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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.
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