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World Creation System; rules, and details..

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hellflame3000
Captain

PostPosted: Mon Oct 27, 2014 3:09 pm
The Basics
Game Scope
1,000 points universe spanning
5,00 points epic
2,00 points standard
1,00 points weak gods
50 points quick game

Creation point actions:
Players can spend their creation points on
the following actions, they can spend as
many creation points as they have on any
one action which may allow for the creation
of multiple versions of the same action but
players can only take one kind of action per
turn. Where the cost of the action varies, it
is up to the game master to decide the cost
of each individual use of that action, which
may lead to varying costs even in a single
turn.

Creation points can be spent of the
following:
1. Artefact 1-10pt
2. Civilization 7pt
3. Construction materials 10pt
4. Create animal 3pt
5. Create food staple 5pt
6. Create plant 1pt
7. Create underworld 35pt
8. Create weather 5pt
9. Curse race 5-15pt
10. Ecosystem 20pt
11. Empower race 5-20pt
12. Fundamental concept 60pt
13. Heavenly body 40pt
14. Hero 3pt
15. Hide or protect 5pt
16. Inspiration 2pt
17. Land 30pt
18. Landmark 1-10pt
19. Miracle 1-10pt
20. Monster 5-15pt
21. New technology 5pt
22. Organisation 3pt
23. Plane of existence 40pt
24. Prophecy 1-5pt
25. Race 15pt
26. Supernatural materials 20pt
27. Useless materials 1pt


Creation points can be received by the
following:

1. Creation myth 2-7pt
2. Flawed creation 1-20pt
3. Fundamental god story 1-10pt
4. Fundamental sacrifice 3-15pt
5. New deity 1-5pt
6. Rest 1pt
7. Slaying 1-20pt
 
PostPosted: Mon Oct 27, 2014 3:14 pm
The rules:
This is a simplistic and dice-less system; all
player characters are doing is creating the
world. Everyone starts with a number of
‘creation points’ these points can then be
used to do one of a number of actions per
turn, which will then create or define a
setting. By actively describing their
character actions in one way or another,
players can then gain points back. If a
player doesn’t create something then it
should just be assume that our world rules
or physical properties or species and so on
exist. Unless everyone agrees against it in
which case the agreed properties apply.
Players may want to nominate a ‘game
master’, this person’s role will mainly be to
adjudicate points that other players will
receive back due to their descriptions,
interpreting the rules, and keeping track of
what is happening in the game setting. For
groups more familiar with roleplaying
games, the role of the game master will be
the same as in most other games. If no
game master is nominated then all the
players will have to act in unison as the
game master and take the decisions as vote.
For groups that take this as a more literal
game there are 2 ways to determine the
‘winner’ first ‘reward points’ can be given
either by the game master or throw a
consensus from the group. These points
are awarded for good descriptions,
interesting actions taken from the game, or
whatever else the group or game master
deems worthy of points. There is no official
scoring system for this game and we
encourage groups who use reward points to
come up with their own scoring system to
better suit their needs. The winner is the
one with the most reward points.
The second way is more straight-forward
and that is for the player with the god or
goddess that is actually in control of the
world. This is achieved by the player that
has spent the most creation points thought
the game. This does mean that unlike most
other role playing games, this game has a
very literally and finite end; when all the
players run out of creation points. For this
to work out every turn a point spent tally
should be kept for each player.
First the players or the game master need to
decide what level of game they wish to play
and thus how many points they will start the
game with. Players start with 50 creation
points for quick games, 100 to represent
weak gods, 200 creation points for standard
gods, 500 for epic games and 1000 for
universe creating gods. They can spend as
many points as they have during any turn
but only on one of the listed actions. So a
god could create multiple heavenly bodies
or land but not both. They receive points
back based on how good the description of
how they made their action in their turn is,
and there is no limit in how many creation
point their character can have at any point.
Continual development of their ‘character’
will give points back as well. A turn is in this
game is define as the collective action of all
the players for the spent and regain of
creation points. At the end of the turn the
game master or group decides how many
points the players receive back before the
beginning of the next turn, also turns have
other consequences described below since
certain actions will force a player to
effectively ‘miss’ a turn at least in the sense
that they can’t spend creation points.  

hellflame3000
Captain


hellflame3000
Captain

PostPosted: Mon Oct 27, 2014 3:22 pm
Artefact 1-10pt- this is an artefact that has
been build for the world, examples include
a sword that can cut anything, to a gigantic
lens that burns any intruders in a city.
Artefacts are more or less permanent unless
they are destroyed by a hero or monster but
they can also be stolen, also artefacts are
not for the gods since in all fairness any
equipment they have will be cinematic. An
example of a 1pt artefact is a sword that
never becomes dull and can cut most
materials with ease. An example of a 5pt
artefact is a shield that can never be
destroyed and the user of the shield is
protected from any damage coming from
the direction of the shield. An example of a
10pt artefact is an armour that prevents the
wearer from ever dying and they are
constantly healed as long as they wear the
armour, the armour itself can also never be
destroyed.
Civilization 7pt- this will build a civilisation
for example the ancient Egyptians or
Romans, there is no limit in how big the
civilisation can become, how many races a
single civilization may encompass or how
many civilizations a single race can have.
However this creation has two restrictions
first all the races that will become part of
the civilisation must exist before the use of
this ability although they could be created
in that turn and secondly the civilisation
cannot originally occupy more than one
Land that has been made although this could result in a civilisation ruling an entire
planet for galactic games.
Construction materials 10pt- this is the
introduction of a construction material that
anyone can use, the material can be found
anywhere that the player decided but it
should be accessible to at least one race in
existence. This material can be anything
from wood, stone or gold to more unusual
materials such as plastic. The only
limitation is that these materials can’t be
anything better than what is found on earth
and also fundamentally because of their
nature they will be very common and most
buildings could incorporate these materials
so for example if gold is made into a
construction material then most houses
could be build out of gold
Create animal 3pt- this creates a specific
animal such as a cat, elephant or bacteria.
There are a few limitations first the animal
does not need to be something that exists
on earth, however it will become common
enough so there will always be more than a
1000 individuals of this species secondly it
can’t be so powerful as to actually rival any
race made or dominate the planet, and
finally it can’t be sentient.
Create food staple 5pt- this creates a staple
food source that any race could use
although it could be heavily tied to any
individual race or civilisation this could be
anything from a potato, to an easily and
abundant animal or more exotic such as
edible rocks. The only limitation is that the
food source must either be large enough or
replenish-able enough so that everything
within at least one Land could eat it.
Create plant 1pt- similar to create animal
but it instead creates an immobile being.
This can be anything from an actual plant,
fungus to more exotic organisms such as
living crystals. Again this will be a common
thing so there will be more than 1000
individuals and it can’t be deadly enough or
destructive enough to destroy any
civilisation or wipe out any race. Finally this
thing can’t be so useful for construction so
as to be their primary building material
without spending for the construction
material as well
Create underworld 35pt- this is the creation
of a place where the dead will go to. It can
have any restrictions that the player wants,
such as only those that died in battle can
journey to this underworld, and the plane
can do whatever the player wishes it to do
for example torture all the dead for
eternity. There are a few restrictions first
the underworld cannot be reached by
normal means and generally only death,
secondly it can’t kill or destroy those that
will inhabit it although they may be killed
and reborn indefinitely and finally it can’t
do the same job or have the same
restriction as another existing underworld.
Also note that the underworld can never be
overfilled with dead people and there will
always be enough space for more to come
in.
Create weather 5pt- this allows the creation
of permanent weather effects such as rain,
thunder storms, hurricanes and the like.
This is the creation of a permanent effect in
the world and unlike miracle it can’t be
used for a specific effect or to destroy
anything created with creation points such
as flooding a city.
Curse race 5- 15pt-similar to empower race
but it gives a handicap to the entire race,
these handicaps can be anything from the
race burning up with sunlight to them only
being able to eat the flesh of a particular
animal. There are a few restrictions first it
cannot unmake or stop the empowerment
that the race already has; it can’t also be so
awkward that it will kill the race completely,
and finally it can’t hinder the race enough
for their civilizations, if they have any, to
collapse. An example of a 5pt curse is being
killed outright if they touch a rare element
such as gold. An example of a 10pt curse is
burning up when sunlight touches their skin. An example of a 15pt curse is only
being able to breathe with specialised masks
on and drowning if these masks are ever
removed from their face.
Ecosystem 20pt- this creates an entire
ecosystem in any one land, players do not
have to explain everything that lives there
but they should give some explanation as to
roughly how creatures are such as if they
are making a rain forest or a coral reef. The
only limitation is that the animals within
can’t be more dangerous than monsters and
they should not be able to stop the progress
of a civilisation and none of the creatures in
the ecosystem can be sentient.
Empower race 5-20pt- this is an important
add on to any race that should be more
capable than humans in one way or
another, for example this power can make
the creatures no longer need to eat, be
immortal or fly. This power can give
multiple advantages and its cost will depend
on how much more capable the race will
end up being compared to normal humans.
An example of a 5pt empowerment is
making the race immune to the effects of
fire or regeneration. An example of a 10pt
empowerment is making the race capable
of flying and able to see in complete
darkness. An example of a 15pt
empowerment is giving the race the ability
to become immortal. An example of a 20pt
empowerment is making the entire race
capable of flying, having senses that are far
superior to anything else on the planet and
being immune to most forms of damage.
Fundamental concept 60pt- this is the
creation of a fundamental aspect of all
reality, this can be anything from the
creation of ‘good’, ‘love’ to more
fundamental aspects such as gravity or
concrete aspects such as magic. The
limitation for this is that it can’t contradict
an already existing concept although it
could oppose it such as good and evil, it
should be well define since pre-existing
concepts such as love may change with this
and they have to be able to make sense so
you can’t for example make a concept tha
stops gravity entirely but you could make a
concept that negates gravity in some areas
Heavenly body 40pt- this is an object that
visible to everything else in existence, for
example a sun, the moon, a constellation
stars or something stranger such a gigantic
statue. By definition it is impossible to
reach such object through normal means,
and great efforts involving an entire nation
are the minimum requirements to reach
them if they can be reached at all.
Hero 3pt- this creates a hero from one of
the already existing races such as Achilles,
the individual is unique and unless this
power is spent again an individual such as
this character will not exist again. The her
can be tasked with any task although they
do have free will unlike the monster so
impossible tasks they will probably refuse
do, the hero will have any power that the
player wishes but they can’t be powerful
enough to destroy or build anything that
requires creation points with the exception
of other heroes, monsters or organisations
which they can destroy or find.
Hide or Protect 5pt- this is a special powe
that prevents other gods form affecting an
one thing that the god is hiding or
protecting. This effect can only target one
thing say a race, or a civilisation but it need
not be one that the god made himself.
Once this power is used no other god can
intervene but monster, artefacts and heroe
can be used to interact, albeit not perfectly
with anything that is being hidden or
protected.
Inspiration 2pt- this is a power that can be
used to give any existing race a thought or
mode of conduct, for example the 10
commandments. The limitations of this ar
that it can’t be used to destroy anything th
is made from creation points such as a rac
or civilisation but it could be used to add
hate to any race or civilisation. Also laws given through Inspiration at best will be
taken as the ideal way of life; it does not
mean though that everyone that knows
them will follow them. Inspiration also
cannot be used to replicate any effect that
could be done using another power such as
adding a new technology
Land 30pt- this by definition is where life
will or can exist in. It is reasonably
accessible to other creatures and if left
alone it will develop its own creatures and
ecosystems. Even though it’s called land it
does not mean that it has to be rock, earth
and soil it could be a gigantic plant, or a
space ship. There is however one
restrictions that should be imposed first at
the start of the game to define the game that
will be played. Kingdom games have a land
minimum size of a county or state and the
land maximum size of a large country.
Continental games have a land minimum
size of a large country and a land maximum
size of a continent. Both kingdom and
continental games are therefore limited to a
single planet which may be a restriction that
the game master or the group wish to
impose on the game. Finally there is
galactic games, were the minimum land size
is that of a small planet like earth and the
maximum size of a land is that of a gas giant
planet like Jupiter.
Landmark 1-10pt- this creates a piece of
scenery that has to reside inside a Land, it
can be anything from a mountain to a very
tall tower, the limitations though are that it
can’t be bigger than the Land it is in
although it could almost be the same size,
and it can’t destroy or create anything that
would require creation points, however
landmarks could be used to connect one
land to another or to go from one land to a
plane or underworld. An example of a 1pt
landmark is a small hill. An example of a
5pt landmark is a large mountain range that
covers the entire coast. An example of a
10pt landmark is a colossal tower that
reaches right into heaven and that all dead
souls must clime it if they wish to get in.
Miracle 1-10pt-miracles are one off effects
that will shape the land or history or nations
that it affects, the potency of the miracle will
determine its cost same as with monsters.
Miracles can have any effect from raining
fire to turning all the water in the land to
wine or making all animals in a certain land
into ash. There are a few restrictions to
miracles, first they can’t undo what another
player has made so you can’t end a
civilization or eliminate an entire race no
matter how many miracles you cast against
them although you can reduce then to a
very small number of individuals, secondly
they can’t be permanent, and finally they
can’t create something that would be
covered with any of the other powers. An
example of a 1pt miracle is for making it
rain honey for an entire day, a 1pt miracle
can’t have a fundamental change on any
civilisation or land and it will affect an area
the size of a city or less. An example of a
5pt miracle is creating a swarm of locusts
that will ravage all the food in a land, 5pt
miracles can change the behaviour of a
civilisation and the can affect any 1 land. An
example of a 10pt miracle is making it rain
for 40 days and nights and flooding the
entire world, do note though that 10pt
miracles even though they can affect any
number of lands and fundamentally change
any number of civilisation they cannot on
their own actually destroy any civilisation or
race.
Monster 5-15pt- this creates a monster that
will roam the land from this point until it is
slain, the more powerful the creature the
more points it will cost players can ask for a
cost but in it is up to the game master to
determine the actual cost depending on
what it is capable of doing. Monsters can be
tasked with anything that the players want
and they are one of the few things that will
affect things that are hidden or protected by
another god. However Monsters can’t be so
powerful as to be able to destroy things,
other than other monsters and heroes,
which require creation points. In other words they can’t kill an entire race or bring
down a civilisation or destroy a land. An
example of a 5pt monster is like the
minotaur in that it is powerful but a
prepared hero could easily kill it, and for
the most part they do not have any
supernatural powers other than cosmetic
appearance. An example of a 10pt monster
is like the medusa, it takes a very well
prepared hero to defeat it, and even then
there is a chance that the monster will
triumph, also this kind of monster will have
several supernatural abilities such as turning
people into stone with its gaze or only being
able to be slaying with a mistletoe. An
example of a 15pt monster is a creature that
will affect nations although not outright
destroy them such as a mighty dragon or a
colossal giant, monsters of this magnitude
will rarely be defeated by a single hero and
they will most likely have a whole range of
supernatural abilities such as regeneration,
the ability to shatter mountains with a single
blow and so on. With game master
approval 13 to 15pt monsters may be
allowed to affect or create their own land
marks on the setting generally due to how
big or powerful they should be.
New technology 5pt- this is the creation of
the fundamental innovation for a new set of
technology that anyone in the setting is
capable of using. Examples for this will
include such fundamental technologies
such as fire, electricity or metal working to
more unusual technologies such as magic,
alchemy or necromancy. This creation can
also be used to represent technological level
of a civilisation, each purchase of this
power equating to an “age”. They must be
purchase in order and the ages are as
follows: Stone Age, Bronze Age, Iron Age,
Classical Age, Dark Age, Medieval Age,
Renascence, Age of Discovery, Steam Age,
Industrial Age, Modern Era, Digital Age,
Space Fairing Age, Age of Miracles and
Age of Creation. From this list of ages we
recommend that the game master or the
gaming group place a limit if they wish to
keep technological levels capped, for
example at the medieval age, to play a
fantasy game. Also players should note that
even though the order of ages is set, the
standard age progression follows human
technological progression however this will
progress all technologies at the same rate,
for example if players purchase
necromancy then it will be relatively useless
and limited at the stone age but it will be
miraculous by modern era. This boils down
to players purchasing the technologies
available and then the technological level
that is available to the world.
Organisation 3pt- this creates an
organisation that is tasked with any
particular objective that the god wishes
although all the members have free will and
can choice not to do any task, these
organisations can be fairly powerful but
they can never rival a civilisation. They also
can’t directly destroy or build anything that
would require creation points and they are
not capable of sufficiently influencing a
civilisation or for that matter another
organisation, into changing completely.
Plane of existence 40pt-this is the creation
of another realm of reality, for example the
creation of heaven or the plane of magic.
By definition this area of reality is extremely
difficult to reach from outside of it, and
unless a Land is also purchased, living
creatures can’t survive inside of this area.
The rules inside this area can be anything
that the player desires and this area can be
combined with the underworld so that
other creatures other than the dead can also
reside in this place.
Prophecy 1-5pt- this does not actually make
anything this turn, instead when points are
spent in prophecy they make any outcome
that the player wishes to make eventually
come true. The more powerful or
fundamental the prophecy is the more
points it cost. Prophecies can do anything
that the player wants even the entire
destruction of everything that exist, but
prophecies cannot have an exact date of when they will occur, and unlike any other
creation they can be outright stopped or
contradicted so one prophecy can be the
exact opposite of another. Prophecies never
actually take effect during the game. An
example of a 1pt prophecy is the prediction
of the death of any one hero that was made.
An example of a 3pt prophecy is the end of
a civilisation. An example of a 5pt prophecy
is the end of all of creation.
Race 15pt- this is the creation of an
intelligent or sentient race of creatures. The
default will be humans but any race of
creatures can be made and they don’t need
to be even vaguely humanoid so things like
sentient robots or intelligent slime can exist
from this power, there is one restriction and
that is that just using this power will make
things that are as capable as a human or less
capable but not more powerful, so no
supernatural powers, skills or abilities of
any sort.
Supernatural materials 20pt- similar to
construction materials except that they are
far rarer and they can have any effect that
the god wishes, with the exception that the
material cannot create or destroy in itself
anything that requires creation points.
Examples of supernatural materials include
adamantine, living metal, uranium, or force-
fields.
Useless materials 1pt- useless materials are
materials that can be extremely common
and that for the most part are useless for
most day to day tasks; examples include
sand, clay or more unusual materials such
as glowing rocks. However with time or new
technologies these materials could be
exploited. Also any useless material is
almost worthless to any creature that can
find it.
Receiving points back:
Players can receive a number of points
from the following actions. Depending on
how good the description of what your
character does will reward you with a
varying number of points according to
which of these criteria you wish to cover.
You can use more than one of these criteria
at a time; however the conditions in the
criteria have to be met.
Creation myth 2-7pt- this is the typical
method of regaining points, it details how
the god formed wherever he spend creation
points. For example a god who built an
island by spending creation points in a
Land could have created the island by
throwing a pebble into the ocean which
then absorbed water and grew. A 2pt
creation myth is one or two sentences long.
A 5pt creation myth is about 2 paragraphs
in length. A 7pt creation myth is about the
length of page in description or something
that made the rest of the players laugh or
impressed them.
Flawed creation 1-20pt- this type of
regaining points involve hindering
something that the player has made, the
worse they hinder what they create the
more points they gain back. For example a
god who makes fish by spending creation
points into making an animal could have
used ash when he made the first fish, and
because of this all fish now taste of ash. Fish
have now become inedible due to their
flavour of ash. A 1pt flawed creation is a
minor hindrance such as creating an animal
that has a horrendous smell. A 5pt flawed
creation is a more substantial flaw such as
making an animal that can only eat one type
of plant. A 10pt flawed creation is a major
flaw and can only be applied to bigger
things such as lands, for example creating a
land that has almost no natural resources.
A 15pt flawed creation is a great fault such
as making a celestial body like the sun but
that it scorches all the lands every 10 years.
A 20pt flawed creation is a truly hindered creation such as making a land that is slowly
sinking into the sea and will disappear
completely in a 1000 years.
Fundamental god story 1-10pt- this is a
fundamental story that details either the
origin of the god or explains more of how
the god actually is. For example a god who
creates a lake by spending creation points
in a Land mark, could one day have been
very thirsty so he drank and drank, on his
way home the sand tickled his feet but
because he was so full of water he couldn’t
keep it in and so he threw up and formed
the lake. A 1pt fundamental god story is a
small story that gives just a hint of what the
god actually is. A 5pt fundamental god story
is a story that goes into more detail as to
why the god is how he is, for example
explain why the god is always angry. A 10pt
fundamental god story is that intrinsically
defines the god, for example where he
came from or explaining why he is the god
of rain.
Fundamental sacrifice 3-15pt- this type of
regaining points involves the god giving up
something that was very personal to them, it
could be anything from their own hand, to
a loved one or even a loved possession. For
example a god who created the sun by
spending creation points on heavenly body
could have been a very greedy god, and his
most precious possession could have been
a golden ball. One day he became careless
as he was playing and threw the ball high
into the sky, he threw it so hard that it never
came back. Now the god weeps every time
the sun passes by. An example of a 3pt
fundamental sacrifice is losing an object that
was dear to the god, this does not need to
have any mechanical effects in the game.
An example of a 5pt fundamental sacrifice
is sacrificing a body part of the god, for
example a hand or a foot, with game master
discretion this may make gods more
vulnerable to confrontations, and they
count as having 1 creation point less when
confronting another god/goddess. An
example of a 10pt fundamental sacrifice is
sacrificing something more important such
as the gods only weapon or his heart,
although it should be noted that gods
cannot die. A 10pt sacrifice may with game
master discretion force the god to be more
vulnerable to confrontations and they count
as having 5 creation points less when
confronting another god/goddess or having
to rest the next turn. A 15pt fundamental
sacrifice is giving away almost the entire
existence of the god away for example
giving away his soul or his manhood. With
game master discretion such sacrifices
should cripple the god and they are now
permanently at a disadvantage when
confronting another god/goddess they
count as having 10 creation points less and
they have to rest on the next turn.
New deity 1-5pt- this is a special form of
regaining points, players can invoke this
method of regaining points at any time.
When they do the next turn the game
master gets to do any action that would
spend creation points to make one thing.
Also players who use this must define the
new deity and explain where that person
came from. A 1pt new deity creates a new
deity that can spend up to 10 creation
points or less next round. A 3pt new deity
creates a deity that can spend 50 creation
points or less for the next round. A 5pt new
deity creates a deity that can spend up to
100 creation points on the next round. The
points are spent on whatever the game
master (or group) decide on but the new
deity can only spend points on the
following rounds and they never regain
spent points. The player who created the
deity has no say in where the points are
spent.
Rest 1pt- this is also another special action
that players can take, instead of spending
any creation points this turn the god can
instead ‘rest’ and he automatically gets 1
creation point, as well they can use any of
the methods above to regain even more
points. A resting character cannot use the slaying option above to confront anything as
a form of regaining points.
Slaying 1-20pt- slaying requires the god to
go out and confront something, he has to
defeat whatever it is that he faced but he
does not have to kill it, for example he
could just wound the creature or capture it.
The more impressive the creature the more
points the player gains back. Gods can
target creatures that just exist for that
encounter so the player makes up the
monster for this description without
needing to spend points in its creation or he
can target a monster or hero that has
actually been made in game with creation
points unless their hidden/protected, and
the player then decides what happens to
that individual. However if the player
choices this second option during the next
turn he must rest and who ever made the
monster or hero in the first place also
receives the same number of points. For
example a god who made humans by
spending creation points on race could
have made humanity when he fought a
gigantic serpent, when the god cut the
monster with his sword the blood of the
creature spilled to the ground. From the
blood and dirt the first humans roused and
there is where the race comes from. A 1pt
slaying is facing a cinematic opponent that
the player describes and has no mechanical
effects on his character. A 5pt slaying is
fighting a cinematic monster that is very
impressive and at the discretion of the game
master may hinder the character forcing
him to rest for the next turn. A 10pt slaying
has to have a more mechanical effect with
game master discretion for example fighting
a cinematic monster that forces the god to
now become vulnerable against other
confrontations, against other gods the god
now counts as having 5 creation points less.
A 15pt slaying is a more epic fight than a 10
point slaying and with game master
discretion may give a greater hindrance to
the character such as forcing the god to rest
for the next tern and making them
vulnerable to consequent confrontations,
against other gods the god now counts as
having 10 creation points less. A 20pt
slaying is a world shaking confrontation that
mechanically can only happen when one
god faces another god/goddess, the
confronting god must also defeat the god he
confronts and with game master discretion
the confronting god must rest for the
following two turns and the defeated god
most rest for the next turn. Only the
winning god receives the slaying points, but
the losing god may gain points from the
confrontation due to one of the other
methods such as a fundamental sacrifice.  
PostPosted: Mon Oct 27, 2014 3:24 pm
Confrontations:
This is an additional part of game play that
may crop up depending on the actions of
the players. Since gods/goddess i.e. the
players can crate heroes and monsters, as
well as their deities fighting said individuals
there may be times when these
confrontations will have to be solved. To
determine who wins just compare the
number of creation points spent on the
hero/monster the one with the most points
wins the confrontation. The player who
created the hero/monster gets to decide the
fate of the vanquished party. Players may
notice that heroes are only 3 points were as
monsters start at 5, this is because heroes
can use artefacts to boost their number of
points by the same number of points as the
artefact cost. Monsters may be allowed to
do the same but this is down to the game
master’s discretion and generally shouldn’t.
Also multiple monsters/heroes may face
each other in the same ‘battle’, to
determine the outcome of the fight the side
with the most creation points wins, and the
player or players who won get to decide the
outcome of the defeated side.
When a player’s god or goddess character
confronts a monster or hero or multiple
opponents of either/both the god or
goddess character is always the victor.
However as explained above in the slaying
section on receiving creation points back
the player or players who made the
hero/monster gain the same number of
creation points back as the god/goddess
character who slay the creations.
For players who actively use their
gods/goddess to confront creatures there is
an option for their gods/goddess characters
to face each other. When this occurs just
compare the number of remaining creation
points of both characters, whichever side
has the most creation points remaining wins
the contest. However unlike the other
situations the victorious side does not get to
say what happens to the defeated, instead
the defeated god/goddess must spend the
next turn resting as explained above.
Characters that are forced to rest by this
manner or through the slaying condition
above cannot confront and therefore slay
another creature.  

hellflame3000
Captain

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