You guys, I have two notebook pages covered in notes from all this. I'll put together a full response after dinner to try and help tie things up and add a few more suggestions.
Okay, I tried codifying my thoughts on innate powers and also on the concept of abilities. This is what I came up with.What are Abilities:
Abilities are aspects of a god’s existence and power usage. It represents traits, quirks and skills. Abilities should be used to customize the RP experience and define the deity beyond just his Portfolios.
Acquiring Abilities:
Abilities are purchased with Might. They cannot be instantaneously developed, as they need to be justified through acts such as training or meditation to alter the god’s form, and therefore cannot be developed in the middle of battles or anything of the sort. The one exception should be the early game, where gods will need to quickly define themselves.
Abilities vs Relics and Monuments:
Abilities are usually weaker than relics and monuments that do similar actions. A sword relic tends to be stronger than a sharp claw ability, a magical chariot will be faster than a speed ability, the disadvantage of relics and monuments is that they can be stolen or lost.
Abilities also cannot be bought for others and only change the god, as such, one cannot pass the ability of strenght to someone else, unlike relics, which typically can be gifted.
Abilities vs Portfolio:
Having a portfolio grants any baseline ability imaginable for the area involved. A god of animals does not need the ability to turn into animals, as the portfolio grants it. A god of thunder, however, must invest might into a shapeshifting ability.
Abilities and Relics vs Might Usage:
The difference between a one-time great action versus a continuous ability. A Chimera created by might is greater than the sum of its parts, a legendary beast. While the ability to mix two animal together will create weaker beasts but is a permanent skill.Form
Likely the first thing anyone will want to spend in, setting up the bodily traits that define their god.
Default: The deity has their humanoid or special form. They are clearly a god.
Some examples of possible abilities:
• Humanoid Form: For deities who are gigantic, magical beasts, or just hard to comprehend and want to have a more compact form.
• Special Form: Not simple animal forms, but the form of great magical beasts, colossal giants, living storms. Can be acquired multiple times.
• Shapeshifting: The ability to turn into mortal creatures at will.
• Mortal-like: Can conceal godhood and turn oneself into an unassuming mortal.
• Swarm Form: Can turn oneself into schools of fish, flocks of bird, swarms of insects...
• Immaterial Form: Turning into smoke, water, fire, lightning…
• Blinding Sight: Mortals cannot behold the visage of the god without bleeding from their eyes. Even heroes and demi-gods struggle to focus on them.
• Awe: The visage of the god is awe-inspiring, beauty to make a person mad, an aura of crushing authority, or terrors beyond imagination...
• Avatar (relic): A second body of the god. Can have a normal or special form. Can be autonomous or not. Can hide godhood.
Etc.
So, for example, both Teknall and Ilunabar would have Shapeshifting, but only Ilunabar would have Awe and Immaterial Form (she can become raw dream energy and is never mentioned as having inner organs like Tek) and only Teknall would have Mortal-like.All assumes no might usage, no portfolio affinity and that the the deity is in Galbar, not their own Sphere.
Climatization
As immortals, there is no place that will be unsurvivable by a deity. However, larger storms, the depths of a molten lava lake or the blizzards of the poles are hard to navigate without affinity to such locations.
Strength
All gods are powerful by nature, they will not be harmed by most mundane threats and can do acts such as smashing large boulders with one kick no matter their domains.
Senses
Gods can see in great detail up to the horizon line, able to see even in the true darkness of deep space, and can observe aspects such as heat, magnetic fields or souls. They can hear as far as they can see, are able to pinpoint the direction of sounds and are able to simultaneously understand all speakers of a large crowd. Gods have a metaphysical sense that can perceive reality as raw information. (what we call perceive in MK2)
Senses - Mind Reading
All gods can read a mind and understand thoughts and memories, however, this is an act that requires some focus and a target for deities unrelated to the domains of the mind.
Travel
Gods can run and jump at inhuman speeds, float on air, walk on water. They can access the realms beyond.
Weather
Changing the weather costs might for gods without a domain related to it.
Craftsmanship
All gods can create relics with might points, but do not have a natural ability to craft mundane high-quality crafts unless it is pertinent to their portfolio or cluster. (A deity of the hunt is able to naturally craft great bows, but a deity of nature might struggle to do the same.)
Fauna and Flora
All gods can create any life using might. All gods may mutate life using their essence for free, though the changes are limited to their domain. All gods are able to discern the thoughts of animals and can communicate with any animal, but plants require affinity. The innate ability to create existing animals from nothing requires a domain related to the life being created. Plants can be created from nothing but will grow at natural speed without affinity.
Materials
Without might or affinity related to the material, a god will have trouble creating matter from nothing. Simple things such as sand and rocks are easier to create than metals or rare materials. All gods have the ability to control elements within their vicinity using only their minds, they may raise rocks and water from the ground, purify or mix materials, extract a particular element out the ground, or compress, melt, ignite or freeze something.
In simple words, most gods cannot just take a bar of gold from their sleeve, but if they are near a gold deposit (which they can perceive) they can reach into the ground and extract a pure bar of gold from the very soil.
Since these spheres are physical places, they aren't entirely cut off from others; it'd be much easier to trespass into others' places, and in some cases it might be necessary to travel through somebody else's sphere to get to where you need to go. The gods of the upper spheres and those of the lower spheres might also come to dislike one another.
I agree with you completely here- methods of inter-Sphere travel should be fully customisable. My point was that inter-Sphere travel will be so not-a-problem that it is a poor measure of godhood (unlike Mk 2, where only fully fledged gods could perform at-will inter-planar travel). While only a fully fledged god would have the power to create links between the Spheres, I still think that owning a Sphere is a much better milestone for ascension (we can also consider that only the god who owns a Sphere can create links to it, which would make owning a Sphere a prerequisite to making inter-Sphere links).
Additionally, if we want all the Spheres to be connected to Galbar, it doesn't make sense to have a strictly concentric model, because then only two Spheres will be in direct contact with Galbar and the other Spheres have to push through the Spheres in between.
EDIT: Cyclone is talking to me on Discord to clear up some things. His reply here will probably feature that, I think.
- The number of FP allocated per player per turn is equal, but the amount is dictated my the GM and may fluctuate between ages according to the acts expected. For example, the 'Age of Creation' may require many mighty acts to lift continents from the seas and populate the earth. The Age of Darkness may defined by scarcity, and what little might is provided must be used to rebuild atop the ruins of previous civilisations.
- The theme of a new age is also directed by the overall story driven by the players. The exact theme of the next age may be discussed by the players leading up to the end of the current age, but the GM has the final say*.
The 'Age of Creation' may even represent such a chaotic state of the universe that it has no time window, representing a fluctuating, pseudo-linear, time-before-time.
I like that each god will have their own personal plane from the beginning by default. I would propose that each may be lazily developed as needed rather than requiring a detailed pimp-out before even describing in passing. That way players can focus where they want to, either doing stuff elsewhere or detailing their plane as they wish.
- You'll notice I've been saying planes instead of spheres. I think it would get confusing if both planes and portfolios/domains are called spheres. I would prefer at least one of them not be called spheres.
- I would say base MP allowance should remain constant per turn. This will stunt power escalation but it will also deal with another fundamental problem we were having in MkII; artefact power inflation. Seriously, we were looking at ancient artefacts built early in the game like discarded MMORPG gear. That's a tragedy I don't want to repeat.
Firsly, I never read how Godspeed works. Anyone got a link for me so I can catch up there?Here you go.
I feel like trying to set up the world without knowing our gods will be hard, especially now that planes have such a functional role...
I myself am going for a theme of travel with a focus on wandering and impermanence/passage (of time, of sights...)
Really don't want to play a gatekeeper of worlds, so I have been thinking about the topic of spheres. Cyclone even talked about the possibility of tuning oneself to the sphere of Galbar itself, which was a thought that has been on my table, but depending on what other ideas people throw around and what areas lack a god, I have a few ideas of my own concerning seasons (the big one for me), or the moon, or the stars, or wilderness, or even death.
I call tech god ya nerds
dork
Psyche.
i like how fast this went from we got no idea to ironing out the details and posting everything on google docs etc... reminds me back when we first started brainstorming mk2. things went out of control real fast xP we planned to start it in the summer, but the hype got real and ended up starting it on february LOL
More seriously, my stance towards Divinus hasn't really changed since the last time I commented on it. I need to focus on closing what I opened here, correcting my flagged discipline (towards which... no real progress has been made), and begin developing the skills I need to start independent, long-form multimedia narrative projects.
Then I might be able to consider taking on something new. But only then.
independent, long-form multimedia narrative projects