Finding Players (Recruitment)Look for players for chatroom, play-by-post, or even real-life games here. Threads will expire after 3 months, so be sure to move important information to your OOC thread.
Hello, and welcome to the recruitment thread for a brand new, shiny Lords of Creation. I'm sure most of you that look into these things are familiar with the rules, but here's a posting just in case.
Spoiler
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!
[/quote]
This game will be marginally different, in that the game will not be starting with an entirely blank canvas. "The Creation" will begin play before anyone else, and perform the following actions:
FORGE LAND, The Earth. [2 AP]
FORGE LAND, The Sky. [2 AP]
FORGE LAND, The Sea. [2 AP]
FORGE LAND, The Underworld. [2 AP]
CREATE LIFE, Humans. [2 AP]
COSMIC DECREE, Mortal Races*. [5 AP]
*Upon the Prime Material world, there is only one true race, the Humans. The wilds may hold monsters, and the agents of the divine may visit from time to time, but all other races are condemned to the other planes. No race higher than Sentient Life may permanently reside in the material plane.
The game will begin with four deities, each to whom will purview over one of the four "lands". Further applications will still be accepted.
Also looking for a handful of moderators to help me with this thing.
Lastly, my own application:
Spoiler
Name: Waabishikigookooko'oo, the White Owl. Played By: bryn0528 Domains (Portfolios): Air (Stars), Knowledge (Esoteric). Theme: Patron Guardian Alignment: Neutral Good
Attack: 1d6.
Defense: 1d6.
HP: 8d6. Description: The seeker of wisdom, granter of wishes, the great cosmic bird. Bone white, glowing eerily. Folded wings some great feathery cloak. Black talons, and a face like an expressionless mask. Who am I? it asks, and that is the first question above all other.
Waabishikigookooko'oo, the White Owl, seeks to spread enlightenment, and to find its own entertainment through the pursuit of knowledge. To it, creation is a test or an experiment, and each trial of life is just the means of finding the next answer. Its hunger for adherence to seeking knowledge, however, can sometimes prove tumultuous.
Name: Add titles/nicknames here if you want.
Played By: You!
Domains (Portfolios): Your spheres of influence.
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.
Alignment: From Lawful Good to Chaotic Evil, alignment represents your philosophical standpoint.
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. Refer to combat for more.
Description: Describe your character in detail. This shouldn't be a novel. Keep it long enough to cover all the important parts, and short enough to keep me interested.
Whats the difference between Domain and Portfolio?
Spoiler
Domains: This is what defines you, your essence. Domains are broad categories of influence, and multiple gods may have the same domain. Death, War, and Law are domains.
Portfolios: These are what you represent. More focused than Domains, Portfolios define who you and and what you mean. Bones, Swords, or Vampires are Portfolios.
This is all that's necessary to begin a character. However, I'd like to mention some general guidelines before we get started:
Spoiler
First, don't make an unplayable character. If your character is perfect, there's no room for growth. Likewise, if your character can't interact well with others, then you'll get bored very quickly.
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.
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.
Name:Vintra Played By: Kaworu Domains (Portfolios): Death (Afterlife), Weather (Winter) Theme: Fae Winter Queen Alignment: Neutral Good Attack: 1d6 Defense: 3d6 HP: 60 Description: Beautiful elven queen, the ruler of Underworld. She know that death is a terrible experience for mortals and is trying to make it easy for them, promising desirable afterlife. In order to brings new hope to people, she ever made everlasting, snowy landscape, blinking to them in myriads of sparkles. But beware, unworthy sinners, since for them is only cold and memory of cruel deeds in her kingdom.
Log:
Spoiler
Starting AP: 15
Weave Plane (Aurora) -5 AP [10]
Create Legendary Concept (Afterlife) -5 AP [5]
Refreshing +4 AP [9]
Create Magical Concept (Holy Magic) -3 AP [6]
[Overdue] Decret: Aurora's Souls -5 AP [1]
EDIT:
Quote:
I hope this is okay with you, Kaworu. I've been interested in playing the archtypical Fae King, and with your submission of a Fae Queen, it seemed like too good an opportunity to pass up. If you want me to, I will come up with another concept. Likely a Burning Hate figure.
Ufffff... :-P
The Hell yes, I am okay ;-) I just was afraid I have broken some kind of social rules and it's my "non-serious punishment" :-P
Well, with the Fae Queen of Winter, how could I not create her opposite number?
Name: Tarvin Played By: THEChanger Domains (Portfolios): Heat(Summer), Life(Passion) Theme: Fickle King of Summer Alignment: Neutral Evil Attack: 3d6 Defense: 1d6 HP: 60 Description: Tarvin is the High King of the Summer Court, and wears his glittering crown with pride. He is like his season, fickle and inconsistant, switching between the dry, calm summer day and the wet, heavy, oppressive summer storm as quickly as the wind shifts. In all his pursuits, Tarvin is full of passion, ripe with energy, and full of life. But his is the dark side of passion, seeking his own enjoyment at the expense of others. Tarvin encourages mortals to do the same, and engage in hedonistic displays of power and virility. Those who manage to please the Fickle King will find themselves blessed-but so to will they find themselves drawing the ire of his sister. Winter and summer are so diametricly opposed, it seems, despite being siblings.
When he must commune directly with mortals(something Tarvin is loath to do), he appears as a perfect male specimen of their species, clad in kingly garb woven of flowers and grass, upon his head a golden crown inlaid with precious gems. To his fellow divinities, he is a distinctly male figure-though his true visage can never truly be seen, as in his fully divine form, his golden crown shines with such a light as to blind even other divinities, and none may look directly upon his face, save his sister, who is used to the light of the sun shinning off of glittering snow and glistening icicles.
...
I hope this is okay with you, Kaworu. I've been interested in playing the archtypical Fae King, and with your submission of a Fae Queen, it seemed like too good an opportunity to pass up. If you want me to, I will come up with another concept. Likely a Burning Hate figure.
__________________
ATTENTION ANYONE WHO I'M PLAYING WITH:
No news is good news.
Name: Urs Ignatus, The Towering Forge
Played By: TechnoScrabble
Domains (Portfolios): Cities (Architecture) and Fire (Progress)
Theme: Grand Architect
Alignment: Lawful Good
Attack: 1d6
Defense: 4d6
HP: 50
Description:
Urs Ignatus finds beauty in the winding streets and unseen patterns of cities and the light given by a flickering candle. A towering castle that defies the laws of physics to twist around itself and through a mountain gives it glee, and the sound of hammers echoing from a forge, creating some new tool is music to Urs's ears. Urs Ignatus would build even if there were nobody there to build for, like a gifted education ten year old with a sandbox and some legos, he aims to construct grandiose contraptions and abodes, and then hides them away beneath the earth (or above it) to be found at a later date. He rewards creativity, progress, and grand construction. Were mortals to build a tower with a ladder to the heavens, he would be greatly pleased. He is also intrigued with communities and how each one differs, and with animals that adapt to cities, but these don't fall into his domains, per se.
When walking among the mortals, Urs Ignatus takes the shape of a golem made of iron and mossy bricks with a capital building's dome and spires for a head, lit from within by two balls of fire resembling eyes, dressed in a toga made of tapestries, with a great sledgehammer in one hand and an architect's sketchbook full of ideas to be handed out to gifted mortals in the other. He is fascinated by mortal inspirations, and lacks the haughty demeanor many gods adopt in favor of pushing the mortals a little bit where needed, hoping they'll find his creations or make their own.
__________________ Sergeant Scrabble slowly snuck up behind the pants militia...
Commando Avvie by Savannah!
Last edited by TechnoScrabble : 11-05-2012 at 04:42 PM.
At first I didn't think that I would have time for this since this game seems to require a lot of thought, time, and effort. However, three weeks is a lot of time to get a post in. So, I'm going to submit an application:
Spoiler
Name: Dinfale, the Visitor, King of the Earth
Played By: Falcon777
Domains: Kindness (hospitality), Travel (teleportation)
Theme: Traveling Gift-Giver
Alignment: Lawful Good
Attack: 2d6
Defense:5d6
Hp:30
Progenitor: "The Creation"
Description:
Dinfale has a love for beauty in all its forms, though he has a particular fascination for incredible vistas, magic, light, and the beauty in harmonious relationships. He particularly enjoys visiting other people's abodes, whether mortal or not, especially over meal times. While generally of few words, Dinfale is more than happy to give praise to those engaging in beautiful things, whether location or activity. Because of his wanderlust, Dinfale has spent very little time working on his own abode beyond what is necessary for being a good host. In time he plans on asking for the help of Urs Ignatus, whenever he can keep himself there for a significant period of time that is.
While visiting the mortal realm, Dinfale will often take the form of an older mortal man, cloaked in a wide range of clothes depending upon whom he is visiting. Most often he will have a walking stick, sometimes topped with a large, dark star sapphire having a light within. Dinfale enjoys being entertained by mortals, so he often spends much of his time among them. Because of his supreme understanding of hospitality, he almost never expends all of his divine might in case he must give a gift to those he visits. Indeed, he will often bless the household of someone that can tell him a great story or riddle. Also, as a rule, he never leaves any place he visits for a significant period of time without attempting to give it some kind of gift. Occasionally Dinfale will aid in the transport of items and persons with whom he makes contact with on his travels. In such cases he will often swiftly bring them to where they need to go without their knowledge until he is gone.
This is the first lords of creation game I will have ever played in, so if there is anything I ought to change, I'm more than happy to listen.
__________________
Avatar by Alexander Leah
Last edited by Falcon777 : 11-07-2012 at 12:33 PM.
Vintra, Tarvin, Urs Ignatus, and Dinfale all have my approval.
My only concern at the moment is our alignment diversity. We have several "good" gods and only one evil. This could work, seeing as how even good gods can have vastly differing Opinions. Further applications have a strong recommendation for the evil alignment. I may switch my own application's alignment should the need arise, but as players, do not feel the need to change your applications.
For those gods wishing to begin play as the original four gods, take note that you will have to decide which of the four "lands" you wish to be your purview (the Earth, Sky, Sea, and Underworld<name pending> respectively). I have already taken a fondness to the Sky, myself, but nothing is set in stone at this moment. If you are not going to be an original god, then consider who might be your progenitor. Feel free to discuss amongst yourselves who wants what.
Also, I'm still looking for people to be moderators. If you have a desire, then feel free to say so. I'd largely prefer those who've played Lords of Creation before, especially these rules, but don't feel a need for unwanted responsibility.
Lastly, I'm considering to nullify the current combat rules. My idea is for something simpler (spend 1 AP to get +1d6 for a one time attack, everyone automatically gets 1d6, but AP can bolster that amount, as well as the varying abilities. You make an attack, with or without spending AP, and the target does the same. The higher of the results wins, and gets a single boon over the loser). Ideas on such?
I haven't played before so I don't know enough about BIBLEFIGHT (as I will now call it, I mean, we are competing gods) to judge that.
However, I feel my god would probably do best taking Earth as his home. Hard to build a brick castle in the sky when your powers haven't fully developed yet.
And I'd be willing to switch to lawful neutral if need be, I just thought someone who promoted progress and community would probably be a nice fellow.
__________________ Sergeant Scrabble slowly snuck up behind the pants militia...
Posting interest as The Arcane Horror of the Deep.
Spoiler
Name: The Unspoken, Uncreation, The Deep One, That which resides below the waves of Sanity, [Redacted]
Played by: Necron
Domains: Magic (Arcane), Water (The Depths)
Alignment: Lawful Evil
Theme: The End. The insane horror that knows Creation and Uncreation are linked
Attack: 4D6
Defence: 3D6
HP: 30
Progenitor: The Creation
Description:
The Unspoken is the flip side of the coin. For every action is an equal but opposite reaction. He was born under the lapping of water filling the vast expanse between Nothing and Land, above the Underworld where those of the Dead go before their eventual Uncreation with the rest of Creation and below the infinite Sky.
And there he dwells, never leaving physically for to look upon Uncreation made manifest is to be Uncreated instead forming a Godly Avatar, a being made of Created Uncreation possessed by the essence of the Unspoken to allow interaction outside the Depths.
His avatar looks like Fear, his form taking on the symbolic personified form of the viewers worst fear. For fear is what Uncreation feeds on, the loss of Hope (which is a purely Creation emotion closely linked to Imagination) and thus the loss of Created Emotions (for fear is simply the lack of hope and higher-thinking processes).
This is subjective to each viewer, so they all see different forms depending on their greatest fear (Like the Bogart or Mirror of Erised but Mass). The same thing happens to any depictions of him, looking differently based on subjective viewers.
Goals:
-To allow Creation to flourish, wilt and die as it is destined to do. Though the timespan is unknown so he will seem to push for an increase of efficiency and diversity or the decline of such things depending on his current thoughts on the matter and the events depicted (generally setting into place more things that can be activated to start or increase the speed of the wilting)
-To spread the knowledge of Creation and Uncreation throughout the Prime and the people through the use of magic.
Personality: Unknown and seemingly unpredictable. The Unspoken is actually a pretty charismatic gentleman, when appearing to his church or followers he can command them with ease, even when in total disguise to appear normal he can charm mortal strangers.
He believes in the cycle of Life and Death (though his cycle is on a grander universal scale. Creation-Rise-Wilting-Decline-Uncreation is what his cycle looks like though never with any defined times.
End Game: The name of the Unspoken One is the same as the ultimate Arcane magic, a long chant that will Uncreate the entirety of Creation if spoken at the right time, in the right place during the Decline period. This will end everything, returning it to whence it came for a new Creator to Create a new world.
No-one, not even him knows the whole chant, though many have a word or series of letters making up part of the name ingrained deep inside their psyche and their souls locked away in the farthest reaches of the Deep Mind where the insanity of Uncreation exists.
Creation is not Good and Uncreation is not Bad.
Creation is generally something you feel a lot of for an extended period of time.
Uncreation is the lack of something
Hope, Pride, Hatred are all things that you feel as things inside you, even if focused outwards.
Sadness is a loss of something, an act of Uncreation. Calm is lacking other emotions, Envy is lacking physical (or metaphysical) objects and desiring them, not having them is Uncreation.
I call dibs on Sea. The great expanse and the Deeps that inhabit that place.
Probably linked to the Underworld, but just as linked to Land, due to their touching. Sea fills the places between Sky and Underworld the Land does not fill.
Also I think the Attacks are finethe way they are, giving variation to the different Gods. Are they hardy? Defensive? a master with the blade able to pierce any defense?
__________________
<-- Give the zombie a hug. You know you want too. It's so lonely.
I have quit Giantitp. I may be back but not anytime soon
Sorry everyone
While I had really wanted my character to have the Creation as his progenitor, it doesn't really make a lot of sense for him to have a specific "land" to be over, so I'm going to have Urs Ignatus be my progenitor. Personally I think it kinda makes sense that way as well. This is of course assuming that technoscrabble has no problems with it.
__________________
Avatar by Alexander Leah
Last edited by Falcon777 : 11-06-2012 at 08:56 AM.
@Necron....I have three thoughts/observations/questions of sorts:
Spoiler
#1: calling dibs on the sea, despite the fact that your character fits the theme best seems a bit hasty. You might want to talk that one over with TheChanger and Bryn since theChanger was here before you and Byrn is the op.
#2: Your character's goals/being almost seems like a cosmic decree insofar that you are stating that the ultimate and final arcane act is one of uncreation and that everything will be uncreated when that act is done at the right time and place. I'm not saying you can't make such a cosmic decree, but to do so without it actually being an in game cosmic decree seems a little bit overpowered; that is if such a thing is part of the game without it actually being a cosmic decree in game, then it is something that cannot be opposed/completely stopped by another player/players. My understanding of this kind of game is that given enough time and resources, any player/group of players via their characters could theoretically completely oppose/stop the actions of another character/group of characters. This of course shouldn't be the goal of anyone since this game isn't about opposing other people but rather about creating a setting for campaigns. That being said there's bound to be things that one person does that another person doesn't particularly like, thus the rules of checks and balances via action points. If there is a player/character that doesn't like the idea of everything being destroyed via uncreation, then I can't imagine that person would just simply let things roll on their course instead of taking action in some manner or form. However, the way things stand right now (at least from my point of view), no player would be able to oppose that arcane act since it's just the way the game is.
#3: Um......isn't the domain Magic (arcane) a little bit broad? I mean, how does that work when you consider another character (like Byrn's) that has knowledge (magic) as his domain, or my character that has travel (teleportation) as his domain?
I hope I have not offended you with this post. Mostly I'm attempting to smooth things out, though I might be coming off a little strong on points 1 and 2. Since this is my first LoC game, I'm more than willing to hear criticism and explanations.
Edit#1: @ Byrn: Personally I like the way the combat system is currently set up. However, I have no problem with the addition of ap points being able to be spent on one time dice additions to either attack or defense. (e.g. 'gookoo gets into a scuffle with Dinfale and decides to use 5 ap to add 5d6 on the first round of combat since 'gookoo doesn't have much in the way of offense as of right now. Dinfale realising that what 'gookoo is doing is dangerous for him decides to use 6 ap to add 6d6 to his defense. First round of combat is calculated, and assuming neither defeats the other the next round of combat begins, 'gookoo having 5 less ap available, Dinfale with 6 less.) If this way is implimented, you might want to set some new limits to how many dice a character can have (one example: no character can come into the battle having a base of more than 25 dice from original 10 + anything that would modify it. However, upon using ap to add "one time use" dice, no character could have more than 40 total dice).
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Avatar by Alexander Leah
Last edited by Falcon777 : 11-06-2012 at 01:25 PM.
A game.... run by one of my favorite players!? I LOVE HOW YOU SET IT UP! If you want another moderator I'll be down - the rules are mine after all .
I will take the domain of sky unless that is already taken... actually what may be interesting is so far each game we played I played either your progenitor or an otherworldly... city. Why don't I play this game as your spawn instead? If you can give me a character description of your own - I will make a character that will thematically come from you.
1. Maybe dibs was the wrong word. I would like to lay a claim to Sea if no-one else wants it and it's ok with everyone else.
Also TheChanger seems to be claiming Sky not Sea, what with the Light motif, opposite the Fey Queen in the Underworld etc.
2. It likely won't happen in the game, the final act of Uncreation is based on Ragnarok, the Apocalypse and various other end-of-the-world scenarios that are destined to happen sometime entirely at random.
I mostly added it because there are a couple PC Classes I want to create (Holders of the Word and Seekers of the Phrase) that use small parts of the Name
3. The way I intended it I was claiming a certain Type of Magic, others would be using either a more focused but better area of magic (Teleportation for instance, followers of that god would be better at Teleportation than the more general Arcanists) OR a much more general (Like the Know: Magic of the OP's application that uses a more general but less powerful form due to its diversity)
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<-- Give the zombie a hug. You know you want too. It's so lonely.
I have quit Giantitp. I may be back but not anytime soon
Sorry everyone
That's why I put the question mark in - I guess it's up Kaworu and THEChanger to tell us though. They could be opposed - but they don't have to be equal. One of them does create the underworld, while the other one lives in it. And one does create the other... so it's like Queen and Son-King? IDK
Name: Drexoroth, the charming god of outlaws
Played By: Thattman
Domains (Portfolios): Charm (Deception) Outlaws (Piracy)
Theme: Pirate god of freedom and charm
Alignment: CG
Attack: 3d6
Defense: 2d6
HP: 50
Description: Drexoroth is the god of all pirates and outlaws. He is said to be the master of trickery and gifts his followers with his abilties. He is worshipped across the seas and wherever you find a den of theives, there will be people who follower Drexoroth. He aims to make the world a place of freedom, where laws are second to enjoyment, where those who wish to follow the art of stealth and deceit are welcome, he despises tyrants who wish to stop people from having free will. He is often depicted on a ship of gold, surrounded by loot that has been taken from leaders and the aristocracy. He does not like huge cities and prefers a simple complex of dens and houses. He feels at home in the sea and is sometimes even reffered to as the sea god but does not control the tides, just those who sail on it.
I'm not going to be one of the main gods, but be birthed from whichever god is the god of sea and oceans.
Edit: Sorry Chris, I was in the middle of posting when you posted up, that's what happens when you have dinner in the middle of a post, I suppose.
Last edited by Thattaman : 11-06-2012 at 04:59 PM.
#1: Of course. I didn't meant to imply that you were demanding such a spot. Personally I think that your character has the best shot at it.
#2: Eh, I imagine that there is always something that causes an end to the game (ragnarok, apocolypse, etc). However, I'm particularly disinclined towards everything being destroyed completely. Something more along the lines of "all good mortals and gods get sent to a far away and completely separate plane while the rest get destroyed" is a bit more palatable, if you will. If it is just simply generally accepted in all LoC games that that sort of thing doesn't happen, or rather that cosmic decrees don't affect the end of time...eh, I'll probably not be as enthusiastic as I originally was. The main reason why I was requesting it to be an in game thing was so that Dinfale (or any other god for that matter) could prevent everything from being anihilated, even if the things that were not were so far separated from the original plane as to be incapable of influencing it (aka, game over, happy ever after for those not destroyed, etc). It's not so much of a game mechanic thing as it is a fluff thing.
#3: ok, that makes more sense. As I've stated before, this is the first kind of game like this that I've played, so I wasn't sure how that worked.
That's why I put the question mark in - I guess it's up Kaworu and THEChanger to tell us though. They could be opposed - but they don't have to be equal. One of them does create the underworld, while the other one lives in it. And one does create the other... so it's like Queen and Son-King? IDK
I am not sure if The Fae King would live in Underworld. He is a god of live and summer, and Underworld...
Also, they would probably destroy Underworld completely in unending fights. I was thinking about Queen in Underworld and King in other place, but it is only my opinion.
And no, they are no family or related to each other in any particular way (cutting off being a pair of Nemezis').
I am not sure if The Fae King would live in Underworld. He is a god of live and summer, and Underworld...
Also, they would probably destroy Underworld completely in unending fights. I was thinking about Queen in Underworld and King in other place, but it is only my opinion.
And no, they are no family or related to each other in any particular way (cutting off being a pair of Nemezis').
Then who makes The king?
Anyway I thought it was going to be a seelie and unseelie court type thing - where good faeries and evil faeries are actually the same faeries but are evil/ good depending on who is keeping court at any given time, and you and your husband/son take turns on ruling the court.... but :shurg: that means that Thechanger will have to decide who he's going to be spawned from now
No, no, noooooo! :-D They aren't family, they aren't a couple and King is not a son of Vitra! :-D I just wrote that! :-D
And based on descriptions, morality of the gods doesn't depends on POV. Vitra is trying to be really good god of the death and to create a beautiful, winter paradase for souls. Still, based on description, King is a propagator of egoistic, hedonistic lifestyle and don't care about others, just about his own pleasures.
Of course, they are a god of winter and a god of summer, but it isn't a mainly difference between them.
Name:Atris Played By: kopout Domains (Portfolios): knowlage(secrets of imortality) Life (imortality) Theme:Live forever Alignment: TN Attack: 1d6 Defense: 3d6 HP: 6d6 Description:
Ever since humans have existed they have died. This is a sad fact of life. However, being humans they have also always wanted to prevent this fate and have taken strides to prevent it. Atris was born of these efforts. Some say not everyone deserves to life forever, they are probably right but Atris couldn’t care less, she exists to guide those who would defy their own mortality.
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Originally Posted by ToySoldierCPlus
Now you're attempting to model physics when arguing your case for armor made by a guy who explicitly tells the laws of physics to sit down and shut up whenever he starts tinkering stacking with regular armor. Stop that.
Ragnarok and the End Times is the final battle between Asgard and the Frost Giants that destroys Everything. Regardless of alignment
And I thought it would be thematically tied to the Mortality of Humans. Birth is the prime force of Creation, Death is the Uncreation of the ties binding Soul and Flesh.
The souls go to the Underworld (or wherever the Afterlife ends up being) to be reincarnated, held in paradise, tortured for eternity etc.
All of Creation has a time it has to die. Just as all Humans have a time to die.
I just made the final act where everything dies an Arcane ritual most people know a tiny portion of.
Others can try to rule Creation or destroy everything or prevent the gatherin of the Name but it is destined to happen because Uncreation and Creation go hand-in-hand.
I would be willing to spawn Atris. To represent the Rise of Creation.
It would be a rather nice duality too, the one who thinks everything dies making someone determined to stop the death of everything.
Oh also it's knowledge and immortality not how you spelt it
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<-- Give the zombie a hug. You know you want too. It's so lonely.
I have quit Giantitp. I may be back but not anytime soon
Sorry everyone
Last edited by Anecronwashere : 11-06-2012 at 06:17 PM.
Again, I don't have necessarily have a problem with there being an end to the game that is an arcane ritual. However, you're stating that Uncreation and Creation go hand and hand as a simple fact of life. If that's a statement about this game, well, as I said before it doesn't exactly make me enthusiastic. If that's a statement about real life, I couldn't disagree more. And as I said before in terms of the game this whole thing for me mostly pans out to be a fluff thing since once the game is over, it's over. However, I'm very disinclined to jump in when I know that in the end it doesn't matter what my character does, everything is going to be destroyed so that "the Creation" is able to start over (this is of course taken from an in game fluff perspective. Ultimately playing in this game doesn't change real life one way or the other).
On the other hand, if your character made a cosmic decree that that was how the game was going to end, then by doing so it gives other players the ability to come in and do something like this: Atris says "Hmmm, I'm not particularly interested in seeing myself anihilated at the end of times, so I'll make a cosmic decree that causes all life existing within the plane where the "Creation" resides to be exempt from this effect. The Unspoken, knowing that this could allow the gods to come back and continue what they were doing before hand makes a cosmic decree that prevents all life existing within the same plane as the "Creation" to be incapable of affecting anything outside of it, along with having the inability to leave. In addition, his decree moves the plane very "far away", causing it to be incredibly difficult for even gods to arrive there. Vintra, seeing as how this plane is practically impossible to reach by mortals, makes the cosmic decree changing the nature of the arcane ritual such that it automatically moves all life falling under the good alignment into the unescapable plane where the "Creation" resides before the rest of the ritual is completed.
Essentially what I'm saying is that by stating that the end of the game is simply the uncreation of all that is (barring perhaps "the Creation") without it being an in game cosmic decree, you are preventing other players from being able to influence what the end game is. For the most part I doubt many players will be too concerned with this, at least until we get close to the end. However, if from the outset that is simply the way the game is: well...it's as I said, it keeps everyone else from having any say in the matter.
Again, this isn't necessarily to say that I personally don't want your character to achieve his goal. And again, I do realize that this is mostly there so that you can make those classes. I don't have a problem with that. But it puts a serious dampener on my enthusiasm (as a player) to join this game when I know (as a player) that everything my character does will come to nothing within the game.
To anyone else reading this that has played these LoC games: am I really off on a tangent here? Or rather I should say: is necron's end game dramatically different from how other LoC games have been played? Because if I'm really off I'll just shut up and have fun with the game while I can. If not, well, it'd be nice to know.