Based on ActRaiser's OldGuild 'Divinus' RP
Terrific Banner by the Fabled Frettzo
Terrific Banner by the Fabled Frettzo
The Old World is Dead.
It has been utterly destroyed.
How?
Why?
It is all unknown.
Invictus has created a new universe in place of the old and summoned new gods to reign supreme. The new world can hardly be called a ‘world’ at all.
There is nothing.
Only darkness – if even that.
It awaits the coming of the new gods. They will create – or perhaps, recreate – life. They will mould this virgin universe in their image and to their will and desire. Magic, creations, nations, ideals, religions, heroes and villains; they do as they wish, for they are gods.
However, they must remember that the gods of the Old World were also gods, and they are now gone. To where is unknown, but two remain. One is a mighty being, an ultimate force, far above the might of any newly risen god.
He is known simply as Invictus.
The other is Fate, whose exact function is a mystery.
These two act as guardians of the new world, and though they are not occupied with the happenings in the new world and its new gods, they are part of the mystery of this world and the old. What they guard the new world against is unknown, but guardians they are.
But of what concern is the Old World and its gods? This is a new world!
This is your world.
Welcome, thank you for giving this RP your time and passion. I know that dedicated RPers can create truly majestic and beautiful RPs. I don't aim for that, because that can be achieved if we all aspire to enjoy ourselves to the full. So, welcome, and let's get this show on the road.
Domains and Portfolios
It has been utterly destroyed.
How?
Why?
It is all unknown.
Invictus has created a new universe in place of the old and summoned new gods to reign supreme. The new world can hardly be called a ‘world’ at all.
There is nothing.
Only darkness – if even that.
It awaits the coming of the new gods. They will create – or perhaps, recreate – life. They will mould this virgin universe in their image and to their will and desire. Magic, creations, nations, ideals, religions, heroes and villains; they do as they wish, for they are gods.
However, they must remember that the gods of the Old World were also gods, and they are now gone. To where is unknown, but two remain. One is a mighty being, an ultimate force, far above the might of any newly risen god.
He is known simply as Invictus.
The other is Fate, whose exact function is a mystery.
These two act as guardians of the new world, and though they are not occupied with the happenings in the new world and its new gods, they are part of the mystery of this world and the old. What they guard the new world against is unknown, but guardians they are.
But of what concern is the Old World and its gods? This is a new world!
This is your world.
***
Welcome, thank you for giving this RP your time and passion. I know that dedicated RPers can create truly majestic and beautiful RPs. I don't aim for that, because that can be achieved if we all aspire to enjoy ourselves to the full. So, welcome, and let's get this show on the road.
Game Mechanics
Domains and Portfolios
Domains are 'elements' of the universe over which a god rules. These 'elements' are very broad and can range from the obvious (the classic four elements of air, fire, earth an water) to the far more obscure (such as 'fear' and 'fantasy'). A god can share a domain with many others - for instance, there can be many gods who have dominion over 'fire' or 'fear'.
What makes gods more unique is their 'portfolio'. While many gods can share a domain, no two gods can ever share a domain and a portfolio, or just a portfolio. Portfolios are specific elements of a domain over which the god's powers are dramatically enhanced. A god whose domain is water will have power over all water, but if their portfolio is 'rivers' then their power over rivers is particularly potent and over-rides the power of any other god - whose domain is water or otherwise - over rivers. Of course, this is very simple, for other factors will also be at play, such as the level of said competing gods and so on. But adopt this as a general rule, and exceptions can be explored in-game.
As a god increases in power and their level rises, they are capable of adding new portfolios within their domains to their personal portfolios. A god of water (oceans) may, once they reach the required level, carry out the requirements and have the Might to spare, add another portfolio, like (rivers) to their portfolios. Likewise, a god can also add another domain, though the requirements for this are for more stringent than for portfolios. This will be explained in more detail under further down.
It must also be emphasised that gods are not limited to their domains per se. These are powerful beings and all share a basic threshold of power. This moves us on to levels.
What makes gods more unique is their 'portfolio'. While many gods can share a domain, no two gods can ever share a domain and a portfolio, or just a portfolio. Portfolios are specific elements of a domain over which the god's powers are dramatically enhanced. A god whose domain is water will have power over all water, but if their portfolio is 'rivers' then their power over rivers is particularly potent and over-rides the power of any other god - whose domain is water or otherwise - over rivers. Of course, this is very simple, for other factors will also be at play, such as the level of said competing gods and so on. But adopt this as a general rule, and exceptions can be explored in-game.
As a god increases in power and their level rises, they are capable of adding new portfolios within their domains to their personal portfolios. A god of water (oceans) may, once they reach the required level, carry out the requirements and have the Might to spare, add another portfolio, like (rivers) to their portfolios. Likewise, a god can also add another domain, though the requirements for this are for more stringent than for portfolios. This will be explained in more detail under further down.
It must also be emphasised that gods are not limited to their domains per se. These are powerful beings and all share a basic threshold of power. This moves us on to levels.
Levels
All gods of level 1 have a basic threshold of power:
As a god's level increases, so too will their powers with regards to the above list. For instance, each level causes a god's vicinity to increase by 10% and their ability to manipulate landscapes and weather increase. So whereas a level 1 god of fire could not get away with creating a Himalayan mountain range, they could quite possibly do so at level 10 (while an earth type god can do as they wish from the offset.)
A god of higher level, for instance, even if unskilled at hiding their presence, may well be able to hide it from a god whose level falls far below their own, and so on. I think it is pretty self-explanatory at this stage. If you do have further queries, do ask in OOC and I will reply and add to this post as necessary.
Higher levels open up new abilities, of particular importance are the following:
A god's level also dictates how much Might Points (MP) they have to spare. Might will be discussed in more detail later, but here is a simple table (subject to change) which breaks down the amount of MP required for each level up:
- They can control weather, landscape and other physical phenomena within their direct vicinity, which amounts to 100 miles (while gods whose domains are specifically geared towards weather, or earth etc. have a much increased vicinity and power over these.)
- They have the ability to appear in whatever shape or form they wish (though it is the norm for any individual god to switch between a set number of preferred forms, while those more geared towards deception and shape-shifting to make full use of this power.)
- A god cannot be harmed by normal weapons or magic. A god's weakness is usually particular to that individual god and a secret hidden with the utmost care and vigilance. However, gods can muster power great enough to hurt another god, and if united, a group of gods can even cause the 'death' of another god. Death of gods may well occur as this RP drags on, and it will be discussed in more detail below.
- A deity has the capability of, at any time, knowing all things within their vicinity, including thoughts, feelings, holy sites and other gods. However, a god has the ability to cover their presence or block the senses of another god to their presence, abilities whose success rate depends on level and domain (portfolio). A deception god, for instance, would be far more skillful at hiding their presence than one who is not.
- Any deity can create their own, private plane of existence. This can act as a private retreat or a manner to escape from other gods. These generally cannot be located by other gods unless the god in question allows other to find it, and those gods whose domain involves dimensions, space/time warps may be able to find said planes. These planes are very small - don't think you can go creating a separate universe in your own plane!
- A god can travel wherever they wish, however they wish at speeds incomprehensible to other creatures. Being present at one end of the universe or the other is simple a step away.
As a god's level increases, so too will their powers with regards to the above list. For instance, each level causes a god's vicinity to increase by 10% and their ability to manipulate landscapes and weather increase. So whereas a level 1 god of fire could not get away with creating a Himalayan mountain range, they could quite possibly do so at level 10 (while an earth type god can do as they wish from the offset.)
A god of higher level, for instance, even if unskilled at hiding their presence, may well be able to hide it from a god whose level falls far below their own, and so on. I think it is pretty self-explanatory at this stage. If you do have further queries, do ask in OOC and I will reply and add to this post as necessary.
Higher levels open up new abilities, of particular importance are the following:
- At Level 1, a god can create tiny creatures without magical properties, like ants, beatles, mice etc. without using any Might. These can reproduce, survive and thrive.
- Once a god reaches Level 2, they can create unintelligent animals or beings. These cannot reproduce and must be sustained by the god to survive. Should the god be destroyed, these beings will also die. These creatures can be of any size and can have magical properties.
- Once a god reaches Level 3, they can create unintelligent species of animals or other beings who can reproduce and thrive. These can continue to grow and survive even if the god should be destroyed. This includes magical and non-magical creatures.
- Once a god reaches Level 4, they can create intelligent species of animals or other beings who can reproduce and thrive, even if the god should be destroyed (at this level, humans, elves, dwarves and whatever else you can come up with can be created.)
A god's level also dictates how much Might Points (MP) they have to spare. Might will be discussed in more detail later, but here is a simple table (subject to change) which breaks down the amount of MP required for each level up:
Level 1-2: 3 Might
Level 2-3: 4 Might
Level 3-4: 5 Might
Level 4-5: 6 Might
Level 5-10: 10 Might
Level 10-20: 15 Might
Level 20-50: 20 Might
Level 50-100: 30 Might
Level 2-3: 4 Might
Level 3-4: 5 Might
Level 4-5: 6 Might
Level 5-10: 10 Might
Level 10-20: 15 Might
Level 20-50: 20 Might
Level 50-100: 30 Might
Turns
A turn is simply a game mechanism which functions to order the game and put some limits on what any one god can do at a given time. A turn, in-game, has no set time-limit. Indeed, one turn can have billions of years pass while another only a few days or weeks. In real-time, we play a turn out until it reaches its natural end and it is necessary to move on to the next turn in order to allow for the story to develop. Why? This is because MP is used up during a turn and recuperated once a new turn begins. The first turn will see all gods at level 1, meaning they have 4 MP to spend. Further, each god gets 1 Freepoint per turn. This is similar to an MP, but has reduced power, as will be explained below.
Might
Everything up until now has been hair and bones. Might is the meat of the matter! (Note, alliteration.)
Might Points, MP or simply Might, are the units of power in the game. Particularly powerful miracles or actions will require Might.
However, one must first be differentiate between run-of-the-mill god actions which require no Might at all. A god can, using their inherent abilities alone, raise a small island or mould and form land more to their liking and so on. However, using Might to, for instance, raise an island will very quickly find you raising continents instead - raising such large landmasses without a higher level or dominion over earth requires Might as it is.
Before going into more detail on Might, just a quick explanation of the Free Point.
A god's actions can be split into three; those which require no power other than the god's inherent one (this includes moulding small pieces of land, raising small island, making a relatively normal item, like a sword or amulet etc.), second are those which are not great enough to require Might but too great for a god's inherent power, and third is actions using Might.
The free-point can be used for relatively low-key things like teaching people a simple idea (e.g. agriculture, reading, writing, loyalty, honour, bronze-working etc.) or creating an item imbued with magical properties - but NOT something blessed or divine. And other such things relatively low-power things. Going from Ug the Caveman to Ug the Tractor-Riding-21st-Century-Farmer is NOT how it works. If ever in doubt about whether an action falls under the Free Point or Might, just drop me or Rtron a PM or ask in the OOC (it'll benefit everyone that way.)
Now, MIGHT. So you're happy enough with agriculture and loyalty, but you suddenly have an itch to teach them something else. Something big. Like Magic. Or The Force. Or maybe you've already taught them Magic and the Force and want to teach them Jedi or create some other order to go out and do your divine bidding. Or perhaps you want to teach them agriculture but make them particularly talented and skilled farmers (you shall conquer the world's food-source first, and then the world!). You need Might for such things. But Might is not only limited to this.
What kinds of actions require Might? Here is a (far from exhaustible) list:
If, when a turn comes to an end, you find that you have not used all your Might, then the unused Might will move on to the next turn and be added to however much you recuperate per turn. So, if you have 4 Might per turn and only use up 3 Might in the current turn, then you will recuperate 4 Might in the next turn, and the 1 remaining will be added, giving you 5 Might in total. You may well find yourself having to save Might if you want to level up.
As you know by now, leveling up is one of the ways in which you can increase the amount of Might your god recuperates per turn, each level up increases your total Might recuperation by 1. However, there is another way to increase Might recuperation.
'Holy Sites', which generate Might, can be created by a god. Half the amount of Might which goes into creating a Holy Site is produced by it per turn. So, for instance, if you spend 4 Might on creating a Holy Site in a given turn, it will generate 2 Might for you every turn thereafter.
These Holy Sites can be destroyed by other gods however, and non-godly beings can destroy them if they use powerful magic or apply enough force (for instance, a concentrated barrage by a good few catapults can bring Holy Site in the form of a temple down).
Holy sites can range from something like a temple, a lake, a totem, and anything else you can come up with. Different Holy Sites will be more or less difficult to destroy, but none can be made invulnerable.
Holy Sites are also places where one can expect creatures who revere the god to travel to in pilgrimage or live near to or within.
A player must wait five turns after creating a Holy Site in order to create a second, and another five to create a third. After the third one must wait ten turns, and after the fourth one must wait fifteen. One cannot create more than five holy sites, unless one of the five is destroyed in which case it can be repaired or a new created.
I am open to exploring in-game methods in which a god can produce extra Might (for instance, a particularly bloody god may have his worshippers sacrifice animals or other creatures etc. in a ritual). Before you go ahead and spend Might on such things, please PM me and ensure that you have my approval.
And, as final note on that, a god's power and Might are in no way related to how many worshippers they have. A god is an independent, mighty being, it does not draw its power from 'worshippers', but depending on the kind of deity, worshippers may well add to its power. If you believe your character is one such god, PM me and we can see to it.
One of the uses of Might is, as has been mentioned, to adopt more portfolios for oneself and even domains. Once a god reaches the required level, carries out the required actions and have the Might to spare, they can add a portfolio.
The following are the requirements in order to add a portfolio:
These are the rules regarding portfolios. Domains are as follows:
Might Points, MP or simply Might, are the units of power in the game. Particularly powerful miracles or actions will require Might.
However, one must first be differentiate between run-of-the-mill god actions which require no Might at all. A god can, using their inherent abilities alone, raise a small island or mould and form land more to their liking and so on. However, using Might to, for instance, raise an island will very quickly find you raising continents instead - raising such large landmasses without a higher level or dominion over earth requires Might as it is.
Before going into more detail on Might, just a quick explanation of the Free Point.
A god's actions can be split into three; those which require no power other than the god's inherent one (this includes moulding small pieces of land, raising small island, making a relatively normal item, like a sword or amulet etc.), second are those which are not great enough to require Might but too great for a god's inherent power, and third is actions using Might.
The free-point can be used for relatively low-key things like teaching people a simple idea (e.g. agriculture, reading, writing, loyalty, honour, bronze-working etc.) or creating an item imbued with magical properties - but NOT something blessed or divine. And other such things relatively low-power things. Going from Ug the Caveman to Ug the Tractor-Riding-21st-Century-Farmer is NOT how it works. If ever in doubt about whether an action falls under the Free Point or Might, just drop me or Rtron a PM or ask in the OOC (it'll benefit everyone that way.)
Now, MIGHT. So you're happy enough with agriculture and loyalty, but you suddenly have an itch to teach them something else. Something big. Like Magic. Or The Force. Or maybe you've already taught them Magic and the Force and want to teach them Jedi or create some other order to go out and do your divine bidding. Or perhaps you want to teach them agriculture but make them particularly talented and skilled farmers (you shall conquer the world's food-source first, and then the world!). You need Might for such things. But Might is not only limited to this.
What kinds of actions require Might? Here is a (far from exhaustible) list:
- 1 Might: Teaching your minions/worshippers/humanity powerful and unique skills/abilities
- 1 Might: Creating huge landmasses or oceans; or stars and planets if a god is of the correct domain or above Level 5
- 1 Might: Create a Hero. These are exceptionally powerful individuals among your creations whose powers and skills are renown and well-beyond the capabilities of normal members of their species or race. Those who gain such an honour also gain immortality, though a god may set conditions to this. Further, immortality does not mean they cannot be killed.
- 1 Might: Bless or Curse. This is the will of the gods made manifest. A blessing can range from a Golden Age for the blessed, or an increase in population. The population blessed by a god will find its crops grow well and their ways smoothed, as the subtle will of the god is worked in their favor. A blessing is not limited to these and can range depending not he will of the god in question. The population cursed by a god will find their earth is barren and blighted, as the will of the god works against them. It depends, as always, on the will of the god (a population under a curse can find itself suffering from a frog infestation to far more sinister things, liking being devoured by Gremlins). Blessing and curses can be countered by other gods.
- 1 Might: Censure or praise. This is very similar to the above miracle, but it is applied to individuals or small groups of people and are far more severe. For instance, one who is censured may turn into a stone or find themselves with green skin and snakes for hair, while one who is praised may be summoned back from the dead or in other ways blessed.
- 1 Might: Form a society. A god may decide that his creations should move on in life beyond their nomadic or hunter-gatherer ways, and thus form them into a more organized society. Societies allow for created beings to make better use of the teachings of a god. There is only so Ug the Caveman can do with knowing about armies bronze-working, but King Ug, who has a whole village at his command, can begin organizing individuals into armies and allowing others to specialize in metal working and so on. This can also be used to form a highly specialised and well-trained Order - if you want to create the Jedi, the Knights Templar or the Valkyries, this is your port of call.
- 1 Might: Create a portal. A portal is a permanent connection between two places. Deities and magic can create temporary portals, but you can use this action to create a permanent one for your worshippers/minions/everyone to use. Alternatively, this action can create a hotspot for mana of a different world. For instance, you could create permanent strong magical connection between the dungeons of a castle and your world of death, leaving deposits of negative energy there and wreaking unknown mutations on whoever is unfortunate - or fortunate - enough to be there.
- 1 Might: Create an Avatar. Being within the presence of a god, even a minor one, is enough to drive lesser mortals mad. To remedy this problem, a god may create an avatar. These are small fragments of a god, which operate completely independently. Given the tremendous willpower of a god, they may give their full attention to all of their avatars simultaneously, without suffering from any distraction or deterioration of abilities. In this way, gods may be in two or more places at once. Avatars are beings of extreme power. They can be devastating in war and boons during peace. Magically, physically and in many other ways, they are very difficult to match. Depending not he god in question, an Avatar's abilities and qualities will differ. These beings exist so long as their creator wills it or a more powerful Avatar or god destroys them. Magic from mortal beings, if powerful, can harm and weaken them, so far as to force them to dissipate until they regain strength, but they cannot destroy them.
- 1 Might: Create a moon.
- 1 Might: Level a Hero up. Number of levels dependent on current level of Hero. Higher level Heroes require more Might for each level up. a Level 1 Hero can be raised to level 7 or 8 quite easily with 1 Might. A Level 20 Hero may only be able to rise by 1 or 2 levels. A Level 30 may require 2 Might for a single level up.
If, when a turn comes to an end, you find that you have not used all your Might, then the unused Might will move on to the next turn and be added to however much you recuperate per turn. So, if you have 4 Might per turn and only use up 3 Might in the current turn, then you will recuperate 4 Might in the next turn, and the 1 remaining will be added, giving you 5 Might in total. You may well find yourself having to save Might if you want to level up.
As you know by now, leveling up is one of the ways in which you can increase the amount of Might your god recuperates per turn, each level up increases your total Might recuperation by 1. However, there is another way to increase Might recuperation.
'Holy Sites', which generate Might, can be created by a god. Half the amount of Might which goes into creating a Holy Site is produced by it per turn. So, for instance, if you spend 4 Might on creating a Holy Site in a given turn, it will generate 2 Might for you every turn thereafter.
These Holy Sites can be destroyed by other gods however, and non-godly beings can destroy them if they use powerful magic or apply enough force (for instance, a concentrated barrage by a good few catapults can bring Holy Site in the form of a temple down).
Holy sites can range from something like a temple, a lake, a totem, and anything else you can come up with. Different Holy Sites will be more or less difficult to destroy, but none can be made invulnerable.
Holy Sites are also places where one can expect creatures who revere the god to travel to in pilgrimage or live near to or within.
A player must wait five turns after creating a Holy Site in order to create a second, and another five to create a third. After the third one must wait ten turns, and after the fourth one must wait fifteen. One cannot create more than five holy sites, unless one of the five is destroyed in which case it can be repaired or a new created.
I am open to exploring in-game methods in which a god can produce extra Might (for instance, a particularly bloody god may have his worshippers sacrifice animals or other creatures etc. in a ritual). Before you go ahead and spend Might on such things, please PM me and ensure that you have my approval.
And, as final note on that, a god's power and Might are in no way related to how many worshippers they have. A god is an independent, mighty being, it does not draw its power from 'worshippers', but depending on the kind of deity, worshippers may well add to its power. If you believe your character is one such god, PM me and we can see to it.
One of the uses of Might is, as has been mentioned, to adopt more portfolios for oneself and even domains. Once a god reaches the required level, carries out the required actions and have the Might to spare, they can add a portfolio.
The following are the requirements in order to add a portfolio:
- A god must have used at least 3 Might points in the specific portfolio before they are eligible to adopt it as theirs. For instance, a water (oceans) god who wishes to incorporate (rain) into their portfolio must spend 3 Might points on (rain) related actions before they 'unlock' (rain) as a portfolio which they can add.
- A god must spend another 3 Might points in order to incorporate the portfolio. So, the above god spent 3 Might points on (rain) related actions, now they need to spend another 3 Might points to incorporate it, just as they spend Might to level up.
- A god cannot incorporate a portfolio which is not within their domain. So, a Fire type god cannot incorporate (rain) as a portfolio.
- Each portfolio requires 2 Levels to sustain it. For instance, a Level 1 god cannot sustain any more portfolios than they have. A level 2 god cannot add any new portfolio either. To be able to add a new portfolio, a god needs two extra levels. So, before being able to add a new portfolio, a god must reach level 4, then they must reach level 6 to add another and so on.
These are the rules regarding portfolios. Domains are as follows:
- A god must have used at least 6 Might Points in the specific domain before they are eligible to adopt it.
- A god must spend another 6 Might in order to incorporate the domain.
- A god cannot incorporate a domain which is a natural opposite to one of their existing domains. For instance, a god with a Water domain cannot then incorporate Fire. Earth cannot incorporate Wind, Light cannot incorporate Dark and so on. If you are unsure whether a domain is a natural opposite to one of yours, PM a GM or ask in OOC.
- Each domain requires 10 Levels to sustain it. So once a god reaches level 10, they can only sustain 1 Domain, the one they already have. Once they reach Level 20, they can add another, and so on.
Lo~ve, Demigods and Marriage
It is entirely possible that, as the RP trots along, unexpected developments will find you in the loving arms of a significant other (or in some cases, in the unrelenting grip of the bane of your existence.) Whatever the case, marriage is not a concept foreign to the gods, though individual gods have different approaches. Some feel incomplete and yearn to find their other half, others are not fussed either way and are content marrying should they find someone or living alone, and others still may avoid marriage like the plague – what do they want with such things!
Moreover, individual couples may have very different approaches towards married life and its implications. Some may treat it as a bond as divine as godliness itself and not to be betrayed in any manner, a completely exclusive bond in every way. Others may go about as their lives before and rut where they like and with whomever, whether their partner approves or not. Naturally, where the partners are not in agreement the latter approach can cause significant scheming, plotting and divine drama (and no, divine doesn’t mean ‘blissful’ here xD) for examples, see: Hera x Zeus; Aphrodite x Hephaestus.
It is entirely possible, too, for whatever reason, that a god takes a liking to one of his creations, or the creation of another god and seeks in some way to seduce them. While this is clearly a most natural godly urge (cough), do keep it PG13 and any description to the bare minimum necessary. Anything more can be taken to the extraordinarily well suited and luxurious PM system RPGuild offers xD
Now, on to the meat of the matter! As can be expected, such relations would naturally bear fruit, and for gods, these are not your run-of-the-mill fruits. Relations between gods produce upper tier demigods while relations between gods and created brings produce lower tier demigods. It does not cost any Might to create these demigods, but there is also a catch. Demigods are independent beings who are played by independent players – NOT by the player who controls their father/mother. Either a GM or a new player will take control of these beings and play them as the others play their god characters.
Demigods are similar to Heroes, but much more powerful. They have the ability, with time, to become full-fledged gods. They too have domains and portfolios, although their power over these are much reduced and grow as they level up. Leveling up occurs for demigods as it does for gods, they must consume Might. Demigods, however, do not have Free Points.
Demigods, it must be emphasised are as different from gods are Heroes are to demigods. Gods and demigods are entirely different beings and wield nowhere close to the amount of power a god has. Unlike gods, demigods are purely physical beings, although their greater power may result in a change in their form - they may become something more like this.
As mentioned, demigods have a domain and a portfolio, and they have great power within those. Unlike gods, however, demigods do not have any power over other domains and portfolios. Thus, while a fire god could still create, fashion and control water and do water-based things with skill, a fire demigod has no such capabilities. If anything, their opposites are usually their weaknesses and they can be expected to be extraordinarily vulnerable to being near, or being attacked with, what is considered an opposite of their domain.
The extent of their power over their domain increases as they grow in power, in the beginning, however, said power over their domain is very restricted. A god of fire could, for instance, create huge fireballs and withstand great heat, but they could not create volcanoes and open up the very earth to let lava spew out (note: Galbar has no magma core, so no lava spewing out of the earth until Ferghus does something about that.) However, demigods are not simply over-powerful Heroes, they have a unique baseline of abilities:
God and demigod levels and Might requirements are the same:
Demigods, like Heroes, can be aided by gods to grow stronger, and a god can use their own Might to increase the Level of a demigod. The higher the demigod's level, the less effective 1 Might is in leveling them up. Unlike Heroes, demigods do not level up naturally with time, Might MUST be spent. Demigods whose level is 15-20 can ascend to Level 1 gods, those whose level is 20-25 can ascend to Level 3 gods and those whose level is higher will ascend to a higher level, as will be decided by the GM.
Demigods can use their Might in the same way gods use Might and Heroes use Khookies to teach, create and other such things.
Demigods, like gods, can also build holy sites, though these are nowhere near as impressive as those created by gods. They are, however, an extra source of Might, functioning in the same way as those constructed by gods. Unlike gods, demigods can be affected greatly by worshippers. For each thousand worshippers, a demigod gains an extra Might Point per turn - when populations increase, the number of worshippers required for 1 Might will also increase.
Moreover, individual couples may have very different approaches towards married life and its implications. Some may treat it as a bond as divine as godliness itself and not to be betrayed in any manner, a completely exclusive bond in every way. Others may go about as their lives before and rut where they like and with whomever, whether their partner approves or not. Naturally, where the partners are not in agreement the latter approach can cause significant scheming, plotting and divine drama (and no, divine doesn’t mean ‘blissful’ here xD) for examples, see: Hera x Zeus; Aphrodite x Hephaestus.
It is entirely possible, too, for whatever reason, that a god takes a liking to one of his creations, or the creation of another god and seeks in some way to seduce them. While this is clearly a most natural godly urge (cough), do keep it PG13 and any description to the bare minimum necessary. Anything more can be taken to the extraordinarily well suited and luxurious PM system RPGuild offers xD
Now, on to the meat of the matter! As can be expected, such relations would naturally bear fruit, and for gods, these are not your run-of-the-mill fruits. Relations between gods produce upper tier demigods while relations between gods and created brings produce lower tier demigods. It does not cost any Might to create these demigods, but there is also a catch. Demigods are independent beings who are played by independent players – NOT by the player who controls their father/mother. Either a GM or a new player will take control of these beings and play them as the others play their god characters.
Demigods are similar to Heroes, but much more powerful. They have the ability, with time, to become full-fledged gods. They too have domains and portfolios, although their power over these are much reduced and grow as they level up. Leveling up occurs for demigods as it does for gods, they must consume Might. Demigods, however, do not have Free Points.
Demigods, it must be emphasised are as different from gods are Heroes are to demigods. Gods and demigods are entirely different beings and wield nowhere close to the amount of power a god has. Unlike gods, demigods are purely physical beings, although their greater power may result in a change in their form - they may become something more like this.
As mentioned, demigods have a domain and a portfolio, and they have great power within those. Unlike gods, however, demigods do not have any power over other domains and portfolios. Thus, while a fire god could still create, fashion and control water and do water-based things with skill, a fire demigod has no such capabilities. If anything, their opposites are usually their weaknesses and they can be expected to be extraordinarily vulnerable to being near, or being attacked with, what is considered an opposite of their domain.
The extent of their power over their domain increases as they grow in power, in the beginning, however, said power over their domain is very restricted. A god of fire could, for instance, create huge fireballs and withstand great heat, but they could not create volcanoes and open up the very earth to let lava spew out (note: Galbar has no magma core, so no lava spewing out of the earth until Ferghus does something about that.) However, demigods are not simply over-powerful Heroes, they have a unique baseline of abilities:
- Demigods exercise increasing control over their domain(portfolio) as they level up.
- Demigods can add portfolios and domains to their already existing ones in the same way as gods do.
- Demigods have greater initial strength and stamina than the average Hero, though not by much unless the demigod in question is somehow tied to martial ways or physical power.
- Demigods can fly.
- Demigods are annihilated if they venture beyond the atmosphere, though higher level ones may be able topaces beyond.
- Demigods are capable of using magic, and are usually naturally proficient at it.
- Demigods have a phenomenal amount of magical energy reserves, in comparison to mortals.
- Demigods are annihilated if they venture beyond the atmosphere, though higher level ones may be able to generate an 'atmosphere' of sorts around themselves should they wish to explore the empty spaces beyond.
- While the presence of a demigod does not cause living things to be annihilated, the presence of lower level demigods can put a strain, or a weight, on people. The presence of higher level ones can cause terrific headaches - the effects of this vary depending on the power of the mortal in question.
- Demigods have a limited ability to know things within their one thousand metre vicinity, including the presence of living beings, strands of thoughts and feelings, holy sites and other demigods. However, a demigod, unlike gods, does not have the ability to cover their presence or block the senses of another demigod to their presence. Those geared towards deception or stealth, for instance, would be capable of hiding their presence, though success is limited. Demigods cannot sense gods unless the god in question wills it.
- Normal weapons are generally ineffective against demigods, and so too are all low-level magics.
- Demigods, as a rule, cannot bend space-time and create personal planes or travel between dimensions of their own power. A god may, however, move them between dimensions or planes of existence. Thus, should a god wish to banish a demigod to another plane the demigod would be utterly helpless.
- Demigods can create life, though this is generally not sentient and very basic - for instance, a carnivorous plant. Or an unintelligent hobgoblin who must be injected with purpose (i.e. defend demigod's lair, collect wood)
God and demigod levels and Might requirements are the same:
- Level 1-2: 4 Might
Level 2-3: 5 Might
Level 3-4: 6 Might
Level 4-5: 7 Might
Level 5-10: 12 Might
Level 10-20: 18 Might
Level 20-50: 26 Might
Level 50-100: 40 Might
Demigods, like Heroes, can be aided by gods to grow stronger, and a god can use their own Might to increase the Level of a demigod. The higher the demigod's level, the less effective 1 Might is in leveling them up. Unlike Heroes, demigods do not level up naturally with time, Might MUST be spent. Demigods whose level is 15-20 can ascend to Level 1 gods, those whose level is 20-25 can ascend to Level 3 gods and those whose level is higher will ascend to a higher level, as will be decided by the GM.
Demigods can use their Might in the same way gods use Might and Heroes use Khookies to teach, create and other such things.
Demigods, like gods, can also build holy sites, though these are nowhere near as impressive as those created by gods. They are, however, an extra source of Might, functioning in the same way as those constructed by gods. Unlike gods, demigods can be affected greatly by worshippers. For each thousand worshippers, a demigod gains an extra Might Point per turn - when populations increase, the number of worshippers required for 1 Might will also increase.
Invictus and Fate
Other than hanging about and being in every way more awesome than you, Invictus and Fate also have a pretty decent purpose which relates to you directly. They can be approached if you have questions about the game-world and the mysteries of the Old Word and what they guard against.
Further, and perhaps of more interest to you, they can be approached for favours and powers, and how a god does so must be explored during game play (you certainly can’t just waltz up to them ;P). If you RP well and show creativity in approaching them, they may take note of you and listen to what you have to say.
These two may even be challenged – but as things are, any challenge to them, even should the new gods unite, will certainly be crushed. It will take a long time before such a thing can be considered, if you wish to consider it (if things get so far.)
Further, and perhaps of more interest to you, they can be approached for favours and powers, and how a god does so must be explored during game play (you certainly can’t just waltz up to them ;P). If you RP well and show creativity in approaching them, they may take note of you and listen to what you have to say.
These two may even be challenged – but as things are, any challenge to them, even should the new gods unite, will certainly be crushed. It will take a long time before such a thing can be considered, if you wish to consider it (if things get so far.)
Death
Before discussing the death or destruction of a god, a quick comment on combat is in order.
Generally speaking, gods will usually engage in wars and combat indirectly, through their minions/slaves/worshippers and so on. Such wars and battles will take place like in any other RP, players can either have a good back and fro until strategy and best writing wins out, or they can discuss it and decide a plot line, or they can collaborate on a post and write up something terrific to read.
If battles should become direct, and one god takes up the sword against another, then procedure will be much as above. However, in both cases the level of the gods involved must be taken into account, and so too must the amount of Might in play.
For instance, if we have a battle between the armies of a Level 5 and the armies of a Level 10, but the L5 army has ten heroes and is blessed and has various technologies, bringing the total Might spent on bringing about such an army to 15-18 Might, but the army of the L10 is made up of hundreds of Ug the Caveman's with absolutely no idea which is the sharp end of the stick and which isn't, then clearly, the Level 10 god, despite being a higher level, will be really hard-pressed. So such things must be taken into account.
With direct god battles, level plays a very major part, obviously, but so too does quality roleplaying. If the lower level god puts up a heroic fight and uses all the wit and power available, while the higher level merely plays on the fact that they are a higher level, the 'Forces that Be' may well step in.
For me, quality roleplaying and gripping writing trumps statistics any day. Keep that in mind.
Now, for god death. As mentioned earlier, a single god may be able to hurt, even badly damage, another god. However, unless the difference in level is huge (perhaps, 7 levels higher) then they will not be able to 'kill' the other god alone. Should a few gods, three at the least, gang up on one god, and they are all of similar levels, then they could potentially muster enough power between them to kill their victim.
There is a difference between a god dying and god being destroyed. A god who dies merely slips from the current planes of existence available to any other god. In other words, they exit the 'New World' guarded by Invictus and Fate completely. They are formless and without will and power, but they are still technically living. Their existence as whatever god they were before is permanently gone, but their essence lives on and can return as a new god with a different domain and portfolios. This is is how old gods 'die' and new ones are 'born'.
If, however, a god is destroyed, which is impossible for player characters in this RP to accomplish, then their very essence is destroyed and their existences all cease to be. While PC's may not be able to achieve this, be warned that certain actions may bring upon you the wrath of those who can and will (you will be warned if you are in danger).
Generally speaking, gods will usually engage in wars and combat indirectly, through their minions/slaves/worshippers and so on. Such wars and battles will take place like in any other RP, players can either have a good back and fro until strategy and best writing wins out, or they can discuss it and decide a plot line, or they can collaborate on a post and write up something terrific to read.
If battles should become direct, and one god takes up the sword against another, then procedure will be much as above. However, in both cases the level of the gods involved must be taken into account, and so too must the amount of Might in play.
For instance, if we have a battle between the armies of a Level 5 and the armies of a Level 10, but the L5 army has ten heroes and is blessed and has various technologies, bringing the total Might spent on bringing about such an army to 15-18 Might, but the army of the L10 is made up of hundreds of Ug the Caveman's with absolutely no idea which is the sharp end of the stick and which isn't, then clearly, the Level 10 god, despite being a higher level, will be really hard-pressed. So such things must be taken into account.
With direct god battles, level plays a very major part, obviously, but so too does quality roleplaying. If the lower level god puts up a heroic fight and uses all the wit and power available, while the higher level merely plays on the fact that they are a higher level, the 'Forces that Be' may well step in.
For me, quality roleplaying and gripping writing trumps statistics any day. Keep that in mind.
Now, for god death. As mentioned earlier, a single god may be able to hurt, even badly damage, another god. However, unless the difference in level is huge (perhaps, 7 levels higher) then they will not be able to 'kill' the other god alone. Should a few gods, three at the least, gang up on one god, and they are all of similar levels, then they could potentially muster enough power between them to kill their victim.
There is a difference between a god dying and god being destroyed. A god who dies merely slips from the current planes of existence available to any other god. In other words, they exit the 'New World' guarded by Invictus and Fate completely. They are formless and without will and power, but they are still technically living. Their existence as whatever god they were before is permanently gone, but their essence lives on and can return as a new god with a different domain and portfolios. This is is how old gods 'die' and new ones are 'born'.
If, however, a god is destroyed, which is impossible for player characters in this RP to accomplish, then their very essence is destroyed and their existences all cease to be. While PC's may not be able to achieve this, be warned that certain actions may bring upon you the wrath of those who can and will (you will be warned if you are in danger).
Heroes
Once sentient, intelligent beings have been created, a god may wish to create Heroes. Heroes are creations who have been 'chosen' by the god and granted great power in order to go out into the world and do as their god has commanded them. The player controlling the god who created the Hero also controls the Hero. Should the Hero be converted by another god, the original player will continue to RP them.
Heroes wield tremendous power and can be devastating forces on a battlefield and great, charismatic leaders. They may also be peaceable creatures, depending on their god, with very little combat knowledge or ability. Heroes are immortal and are largely impervious to things which would otherwise kill normal members of their species - such as poison, serious stab wounds and magical attacks. However, this does not mean they are invincible. Potent poisons can kill them in large quantities while powerful magic or numerous serious wounds (or both) can bring about their death. Depending on the god in question, their Heroes can be more or less impervious to such things. While all Heroes have unique powers, all have a basic threshold of power, as listed below:
As Heroes grow in strength, their own, unique abilities will grow, and so too will their basic traits listed above. Heroes level up using Khookies (or XP points). Beginning at Level 1, Heroes have 0 Khookies, and as they go about their daily life, they will earn Khookies. Each post will be granted a number of Khookies after certain factors are taken into consideration. But before we get on to that, let's give two examples posts.
Factors considered when giving Khookies:
After taking those factors into account, I'll hand out however many Khookies you have earned. GM-controlled Heroes will be awarded Khookies by the Co-GM. An average post should receive 4-6 Khookies. Good posts should receive 7-10 and stunning posts could receive up to 20. Once a Hero levels up, their Khookies return to zero and they must begin again. The following are the Khookie requirements for each level up, subject to change, considering all Heroes begin at Level 1:
Khookies can also be used in much the same way a god would use Might. Using Khookies, a Hero can found a full-fledged Order without a god having to use Might, form societies and teach their people new technologies and ideas. A people who could previously not build stone houses may be shown by a Hero to do such things, one who could not use magic in a particular way can be taught, and a Hero could set himself up as a King, thus teaching them monarchy. Further, a Hero can teach ideologies - by building a temple to a certain god, he can teach them a religion and teach them laws and so on. The only difference is that unlike things a god does, they do not magically affect an entire species or people, merely those whom the Hero interacts with.
Khookie usage:
1) The higher your level, the harsher the grading of your posts. Thus, not only is it more difficult to level up for high level Heroes due to higher Khookie requirements, but they will also get less Khookies per post than lower level Heroes
2) Time-skips will have less of an effect on Hero leveling the higher the level of a Hero. A high level Hero (e.g Level 40) may only gain one level in a thousand year time skip, or none at all in less. A mid-level Hero (e.g. Level 20) may get 3-4 levels in a thousand year time-skip. A low mid-level Hero (e.g. Level 15-19) may get up to 10 levels in a hundred year time-skip. Lower level Heroes (Level 1-14) may get up to 20 levels in a time skip of reasonable length (20 years and over)
Heroes wield tremendous power and can be devastating forces on a battlefield and great, charismatic leaders. They may also be peaceable creatures, depending on their god, with very little combat knowledge or ability. Heroes are immortal and are largely impervious to things which would otherwise kill normal members of their species - such as poison, serious stab wounds and magical attacks. However, this does not mean they are invincible. Potent poisons can kill them in large quantities while powerful magic or numerous serious wounds (or both) can bring about their death. Depending on the god in question, their Heroes can be more or less impervious to such things. While all Heroes have unique powers, all have a basic threshold of power, as listed below:
- All Heroes are, given potential conditions particular to individual gods, immortal
- All Heroes are impervious, to varying degrees, to attacks, poisons and magic
- All Heroes have extraordinary strength, speed and stamina, the extent of this depending on their god and level
- All Heroes can cast magic, the type and their proficiency with it depending on their god and the Hero's level
- All Heroes can Bless or Curse individuals, though the power of this grows with level and is not as powerful as a god's ability
- All Heroes can to a very limited extent, mould their direct surroundings to their will
- All Heroes can sense people, objects, creatures and gods, unless any of these are concealed, within their 100 metre radius
As Heroes grow in strength, their own, unique abilities will grow, and so too will their basic traits listed above. Heroes level up using Khookies (or XP points). Beginning at Level 1, Heroes have 0 Khookies, and as they go about their daily life, they will earn Khookies. Each post will be granted a number of Khookies after certain factors are taken into consideration. But before we get on to that, let's give two examples posts.
Example 1:
Horath, the myty man hoo kils all hoo stand in hiz way puntshed the grayt boldjer in hiz way and distroyd it, bikoz he iz levil 340 and can do stuf lyk dat. he den run's a fyoo step's and fynd's himself akros the owshin, in de midle of tat batle goin on in hat plase. widout weighting, he smash't the first soldier he see'd, and befor he new it he waz saroundid by the ded or dying body's of the soldier's, he lookt to the sky's and gayve a miytee ror before jomping bak over the sea, getting into bed, and having a good nights sleep aftr a veri lonng day.
Example 2:
Horath took another step forward, forcing himself to continue onward, against the pain in his arms and the pressing heat of the merciless sun, he forced himself to push the boulder, one more step, even half a step further. His breath was shallow, coming in quick gasps, sweat ran freely down his face and all over his body, and his cracked lips and dry throat called out for even a droplet of water. If only he'd been more prepared before leaving on this mad quest! If only he'd not been so angry and frustrated with her...
He shook his head, this was no time for regrets, and so he continued onward, pushing the great red rock across the dry plains. It was a large thing, nearly twice his size and ten times his wait, and the fact that it was not perfectly round did not help, in fact, the side he was trying to roll over now was completely flat. He put his shoulder to the rock and tried pushing it, but to no avail. This was hopeless! He was never going to get this stupid thing to the city, and he was never going to be able to board the ship and get to Mardithia in time. But then, he could always walk, yes, it would take a few weeks, he may miss a few battles, but he'll get there eventually. He shook his head, no, he was needed at the front, and he was needed now, even if it took him all day and night, and all tomorrow too, he would push this impudent rock to the city, whether the rock wished to be pushed or not!
"You look in pain young one. Why do you push such an ugly thing, when you can walk, free of its burden, free of its weight" a strange old voice, crackly in a way, sounded to Horaths right. He immediately jumped back, reaching for his sword and drawing it.
"Who the..." before him stood not a man, but a strange ethereal being, human-like, but not human at all.
"Fear me not for I wish you no harm young one, your plight merely intrigued me. Why do you push such a great rock, and where do you take it?" Horath was speechless, what in the world was this?
"Uh, it's...well" the creature raised an ethereal hand, and Horath stopped, it closed its eyes and did something, before long it began to nod.
"Ah, I see, you wish to travel the large blue yes yes? You wish...to go to war" its voice faded slightly at the last bit, as if disappointed.
"You wish to fight...to kill your brothers and maul your sisters and SPREAD EVIL IN THE LAND!" its voice rose dangerously high and its colour changed, becoming very dark, its ethereal body becoming more like smoke. Horath backed away.
"NO! No I don't" he tripped on a dried root and fell back, landing on the hard ground and smashing his head badly...
(Little Time Skip, WOULD BE FILLED WITH WHAT ACTUALLY HAPPENED!)
The great spirit Xeanthiel nodded as it picked up Horath.
"Very well, for your love and your people, to Mardithia I shall take you" and before Horath could say a thing, or even ask for a second to prepare, the being was off, flying through the sky at speeds Horath did not know possible.
"AAAHHAAAHHAHAHA. NO! NO! Stop! You're going to FAAAAAAASSSSTTT!!" but the creature ignored him, going even faster. Horaths ears suddenly popped and his hearing became weird. Then it was over, he was back on solid ground. Once more, he fell to his back, this time out of dizziness and inability to stay on his feet.
"Ar-...-ou...-ay?" someone was speaking, someone was saying something, he just couldn't make out the words.
"Ho..ath, ar- -ou -kay?" he looked around himself, not entirely seeing what was around, it was all just a blur.
"What?" he asked half-consciously.
"Are you okay?" his ears had popped again, and he could hear again....
Horath, the myty man hoo kils all hoo stand in hiz way puntshed the grayt boldjer in hiz way and distroyd it, bikoz he iz levil 340 and can do stuf lyk dat. he den run's a fyoo step's and fynd's himself akros the owshin, in de midle of tat batle goin on in hat plase. widout weighting, he smash't the first soldier he see'd, and befor he new it he waz saroundid by the ded or dying body's of the soldier's, he lookt to the sky's and gayve a miytee ror before jomping bak over the sea, getting into bed, and having a good nights sleep aftr a veri lonng day.
Example 2:
Horath took another step forward, forcing himself to continue onward, against the pain in his arms and the pressing heat of the merciless sun, he forced himself to push the boulder, one more step, even half a step further. His breath was shallow, coming in quick gasps, sweat ran freely down his face and all over his body, and his cracked lips and dry throat called out for even a droplet of water. If only he'd been more prepared before leaving on this mad quest! If only he'd not been so angry and frustrated with her...
He shook his head, this was no time for regrets, and so he continued onward, pushing the great red rock across the dry plains. It was a large thing, nearly twice his size and ten times his wait, and the fact that it was not perfectly round did not help, in fact, the side he was trying to roll over now was completely flat. He put his shoulder to the rock and tried pushing it, but to no avail. This was hopeless! He was never going to get this stupid thing to the city, and he was never going to be able to board the ship and get to Mardithia in time. But then, he could always walk, yes, it would take a few weeks, he may miss a few battles, but he'll get there eventually. He shook his head, no, he was needed at the front, and he was needed now, even if it took him all day and night, and all tomorrow too, he would push this impudent rock to the city, whether the rock wished to be pushed or not!
"You look in pain young one. Why do you push such an ugly thing, when you can walk, free of its burden, free of its weight" a strange old voice, crackly in a way, sounded to Horaths right. He immediately jumped back, reaching for his sword and drawing it.
"Who the..." before him stood not a man, but a strange ethereal being, human-like, but not human at all.
"Fear me not for I wish you no harm young one, your plight merely intrigued me. Why do you push such a great rock, and where do you take it?" Horath was speechless, what in the world was this?
"Uh, it's...well" the creature raised an ethereal hand, and Horath stopped, it closed its eyes and did something, before long it began to nod.
"Ah, I see, you wish to travel the large blue yes yes? You wish...to go to war" its voice faded slightly at the last bit, as if disappointed.
"You wish to fight...to kill your brothers and maul your sisters and SPREAD EVIL IN THE LAND!" its voice rose dangerously high and its colour changed, becoming very dark, its ethereal body becoming more like smoke. Horath backed away.
"NO! No I don't" he tripped on a dried root and fell back, landing on the hard ground and smashing his head badly...
(Little Time Skip, WOULD BE FILLED WITH WHAT ACTUALLY HAPPENED!)
The great spirit Xeanthiel nodded as it picked up Horath.
"Very well, for your love and your people, to Mardithia I shall take you" and before Horath could say a thing, or even ask for a second to prepare, the being was off, flying through the sky at speeds Horath did not know possible.
"AAAHHAAAHHAHAHA. NO! NO! Stop! You're going to FAAAAAAASSSSTTT!!" but the creature ignored him, going even faster. Horaths ears suddenly popped and his hearing became weird. Then it was over, he was back on solid ground. Once more, he fell to his back, this time out of dizziness and inability to stay on his feet.
"Ar-...-ou...-ay?" someone was speaking, someone was saying something, he just couldn't make out the words.
"Ho..ath, ar- -ou -kay?" he looked around himself, not entirely seeing what was around, it was all just a blur.
"What?" he asked half-consciously.
"Are you okay?" his ears had popped again, and he could hear again....
Factors considered when giving Khookies:
- Spelling and Grammar (graded out of 10): Example 1 is the king of kings when it comes to terrible spelling and grammar. If your post is anywhere like that...let's not think about that. Just basic spelling and punctuation will get you a 10/10, and there is allowance for general typos or mstakes everyone tends to makes.
- Writing Quality: There is difference between getting spelling and grammar right and having good writing quality. If your post grips me and your use of language and vocabulary is better than average, you've got yourself a 10/10.
- Story Line Advancement: If your post actually adds something to the RP and develops the story in an interesting direction, then you're ticking this box. Even if you're basically RPing on your own but are creating an interesting storyline for yourself then that's brilliant.
- Character Development: I want to see real characters, real people, not some shallow character who makes Barney seem like the most complex creature in existence by comparison. A post which really delves into the workings of the character's mind and makes me think, 'yes, this is real, this isn't just some game someone's playing somewhere' then you're good.
- Independence: Quite simple, this is about your ability to create a story line with other characters rather than depend on the GM to do so for you (basically, help me be lazy.)
After taking those factors into account, I'll hand out however many Khookies you have earned. GM-controlled Heroes will be awarded Khookies by the Co-GM. An average post should receive 4-6 Khookies. Good posts should receive 7-10 and stunning posts could receive up to 20. Once a Hero levels up, their Khookies return to zero and they must begin again. The following are the Khookie requirements for each level up, subject to change, considering all Heroes begin at Level 1:
- Level 1-2: 5 Khookies
- Level 2-3: 6 Khookies
- Level 3-4: 9 Khookies
- Level 4-5: 10 Khookies
- Level 5-6: 15 Khookies
- Level 6-7: 16 Khookies
- Level 7-8: 19 Khookies
- Level 8-9: 20 Khookies
- Level 9-10: 25 Khookies
- Level 10-11: 26 Khookies
- Level 11-12: 29 Khookies
- Level 12-13: 30 Khookies
- Level 13-14: 35 Khookies
- Level 14-15: 36 Khookies
- Level 15-16: 39 Khookies
- Level 16-17: 40 Khookies
- Level 17-18: 45 Khookies
- Level 18-19: 46 Khookies
- Level 19-20: 49 Khookies
- Level 20-21: 50 Khookies
- Level 21-22: 55 Khookies
- Level 22-23: 56 Khookies
- Level 23-24: 59 Khookies
- Level 24-25: 60 Khookies
- Level 25-26: 65 Khookies
- Level 26-27: 66 Khookies
- Level 27-28: 69 Khookies
- Level 28-29: 70 Khookies
- Level 29-30: 75 Khookies
- Level 30-31: 76 Khookies
- Level 31-32: 79 Khookies
- Level 32-33: 80 Khookies
- Level 33-34: 85 Khookies
- Level 34-35: 86 Khookies
Khookies can also be used in much the same way a god would use Might. Using Khookies, a Hero can found a full-fledged Order without a god having to use Might, form societies and teach their people new technologies and ideas. A people who could previously not build stone houses may be shown by a Hero to do such things, one who could not use magic in a particular way can be taught, and a Hero could set himself up as a King, thus teaching them monarchy. Further, a Hero can teach ideologies - by building a temple to a certain god, he can teach them a religion and teach them laws and so on. The only difference is that unlike things a god does, they do not magically affect an entire species or people, merely those whom the Hero interacts with.
Khookie usage:
- 1 Khookie - Teach people a basic technology or idea (stone houses, Monarchy, empiricism)
- 2 Khookies - Teach people an ideology (such as a religion or way of life, Code of the Samurai etc.)
- 1 Khookie - Form a village, tribe or other small settlement)
- 5 Khookies - Teach people a powerful magic or technology (Magic, The Force, Damascus steel, sword specialisation etc. very unique boons to a people)
- 6 Khookies - Form a full-fledged Order, complete with any unique skill or magical specialisation
Little Announcement On Heroes et Civilisations
1) The higher your level, the harsher the grading of your posts. Thus, not only is it more difficult to level up for high level Heroes due to higher Khookie requirements, but they will also get less Khookies per post than lower level Heroes
2) Time-skips will have less of an effect on Hero leveling the higher the level of a Hero. A high level Hero (e.g Level 40) may only gain one level in a thousand year time skip, or none at all in less. A mid-level Hero (e.g. Level 20) may get 3-4 levels in a thousand year time-skip. A low mid-level Hero (e.g. Level 15-19) may get up to 10 levels in a hundred year time-skip. Lower level Heroes (Level 1-14) may get up to 20 levels in a time skip of reasonable length (20 years and over)
Some Rather Important Rules
The Golden Rule: Thou Shalt Not Godmod
It's funny 'cause you're a god and all xD some people think that this means normal RPing rules don't apply, but they do.
There is a twist, however. You cannot take control of another player's god, that's basic. However, there is more space for battling for control when it comes to creations, and it can make for some very interesting play - imagine creating a hero who is then influenced by another god and doing some of their bidding before returning to your true path after you guide them once more etc.
The Fair-Warning Rule: Thou Shalt Give Fair Warning Before Influencing Another's Creation
It's all good being able to influence another god's creation, but before doing any such thing, you must tell the other player that you will be influencing said character, either in OOC or PM. They MUST agree before you post in the IC influencing their creation. If you believe another player is being unreasonable and you should be able to influence a certain character, then bring the matter to either myself or Rtron and we will mediate.
It's all good being able to influence another god's creation, but before doing any such thing, you must tell the other player that you will be influencing said character, either in OOC or PM. They MUST agree before you post in the IC influencing their creation. If you believe another player is being unreasonable and you should be able to influence a certain character, then bring the matter to either myself or Rtron and we will mediate.
The Good Summaritan Rule: Thou Shalt Summarise Your Posts
Sometimes you read a post the writer finds fascinating, and which many others may also find fascinating too. However, others may well find it dull as dishwater. As a Good Summaritan, you should give a comprehensive and short summary of any posts exceeding 5,000 characters at the head of your post, in a hider labelled 'Summary'. You can also give these summaries for shorter posts if you are a Summaritan unparalleled.
Sometimes you read a post the writer finds fascinating, and which many others may also find fascinating too. However, others may well find it dull as dishwater. As a Good Summaritan, you should give a comprehensive and short summary of any posts exceeding 5,000 characters at the head of your post, in a hider labelled 'Summary'. You can also give these summaries for shorter posts if you are a Summaritan unparalleled.
We're all here to have fun, these are the two most important rules in my view and I don't need to spell out every rule imaginable, because RPG rules are generally the same. Use your logic, come to the GMs if there are any issues.
(A Far From Exhaustible) Technology/Ideas List, Just So We're All Aware of the Current Technological State of Things
Self/Soul
Emotions – disgust, love, hate, fear, anger, joy, trust, anticipation, surprise, shame, pity, jealousy, pride, patience, confusion
Equality
Beauty
Boredom
Entertainment
Learning
Creativity
Chakra/Spiritual Energy Nodes
Magic
Knowledge
Epistemic Virtues – attentiveness, benevolence (Principle of Charity), coachability, circumspection, conscientiousness, creativity, curiosity, discernment, discretion, foresight, intellectual honesty, intellectual humility, imaginativeness, interpretive sensitivity, objectivity, parsimony (Occam's razor), perceptiveness, prudence/practical wisdom, studiousness, tenacity, truthfulness, understanding, warrant, wisdom
Empiricism – All knowledge stems from experience and evidence
Rationalism – Where criterion of the truth/knowledge is not sensory, but intellectual and deductive
Scepticism – It is not enough to have a belief, one must have good reason or justification for that belief. It is impossible to have good reason or justification.
Materialism – Matter is the fundamental substance in nature, and all phenomena, including mental phenomena and consciousness, are the result of material interactions.
Choice – Mentally making a decision: judging the merits of multiple options and selecting one or more of them.
Free Will – The ability of conscious agents to be free to make their own decisions , free of any social, moral or political constraints.
Society
Civic Virtue – A series of habits individuals have which are important to the welfare of society and put the welfare of society above the individual.
Friendliness – A pro-social set of behaviours seen in people who are pleasant, agreeable, interested in others, genial, empathetic, considerate, and helpful. Duelling in response to an intolerable insult has been considered a civil behaviour in many cultures, but it is not a friendly action.
Etiquette
Class and Class Consciousness
The Common Good – A specific "good" that is shared and beneficial for all or most members of a given community.
Natural Law
Utilitarianism – It is the greatest happiness of the greatest number that is the measure of right and wrong
Common Sense – Basic ability to perceive, understand, and judge things, which is shared by ("common to") nearly all people, and can be reasonably expected of nearly all people without any need for debate
Morals and Conscience – An aptitude, faculty, intuition or judgment that assists in distinguishing right from wrong. Moral judgment may derive from values or norms (principles and rules). Conscience is often described as leading to feelings of remorse when a human commits actions that go against his/her moral values and to feelings of rectitude or integrity when actions conform to such norms.
Spirituality
Meditation
Enlightenment – Full comprehension, awakening to the truth
Debate and Discourse
Distrust/Xenophobia – Xeno = foreigner/enemy or insect
Duty, Fidelity and Loyalty – A term that conveys a sense of moral commitment or obligation to someone or something. Arises as result of being human; or one's particular place in life (one's family, one's country, one's job); or as a result of one's character; or as a result of one's own moral expectations for oneself
Home/Dwelling Place – Tents, caves, huts. Humans no longer sleep under tree, but have their own dwelling places. A place to call home. As human advance into societies, their dwelling places will become huts and villages. Later, these will become towns and cities, and huts will become houses, manors and even castles.
Identity
Justice & Injustice
Just War
Pacifism
Oppression
Mercy – A broad term that refers to benevolence, forgiveness and kindness in a variety of contexts.
Names
Nation
Nature
War & Peace
Slavery
Philosophy
Property
Ethics
Golden and Silver Rule – One should treat others as one would like others to treat oneself; One should not treat others in ways that one would not like to be treated.
Good & Evil
Fire
Stone tools
Fur Clothing
Sailing
Mining
Astronomy
Navigation
Logboat
String
Painting
Ceramics
Bone Flute
Animal Domestication
Sewing
Rope
Plant Domestication
Brick
Spindle
Metalworking
Salt Cultivation
Leather
Irrigation
Equestrianism
Herbalism
Weaving Loom
Bow and Arrow
The Wheel
Stone-Tool Making
Spear and Javelin
Spear-throwing/Javelin-throwing
Boomerang
Club
Bow
Small Settlements
Walls
Sundial
Language
Alphabet/Writing
Reading
Mummification
Papyrus
Fishing
Ard plough
Glass Making
Galley
Pottery
Bronze Forging
Plumbing
Abacus
Iron Smelting
Arch
Archery
Calendar
Mapmaking
Steel
Saddle
Aqueduct
Archimedes Screw
Crane
Watermill
Paper
Horseshoe
Sword
Chariot
Ram Bow (for galleys)
Incendiary Arrows
Crossbow
Catapult
Sarissa/Pike
Stirrup
Scorpio
Emotions – disgust, love, hate, fear, anger, joy, trust, anticipation, surprise, shame, pity, jealousy, pride, patience, confusion
Equality
Beauty
Boredom
Entertainment
Learning
Creativity
Chakra/Spiritual Energy Nodes
Magic
Knowledge
Epistemic Virtues – attentiveness, benevolence (Principle of Charity), coachability, circumspection, conscientiousness, creativity, curiosity, discernment, discretion, foresight, intellectual honesty, intellectual humility, imaginativeness, interpretive sensitivity, objectivity, parsimony (Occam's razor), perceptiveness, prudence/practical wisdom, studiousness, tenacity, truthfulness, understanding, warrant, wisdom
Empiricism – All knowledge stems from experience and evidence
Rationalism – Where criterion of the truth/knowledge is not sensory, but intellectual and deductive
Scepticism – It is not enough to have a belief, one must have good reason or justification for that belief. It is impossible to have good reason or justification.
Materialism – Matter is the fundamental substance in nature, and all phenomena, including mental phenomena and consciousness, are the result of material interactions.
Choice – Mentally making a decision: judging the merits of multiple options and selecting one or more of them.
Free Will – The ability of conscious agents to be free to make their own decisions , free of any social, moral or political constraints.
Society
Civic Virtue – A series of habits individuals have which are important to the welfare of society and put the welfare of society above the individual.
Friendliness – A pro-social set of behaviours seen in people who are pleasant, agreeable, interested in others, genial, empathetic, considerate, and helpful. Duelling in response to an intolerable insult has been considered a civil behaviour in many cultures, but it is not a friendly action.
Etiquette
Class and Class Consciousness
The Common Good – A specific "good" that is shared and beneficial for all or most members of a given community.
Natural Law
Utilitarianism – It is the greatest happiness of the greatest number that is the measure of right and wrong
Common Sense – Basic ability to perceive, understand, and judge things, which is shared by ("common to") nearly all people, and can be reasonably expected of nearly all people without any need for debate
Morals and Conscience – An aptitude, faculty, intuition or judgment that assists in distinguishing right from wrong. Moral judgment may derive from values or norms (principles and rules). Conscience is often described as leading to feelings of remorse when a human commits actions that go against his/her moral values and to feelings of rectitude or integrity when actions conform to such norms.
Spirituality
Meditation
Enlightenment – Full comprehension, awakening to the truth
Debate and Discourse
Distrust/Xenophobia – Xeno = foreigner/enemy or insect
Duty, Fidelity and Loyalty – A term that conveys a sense of moral commitment or obligation to someone or something. Arises as result of being human; or one's particular place in life (one's family, one's country, one's job); or as a result of one's character; or as a result of one's own moral expectations for oneself
Home/Dwelling Place – Tents, caves, huts. Humans no longer sleep under tree, but have their own dwelling places. A place to call home. As human advance into societies, their dwelling places will become huts and villages. Later, these will become towns and cities, and huts will become houses, manors and even castles.
Identity
Justice & Injustice
Just War
Pacifism
Oppression
Stoicism: Claimed by Vowzra
A way of life aimed at leading one to happiness by achieving the truly ‘good’ things in life, what are called ‘Virtue’. The supreme ideal of Stoicism is a combination of ‘Wisdom’ or moral insight, ‘Courage’, ‘Self-Control’ and ‘Justice’ which includes upright dealing with other people. By following the supreme ideal and achieving it, a man becomes truly self-sufficient; that is, immune to suffering and bad fortune. ‘Virtue’ is a personal characteristic, not one bestowed by class or position: thus, even a slave who has achieved ‘Virtue’ is free, because no man, not even a king, can affect him.
Stoics believe in that, as all people live in a singular community under more or less similar conditions and restraints, all have a duty to live in conformity with the community. There are two main principles; 1) resigning oneself to Fate and; 2) living life according to nature’s laws.
Although resigning oneself to Fate seems to mean that one should not try to improve the future, this is not correct: stoics put a high value on public service, for instance, or striving to better oneself. In the case of stoicism, resigning oneself to Fate means that one should not set too high a value on cursory, transient thing. By avoiding a fixation on the unimportant, man can find true inner peace and unshakeable contentment that does not rely on possessions or fortune. By accepting that things come and go, this contentment and peace will withstand the obstacles of ambition, luxury, and—most importantly—greed.
As for living life according to nature’s laws, this can mean generally conforming to society, but is also deeper as a key tenet of stoicism is ‘questioning convention’. Living according to nature’s law are two-fold:
A way of life aimed at leading one to happiness by achieving the truly ‘good’ things in life, what are called ‘Virtue’. The supreme ideal of Stoicism is a combination of ‘Wisdom’ or moral insight, ‘Courage’, ‘Self-Control’ and ‘Justice’ which includes upright dealing with other people. By following the supreme ideal and achieving it, a man becomes truly self-sufficient; that is, immune to suffering and bad fortune. ‘Virtue’ is a personal characteristic, not one bestowed by class or position: thus, even a slave who has achieved ‘Virtue’ is free, because no man, not even a king, can affect him.
Stoics believe in that, as all people live in a singular community under more or less similar conditions and restraints, all have a duty to live in conformity with the community. There are two main principles; 1) resigning oneself to Fate and; 2) living life according to nature’s laws.
Although resigning oneself to Fate seems to mean that one should not try to improve the future, this is not correct: stoics put a high value on public service, for instance, or striving to better oneself. In the case of stoicism, resigning oneself to Fate means that one should not set too high a value on cursory, transient thing. By avoiding a fixation on the unimportant, man can find true inner peace and unshakeable contentment that does not rely on possessions or fortune. By accepting that things come and go, this contentment and peace will withstand the obstacles of ambition, luxury, and—most importantly—greed.
As for living life according to nature’s laws, this can mean generally conforming to society, but is also deeper as a key tenet of stoicism is ‘questioning convention’. Living according to nature’s law are two-fold:
- Training oneself to live with only the bare necessities. A man should know how to live with just basic food, water, clothing, and shelter. “Set aside now and then a number of days during which you will be content with the plainest of food, and very little of it, and with rough, coarse clothing, and you will ask yourself: ‘Is this what one used to dread?’”
- Stoics insist on developing the gift of reason. One must perfect their sense of reason to conquer their devastating inner emotions: grief, pain, fear (of death, especially), and superstition. Reason allows one to escape from and discipline their passions, understand that ‘nothing is good or bad, only thinking makes it so,’ and to generally accept the mind as a greater source of truth than the body or emotions. Stoics are famous for their idea that ‘the shortest route to wealth is the contempt of wealth.’
Mercy – A broad term that refers to benevolence, forgiveness and kindness in a variety of contexts.
Names
Nation
Nature
War & Peace
Slavery
Philosophy
Property
Ethics
Golden and Silver Rule – One should treat others as one would like others to treat oneself; One should not treat others in ways that one would not like to be treated.
Good & Evil
Fire
Stone tools
Fur Clothing
Sailing
Mining
Astronomy
Navigation
Logboat
String
Painting
Ceramics
Bone Flute
Animal Domestication
Sewing
Rope
Plant Domestication
Brick
Spindle
Metalworking
Salt Cultivation
Leather
Irrigation
Equestrianism
Herbalism
Weaving Loom
Bow and Arrow
The Wheel
Stone-Tool Making
Spear and Javelin
Spear-throwing/Javelin-throwing
Boomerang
Club
Bow
Small Settlements
Walls
Sundial
Language
Alphabet/Writing
Reading
Mummification
Papyrus
Fishing
Ard plough
Glass Making
Galley
Pottery
Bronze Forging
Plumbing
Abacus
Iron Smelting
Arch
Archery
Calendar
Mapmaking
Steel
Saddle
Aqueduct
Archimedes Screw
Crane
Watermill
Paper
Horseshoe
Sword
Chariot
Ram Bow (for galleys)
Incendiary Arrows
Crossbow
Catapult
Sarissa/Pike
Stirrup
Scorpio
29. I wanna join.
Introduce yourself in the OOC, and once a place opens up, you can play a demigod. Feel free to join in all our very serious conversations, heated philosophical debates and other very, very serious stuff we tend to very seriously do in this very serious thread about very serious things.
And on that very serious note, don't forget to read the OP and second post! If you have any ideas concerning your potential future character, wrath you would like to one day unleash upon the universe, comments on anything, or any questions at all, don't be shy.
1. Do we have to use Might to level up?
Yes.
2. How much Might is required to level up per level?
Second hider down, beneath 'Game Mechanics', under 'Levels'.
3. How much extra Might do we get per level up?
Each god begins at Level 1 with 4 Might and gains 1 Might per level up.
4. Can I just level and save Might?
You can do as you like.
5. I want to make a few creatures another character made loyal to me.
You can convert a small number of another character's creations without asking. Bigger actions against important creations require that you seek permission from the player in question.
6. I want to create a species which is mega-loyal to me and is immune to the approaches of other gods.
You can create races which are blind loyal to your character, whose loyalty is basically gene-encoded. You cannot make them immune to being messed with, converted or in any other way affected by another god.
7. So, is there any posting order or can I just get working o my post?
There is no posting order or limit, you can post in any order and as many times per turn as you can. Do try to allow two players to post after your last post before you post again though.
8. I want to create a species that goes 'Harungamunga' upon emerging into the world.
That is scientifically impossible. The laws of the universe dictate that the first thing any creature can say, upon emerging into the world, is 'Wow'. Your creatures can say 'Harungamunga' all they want, but their first sound must be 'Wow'.
9. How do I know a new turn has started?
An IC post will come up which will say 'Turn [insert number here]' in big, red writing with a summary of how much Might each character has available.
10. Why doesn't the spoiler work anymore?!
...click on 'Toggle' below the writing box and the formatting cheat sheet will appear to help you out with that.
11. What are Khookies?
They're mine!! All mine! *Crazed laughter*
12. What is this 'fire whip' everyone seems to fear?
Fear it.
13. I want to create another planet!
You can if you so wish. However, there are billions of barren planets about, creating a new one from scratch may just be a waste of Might...
14. I feel like reading some poems.
Page 25 of the OOC.
15. Do we have a sun?
Yes.
16. Do we have a moon?
Yes. Check second post for details.
17. Does the planet Galbar rotate? Does it have gravity?
No it doesn- OF COURSE IT DOES YOU MINION!
18. If we get to level 4, can we create unintelligent creatures that can reproduce without spending might?
It depends on the creation. Creatures like ants don't require Might at all, from the very beginning. When it comes to creatures like the T-Rex (or other terrific real life top predators), that do not have any magical properties; then 1 Might is capable of creating up to 5 species of creatures like that. When one reaches level 10, these creatures no longer require any Might at all. If it is a powerful creature with magical capabilities, you can create 2 such species of creatures like that using 1 Might. At level 10, you can create 4. At level 15 you can create 5. At level 20 you no longer need Might. Intelligent creatures require 1 Might regardless of level.
19. I want to do more than one thing with 1 Might Point.
It is entirely possible to do more than one thing with 1 Might. As stated in the previous question, you can create many different species using 1 Might. You can teach an intelligent species more than one idea, concept or technology using 1 Might alone. Feel free to experiment in-game in this regard. Remember, the more Might you use on creating something, the more powerful it is and the more difficult it is to tamper with by other gods.
20. I'm confused about the Free Point.
Read its function in the OP, under the 'Might' hider. If you are still confused, ask.
21. Is it possible to destroy, steal, take, appropriate, eat, put out, bury, dodge, parry or in any other way reduce the catastrophic damage of the fire whip?
*Gets fire whip out*
22. How big is that continent Arguis created?
About the size of South America, according to our sources.
23. So...does planet Galbar's northern pole have a spine sticking out of it?
Yes...but it is only fifty-five metres in diameter. Oh, and it is seven and a half thousand feet long, stretching from the centre of Galbar and sticking out at the pole. How large the protrusion is remains a mystery only Escre or Lugu can answer.
24. I just created something! Awesome!
Great, now go fill out one of the sheets in the second post you miserable minion.
25. How long are the days and years on Galbar?
Assume Earth-like statistics unless otherwise specified in-game. So days are 24 Earth hours, a year is 365 Earth days.
26. What is this Undatec/UNDATEC/undatec/Undawhatsisface some people keep mentioning?
Just some slave who will soon be consumed by the mighty Thulemiz.
27. What is this Thulemiz?
You shall find out very, very soon...
*Ominous, rather disturbing laughter*
28. Kho has mentioned this 'Astartian philosophy' a few times. What is it?
That is a mystery before which all mysteries wane. A paradox amongst paradoxes, the enigma of enigmas. Only those who come humbly before their Mother Astarte and ask can ever come close to finding out. As of yet, this is all we have:
30. Why does the GM have Frettzo's name in his signature...
...*Gets fire whip out*
Introduce yourself in the OOC, and once a place opens up, you can play a demigod. Feel free to join in all our very serious conversations, heated philosophical debates and other very, very serious stuff we tend to very seriously do in this very serious thread about very serious things.
And on that very serious note, don't forget to read the OP and second post! If you have any ideas concerning your potential future character, wrath you would like to one day unleash upon the universe, comments on anything, or any questions at all, don't be shy.
1. Do we have to use Might to level up?
Yes.
2. How much Might is required to level up per level?
Second hider down, beneath 'Game Mechanics', under 'Levels'.
3. How much extra Might do we get per level up?
Each god begins at Level 1 with 4 Might and gains 1 Might per level up.
4. Can I just level and save Might?
You can do as you like.
5. I want to make a few creatures another character made loyal to me.
You can convert a small number of another character's creations without asking. Bigger actions against important creations require that you seek permission from the player in question.
6. I want to create a species which is mega-loyal to me and is immune to the approaches of other gods.
You can create races which are blind loyal to your character, whose loyalty is basically gene-encoded. You cannot make them immune to being messed with, converted or in any other way affected by another god.
7. So, is there any posting order or can I just get working o my post?
There is no posting order or limit, you can post in any order and as many times per turn as you can. Do try to allow two players to post after your last post before you post again though.
8. I want to create a species that goes 'Harungamunga' upon emerging into the world.
That is scientifically impossible. The laws of the universe dictate that the first thing any creature can say, upon emerging into the world, is 'Wow'. Your creatures can say 'Harungamunga' all they want, but their first sound must be 'Wow'.
9. How do I know a new turn has started?
An IC post will come up which will say 'Turn [insert number here]' in big, red writing with a summary of how much Might each character has available.
10. Why doesn't the spoiler work anymore?!
...click on 'Toggle' below the writing box and the formatting cheat sheet will appear to help you out with that.
11. What are Khookies?
They're mine!! All mine! *Crazed laughter*
12. What is this 'fire whip' everyone seems to fear?
Fear it.
13. I want to create another planet!
You can if you so wish. However, there are billions of barren planets about, creating a new one from scratch may just be a waste of Might...
14. I feel like reading some poems.
Page 25 of the OOC.
15. Do we have a sun?
Yes.
16. Do we have a moon?
Yes. Check second post for details.
17. Does the planet Galbar rotate? Does it have gravity?
No it doesn- OF COURSE IT DOES YOU MINION!
18. If we get to level 4, can we create unintelligent creatures that can reproduce without spending might?
It depends on the creation. Creatures like ants don't require Might at all, from the very beginning. When it comes to creatures like the T-Rex (or other terrific real life top predators), that do not have any magical properties; then 1 Might is capable of creating up to 5 species of creatures like that. When one reaches level 10, these creatures no longer require any Might at all. If it is a powerful creature with magical capabilities, you can create 2 such species of creatures like that using 1 Might. At level 10, you can create 4. At level 15 you can create 5. At level 20 you no longer need Might. Intelligent creatures require 1 Might regardless of level.
19. I want to do more than one thing with 1 Might Point.
It is entirely possible to do more than one thing with 1 Might. As stated in the previous question, you can create many different species using 1 Might. You can teach an intelligent species more than one idea, concept or technology using 1 Might alone. Feel free to experiment in-game in this regard. Remember, the more Might you use on creating something, the more powerful it is and the more difficult it is to tamper with by other gods.
20. I'm confused about the Free Point.
Read its function in the OP, under the 'Might' hider. If you are still confused, ask.
21. Is it possible to destroy, steal, take, appropriate, eat, put out, bury, dodge, parry or in any other way reduce the catastrophic damage of the fire whip?
*Gets fire whip out*
22. How big is that continent Arguis created?
About the size of South America, according to our sources.
23. So...does planet Galbar's northern pole have a spine sticking out of it?
Yes...but it is only fifty-five metres in diameter. Oh, and it is seven and a half thousand feet long, stretching from the centre of Galbar and sticking out at the pole. How large the protrusion is remains a mystery only Escre or Lugu can answer.
24. I just created something! Awesome!
Great, now go fill out one of the sheets in the second post you miserable minion.
25. How long are the days and years on Galbar?
Assume Earth-like statistics unless otherwise specified in-game. So days are 24 Earth hours, a year is 365 Earth days.
26. What is this Undatec/UNDATEC/undatec/Undawhatsisface some people keep mentioning?
Just some slave who will soon be consumed by the mighty Thulemiz.
27. What is this Thulemiz?
You shall find out very, very soon...
*Ominous, rather disturbing laughter*
28. Kho has mentioned this 'Astartian philosophy' a few times. What is it?
That is a mystery before which all mysteries wane. A paradox amongst paradoxes, the enigma of enigmas. Only those who come humbly before their Mother Astarte and ask can ever come close to finding out. As of yet, this is all we have:
"You're all mad. The only Reality that exists is everything you experience in the present, the rest either ceased to exist or doesn't exist yet. Concepts like Chaos and Order are useless, created by mortals and gods to explain things as simple as patterns of actions and strings of moments. Nothing but what you're perceiving truly exists to you in that moment."
-Astarte
30. Why does the GM have Frettzo's name in his signature...
...*Gets fire whip out*
Character Sheet Skeleton
Name:
Alias: If any
Gender: Male/Female/Both/Neither
Domains/Portfolios: e.g. Water (Oceans)
Domains/Portfolio Description: Tell me a bit about your domain, what specific powers it entails. Likewise for your choose portfolio.
Alignment: (Good, Evil, Indifferent or some kind of variant of Good or Evil. For example, if you are a god who is extremely into law but who is also benevolent and uses law for the 'good', Lawful Good is your alignment. If you are a Jackboot fascist, you are Lawful Evil).
Personality: Their personality etc. the way they see themselves
Appearance: Pictures, descriptions or both are fine. You can specify preferred forms and what forms they adopt in particular circumstances
Musical Theme: Lets add some spice
Description: What is the essence of the character? For example, if they are a god of war, are they a savage killer, a shrewd tactician or warrior king type of war god? If they are a god of magic, are they a wise type of mage, or evil and wicked? This is more about how they are viewed by others, what kind of aura do they give?
Name:
Alias: If any
Gender: Male/Female/Both/Neither
Domains/Portfolios: e.g. Water (Oceans)
Domains/Portfolio Description: Tell me a bit about your domain, what specific powers it entails. Likewise for your choose portfolio.
Alignment: (Good, Evil, Indifferent or some kind of variant of Good or Evil. For example, if you are a god who is extremely into law but who is also benevolent and uses law for the 'good', Lawful Good is your alignment. If you are a Jackboot fascist, you are Lawful Evil).
Personality: Their personality etc. the way they see themselves
Appearance: Pictures, descriptions or both are fine. You can specify preferred forms and what forms they adopt in particular circumstances
Musical Theme: Lets add some spice
Description: What is the essence of the character? For example, if they are a god of war, are they a savage killer, a shrewd tactician or warrior king type of war god? If they are a god of magic, are they a wise type of mage, or evil and wicked? This is more about how they are viewed by others, what kind of aura do they give?