrying of any type such as from a Crystal Seer.

    Mad Scientist
    Your god views the world more of an experiment than anything else. Unlike Source of Arcane this ability is more like Elemental Purity (Science) if science could be considered an element. Your god believes in observation and experimentation, research and testing. You want to pioneer new ways, explore unknown powers, and unfold to the world the deepest mysteries of creation.

    Ultimate Biologist
    Your god becomes the god of evolution itself. Natural selection leaves the survivors stronger and better – and you are natural selection itself. Your goal is the improvement of all, but that goal is done through a harrowing winnowing process. Strength is not an absolute value. To be strong is to evolve. Mutability is strength. Evolution is a string of victories by the strong over the meek.

    Time Lord
    Your god plays with the very fabric of the universe. Time and Space are yours to control. Most gods understand time as a linear concept – but you know that time is more like a globe. You can exist in paradoxes and speak with the future and converse with the past. This ability does not make you omniscient, think of the Doctor.

    Clothed in Wanderlust
    One of your god’s most pressing desires is too see new sights and new things. You like to travel the mortal plane, continent to island to secluded clove. You like going from plane to layer to sanctum to yet another plane. You live on the roads.

    Lord of War
    Unlike Bathed in blood, you do not live for battle, instead you are simply a god of war; this does not mean you are evil or good, instead this ability means that you are a master warrior, fantastic strategist, great commander and leader of men. You are a professional of combat, neither reveling in it nor shirking it.

    Prowess of the Paragon
    Above Lord of war and Bathed in Blood, you have mastered a specific weapon. Any weapon, bow or sword, scythe or shield, knife or poison, gauntlet or staff, paper fan or whip; your mastery is up to the point that when equipped with that chosen weapon of yours your combat prowess is to such a point that even gods tell each other legends of it.

    - Divine Mandate: Heaven or Hell decrees the authority of an organization to the world. The organization becomes the regents of their god's domain. An Organization under a divine mandate may use their worship to use, once per week, a 1 AP Action. (Think inquisition torturing a select group of people [using a censure action once per week] or a church generally giving out small blessings around the country side [using a bless action once per week])

    - Infuse Vestige: Your deity tears off a piece of their soul, their divine spark, and traps it and encases it in an artifact, relic or monument. Their divinity empowers the Vestige to greater heights of power (Bonus TBD). The Vestige may also become self-aware!

    - Divine Covenant: Your deity makes a sacred covenant with a certain race. The god takes the race under his metaphorical wing, while the race begins to exclusively worship that said god. This is more than simply presiding over that race.., that race takes on some of your gods characteristics and your god takes some of theirs. Adverse AP actions by other gods over a member or members of a presided race cost 1 AP more. Individuals or certain groups of the race can break this covenant and if so, they are no longer under the protection of their god. Think In D&D with the Always Chaotic Evil, Lolth Worshipping Drow; Drizzt became a Chaotic Good Hero who reviled his society and slew his former brethren.

    -Forge Monument: Monuments are truly wondrous things, objects that the God's themselves find hard to control. A monument is similar to a relic in that it can do almost anything, however, monuments are colossal things, with so much power than they cannot be contained by a single god. A Monument can take almost any form, from enormous otherworldly forges that churn out monstrous siege engines, to a prison meant to contain an entire race of demons. Monuments cannot be moved, and are nearly impossible to destroy.A God can claim a monument for his/her own in a couple of ways. 1) it's presented to him by another God. 2) He engages in battle (RCR or OoC predetermined) for it. 3) Since monuments are stable and unmoving, the creator of a monument may not always be around, A god may master an abandoned or unprotected momentum for 6 AP. Another god may "counter", with 7 AP to remaster, and so on. God's may not modify or Rend Monuments.

    Variable AP Actions

    -Create Life:
    Life is defined here as anything animate that can act of it's own, or a god's will. Humans, Golems, and Undead, all fall under this category. There are four kinds of life
    - Mundane or monstrous life Life 1 AP: You create non-Sentient Animals (bugs, germs, gerbils) or non-sentient monsters Giant Spiders, Dire Animals, Purple Worms, or hell, Dinosaurs. You can create Mundane life within your create or alter land action - but you may also use this action as well. 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 2AP: Of any type of life that is roughly equal to a human sapience.
    - Greater Life 3AP: such as Giants or Fey
    - Legendary life 5AP: such as Dragons, Greater Demons, Powerful Angels, Titans, or other blatantly supernatural and extremely powerful beings.

    -Create Concept:
    -Mundane 1 AP: Concepts that would have been easily found in ancient rome or greece. Blacksmithing, Literature, Sculpture, and Architecture are examples of Mundane Concepts.
    -Advanced 2 AP: Advanced concepts are technological marvels that revolutionize the way a society works. Things such as Gunpowder, Steam Power, and Plumbing, are Advanced Concepts.
    -Magical 3 AP: Magical Concepts are things that are beyond the realm of the normal world. Psychic powers, Healing magic, enchanting weaponry, or Pyromancy are examples of Magical Concepts. Only Orders and Heroes are powerful enough to utilize magical concepts.
    -Legendary 5 AP: Legendary Concepts are supernatural powers far beyond anything a mortal could imagine. Entire systems of Magic, such as Necromancy, Demonology, Wizardry, or Druidism, fall under the Legendary category. Only Orders or Heroes are powerful enough to utilize Legendary Concepts.


    Some more changes we can consider: should we limit the amount of abilities a player can have per rank?
    Last edited by mystic1110; 2012-09-22 at 12:37 PM.
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    Default Re: LoC Rule Sets

    - Gain Sphere: The Gain sphere action allows a god to gain an additional Sphere and an accompanying Domain. The god must first have spent 7AP worth of AP on things related to the sphere they wish to gain. The Gain sphere action may never be used to qualify for a sphere, but any other action can be.
    Fixed that for you.
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    Quote Originally Posted by Milo v3 View Post
    Fixed that for you.
    Milo v3 best editor ever
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    I... I have absolutely nothing bad to comment.

    The only thing I can say, is... we definitely need to put a limit on # of abilities.

    Say, 2 for Fledgling, 3 for Lesser, 4 for Intermediate, 6 for Greater, and 7 for Elder.

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    Quote Originally Posted by Darklord2831 View Post
    I... I have absolutely nothing bad to comment.

    The only thing I can say, is... we definitely need to put a limit on # of abilities.

    Say, 2 for Fledgling, 3 for Lesser, 4 for Intermediate, 6 for Greater, and 7 for Elder.
    Oh ... my.. I have placated the Darklord

    As for abilities: I would say 1 for Fledgling, 2 for Lesser, 3 for Intermediate, 4 for Greater, and 6 for Elder

    ----

    Now on to combat:

    Do we want this system:

    Spoiler
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    Combat between Gods
    Spoiler
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    The combat relies on d6s, which each god assigns to powers that they name. Each god gets 10 dice to spend in powers. When two gods clash, they each attack and defend, and roll however many d6s they have for attack and defense. Each player subtracts their defense roll from the other player's attack roll, and subtracts that value from their Health. Health is equal to 20 times the god's Constitution statistic. If you have 0 or less health that means your god has died… please feel free to submit a new god. If you retreat or forfeit and admit defeat in a battle your God now has a wounded pride and has lost the fight (The winner of god combat may instantly master any realm and monument the loser is currently master of: and, perhaps other consequences, depending on context.)
    Example:
    Cthulhu and Poseidon are dueling. Poseidon has 40 health, Cthulhu has 60 health. Cthulhu is attacked by Poseidon, who rolls (3d6)[12] to attack. Cthulhu also attacks him, and rolls (5d6)[20].

    Then the two defend to see how much damage they really took. Cthulhu rolls (2d6)[6] and Poseidon rolls (5d6)[21].

    When one does the math, Cthulhu's roll of 20 is completely blocked by Poseidon's roll of 21, so Poseidon takes no damage. However, Poseidon's attack roll of 12 overcomes Cthulhu's roll of 6, so Cthulhu takes the difference as damage. Their HP scores are now Poseidon: 40 and Cthulhu: 54
    Rulings of the game (Up to change):
    Most of the rules may be bypassed with the agreement of both parties. Sometimes dice just get in the way of the final epic duel.
    (OOC) You can't do something huge to someone else's god without consent, or at least discussion. Examples would be killing another god, wiping out an entire civilization randomly, or otherwise tearing down the star of their work. You can of course battle and kill other gods, but you have to work together OOC in most conflicts above skirmishes or raids.
    Godmodding is not allowed, however ironic it may seem. I define it as 'Acting as another character or his creations without permission, or otherwise doing something without letting the other characters at the scene react
    If in doubt, ask a Mod.

    Combat between Mortals:
    Spoiler
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    Mortals use different combat system than gods. And the two shall never meet, it is assumed that a god will automatically defeat a mortal
    Mortals simply use 1d10s, higher roll wins. Mortals add whatever modifier there is
    .


    or the simple s10 system I made in boundless?
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    Quote Originally Posted by mystic1110 View Post
    Oh ... my.. I have placated the Darklord

    As for abilities: I would say 1 for Fledgling, 2 for Lesser, 3 for Intermediate, 4 for Greater, and 6 for Elder

    ----

    Now on to combat:

    Do we want this system:

    Spoiler
    Show
    Combat between Gods
    Spoiler
    Show
    The combat relies on d6s, which each god assigns to powers that they name. Each god gets 10 dice to spend in powers. When two gods clash, they each attack and defend, and roll however many d6s they have for attack and defense. Each player subtracts their defense roll from the other player's attack roll, and subtracts that value from their Health. Health is equal to 20 times the god's Constitution statistic. If you have 0 or less health that means your god has died… please feel free to submit a new god. If you retreat or forfeit and admit defeat in a battle your God now has a wounded pride and has lost the fight (The winner of god combat may instantly master any realm and monument the loser is currently master of: and, perhaps other consequences, depending on context.)
    Example:
    Cthulhu and Poseidon are dueling. Poseidon has 40 health, Cthulhu has 60 health. Cthulhu is attacked by Poseidon, who rolls (3d6)[12] to attack. Cthulhu also attacks him, and rolls (5d6)[20].

    Then the two defend to see how much damage they really took. Cthulhu rolls (2d6)[6] and Poseidon rolls (5d6)[21].

    When one does the math, Cthulhu's roll of 20 is completely blocked by Poseidon's roll of 21, so Poseidon takes no damage. However, Poseidon's attack roll of 12 overcomes Cthulhu's roll of 6, so Cthulhu takes the difference as damage. Their HP scores are now Poseidon: 40 and Cthulhu: 54
    Rulings of the game (Up to change):
    Most of the rules may be bypassed with the agreement of both parties. Sometimes dice just get in the way of the final epic duel.
    (OOC) You can't do something huge to someone else's god without consent, or at least discussion. Examples would be killing another god, wiping out an entire civilization randomly, or otherwise tearing down the star of their work. You can of course battle and kill other gods, but you have to work together OOC in most conflicts above skirmishes or raids.
    Godmodding is not allowed, however ironic it may seem. I define it as 'Acting as another character or his creations without permission, or otherwise doing something without letting the other characters at the scene react
    If in doubt, ask a Mod.

    Combat between Mortals:
    Spoiler
    Show
    Mortals use different combat system than gods. And the two shall never meet, it is assumed that a god will automatically defeat a mortal
    Mortals simply use 1d10s, higher roll wins. Mortals add whatever modifier there is
    .


    or the simple s10 system I made in boundless?
    I vote for the former system. But we'll need to figure out how to distribute the Dice for combat.

    I'm thinking that all gods (Even Demigods) start with 1 die of both Attack and Defense, and when they rank up, they add 1 die to either. Except at Intermediate and Elder, when they get 1 die to both stats.

    As for HP, I think that it should be generated at the beginning of a fight. I'm thinking a 20 base HP, with a bonus of 1d6+4 per divine rank (1d6+4 for Fledglings/Demigods, 2d6+8 for Lesser gods, 3d6+12 for Intermediate, 4d6+16 for Greater, and 5d6+20 for Elder.)

    Of course abilities will add/subtract from these numbers. Perhaps for Abilities, we should have Minor and Major abilities. Major would modify AP actions, and you'd only get a couple of them. Minor would give RP actions, or Modify Combat, and you'd get more of them.

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    Quote Originally Posted by Darklord2831 View Post
    I vote for the former system. But we'll need to figure out how to distribute the Dice for combat.

    I'm thinking that all gods (Even Demigods) start with 1 die of both Attack and Defense, and when they rank up, they add 1 die to either. Except at Intermediate and Elder, when they get 1 die to both stats.

    As for HP, I think that it should be generated at the beginning of a fight. I'm thinking a 20 base HP, with a bonus of 1d6+4 per divine rank (1d6+4 for Fledglings/Demigods, 2d6+8 for Lesser gods, 3d6+12 for Intermediate, 4d6+16 for Greater, and 5d6+20 for Elder.)

    Of course abilities will add/subtract from these numbers. Perhaps for Abilities, we should have Minor and Major abilities. Major would modify AP actions, and you'd only get a couple of them. Minor would give RP actions, or Modify Combat, and you'd get more of them.
    That seems a lot more complicated than both systems ... I do like the leveling up idea...

    but the reason I like the d6 system is that is facilitates choices from the very beginning.

    As for the Abilities: that is certainly worth look into, but I think keeping it simple would be worthwhile. I like the idea that players will have to chose between an RCR boost, An AP discount or a Roleplaying/thematic enhancement.
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    Default Re: LoC Rule Sets

    Quote Originally Posted by mystic1110 View Post
    That seems a lot more complicated than both systems ... I do like the leveling up idea...

    but the reason I like the d6 system is that is facilitates choices from the very beginning.

    As for the Abilities: that is certainly worth look into, but I think keeping it simple would be worthwhile. I like the idea that players will have to chose between an RCR boost, An AP discount or a Roleplaying/thematic enhancement.
    Hmm, yea, you're right about the Abilities. Forcing them to choose seems better.

    As for the complication of the system, I don't really see it. Rolling for HP as well as dividing up your Dice among attack and defense balances it more I think.

    Though I don't like the idea of 0 hp = godly death. I think it'd be better if 0 hp meant the victor gets to do something bad to you.

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    Default Re: LoC Rule Sets

    Why have them roll HP instead of making them divide between HP, Defense and Attack like the D6 system suggests? I just don't see the merits of that?

    As for hp 0 = godly death.... my hope was that people would either pay attention to making artifacts/ relics to protect themselves or at least admit defeat before they reach 0. My hope was that with an actual way to die in the game, players will play accordingly, give the older gods more respect/fear especially the warrior/power gods. Additionally it adds in the choice of knowing when to fold during combat. I think a sufficient rule is if someone forfeits during combat you cant coup de grâce them
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    Default Re: LoC Rule Sets

    Quote Originally Posted by mystic1110 View Post
    Why have them roll HP instead of making them divide between HP, Defense and Attack like the D6 system suggests? I just don't see the merits of that?

    As for hp 0 = godly death.... my hope was that people would either pay attention to making artifacts/ relics to protect themselves or at least admit defeat before they reach 0. My hope was that with an actual way to die in the game, players will play accordingly, give the older gods more respect/fear especially the warrior/power gods. Additionally it adds in the choice of knowing when to fold during combat. I think a sufficient rule is if someone forfeits during combat you cant coup de grâce them
    Rolling HP adds a random element to the combat's breaking point, making it so that even when two gods fight multiple times, it can have varied outcomes.

    As for the fear factor of Elder gods, I think that it's unfair. When a new, evil god comes in, and there are three elder gods of good arrays against him, and another of chaos who doesn't care, then it isn't worth it to try and create strife, because the Elder gods can just wipe you off the face of the universe in a heartbeat. It's what makes LoC's going on for a long time hard to do. Players leave, and six months later, four original gods that joined in the first month are elder gods with so much at their disposal that it's a stalemate, and even if a dozen new gods come in, they can't influence the world any more than a fly can build a house.

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