Welcome to the OOC thread for Lords of Creation: Omnigenesis.
The rules are described below.
Divine Ranks
Rank Name
Weekly AP
Required Domains
Max Abilities
Cosmic Decrees
Fledgling Deity
4
2
1
1
Lesser Deity
5
4
2
1
Intermediate Deity
6
6
3
2
Greater Deity
7
8
4
2
Elder Deity
8
11
5
3
Players start with 15 AP and they accumulate AP each rollover according to their rank.
Players may only accumulate a maximum of 30 AP at any one time, any gained over this limit is lost.
Rollover occurs on Saturday at 12:00 pm EST.
Etiquette
Spoiler
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.
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. Spoiler your Quotes!
Sometimes you can't help but quote another player's post, in these situations, we ask that you spoiler the Quoted parts, to make it easier for everyone to read.
Game Rules
Spoiler
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.
1 - 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.
2 - 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.
3 - Only Fledgling and Lesser Gods can walk the Plane, and only Fledgling, Lesser, Intermediate, and Greater Gods can influence the Material Plane. 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.
4 - We know we can't think of everything, so if you have an idea for a Relic, Artifact, Ability, Monument, or anything, that isn't covered by these rules, ask! And 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!
5 - 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.
6 - A God may be in multiple places at once. To do this, they create a "Shard" of their own divinity, and send it off. A god may only have as many shards as his rank allows. 1 Shard for Fledgling, 2 for Lesser, 3 for Intermediate, 4 for Greater, and 5 for Elder. These shards are in addition to the god's original body.
7 - Gods do NOT know when another god uses their power unless the AP spent directly affects them or their creations. An exception to this rule is the Creation of a Plane, or a Cosmic Decree. Gods will automatically know when these happen.
If in doubt, ask a Mod.
Combat between Gods:
Spoiler
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. No god may have more than 25 Dice totaled among his or her Statistics.
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.
Multiple Combats
Spoiler
In the case of two gods fighting one god, add all attack rolls together and compare them to the defense roll. The outnumbered god gets to choose who defends against his attacks.
Combat Between mortals:
Spoiler
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. Mortals may have a maximum modifier of +15.
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:
Spoiler
When demigods are battling mortals they have a +4 Combat bonus, but when they are combating gods treat them as if their base is 20 Health, 2d6 Attack, 2d6 Defense, plus any artifacts and relics.
Random Advice
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 too many Hero’s or mortal characters – it’s hard to keep track of them all and rp them as individuals.
Mystic on Curse Wars
Spoiler
I think the problem is that people treat curse wars like this:
Bad
Spoiler
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
Spoiler
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.
AP Actions
Spoiler
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 combat. 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 combat.
-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 combat, and are capable of wielding artifacts. A hero also has an automatic +1 bonus to combat
-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 three members 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. 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 Combat bonus 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 (combat 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 combat. A mortal must be at least a Hero or of a Magical race to wield an artifact.
-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 Domain: The Gain Domain action allows a god to gain an additional Domain and an accompanying Portfolio. 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.
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 (Combat 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.
-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. A Legend can utilize Legendary, Advanced, and Magical Concepts during combat, and are capable of wielding artifacts. A legend also has an automatic +2 bonus to combat.
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 combat, and are capable of wielding artifacts. A Demigod also has an automatic +4 bonus to combat. 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 ability from the following list.
Spoiler
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.
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 combat
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.
- 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 combat 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 combat bonus and a monument will give a god +4d6) An example of an Infused Artifact would be a Horcrux, which stores part of the maker's soul.
- 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 combat 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 (Combat 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.
- 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 for free, but they must spend 5 AP to regain the use of that Cosmic Decree.
Examples:
Spoiler
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 combat
- Sentient Life 2AP: Of any type of life that is roughly equal to a human sapience. Sentient Life does not have a bonus for combat, but they have the ability to use any mundane concepts unlike monstrous life
- Greater Life 3 AP: such as Giants or Fey Greater Life has a +1 bonus to combat, 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 combat, 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.
- 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. 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 combat
- 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 combat
-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 anything. Legendary Concepts may add up to +4 to mortal combat
Credit Given Where Credit is Due
Spoiler
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!
__________________
LGBTAitP The Dark Queen of Drama and Conflict~ I play...
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Zagrath Mol, Lord of Domination, the Blooded Fist
I am...
Spoiler
Last edited by Darklord2831 : 10-22-2012 at 03:36 PM.
Alynaia, Lady Pain, She of Thorns, the Weeping Girl
C'nor
Fledgling
Pain (Emotional), Suffering (Physical)
Tortured Goddess of Pain
True Neutral
N/A
4/3/3
The Creator
Ame
Xondoure
Fledgling
Water (Rain), Renewal (Life)
Rain God
Chaotic Good
N/A
2/3/5
Velharan
Arathur
Maugan Ra
Lesser
Life (Beasts), Evil (Savagery), War (Hunters), Wild (Forests)
Lord of Wild Beasts
Chaotic Evil
One with the Wild
5/2/3
The Creator
Argul Lugra, the Scratching at the Wall
Drowlord
Fledgling
Horror (Creeping), Taint (Manyfold)
The Giant Raven, Lord of the Horde
Lawful Evil
N/A
2/3/5
Gjol Maduur
Arlom, the Sentient Labyrinth, the Living City
Mystic1110
Fledgling
City (Vastness), Gluttony (Fear)
The Sense of Unease and Entrapment
Neutral Evil
N/A
1/5/4
The Creator
Bharus, the Frostking
Gotham
Fledgling
Cold (Winter), Law (Society)
The Strength of Community
Lawful Good
Mortal Shepard
3/4/3
The Creator
Edri, the Reluctant
AgentIndy
Fledgling
Mind (Improvement), Air (Flight)
Reluctant Deity
Chaotic Good
N/A
5/3/2
Vylcent
Ensirex, the Skittering End
Lord_Asmodeus
Fledgling
Death (Consumption), Change (Evolution)
Bug God of Death and Evolution
True Neutral
Mad Scientist
3/3/4
The Creator
Gjol Maduur, He Who Walks in Madness
Darklord2831
Lesser
Fear (Nightmares), Darkness (Lightlessness), Madness (Insanity), Caverns (The Underdark)
Eldritch Horror of the Underdark
Neutral Evil
Inconceivable
4/2/4
The Creator
Isabella
TechnOkami
Fledgling
Nature (Fey), Death (Harvest)
Witch Queen Goddess
Chaotic Neutral
N/A
3/4/3
Alynaia and Xia
Ing'Dras, the Vast Gate
Draken
Lesser
Time (History), Travel (Journeys), Sand (Travelers), Dreams (Sleep)
Patron of Travelers
True Neutral
N/A
1/4/5
The Creator
Kresh, the Petty God
MasterofFates
Fledgling
Survival (Cowardice), Trickery (Guerilla)
God of Cheating
True Neutral
N/A
4/3/3
Arlom
The Marquis
Bryn0528
Fledgling
Healing (Medicine), Pain (Plague)
Trickster God
Chaotic Neutral
N/A
2/5/3
The Creator
Moglin, the Bone Lord
Promise
Fledgling
War (Bloodlust), Society (Forgery)
Lord of Bloodlust
Chaotic Neutral
N/A
6/2/2
Arathor
Nous, the Undending Thought
Hank McBadass
Fledgling
Enlightenment (Clarity), Knowledge (Scholarship)
God of the Academy
Lawful Neutral
N/A
4/3/3
The Marquis
Ordon, the Monster Chained Beneath the Mountain
THEChanger
Fledgling
Order (Punishment), Metal (Bindings)
Enforcer of Law
Lawful Neutral
N/A
3/5/2
Valmyr
Valmyr, The Sword of Light
TheDarkDm
Fledgling
Fire (Industry), War (Conquest)
Burning Tyrant, Feared Protector
Lawful Evil
Formidable Artisan
5/3/2
The Creator
Velharan, the Silver Fires of Wisdom
Elemental
Fledgling
Knowledge (Philosophy), Light (Hope)
Solar Deity and Kind Teacher
Neutral Good
Holy Benefactor
2/5/3
The Creator
Vylcent
ChrisClark13
Fledgling
Freedom (Individuality), Light (Soul)
Manifestation of Free Will
Chaotic Neutral
N/A
5/2/3
The Creator
Xia
Snowfire
Fledgling
Storm (Fury), Freedom (Rejection)
Protector of Mortals
Neutral Good
N/A
4/3/3
The Creator
Deity Alignment Spread
Law
Neutral
Chaos
Good
1
2
2
Neutral
2
3
4
Evil
2
3
1
Pantheons
The Aberrant Council
Arlom, the City That Never Sleeps
Gjol Maduur, He Who Walks in Madness
Ing'Dras, the Vast Gate
Arathur
The Lords of Light
Valmyr, the Sword of Light
Velharan, the Silver Fires of Wisdom
Vylcent
Bharus, the Frostking
Planes
Plane
Creator
Date Created
Description
The Silver Sun
Velharan
29/Sep/2012
First sun of the Trinary star system on the Mortal Plane. Sheds white light.
The Red Sun
Valmyr
29/Sep/2012
Second sun of the Trinary star system on the Mortal Plane. Sheds red light.
The Green Sun
Vylcent
29/Sep/2012
Third sun of the Trinary star system on the Mortal Plane. Sheds green light.
Mortal Races
Name
Creator
Type
Societies
Description
Vahnatai
Gjol Maduur
Greater
The Olgai
Tall, thin, pale grey skinned humanoids with big bulbous heads. Natural psions, talented in Telepathy and Psychokinesis. Natives of Terastia's Underdark.
Frost Giants
Bharus
Greater
Frost Giant Kingdom
Large, muscular, blue skinned humanoids with beards of ice and an affinity for the cold Mountains.
Quartzians
Acantheis
Greater
N/A
Mid-sized humanoids made of crystal of varying colors. They are adept Arcanists, and reproduce through parthenogenesis.
Dwarves
Bharus
Sentient
Dwarven Clans
Short, stocky humanoids with pink skin, beards, and a muscular frame. They live in Mountain Foothills.
Humans
Valmyr
Sentient
Tol-Valmyr, Tel-Velharan
Average humans, plentiful, and curious.
Foxkin
Vylcent
Sentient
Wandering Caravans
Anthropomorphic Foxes.
Ing
Ing'Dras
Legendary
N/A
Large Insectoid Psychics with a connection to Ing'Dras. Innate users of Psychoportation and Clairsentience, the Ing are immortal, growing physically only when they experience new things with that goal in mind.
Inevitables
Ordon
Legendary
None
Machine-like beings made from those that break the most dire of oaths. They contain former members of every race, save Vahnatai.
__________________
LGBTAitP The Dark Queen of Drama and Conflict~ I play...
Spoiler
Zagrath Mol, Lord of Domination, the Blooded Fist
I am...
Spoiler
Last edited by Darklord2831 : 10-20-2012 at 06:26 PM.
So, while obviously I can't call dibs on anything, I was wondering what some of the gods were planning on bringing into creation
As for Bharus, frost giants seem like a good first mortal race for him (or rather, monster, I guess.).
I'm also trying to figure out what the concept of "Big Fences/walls that separate us from all the mean things trying to kill us" would be best expressed as.
So, while obviously I can't call dibs on anything, I was wondering what some of the gods were planning on bringing into creation
As for Bharus, frost giants seem like a good first mortal race for him (or rather, monster, I guess.).
I'm also trying to figure out what the concept of "Big Fences/walls that separate us from all the mean things trying to kill us" would be best expressed as.
Oh. And Bears.
Well, Gjol Maduur plans to start off with creating the Underdark, and then work from there.
As for Frost Giants, if they have sort of intelligence beyond that of an animal, they'd probably be a Greater Life.
Why not Masonry? If you really want to, you could change it to their own unique kind of Architecture. Or if it's supposed to Add an RCR bonus, you could make an advanced concept of masonry.
__________________
LGBTAitP The Dark Queen of Drama and Conflict~ I play...
He also intends to set about with making all manner of lesser beasts... And werebeasts. Most of his themes will be based around aspects of the wild... And I do intend to eventually pick up that ability which lets him stay on the material plane. He can't go abandoning his position as biggest monster on the planet, now...
(As a side note, later in the game, it may well be possible for demigods and legends to earn artifacts and boons by impressing him with their abilities. Or just punching him into submission. Whatever works.)
__________________
"Not trusting me might be the smartest decision you made since getting off of your horse."
Kharal Zhou, Fire Aspect of Lookshy:
Image and avatar by Ifni, who is rightly awesome.
Maugan: In that case, I imagine Bharus would have conflicting feeling about Arathor. On the one hand, he represents chaos and the wild. On the other, his creatures are an incentive to create order in sentients.
I think I will have Ing'dras create the material plane (or at least the relevant world in the material plane, depending on what sort of cosmology we aim for).
Speaking of that, what kind of cosmology are we aiming for? The usual "geocentric galaxy" arrangement or something else?
I think I will have Ing'dras create the material plane (or at least the relevant world in the material plane, depending on what sort of cosmology we aim for).
Speaking of that, what kind of cosmology are we aiming for? The usual "geocentric galaxy" arrangement or something else?
I'm a fan of all of us starting out on the same planet. Giant, empty rock spinning through space, maybe some light vegetation and water. Gives us a reason for mortal societies to interact without needing to invent interstellar travel.
__________________
I was old when the pharaohs first mounted
The jewel-decked throne by the Nile;
I was old in those epochs uncounted
When I, and I only, was vile;
Spoiler
Quote:
Originally Posted by apocalypsePast2
...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.
If one were on drugs.
Quote:
Originally Posted by VonDoom
Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!
Last edited by TheDarkDM : 09-28-2012 at 05:22 PM.
I'm a fan of all of us starting out on the same planet. Giant, empty rock spinning through space, maybe some light vegetation and water. Gives us a reason for mortal societies to interact without needing to invent interstellar travel.
That is not what I mean. I mean, how will the planar arrangement look like? Will we go with the usual approach of "The Void is outer space, with the Material Plane and the rest of the planes as worlds floating inside" (This is, in some ways, Eberron's approach)? Or make them all metaphisically separate, more like it works in the usual D&D cosmology of the Great Wheel.
Multiple planets is bound to not work. Heck, multiple continents can lead to some serious stagnancy.
That is not what I mean. I mean, how will the planar arrangement look like? Will we go with the usual approach of "The Void is outer space, with the Material Plane and the rest of the planes as worlds floating inside" (This is, in some ways, Eberron's approach)? Or make them all metaphisically separate, more like it works in the usual D&D cosmology of the Great Wheel.
Multiple planets is bound to not work. Heck, multiple continents can lead to some serious stagnancy.
Ah, I see, apologies for misinterpreting you. In my defense, I have seen a multiple planets setup actually work in the first Godhood - we just hit Space Opera very quickly.
On the topic at hand, I've always preferred great wheel cosmologies - they enable the aforementioned Space Opera period if that is the players' wont.
__________________
I was old when the pharaohs first mounted
The jewel-decked throne by the Nile;
I was old in those epochs uncounted
When I, and I only, was vile;
Spoiler
Quote:
Originally Posted by apocalypsePast2
...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.
If one were on drugs.
Quote:
Originally Posted by VonDoom
Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!
The Galaxy arrangement also allows Space Operas, it is just that the other planets are Outer Planes instead of being more material worlds (you can enter the void - outer space - by leaving the atomosphere of the material plane - default planet).
But it does get a bit weird. I am up for a Great Wheel myself.
I also vote that we start with 1 world, with an atmosphere and premade sun... that way when people make life, it makes sense from the beginning, unless someone wants to make the sun?
I also vote that we start with 1 world, with an atmosphere and premade sun... that way when people make life, it makes sense from the beginning, unless someone wants to make the sun?
I think we should have naturally occurring versions of any essential natural element that doesn't have a god who wants to create them. So, sun, water, and a basic biome.
__________________
I was old when the pharaohs first mounted
The jewel-decked throne by the Nile;
I was old in those epochs uncounted
When I, and I only, was vile;
Spoiler
Quote:
Originally Posted by apocalypsePast2
...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.
If one were on drugs.
Quote:
Originally Posted by VonDoom
Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!
I think we should have naturally occurring versions of any essential natural element that doesn't have a god who wants to create them. So, sun, water, and a basic biome.
I'm gonna agree on a basic planet and sun, but not with the biome part. I mean, creating common animals is free with Create Land (a 2-3 Ap action).
Are we allowed to split the cost of actions with other Gods? Like, say the three V bros want to create an enormous land mass, but don't want to spend all the points, can they split the cost among them?
Are we allowed to split the cost of actions with other Gods? Like, say the three V bros want to create an enormous land mass, but don't want to spend all the points, can they split the cost among them?
And we shall call it...the Fire Nation!
__________________
I was old when the pharaohs first mounted
The jewel-decked throne by the Nile;
I was old in those epochs uncounted
When I, and I only, was vile;
Spoiler
Quote:
Originally Posted by apocalypsePast2
...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.
If one were on drugs.
Quote:
Originally Posted by VonDoom
Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!
The usual approach to that is to allow it. With the AP spent counting for the owner of the AP. Basically it is not possible to give AP to another god, but it is possible for two or more gods to each pay for part of a single action.