Introduction to the God's Game

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Introduction to the God's Game

Post  The Storyteller on Sun 14 Feb 2016, 2:48 am

Welcome to the God's Game

Story

Before the beginning there was the Storyteller and the Existential Light. By weaving the light together the Storyteller forged the 'Existential Sphere' contained within it was the primal nexus, the howling void, and an infinite nothingness waiting to be filled. There was Nothing and Everything waiting to be, already, and before. Within the Primal Nexus the Primal Forces, the corner stone building blocks of Existence surged and struggled against each other. The Storyteller knew that the Existential Sphere needed some form of order if it was to evolve and grow. So the Storyteller created the Divine Engines, and directed them to create from the primal forces the Makers. So The 14 Makers were forged from the primal forces of the Existential Sphere, and would be granted power from the divine engines themselves to create, destroy, manipulate fate, and more. They would provide order and growth to the Existential Sphere. Of course this was only the beginning it would be up to the Makers now to forge ahead and create more to the Story.

What is the God's Game really?

Now you may or may not have played a roleplaying game where you got to be a god or demigod of some sort, wondering the earth and having adventures or something like that. This is not that kind of game, similar more to the 'classic Ao, take a turn and use a sentence/act to do something' game only ... different.

Basically you start by playing a 'Maker' a divine creator forged from one of the primal forces of existence within the primal nexus your home. You create, manipulate and destroy stuff within the 'howling void' or the rest of the existential sphere. The Howling Void is a infinite nothingness with no limits upon it's space, (unless a Maker creates them of course.) Nothing exists within the 'howling void' not even the primal forces really although a Maker can easily manifest that primal force within the howling void from which they were born. That means no matter, no energy, no gravity, no laws of physics, nothing.

The God's Game progress over a series of 'Volumes' and 'Chapters', during the first Volume you play Makers who create 'Existence' and determine it's progression. You can work together or against one another, the politics of the Makers are their own affair. When the volume ends we move into the next 'phase' of the game, you'll have to (except in unique cases) give up your Maker characters for a New Kind of Character with less overall power, but more of a 'physical' impact if you know what I mean.

The intent of the game is that as the game progresses and evolves and time moves, that we'll eventually play mortal characters having adventures in the world and/or worlds that we create. Could be interesting who knows, but at the moment the plan as it is doesn't have us doing anything more than being Makers for a while. (Although to some extent how quickly or slowly we progress is mostly up to the players.)

In order for a Maker to create, destroy or manipulate they must use divine power granted to them by the divine engines. Divine power takes the form of points, Makers normally get one point from each of the divine engines every 24 hours. The Creation Engine grants the divine power to create, The Entropy Engine grants the power to destroy, The Fate Engine grants the divine power to create 'destinies' and The Lady will grant either the power to 'Evolve', do something in 'Secret' or 'Ask' or 'Request' something of the Divine Engines themselves. After using divine power, depending on how the divine power is used the Divine Engines will explain the result and effect of the usage of power. On rare and exceptional occasions the Storyteller himself will manifest his power and explain results and special events, and sometimes even intervene especially in cases when the Existential Sphere itself is in danger.

Remember as you create and play in the Howling Void that anything you create including scientific , mystical, and spiritual laws will continue to be in effect after their creation unless they are destroyed. Meaning for example if you make strange laws of physics they will continue to effect existence until the 'end of time' that is if the appropriate Maker manifests that primal force into the Existential Sphere that is.

So Join in! Be a Maker~!


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Re: Introduction to the God's Game

Post  The Storyteller on Sun 14 Feb 2016, 3:44 am

The Storyteller

The Storyteller is the creator of the Existential Sphere, interestingly enough although he created Existence and appears to want to see more creation happen, he chooses not to directly create anything really himself, nor does he get involved with the creations within the Existential Sphere really. He forged the Divine Engines and gave them the power and instructions to create the Makers, other than that he hasn't really been very active. On the rare occasions he does descend into the rest of existence and take action it's usually to stop something from destroying the whole of existence itself.

The Divine Engines

The Divine Engines forged the Makers themselves and are the ones who grant the Makers their divine powers. The Divine Engines also judge the actions of the Makers as well as watching over the progression of events in the 'Howling Void'.

The Creation Engine

The Creation Engine oversees creation itself. It grants the divine creation power points that allow Makers to create things in the Howling Void. It also judges creative actions and their results as well as the progression of creation in Existence.

The Entropy Engine

The Entropy Engine oversees destruction. It grants the divine destruction power points that allow Makers to destroy things in the Howling Void. It also judges destructive actions and their results as well as the domino effects of destruction in Existence.

The Fate Engine

The Fate Engine oversees destiny. It grants the divine destiny power points that allow Makers to create destinies for the things in the Howling Void. It also judges destinies and the results and domino effects of those destinies as they are fulfilled in Existence.

The Lady

The Mysterious Lady and Fourth Engine is more of a Enigma than any of the other Divine Engines. She grants divine evolution points, as well as the ability to spend divine points on secret actions, or on asking a Divine Engine a question, or making a request of a Divine Engine. She also stands as a judge on the whole of existence, the results and domino effects of all actions. Most of the time actions will be judged and responded to by the appropriate divine engine, but on rare instances the Lady intervenes and makes her own judgement, when that happens well anything is possible.Although it should be said that she tends to favor judging evolutionary or secret actions.

The Makers

The 14 Makers were forged by the Divine Engines from the Primal Forces within the Primal Nexus. Each Maker shares a bond with one of the Primal Elements, and from this Element there fundamental beginning domain is derived. These domains and primal elements create limitations on just what a Maker can do. Makers are also limited by the point system that makes up the divine power granted by the Divine Engines. Despite their limitations Makers are incredible beings of extraordinary power.

The Maker of Life

The Maker of Life was forged from the Primal Element of Creation.
Boons: Gets a extra creation point every 24 hours.
Curse: Only gets one destruction point every other day, basically 48 hours instead of 24.

The Maker of Fire

The Maker of Fire was forged from the Primal Element of Eternity.
Boons: Creations are naturally durable and more difficult to destroy, this includes destinies.
Curse: Living Creations tend to evolve and grow quickly and are more difficult to manipulate/control.

The Maker of Shadows

The Maker of Shadows was forged from the Primal Element of the Void.
Boons: Gets an extra point for Secret Actions every 24 hours.
Curse: Finds it more difficult to create things in the void, and living creations have a tendency to die.

The Maker of Earth

The Maker of Earth was forged from the Primal Element of Matter.
Boons: Physical Creations tend to fare well, are durable and if living have a tenacity for survival.
Curse: You almost have too much of a green thumb, living creations especially of the plant and bug variety sort of take off, evolving and growing out of control.

The Maker of War

The Maker of War was forged from the Primal Element of Fear.
Boons: Living Creations tend to be incredibly tough and make skilled predators.
Curse: Living Creations tend to also be incredibly vicious and aggressive, even when you don't wan them to be.

The Maker of Magic

The Maker of Magic was forged from the Primal Element of Chaos.
Boons: You get to manifest and design the Mystical Laws of Existence, that's a pretty big deal right there.
Boons: Can't touch science, psionic, or spiritual laws.

The Maker of Light

The Maker of Light was forged from the Primal Element of Divinity.
Boons: You get to create to a large extent and have majority control over 'spiritual' laws as religion/faith based things fall mostly under your domain.
Curse: Can't touch mystical, psionic or scientific laws.

The Maker of Winds

The Maker of Winds was forged from the Primal Element of Energy.
Boons: Can store up twice as many points as the other Makers.
Curse: Has more difficulty when attempting to create solid/physical things.

The Maker of Water

The Maker of Water was forged from the Primal Element of Transience.
Boons: Is able to use divine points of any type for a 'transference' action, moving something from one location in existence to another.
Curse: Has incredible difficulty trying to create anything that isn't water or some kind of liquid substance or aquatic in some way.

The Maker of Death

The Maker of Death was forged from the Primal Element of Entropy.
Boons: Is another Maker who has some power and influence over spiritual laws and creations especially when dealing with the afterlife. The souls of the dead, (if souls have been manifested/created/evolved at some point.) all find their way to the afterlife or afterlives created by the Maker of Death. Also gets an extra entropy point every 24 hours.
Curse: The Maker of Death can't really create life at all, although the Maker might be able to pursue creating 'undeath' at some point. The Maker of Death does have mastery over the souls of the dead. This Maker also only gets 1 creation point every 48 hours.

The Maker of the Mind

The Maker of the Mind was forged from the Primal Element of Order.
Boons: Can Define and control Psionic (Psychic) Law as well as having majority influence over scientific laws as well. Also gets an extra point for 'Ask a Divine Engine a question' action every 24 hours.
Curse: Can't touch mystical, or spiritual laws.

The Maker of Love

The Maker of Love was forged from the Primal Element of Hope.
Boons: Gets an extra destiny point every 24 hours
Curse: Gets only 1 entropy point every 72 hours.

The Maker of Spirits

The Maker of Spirits was forged from the Primal Element of Time.
Boons: Gets a extra point every 24 hours to use for an Evolution Action and a Destiny Action. Also has a great deal of influence over and the ability to create spiritual laws. Also automatically starts with the ability to make a request of the Divine Engines.
Curse: Only gets a point from The Lady every 72 hours, also cannot do secret actions. Can't touch mystical, psionic, or scientific laws. *update: Just to make it clear in case of confusion, The Maker can't make specifically 'secret actions' the Maker can still obviously ask questions and make requests.

The Free Maker

The Free Maker was forged from the Primal Element of Space.
Boons: Gets four random points from the Lady every 24 hours instead of just one. Has no limits on the number of points this Maker can store.
Curse: Cannot create destinies and gets no points from the Fate Engine.


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Re: Introduction to the God's Game

Post  The Storyteller on Sun 14 Feb 2016, 5:36 am

Instances and Actions

Instances

Makers are limited to getting One Instance a day, (24hrs.) with the ability to save up to three Instances to use in One day. An Instance is a post in which you commit Actions using your divine power points. So that means that you are allowed One Post in the Howling Void to make Actions a day, unless of course you save up which means you might post twice or three times, but that's it no more. Any Instances taken beyond your limit and I will be keeping track will be considered invalid as if they never happened.

Action Types in Instances

It is worthy of note that when using saved up points on a single instance that all the points spent and the action made for that instance must be the same type. For example if you create a instance to commit an action that's intended to be creative, you wouldn't be able to spend destructive divine points and make a destructive action in the same instance as the creative action and vice versa. You can however commit another creative action along with the first creative action and commit as many creative actions in that instance as you like, the same if it were a destructive action.

Actions

Actions are taken during instances. Actions are sentences describing creation, destruction, or what have you using the divine power points. Each sentence is bought using a divine power point, and the type of divine power point determines the fundemental intention behind the sentence. For example creative divine power points would be used to buy action sentences intended to create something, if you wanted to destroy something you would use destructive divine power points. Be intentive to the number of points you have, if you attempt to make an action without the necessary points the action will be treated as invalid.

Saving Up

Makers can save up to 14 points of any given type of divine power point. (Unless of course for some unique reason the Maker's limits are changed or are unlimited somehow.) Any more than 14 will just be burned off. Makers can also spend these points all at once on a single instance if they so choose. They can use extra points to buy more sentences for the instance, or to enhance the power of those sentences, or not it's up to them.

Set in Stone

When a Maker commits an action or actions in an instance they are written in stone and subject to the analysis and judgement of the divine engines. You cannot go back and edit your post or change your action so that you can avoid the results. You can attempt to edit or delete the Instance if you like, but if you're caught than you will suffer the judgement of the Divine Engines, or worse the Storyteller himself.

Taking Action

As already explained you buy 'Action Sentences' by spending divine power points, creation points to create, destruction points to destroy etc. There is another aspect to the divine power points and the action sentences that hasn't been totally explained yet. You can also spend divine power points to empower these sentences and enhance their effect. You don't have to spend points, but with no points a sentence holds a tiny amount of power and will have a minimal effect and less positive result. The more points spent on a sentence to 'upgrade' it, the more effective the action sentence will be and the more likely you'll get your desired result.

Tiny - 0 points - Minimal Effect, Low Chances of success
Small - 1 point - Still Minimal Effect, but higher chances of success.
Medium - 2 points - Decent Effect, 50/50 chance of success.
Large - 3 points - Good Effect, Good chances of success and positive results.
Huge - 4 points - Great Effect, Absolute success and positive results.
Extraordinary - 5 points - Suberb Effect, Absolute success and above average results.

Describing Actions and Descriptive Instances

Action Sentences bought with points are pretty limited when it comes to actually detailing what you are trying to do. That's why when posting an action sentence you should make it bold and/or underlined so that it's easy to tell what in the post/instance is specifically the action sentence or sentences. That way if you wish to write more describing the action sentences, what you are trying to do with them, and how you do it, we can seperate it from the actual action sentences.

Here is an example:

Lord sees that the Void is empty, and creates a small, hard object, dubbing it a rock. The rock is gray and covered in fine cracks. If you stare at it long enough, it kind of looks like a picture of Caesar's chin.

*Lord creates a rock.*

And the rock floats in the void, being an object of no interest whatsoever. For some reason, Lord feels very pleased with himself.

The italicized portion of text is the recap, result, and effect on existence added by a divine engine, in this case the creation engine as this action/instance involves creation. Every instance will be responded to by a Divine Engine or the Storyteller dependent on the action and it's potential results.

Effecting the Power of other Makers

No Maker can commit an action that would effect or restrict the powers and abilities of another Maker, except under unique circumstances and with the permission of the divine engines and/or the storyteller. Makers can however, use actions that can create methods of gambling divine power points or actions that would allow them to have a chance of stealing another Maker's points although they will also have a chance of failing to steal power and will perhaps lose some power points instead. They can also use actions to give away power points if they so choose.

Making Territory

Although a Maker is not able to just claim an area for themselves, declaring it completely hands off to other Makers. They can spend points to make an action to rope off an area as their own. Other Makers will still be able to interact and infleunce the area, but the extent of which they can do so will be severly limited. Also there is only so much of an area that a Maker can call their own, and when they do attempt to claim it there is always a chance that their claim will fail. There are a few benefits to having your own territory though. For example only someone with territory can make a pact with another Maker to create or join a Pantheon. Also a Maker's territory is embued with their essence and power, and will grow and evolve quickly and positively with little interaction from it's patron Maker. A Maker with territory is also able to store up much more divine power points, and can even store divine power points into their territory making it more powerful and interesting at the same time able to draw those points back any time for an action.

Actions interacting with the Game directly

Now under unique circumstances with the divine engines and/or the storyteller's direct permission, a Maker might be able to attempt to commit a powerful action to change or add/take-away from the Game itself. This is actually possible, but very very difficult.

Secret Actions

The Lady allows the Makers to make one secret instance per week, with the ability to save up three secret instances, extras are burnt off. A Secret instance is an action or number of actions following the same rules as a normal instance communicated directly in secret (private message) to the appropriate divine engine or the storyteller himself. No other Maker will know of the Instance or who commited it, only seeing the results and the effect. The Maker who commits the secret instance can reveal what they have done of course, otherwise the Makers must figure out what they can from the results themselves.

Actions of Knowledge

Similar to secret actions in a secret instance, these actions are also commited in secret instances although they don't count as one of the limited secret instances afforded you by the Lady. You get one secret instance for use with Actions of knowledge per month and you cannot save up more than one. Also the points required per sentence and for level of enhancement are doubled for the Instance. It's worth the cost though as an Action of Knowledge allows you to ask a specific divine engine or the storyteller himself a direct question that they must answer. Be warned though, the answer you get will vary depending on who you ask.

Divine Request

Like Actions of Knowledge and Secret Actions, a divine request is commited in a secret instance. Now unlike actions of knowledge and secret actions Makers don't normally start with the ability to make a divine request. This is something a Maker must earn, and the method of earning the ability to make divine requests is mostly a mystery although I will reveal that doing things to please the divine engines and the storyteller is one way to go about it. When you earn a 'divine request' you can hold onto it until you use it, than it's gone until you earn another one. You can only hold onto one divine request at a time. The Maker of Spirits is the only Maker who starts automatically with one divine request. A divine request is a pretty big deal, it follows the same double-point rule as an action of knowledge. A Divine Request allows a Maker to make a direct request of one of the Divine Engines or the Storyteller himself, this request must be fulfilled on some level by the Divine Engine or the Storyteller, though be warned that the Divine Engines and the Storyteller will not always be pleased by a request and might find a creative way to put a twist into the request, making things not necessarily turn out the way you wanted.

Creation vs. Destruction

Only the Maker who has created something can destroy it completely, although if the creation is weak enough another Maker can certainly come very very close, depending on what the Maker is attempting to destroy there will be more than likely be some remains and the effect of it's destruction will perhaps ripple through existence.

Descriptions

Although Instances can have one or more Action Sentences describing in essence the Action of a Maker, the Instance can also include as much flavor text describing the Action in depth as you wish. This also enhances your chances of getting exactly what you want out of your action as you can further describe the effect and desired result of the action. (Let it be noted that although you are allowed and encouraged to describe your action(s) and desired result at length, that doesn't necessarily mean you'll always get what you want. It certainly betters your chances, but there can always be that unforeseen variable that changes everything.)
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Re: Introduction to the God's Game

Post  The Storyteller on Sun 14 Feb 2016, 6:03 am

Pre-Birth

Not all the positions of the Makers are likely to be taken, and eventually we'll have other character types that probably won't be all picked up either. Now of course there will come a point when every character position doesn't need to be taken, but till that point we have a system to take care of that. This system is called pre-birth, basically until a player comes along to make a character for said position it will be held by a npc 'great spirit'. All the Makers started as these 'Great Spirits' and as Players take up Characters the 'Great Spirit' is incarnated or changed into the 'Maker' that Player will be using.
Maker of Life: Artias, the Golden Pheonix
Maker of Fire: Sparka, the Dancing Flame
Maker of Shadows: Valia, the Eternal Starless Night
Maker of Earth: Gaia, the Elder Mother Tree
Maker of War: Arios, the Grand Construct
Maker of Magic: Sorcerenus, the Winged Serpent
Maker of Light: Fayth, the Blinding Light
Maker of Winds: Krozo, the Storm King
Maker of Water: Karakia, the Deep Sea Kraken
Maker of Death: Necrios, the Grim Reaper
Maker of the Mind: Luna, the Gemstone Wolf
Maker of Love: Truth, the Terrible Beauty
Maker of Spirits: The Great White Whale
The Free Maker: Nameless

Stasis and Paradox

Stasis

If for any reason you as a player must a hiatus from the game, but don't want to be taken out and intend on returning at some point in the future there are a few ways to assure your Maker's survival during your absence. Stasis allows you to turn your character into an artifact, store yourself in a already existing artifact, or become a 'Great Spirit' while you are away from the game. This allows you to step away to deal with real life concerns when necessary, so have no fear and let me know if you'll be gone for a while.

Artifact Stasis

You can choose to become an artifact, This a tangible object that is indestructible and is likely to have many powers and abilities. Although you can define what kind of artifact this is, it's appearance, and to some extent it's power. It's up to the divine engines where it will manifest in existence and from that point on what happens to it and how it's used is out of your hands. When you return depending on whether or not you are willing to spend the power points the artifact will either be destroyed or will remain.

You can also store yourself in an existing artifact, on the plus side this means that the artifact will certainly remain after your return. The artifact will also likely be much more powerful than an artifact you just turned into on the spot. You can't just store yourself in any old artifact you create though, in order to store yourself in an existing artifact it must be made with the ability to hold and preserve your divine essence.

Great Spirit Stasis

You can also chose to go into Great Spirit Stasis allowing the Personality and Identity of the Great Spirit that existed before you to take over and basically control your character until your return. You can define to some extent the goals and desires you have intended for your character and the great spirit will follow these guidelines to the best of it's ability.

Paradox

If a Maker has not created an Instance or posted anywhere on the forum for 14 days or more they will be destroyed by paradox. When a Maker is destroyed by paradox they become an 'incarnation' of their Great Spirit eventually to be re-absorbed into the Great Spirit and ceasing to exit, the Great Spirit continuing on in there place up to the point that a new Maker is born from the Great Spirit.

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Re: Introduction to the God's Game

Post  The Storyteller on Sun 14 Feb 2016, 11:29 pm

Creating Artifacts

There are many types of artifacts, one type has already been explained the stasis artifact created when a Maker turns themselves into an object for the sake of stasis. The other types are all considered items of power. (You can even create an item of power to store yourself in when going into stasis.)

An Item of Power is not the same as a magic item and it does not have to obey the rules of magic as they are defined by the Makers.

When creating an object of power dependent on it's level of power, type of power, and number of powers there is a higher or lower chance of failure and even catastrophic backlash. The results are determined by the divine engines and the storyteller, if there is a backlash it will likely be pretty big and will be felt by all the Makers. Further more every time one or more of the powers of a divine artifact are used there is once again that chance of failure and or backlash, the probability of negative results being dependent on the type of power, and level of power.

When creating an Item of power you must spend divine power points like you would in an instance for making an action. Instead of spending it on a action sentence, you spend it on a power for your item. First you decide the type of item you want. A Destructive Item would require destructive divine power, a Creative Item would require creative divine power, and so on. You can embue an Item with up to 14 powers, each power requiring a divine point of the appropriate type. You cannot embue a Creative Item with destructive powers or a Destructive Item with creative powers, the only Item type that can hold different types of powers is a True Divine Item only able to be created by Pantheons. Also similar to action sentences you use divine points to enhance the level of power/effect that an item of power's powers have. Unlike a action sentence though you must spend points to give these powers some effect, if you spend no points to embue them with effect they will have no effect at all and you will fail to give the item the desired power. There is a limit to how much effect a power can have, you can only spend up to 6 points on enhancing a power.

Creating an Item of Power does count as an Instance and the points spent on the powers of the Item count as action sentences.

Types of Artifacts

Destructive Item

A destructive item has been given destructive powers.

creative Item

A creative item has been given creative powers.

Destiny Item

Using Destiny points a Maker can create a Destiny Item with specific destinies that the item will  bring about.

Preservation Item*

The interesting thing about the Preservation Item is that you use evolution points, even though the item has little to do with evolution directly. Instead the first power of this item has to be that it allows you to store yourself within it. It and the divine Item are the only two item types you can store yourself in for stasis. You may add more powers to this item, but they have to have something to do with protecting and/or nourishing an area, specific faction, or race of mortal creatures. Another interesting thing about this artifact is that if actually used for stasis unlike the regular stasis artifact, it's power grows exponentially and when the Maker returns the item will remain and have increased in power after containing the essence of it's Maker.

Truly Divine Items*

The Truly Divine Items can only be created by a Pantheon of Makers requiring them to spend multiple points to attempt success and out of all the items is the most difficult to successfully create without a backlash and causes the largest and most destructive backlash. It is necessary for more than one Maker to create a truly divine item. It can carry more than one type of power, can be used to store a Maker or Makers, and doesn't have the limits on number of powers, or level of effect for powers. When giving a truly divine item different types of powers you need Makers to spend the different points, to explain basically you want to create an item with destructive, creative, and preservation powers you would need three Makers one to spend the creative points, one to spend the destructive points, and one to spend the evolution points. If you want to create a power with both creative and destructive qualities the Maker spending creative points and the Maker spending destructive points, must spend double points on power effect and suffer a higher chance of destructive and catastrophic failure with consquences. Every step in the creation of the truly divine item must and will be tested. (Honestly it's just really hard to work successfully.) Also it should be noted that even though a Pantheon can make this item with qualities of destruction and creation, or what have you, they still cannot bend the rules of domain and one of the Makers of the Pantheon has to be designated to be the domain the item is bound to during the process of it's creation. Basically the Maker of Shadows, Maker of Water, and Maker of Magic get together to make the creative, destructive, preservation object, they decide to let the Maker of Magic 'lead' the process which means he initiates the instance for the artifact's creation and that the Item of Power no matter what is, will be defined and bound by the rules and limitations of the domain of Magic, if they let the Maker of Water lead than the item would be defined and bound by the rules and limitations of the domain of Water.

Mythic Item

If you somehow manage to figure out one of the secret methods to create a 'family' out of Makers you will gain the awesome benefit of creating 'Mythic' Items. Mythic Items are just like truly divine items following all the same rules, except that the Mythic item can have any of the qualities and follows all the limitations of all the domains of the Makers involved in making it. Using the example above basically the Maker of Shadows, Maker of Water, and Maker of Magic making a Mythic Item would have an item defined by all their domains instead of just one.

Lesser Beings and Items of Power

Artifacts more often than not, unless under unique circumstances will fall into existence and eventually land in the hands of lesser beings more than likely mortals. Once created Items of Power tend to be out of your control. Unique cases like destiny items or items with destiny powers are different. Although you can use destiny actions to manipulate and/or inspire the lesser being to use the artifact to your own ends, although they don't have to and sometimes won't.

*Destiny Items - Destiny Items will manipulate their surroundings to fulfill the 'destinies' they've been embued with and allow their Maker or Makers to use destiny actions to directly take control of the events transpering around it.


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Re: Introduction to the God's Game

Post  The Storyteller on Mon 15 Feb 2016, 12:59 am

Factions

Pacts

Any two Makers can make a Pact, being really nothing more than an official agreement between two Makers to work together and be friendly with one another. It doesn't really grant any benefits other than allowing the two Makers to work instances together, although they still have to follow all the rules of instances including the rule of one-type of action. Pacts do not require territory to evoke.

Pantheons

A Pantheon can be created by three or more Makers with territory come together and use an instance with creative action sentences to forge a Pantheon. When a Pantheon is forged it's a big deal the whole of existence notices a pantheon of Makers. Their territories will move to be near each other eventually merging into one large territory. Makers in a Pantheon can create truly divine artifacts together, as well as share instances to cast multiple-type actions in a similar way to creating truly divine actions. Another benefit of being in a Pantheon is getting a special pantheon instance and free action point that can be used by the pantheon as a whole, the unique action point must be used in this instance and can be of any type action and automatically has the optimal level of effect without a single point spent.

Family

A Family is a unique faction level for Makers, the methods for starting a family of Makers (and there are a few) are a secret. Although there might be a few hints here and there, I will say that one of them involves blood. Anyway being part of a Maker family is an even bigger deal than a Pantheon, and definitely has perks. One of them is being able to make Mythic items, another is being able to basically 'evolve' your domain, adding aspects of other domains from your family, being able to create actions and instances under the power of multiple domains and more.

Leaving a Faction

Once bound with another Maker or group of Makers, cutting the bond may not be easy. A Pact is pretty easy to dissolve, just officially declare that the Pact is no longer valid. A Pantheon or a Family is a much more difficult process. There are three methods in which one can sever themselves from a Pantheon or a family.

Breaking Ties

The first method 'breaking ties'is when a Maker wishes to leave a pantheon, but has no ill will toward the pantheon itself. They honestly for whatever reason just feel it's time to move on or something along those lines, they aren't upset with the pantheon nor do they wish the pantheon to be upset with them, although that depends on the pantheon sometimes. This is the closest you can come though to a respectful release from obligation and bonds. 'Breaking Ties' can also work in reverse if all the Makers in a Pantheon, but the one being ousted unite and decide to sever ties to a single Maker they can do so. There is minimal repercussions, although the territory of the Maker whose ties are severed is separated from the territory collective of the pantheon. That Maker can no longer contribute to truly divine artifacts or collective instances of the pantheon, nor can that Maker create truly divine artifacts or collective instances. Otherwise nothing else happens. It does require a destructive action either from the Maker, or the collective of Makers in the Pantheon to commit a Breaking Ties and the Maker must notify their Pantheon before hand and the same goes for the Pantheon notifying the Maker if it's the other way around.

*It's a similar process (in a sense) for a Family... only much more complicated. More details will be added when a group of Makers actually manage to make a family.

Shattering Bonds

The second method 'shattering bonds' is when a Maker wishes to leave a pantheon because they feel that the Pantheon is corrupt or in some way abusing their power. Basically this method is for Makers who wish to break away from their pantheon and hope to do some damage on the way out. It's a little tricky though because it requires you to commit a request action of the storyteller, asking to be released from the pantheon and the reasons why. If the storyteller judges your reasons just and true than the storyteller will react. Now what happens depends on the situation, if the pantheon really has been doing things that break the rules or something along those lines, than there will be a punishment for them. If the responsible party is just a Maker or two and some peace can be made with the rest and you want to salvage the bond than you might not even have to give it up. As you can imagine attempting to shatter your bond can have various strange and outlandish outcomes as you are involving the storyteller in your affairs.

*Once again a similar, but more complicated method exists for a Family, but they'll remain a secret for now.

Burning Bridges

The third method 'burning bridges' isn't really a method as much as a punishment. I can't imagine anyone would want to intentionally pursue 'burning bridges'. Basically when a Maker starts acting against their Pantheon, and the rest of the Pantheon becomes aware they can cast a collective instance to destroy their bonds with the Maker similar to the sort of instance they would make for breaking ties, except they don't need to forewarn the specific maker and they also need to cast actions to destroy the Maker's territory in the same instance. Although similar to the 'breaking ties' instance the result is very different. Not only does the 'burning bridge' actually cause the Maker in question incredible agony, their territory can be almost completely destroyed as a result and their power severely restricted for a time afterward. Although the end result may be a little varied depending on the details of the destructive actions of the other makers, it's usually the same. The Maker's territory is practically obliterated, the Maker's divine power gain is restricted and slowed, their ability to take actions is more limited, and above all the Maker is marked in a way that any other Maker would instantly know that the Maker has betrayed their previous pantheon and is black listed in a way.

*Now there are a few ways to do something like this for a Family, all of them are more complicated and a few of them might even lead to the Maker's death, one leads to a Maker's True Death and depending on the situation might lead to me kicking the player from the game. (Don't worry it would only end that way if the Player really really really deserved it.)


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Re: Introduction to the God's Game

Post  The Storyteller on Mon 15 Feb 2016, 1:45 am

Volumes and Chapters

Now Volumes are interesting and we'll see how this works in the end. Basically each volume is a portion of time in existence as we progress through the game we'll be progressing through volumes. To some extent based on your actions and creations the plan for volumes and chapters might change. Each Volume is composed of several chapters which are smaller portions of time within the volume. Now the big difference between volumes and chapters is that as chapters progress a few aspects of game play may evolve and change, but 90% of the time stuff will be added to game play not taken away or to drastically altered. Now when a volume changes the game play might undergo a drastic change for example going from playing a god-like character to a more mortal with superpowers character or something along those lines. Before a Volume can be finished and we can move onto another Volume, certain requirements will have to be met, as well as a End-Volume Event and likely challenge be completed and a vote among the players to move onto the next volume. If the Event/Challenge is completed, the requirements met and the vote run and the players decide against moving to the next volume the divine engines will start becoming more active and liberal with their power, eventually the storyteller will run another vote and if the players decide against it again the divine engines will become very active perhaps even starting to move out of balance and the storyteller will start messing with stuff which won't be fun for anyone. Basically the votes will continue until everyone decides to move onto the next volume.

Volume Transition

Now depending on the volume that's ending and the volume we're going into this might mean different things, but usually it will mean that there will be an extended period of time passing basically a leap forward. You will be dependent on what you did and how you set yourself up at the end of the previous volume be returning to your character or coming into a whole new character with benefits and hindrances determined by your previous character's actions. You will also likely get a reward based on your actions in the previous volume, as well as the time spent involved in the game. (For example a character/player whose been around for three previous volumes will get a greater reward than a character/player who was only been around for the previous volume.)

What we have right now

Okay this is subject to change, as I said you guys are the ones making everything basically so this could be something drastically different dependent on what you do.

Volume I - The Makers
The Makers that's you guys, creating everything.
Volume II - The Archdieties (or The Architects)
The Archdieties, the children/creation of the Makers possibly to reign over a whole world or a collection of worlds we'll see...
Volume III - The First Gods
At this point we'd be trying to really settle the focus of the game on a single world, our 'first' world so to speak. The First Gods would be beings who would reign over this 'original world' and although severely limited compared to the Makers would still be pretty powerful, I already have the game play for this volume pretty polished and I assure you that it will still be quite fun. Dependent on Player Character Actions this Volume could last a really long time and the next volume really could be something different pretty easily.
Volume IV - The First Okai Tugra
It could be really interesting if things actually work out so that this volume happens, if it does than you will be playing basically 'super-powered' mortal characters.

Chapters

Chapters are smaller portions of time within Volumes as mentioned before. A chapter has requirements and sometimes will have an end event/challenge like volumes, although it's less likely. A vote will be held just like with a volume, with similar consequences if the end of the chapter is postponed. After a chapter's end their is a leap forward, allowing existence to move forward unmolested by the Makers for a time. When the next chapter starts the players will return to their characters with a reward for their actions during the last chapter and like with the volume reward their time spent in the game. Another benefit of a new chapter is that the Makers will have the opportunity to add to, or grow their domain giving them more flexibility with their actions.

Chapters for this Volume

*Of course subject to change.

Chapter I - The Existential Sphere
During this chapter the Makers build the foundations of everything.
Chapter II - The First World (or Worlds, or reality what have you.)
By this point the foundations of everything should be laid, and this chapter should deal with the Makers creating the first world, dimension, reality, or whatever at the very least laying the foundation for it.
Chapter III - The Multiverse
The defining of alternate dimensions, realities, and/or realms.
Chapter IV - The Universe
At this point hopefully we'll be settling our focus on a singular universe with other realities taking more of a 'side-show' position. Perhaps even starting to focus on a single world or collection of worlds.
Chapter V - The Solar System
We should really start focusing on one world or collection of worlds at this point, adding more detail and flavor to it.
Chapter VI - The First World
Now the First World should be coming into focus perhaps even having some living species on it, etc. Polish it up Makers!
Chapter VII - The Ascension of Life
Now in this final Chapter we should finish planting the seeds or polishing up the foundations of civilized species or what we hope will become civilized species.

Transition Address

At the end of every chapter and volume and an especially large one for the end of the last chapter in a volume the Storyteller and Divine Engines will give a long report summing up everything that happened in the chapter or in the case of the last chapter of a volume everything that happened during the volume, all the changes and growth and destruction. They will also include in the report those who had the most impact in the volume and/or chapter as well as those who were the most active, etc. They'll give a little epilogue perhaps some hints at what's to come. There will be another report of a sort at the beginning of every chapter and volume detailing all that came to pass during the leap forward and a small description of what the player's are coming into on a whole.


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Re: Introduction to the God's Game

Post  The Storyteller on Mon 15 Feb 2016, 3:01 am

Domain

Each Maker has a Domain or Domains, In the beginning of the first chapter they start out with specific domains and only get the one. When we transition into the second chapter the Makers will be given the opportunity to gain a new domain or to change the first one. Every chapter you have the option to add a new domain, change an old one, or lose an old domain. You can only lose a domain if you hold more than one and you can't get rid of your original domain. When you add or change a domain it must relate in some way to your Maker's original domain or to their primal element. For example the Maker of War cannot add an aquatic domain to his portfolio, but he may add something like weapons, fear, or strife, although there are some weird extensions to the rule that would the Maker to have some unique portfolios like for example the Maker of War could add the domain peace as it does relate to war being it's opposite in some ways, although not directly as the direct opposite of War is Love. Although it should be noted that when part of a pantheon and/or a family there are allowances for adding or changing your domain relative to the domains of other Makers in the Pantheon and/or Family. Another note is that there is a limit to the number of domains a Maker can hold, normally this limit is three although a Maker belonging to a Pantheon may have five domains and a Maker belonging to a family may have seven domains. There is a unique method to gain the ability to have 14 domains, but this method is a secret.

Limitations of Domain

The First Law of Domain - You must try to keep your actions relating to your domain in some way. Any actions of a Maker that obviously and blatantly ignore their domain will have consequences. You cannot just ignore your domain, for example the Maker of Death making a living immortal, or the Maker of Life making zombies, or the Maker of Fire creating a big wet blue ocean, or the Maker of Water creating a volcano.
The Second Law of Domain - You may infringe on another's domain as long as the actions in question still relate to your domain in some way. For example the Maker of Water creating fire-breathing eels or the Maker of Death creating a plant that makes zombies.
The Third Law of Domain - You may use evolution divine power to change your existing domains during a chapter, but if you do so you must change the domain to something similar to what it was before. For example a Maker of War can foresee that that War is something that's going to be scarce for a while, he would use divine evolution points to make an instance with an action changing his war domain to the competitive domain.
The Fourth Law of Domain - You cannot commit actions that cross-over entirely into another Maker's domain. Dependent on how far you over-step you will get a response from the divine engines perhaps even the storyteller himself. How they react will also depend on the situation and just what the Maker is trying to do and how they infringed on another Maker's Domain. For example the Maker of Water attempts to create an eel entirely out of fire, now although the eel being an aquatic creature does fall into the water domain making it entirely composed of fire makes it something that goes too far into the fire domain. Now a possible response to this, that's a little gentle I think, but still would be a potential response is changing it so that instead of a true fire eel, it just appears like the eel is on fire in the water perhaps there is even a heat and burning pain that occurs when something gets too close to it, but that would be all.


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Re: Introduction to the God's Game

Post  The Storyteller on Mon 15 Feb 2016, 3:30 am

Technology

Technology in the game will progress more or less normally. Robots and Computers won't be showing up until after reading, writing, and math is invented and so on. Of course just what kind of technology and how it will develop is also going to be very dependent on the spiritual, scientific, psionic, and mystical laws defined by the Makers. Most of the time though technology will eventually begin and advance at it's own rate depending on a variety of factors.

Makers can however help inspire and promote their creations using divine destiny power they can manipulate, inspire, or even communicate to some extent using things like dreams and visions with lesser beings. A Maker can also attempt to create advanced technology to give directly to their creations or other lesser beings, although depending on how this done the results could be horrorfic. If a Maker just creates some random piece of advanced tech and gives it to a group of lesser beings depending on how advanced the lesser beings themselves are they might not get what it's supposed to be, they might just treat it as a paperweight and that's the best case scenario. For example you give a caveman a television he's most likely to just smash it for the hell of it. Give him a gun he'll probably just throw it away, if you're lucky. Then of course there is the other side of the spectrum like give a caveman a gun and he does figure out how to use it and than you've unknowingly have predestined the entire species to be a warlike conquering race that will become the greatest monsters throughout the known universe, you know that sort of thing. Be very careful when putting advanced tech in the hands of lesser species as it will almost certainly draw the attention of the storyteller who is not known for taking to this sort of thing kindly. Although it should be said that to some extent if one is very careful about what they create and if they are willing to spend enough divine power on the action they might create something mostly non-lethal and capable of benefiting the society of lesser beings that is simple and easy to figure out and use, in these rare cases the Maker might actually be successful in making something the lesser beings might actually use and use without repurcussions in these rare cases though it is very likely for the lesser beings to percieve this as an act of the divine and that the item itself is some sort of divine relic. Don't be surprised if they start worshipping it and if over time strange cults, secret orders, and religious wars begin.

Advanced Tech as an Item of Power

Now if you are actually willing to spend the points to make the Advanced Tech as an Item of Power not only is it more likely to survive it's encounter with lesser beings, but you actually enhance the chances of things going well. Advanced Tech as an Item of Power is more likely to be accepted by your people as a relic of divine power although this might have it's own repurcussions as stated above. Although the clever Maker who makes certain the advanced tech has a destiny or two tethered to it might make certain that the advanced tech won't be ill-used.
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Re: Introduction to the God's Game

Post  The Storyteller on Mon 15 Feb 2016, 5:37 am

Heroes and Villains

All Makers can make 14 Heroes and/or Villains per Chapter. There are two methods for making heroes and villains. Depending on the method used to make the hero or villain they may or may not be able to be to communicate with their maker directly. If they can't they may be influenced using destiny points like other lesser beings. Depending on the method used to make the hero or villain they may or may not be nothing more than a speaker for the Maker and leader of other lesser beings to do positive or negative things.

The Difference between Heroes and Villains

Heroes whether chosen or created are positively aligned tending to be drawn more to creation and progress and helping other lesser beings usually of the same or similar to themselves. Villains are the opposite they are negatively aligned tending to be drawn more to destruction and domination, more likely to forcefully take control or harm other lesser beings regardless of what they are. Another unique difference is that either method of making heroes and villains allows a Maker to grant the hero or villain powers although by different means. A Hero has access to creative powers, but not destructive ones and a villain has access to destructive powers, but not creative ones. (Although there is some allowance for overlap).

True Heroes, Anti-Heroes, Gray Wardens, and Ultimate Villains

A Pantheon using methods unique to whether they are choosing or creating a hero or a villain can make a True Hero, Anti-Hero, Gray Warden, or Ultimate Villain. This is sort of like making a truly divine item, or a collective instance with multi-type actions. It allows you to make someone who could potentially have both creative and destructive powers.

True Hero

A True Hero is drawn to travel and help all those they come across regardless of similarities and/or differences. They tend to be pure of heart and soul, etc. They also can have creative and destructive powers although their powers should lean towards creative. True Heroes are actually limited to one to three powers, instead they benefit from heightened intellect and general cleverness.

Anti-Hero

A Anti Hero is drawn to help others like a hero, but tends to be more aggressive and a little darker about it. The benefit of having this more violent and negative type of hero is that they can have creative and destructive powers leaning towards destructive.

Gray Wardens
A Gray Warden isn't really drawn to help or hurt anyone, if anything they are drawn to help in the very limited aspect of preferring peace and willing to go to great lengths to ensure peace within the limited area they call home. They tend to create sanctuaries where any being can come and find themselves protected. They inhabit the gray area between hero and villain. They can be granted destructive and creative powers and aren't required to lean one way or another. They are also unique for being the only type of hero/villain that is allowed to have preservation powers even able to be given the power to be used as storage for a Maker during stasis.

Ultimate Villains
A Maker would be strongly warned against creating an Ultimate Villain, they may be allowed to potentially have creative and destructive powers leaning either way, but it's not worth the risk as they are the most likely to rebel against their Maker and even attempt to work against all Makers.

Choosing a Hero or a Villain

The first and easiest way to make a hero or a villain is to chose a lesser being to serve as one. You must use an instance and an action to do so, a creative point should be used to make a hero, and a destructive point should be used to make a villain. Using this method you can quickly and simply make a hero or a villain, but they'll have no powers or blessings.

Powers

In order to grant powers to a chosen hero or villain you must use actions. For a hero you have to spend creative points to grant creative powers, destructive points for destructive powers for a villain, a hero or villain can be granted physical powers by using evolutionary points, destinies can make certain the hero follows the path you desire as well as grant some power in their own right if used the correct way. A Chosen Hero or Villain has a limit of three creative or destructive powers they can be granted, three physical powers, and a singular destiny. Chosen True Heroes, Anti-Heroes, Gray Wardens, and Ultimate Villains have a limit of seven creative and destructive powers, seven physical powers, and seven destinies. (This doesn't include the additional free power they gain upon creation, nor does it include the stasis power or powers as well as any preservation powers of the gray warden.)

Blessings

A Maker can bless a hero or a villain by using actions in an instance to spend points on the chosen lesser being. It's a very similar method as granting powers only the effect is different, instead of giving the hero or villain a power they enhance the chances of the hero or villain acting/progressing a certain way. Creative points ensure creativity and purity, Destructive points ensure destruction and corruption, Evolution points ensure growth and learning, and Destiny points ensure greater deeds and garnered renown. Chosen Heroes and Villains have a limit of three blessings they can have. True Heroes, Anti-Heroes, Gray Wardens, and Ultimate Villains may have up to seven blessings.)

True Hero: In order to chose a True Hero the pantheon must chose from one of their collective's existing heroes than use a pantheon instance and collective actions to ascend the existing hero into a true hero. The true hero will automatically get a free power defined by the Makers who came together to make them. The Makers who chose this true hero must grant them their powers and blessings in the pantheon instance they used to chose them if they wish them to have more powers and any blessings as they will not be able to grant powers and blessings afterwards. Creating a True Hero is a huge deal the whole of existence will know and a pantheon can only create one singular true hero a chapter.

Anti-Hero: In order to chose a Anti-Hero the pantheon must chose from one of their collective's existing heroes or villains than use a pantheon instance in a similar fashion to the method they would use to chose a true hero. The unfortunate hero or villain will undergo an ordeal that will turn them dark (or in the villain's case light) in the process they will become an anti-hero and be granted one free power defined by the Makers that chose them. Just like with the true hero any additional powers and blessings must be granted using the same pantheon instance that was used to chose the anti-hero. Also like the true hero a Pantheon can only create one anti-hero per chapter.

Gray Warden: Now this process is a tad more complicated than the previous methods of choosing a true hero or a anti-hero. It starts off in a similar way, the pantheon uses the pantheon instance to chose a gray warden from one of their existing heroes or villains. Now it starts getting a little different, for one the instance starts choosing the hero or villain to be the gray warden, but unlike a true hero which costs creative points or a anti-hero which requires a destructive and creative point the gray warden requires evolutionary points. Second directly following the action choosing the gray warden the pantheon makers must spend an action giving the gray warden the power to store a Maker, to make a 'gray warden +1' of a sort follow this with a power to store multiple Makers. Than like the true hero and anti-hero make sure to follow all that with whatever powers and blessings you want the gray warden to additionally have. Now after that's done don't be disappointed the gray warden will show no signs of becoming a gray warden, well that's because they haven't and they won't not until one of the Makers involved in creating the Gray Warden goes into stasis and stores themselves in the Gray Warden. When a Maker stores themselves in the Gray Warden for the first time they will be stuck in stasis for a whole 24 real time hours, but during that time the Gray Wardens powers will not only awaken, but be exceptionally stronger than normal until the 24 hours is up. After that point the Maker can return and the Gray Warden will retain his powers, although they will return to their normal state. The Gray Warden also gets an additional free power defined by the Makers who chose them, if the Pantheon went the extra mile and made a 'Gray Warden +1' than they'll gain another additional power of preservation that allows them to claim a small territory to create a 'sanctuary' where lesser beings cannot cause harm to one another. Another unique thing about the Gray Warden to keep in mind is that they are the only hero/villain type that can utilize preservation powers.

Ultimate Villain: Once again I would strongly advise against choosing an Ultimate Villain, but if you're determined you would use a pantheon instance and destructive points for the action choosing an ultimate villain from an existing villain. You would grant them powers and blessings in the same instance just like the previous methods. The ultimate villain gains an additional power defined by the Makers that chose them.

Creating a Hero or a Villain

Now when you create a hero or a villain it's like creating any lesser being except that they are unable to lead to a species, and must be in some way unique from other lesser beings. Now it's more difficult to create a hero or a villain and it tends to lead to far more potent results. You use an instance and actions like you would make making a lesser being, except you use creative points for a hero which is the same as for creating a lesser being, but destructive points for a villain unlike creating a lesser being. When creating a hero you may tether them to a lesser domain relating in some way to your own, a territory or a group of lesser beings. If tethered the hero will watch over, tend, and protect their charge. A villain can also be tethered to something although they will draw power from whatever they are tethered to are unlikely to care for it in any way. All created heroes and villains gain an additional free power defined by the Maker that created them.

Powers

The interesting things about created heroes and villains is that once you've spent the instance creating them you cannot grant them more powers, so like the true hero, and so on from the choosing method you must make sure to give them all the powers you want them to have in the instance used to create the hero or villain. Although unlike chosen true heroes, anti-heroes and so on, the created heroes and villains have a tendency to start developing and gaining new powers all on their own. This isn't a quick process, but it is happening. Another thing to note is that all created heroes and villains automatically get a free additional power on top of the regular one that makes them unable to die from natural means. Also created heroes and villains have a higher limit on the powers they can have when you make them, instead of just three of each type of power they can actually have seven. True Heroes, Anti-Heroes, Gray Wardens, and Ultimate Villains can actually have up to 14.

Blessings

Fortunately you can still grant blessings on a created hero or villain after the instance in which they've been created. You grant blessings for them the same way you would a chosen hero or villain. Unlike the chosen the limit of blessings is higher though, created heroes being allowed seven blessings and created true heroes, anti-heroes and so on are allowed 14.

Creating unique heroes and villains

Although you can create true heroes, anti-heroes, gray wardens, and ultimate villains, the methods for doing so are going to remain a secret for now. I will only say that although the methods are similar to choosing them they are a tad more complicated and most of them require a Maker Family not just a pantheon.

Synthetic Life and Items of Power

Now if a Pantheon is willing to undergo the complicated and harrowing process of creating a powerful sentient truly divine advanced tech item of power capable of storing a Maker or Makers you may have just achieved the first step to creating a Gray Warden, although I can't tell you much more than that. I can say that this sentient item of power can undergo the process of being chosen to be a Gray Warden and through that process the synthetic gray warden to be may or may not create a synthetic life form for you, as well as may or may not end up qualifying as being a 'created gray warden' if you want to know more attempt to achieve it.

Ascension

It should be noted that any hero or villain or above regardless of chosen or created has the potential to 'ascend' becoming a divine being or even a Maker themselves. If they manage to do so they will likely act as a NPC loyal to the Maker who chose/created them. Of course there may or may not be the option of a player taking them over, to some extent it will be up to the divine engines, the storyteller and the Maker responsible for the hero, villain, what have you in question. Although a Maker cannot completely guarantee that their hero or villain will manage ascension they can enhance the chances through destiny actions, powers, and blessings.


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Re: Introduction to the God's Game

Post  The Storyteller on Mon 15 Feb 2016, 8:21 am

A few last things to cover

Just to make sure I didn't cover anything I missed and wrap up.

Lucky Items of Power

Lucky Items of Power are unique items that can be created by Makers, using evolution points like with a preservation artifact. The Lucky Item of Power unlike other Items of Power does not have powers, but instead is embued with the ability or abilities to enhance certain skills, physical, or mental attributes they can even be crafted to enhance mystical, spiritual, and/or psionic abilities.

Faith and Worship

Although to some extent this is dependent on the spiritual laws of existence as they are defined by the Makers, but normally when lesser beings begin to worship you, if enough of them do so and for long enough a Maker will be allowed to communicate more easily and directly with them as well as grant the faithful as a whole especially the clergy if there are any powers and blessings as if they were chosen heroes or villains. (Although it should be noted that the effect of the powers and blessings will be less then those granted a hero or a villain. Although on the other side of the coin faithful especially clergy get the benefit that there powers and blessings will increase in strength and effect if they are in a possession of an artifact made by the Maker they worship, even more so if the artifact is a preservation artiface, more so still if it's a stasis preservation artifact. There powers and blessings will also be enhanced if the stasis artifact is being used by the Maker in question and will be enhanced if they have more than one artifact getting a boost for each artifact they maintain possession of.

A Random Warning

Existence is barely even brand new and there are already mysteries and secrets within secrets. Not only methods for gaining power, but something else even more interesting. A hint, the Makers and the Divine Engines and the Storyteller are not alone, there is another player on the board representing a faction of players who lay waiting just outside the existential sphere. What is their purpose? their intent? It's a mystery, but you've been warned.
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Re: Introduction to the God's Game

Post  The Storyteller on Fri 19 Feb 2016, 7:12 am

Alright another little thought a rule I realized while reading over the boons and curses and thinking about how domains will probably be changing over the chapters I've decided to add a little rule that might benefit or hinder (depending on your perspective) you, when considering changing or adding to your domain. If your domain is altered or added to than you'll lose both your boon and your curse from your starting domain, only being limited by your domains in what you can create and manipulate basically.
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Just a Note

Post  The Storyteller on Mon 29 Feb 2016, 9:00 am

Any Forum with 'IC' or 'In-Character' before it's name is an In-Character Forum. Which usually means you can post in-character within it. Right now that's the 'Existential Sphere' and the 'Primal Nexus', in the Existential Sphere you must obey the rules of instances and actions and have a limited number of times you can post; in the Primal Nexus you are not bound by those normal rules and can post as much as you like as long as you follow the 'Laws of the Primal Nexus' described in the Information thread in the Primal Nexus Forum. I suspect that some people might be having trouble seeing the Primal Nexus if such is the case please let me know.
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The Primal Nexus has Rules Too!!!

Post  The Storyteller on Fri 11 Mar 2016, 2:22 pm

Okay Guys!!! There seems to be a lot of confusion about some stuff, so at least one of the things that apparently is confusing is that the Primal Nexus actually does have rules! Their called 'The Laws of the Primal Nexus'! You can find them here, at this thread right here. http://storysgodgame755.forumotion.com/t10-information-on-the-primal-nexus-read-before-posting

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Another new rule partially to clear up some confusion, partially thanks to a member's ingenuity

Post  The Storyteller on Tue 15 Mar 2016, 3:58 am

Okay just a reminder and to clarify if I never made it very clear... really gotta clean up the information section here... anyway so when you make Laws to define a Force in the Existential Sphere. For example Magical, Psychic, Scientific, Spiritual and now War Laws should be paid for by destiny points specifically. Fate is the one who manages and maintains these Laws so remember that.

Although

if you like Zargor wish to create a New Force in the Existential Sphere to be defined by Laws like the Force of War you would actually use creation points. First to define the Force itself in it's own action like Zargor did in this post.

Zargor wrote:Mind isn't his sphere.  But war is.

So what is war? It shouldn't need defining, should it? But it does.

Because Zargor wants to create very bright lines now between what is war and free will, what is merely violence and what is death.

War as he definies it, is organized conflict.  Organized, in this case means at least two minds working in concert against another mind.  War doesn't HAVE to involve violence.  War can be a conflict of words.

But is a bunch of people talking really war? Does it FEEL right?

No.  War isn't merely organized conflict.  It is organized conflict with groups working in concert where the stakes matter to them as much as life and death itself.

So life and death in armed conflict in the old regular sense are clearly war.

But an army of mages that stun people, not just killing them, but who then steal their free will would also clearly be war.

There is a reason for defining this.

War shall have rules.  War shall have consequences.  War shall have a cost.

All these things are to come, but for now, he is merely defining it.

Zargor defines War as organized conflict with results that matter to at least one of the parties as much as life or death itself.
Zargor spends 5 creation points.

Then follow up with an action that creates the First Law of that force using once again creation points. The First Law of a New Force is the only Law that can be only created using creation points and not destiny points.

For example what Zargor did here:
Zargor wrote:Peaceful conflict is good.  Peace means working together to solve their results together, but sometimes people will attempt to impose their will on others by means of force.

Zargor knows that to prevent this would be to make the sto...creation, meaningless.  

He isn't even going to try.

But at the same time not every st....creation..is the same.  And so he has some control, albeit within heavy limits.

He's going to keep it vague now, but its rather simple.

A being who starts a war must pay a price for it.  The price must be real TO THEM, not merely a sacrifice.  If the price is intentionally paid, the cost is less.  But if the person starting the war tries to foist the cost off on others, such as 'sacrificing' a bunch of captivating enemies, then the price will be increased even more.

He isn't saying what the price must be, for now letting Fate or Entropy decide, whichever among them deems best, but if someone starts a war, without his leave, then there is a price to be paid for it.  He isn't deciding what that price is yet, but war is not to be exercised lightly.

The first law of war is that a price must always be paid to start it by the person starting it; barring War's exception granted.
5 Creation Points Spent

Now I will say that you don't need to break these two actions into two instances, but hey! Either way it will have the same effect.

Now, everyone thank, appreciate, and give Zargor kudos! If it wasn't for him this rule wouldn't exist and of course he was the first to break ground on and give us a concept of how to create a New Force to be defined by Laws. Pretty big deal and awesome for him!

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Re: Introduction to the God's Game

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