Legendhood (OOC)
09-10-2014, 11:26 AM (This post was last modified: 10-20-2014 03:43 PM by DenizenShipper.)
Post: #1
Legendhood (OOC)
[Image: TLOOZD1.png]

Let’s start with some history. Our story begins in the mists of chaos, a realm of endless possibility, where magic arises out of nothing, but where true form is negated by the absence of physical law. The mists stretch on infinitely in the four cardinal directions, bordered by airy void above and rocky fundament below. Normally, the mists are also unchanging; at least when considered on a large temporal scale. But even amongst the purest lack of order, significant events can be distinguished.

The first thing to happen was the Mountain. It’s big and dark and immutable. That’s it really. Not as bizarre as a lot of things that arbitrarily appear in the mists. However, it has a very crucial role in our story. By virtue of being too big and too immutable for the mists to dissolve, it has served as a refuge of order and form for lesser ragged, half-embodied mere concepts to cling to. Those concepts are you.

You are gods, forces of creation in an endless world of grey. To sustain yourself, and find your purpose, you must create a world, protect it from the titans of the mist, and then fill it with mortals dedicated to you with their hearts and minds. In this way, you will perpetuate the ideas that make up your essence and gain power beyond measure.

Are you even following along with this pointless fluff? Doesn’t really matter honestly, just try to stay awake for most of this. I know there’s a lot to read. If you’re finding it a slog, just read what you need to fill out the application, plus the Thread Etiquette section and then come back to this spot when have something specific in mind you want to accomplish.

Gods:
All gods have 3 things in common;

• They cannot be killed by age, violence or any other means.
• They can create something from nothing.
• They gain strength from the worship of mortals.

Other than that, all kinds of beings could potentially end up under the “god” label. Gods are born as pantheons, each of which is formed around some idea or collection of thoughts spat up by the mists of chaos.

Pantheons:
1 pantheon= 1 player. Your pantheon could contain just one god, or an infinite array of spritely deities. Regardless, each pantheon will have the same total capabilities when taken as a group, and normally share Acts between each other as necessary to accomplish their goals. Not always, though. Gods in the same pantheon have a tight personal connection to each other, and some are prone to emotional, volatile infighting. Of course, they could just as well get along swimmingly.

By virtue of being concepts wrapped in flesh (or rock or feta cheese or whatever), gods cannot be killed, however they are dependent on the minds of the more corporeal mortal species for support and their continued existence. Other than this, the exact nature and form of a god can vary wildly. There are many different kinds of gods, each acting on different aspects of mortal life. Some can change entire regions at once, indiscriminately, while others have a delicate enough touch to use their powers on individual mortals.

Specifically there are 6 classes of pantheon, acting on 3 different tiers.

Progenitors help shape the foundations of the world when it is first created, and continue to warp and expand it even as mortals come to live upon its surface.
The first class of Progenitor is the Architect. Architects have the power to create and destroy astrological bodies like the moon, the stars and the sun, as well as geological features such as rivers or mountains. The unliving portion of creation is their responsibility, and their works will likely underpin the rest of creation.

The second class of Progenitor is the Gardener. Gardeners have the ability to create life out of nothing, and shape life that already exists. Despite the name, this includes plants, animals and all other life forms. They will fill the spaces that astronomers create.

Archons stand above the growing world, leading mortalkind with wisdom or tyranny towards whatever destiny they see fit.
The first class of Archon is the Lord. Lords are capable rulers of mortals, acting either through blessed armies of followers or their own potent miracles. Either way, they cut an imposing figure, often literally sitting on the throne of an entire empire.

The second class of Archon is the Muse. Muses love to progress civilization by giving ideas or devices to mortals. They are less prone to viewing the world in terms of invisible national borders and more fond of focusing on cultural distinctions. Muses often see themselves as an inventor participating in the march of progress, or a benefactor handing down blessings to the primitives below.

Itinerants walk among mortals, inspiring them with their amazing capabilities and changing the world through unbelievable deeds.
The first class of Itinerant is the Warrior. Warriors have immense physical capabilites, which may or may not include huge muscles and the ability to swing a sword. A lightning-tossing maniac would fit the bill just as well. Whatever their powers, warriors excel when they are slaying monsters, leading armies and generally playing hero.

The second class of Itinerant is the Trickster. Tricksters are skilled and clever, beyond what a mortal could ever conceive. Maybe they’re actually a master of tricking people, or maybe they’re merely a talented craftsman. Or, for example, a trickster could be capable of making paintings so enchantingly beautiful that you literally can’t stop looking at them. Probably all three, in actuality.

If you’re confused, try this example.
Your worshippers don’t have enough water for their crops! How could you solve this simple problem?
Architect: Create a river, passing near their homes.
Gardener: Give them new crops which need less water.
Lord: Whenever they complain, make it rain for a few days. Be sure to make a big fuss about how generous you’re being.
Muse: Teach them what an aqueduct is.
Warrior: Carve a channel from the bare rock with your trusty (axe/blade/rubber ducky/etc.).
Trickster: Convince another group of mortals to give up some better farmland.

Classes don’t bar you from certain actions, but they do strongly influence the Act cost of most things.

All gods in a pantheon are of the same class. Pantheons come as a matched set, and all operate on the same scale. For example, most Norse gods could be considered as fitting the Warrior or Trickster archetype, wheras most Greek gods would be Lords or Muses.

Gods are magical entities, with many talents.
Acts:
Acts (with an uppercase A) are units of divine energy, which gods use to accomplish magical deeds of various kinds. For those of you who haven’t played a Godhood game before, your ability to cause changes in the world around you will be quantified as a specific number of Acts. When you want to do something, you spend a certain number of Acts trying to accomplish it.

Act Gain:
Everyone starts with 5 Acts.

The primary way to gain Acts is through worship by mortals. Worship can take many forms, but at its core it is the process of recognizing and celebrating a god, or their achievements. The more intensive an act of worship is the more attention mortals must focus on it and therefore the more power the pantheon gains from it. The best way to get mortals to worship you is by becoming an integral part of their lives. They’ll usually take care of the rest, but if you want to stipulate exactly how you are worshipped that’s certainly something you can discuss with them.

Additional Acts will be granted equally to all pantheons on the early turns of the game.

Finally, some bonus Acts are available. A scrappy god is a powerful god. If gods within the same pantheon spend Acts working against each-other, and the spending does not clearly benefit the pantheon as a whole, that pantheon may receive bonus acts on the next turn, equal to the amount spent. If you want your pantheon to be a mess of drama and infighting I’m generally not going to let you be punished you for it.

Almost all actions are associated with a class. They are listed in the following spoiler, sometimes with suggestions about the appropriate amount of acts to try it with.


Powers:
Some gods have exceptional abilities that come effortlessly, and do not require Acts. These may be innate or acquired, it matters not. Either way, they are very useful tools if your religion happens to be on the wane.

A Power is used in place of Acts. You do not have to pay additional costs based on your class when using Powers. Instead, you must explain how the Power was used to accomplish the task (it doesn’t have to be a good explanation. This is more of an A for effort thing). In this game, every pantheon has two Acts worth of Power per turn, and at least one god with a Power.

Powers are forces that a god is associated with; something that they are known for. You may select one general Power, something like “father of lightning; can call down lightning in any form at any time.” If you’d prefer, you may alternatively select several more specific, difficult to work with Powers, like “inventor of the true wheel; can command, create and find wheeled objects,” and “webspinner; catches, weaves and lurks more cleverly than any spider,” together. In either case, you still only get two Acts of Powers per turn.

Gods cannot die, but they still exist and know of all manner of consequences.
Limitations:
Gods are manifested physically at all times, and while they cannot generally be killed they can be inconvenienced, hurt or dismembered to such a degree that they cannot accomplish their goals.

Firstly, injury. An injured god may be too beaten to perform all their desired actions, if pushed to the point of unconsciousness or hacked into bits. Usually this is a result of conflict with some extremely powerful force, like a titan or a violent god. In this case, they will recover from whatever degree of disability was inflicted by the end of the turn, but whether they are fully restored physically depends on the god (basically whether you think scars are cool or not).

Secondly, inconvenience. This is usually through restricting movement. Gods can only perform acts at their own location. For example newly created animals will populate the area around them, and a fireball would originate from the god themself. As such, a well-protected area such as a sealed tomb or a throne room guarded by a legion of attentive archers can present a slight barrier to gods doing exactly what they want. It is also possible to trap a god within something like that, but generally the god’s natural fast movement is enough to dodge an attempt, unless they are taken utterly by surprise. Clever mortals may also someday find ways to subvert the absolute power of the gods, who knows.

A large pantheon may be able to compensate for the temporary loss of a working member, but if they spread out they could also raise much more ire from their surroundings overall.

Note that any of these delays can be avoided entirely with bit of foresight and the expenditure of a single Act for unlimited instantaneous movement (see universal actions).

Gods within the same pantheon can kill each other freely, as the idea underpinning them is merely transferred rather than destroyed. The last god in a pantheon is totally beyond mortality.

Most importantly, however, if a pantheon goes 3 whole turns without gaining any Acts, something bad will happen. It is possible that the pantheon will simply fade away, but likely the outcome will somehow be worse than that.

Answers to questions that I suspected would be asked:
Gods can know just about anything about the world, but it’s impossible to know everything at the same time. If your god wants to know something then you can message me to get an answer for the most part, assuming the question relates to the physical world on the present turn.

Your gods can look like whatever they want but people will still recognize them unless the disguise action is used.

There’s a difference between attacking somebody and fighting them. Fighting is a very useful, predictable way to kill someone. Yes, you can throw stuff at people as a Miracle Action and it’ll probably work but on the other hand it might miss or there might be large-scale unintended consequences. However, what makes the fighting action unique is that the god makes themself vulnerable by engaging their opponent directly.

After any interfering godly actions are factored in, the outcome of a fight is determined by a series of simple hidden values and not luck-based. Do not try and win a fight with the same number of Acts and no change in circumstances as the last time you tried it. It will not work.

Gods can cooperate when spending Acts (but not when using powers). To do so, the second, third etc. participants should state that they are cooperating with the first poster when spending their Acts. Unless the first poster objects by the time of the update, their efforts will be joined together. Everyone applies their own class multipliers separately to the cost of the action, but this is often quite beneficial, in much the same way that one six-foot wall provides better security than three two-foot walls. Empowering a blank artifact is a similar idea, but is treated separately, and can be done using powers.

If you want something done but it’s outside of your class consider trying to convince another god to do it first.

Answers to questions that were asked:
(09-10-2014 01:38 PM)DenizenShipper Wrote:  
(09-10-2014 12:53 PM)Chwoka Wrote:  I mean, the whole thing feels "arbitrarily restrictive" with "unnecessary limitations" (especially the Act Spending guide) — this is supposed to be a game about creating things, using your, you know... creativity, but the rules suggest that you're either worried we won't be able to think of anything, or worried we WILL.

The intention of the restrictions is to encourage collaboration between players. The same reason there aren't planets. Unless a god wanted to go out of their way to create their own separate ball of earth, which is absolutely possible just like just about everything else.

The act spending guide is for new players who may lack confidence or inspiration and because I don't see any reason not to overtly publish that information. It is as comprehensive as it can practically be because the class system forces it to be. Feel free to ignore it I guess? Or if you want an estimate and a class for something not on that list, feel free to ask.

(09-11-2014 04:24 AM)DenizenShipper Wrote:  
(09-10-2014 12:21 PM)Demonsul Wrote:  I also disagree with the setup of the class system. It seems arbitrarily restrictive, particularly limiting artifacts of any significance to a single class.

Unless the effect of the artifact is also within the class actions of a Muse, Muses will also be paying some form of modifier while making artifacts.

There are other ways to make magical items. Simply crafting them with Trickster skills is something that's mentioned in the description of the Trickster class.

As for other classes, it was my intention that one of the gamelike parts of this game would be experimenting with ways of creatively exploiting class actions to get what you want.

(09-11-2014 11:11 AM)DenizenShipper Wrote:  
(09-11-2014 08:04 AM)Sotek Wrote:  Okay, so. Here's a further question.

if a God has a Power that is from a different tier (that's a concerning phrase, by the way, because it suggests that some of these are specifically weaker than others?) ... are they unable to use it, because the minimum cost is 3 acts and they only get two Power acts?

They are able to use it, as multipliers never apply to Power use. Everyone's powers ignore class and tier. It's your "get out of class free" card for the turn. Also note that powers don't have tiers. They are literally just a flavor for that card to take so your god is unique next to other gods of the same class (if applicable). You can create literally any effect from the list, or beyond if necessary, using your Powers as long as it's two Acts worth or less.

As for the bracketed stuff, I would have covered that in the original post if I'd known there'd be concerns about balance between tiers, I'm sorry. Saying that some tiers are specifically weaker than others is... one way of looking at it. Progenitor powers influence a large region for a few acts, changing entire landscapes and the like. However, there is a tradeoff to that. All of these powers are very, very indelicate. Itinerant powers, meanwhile are much smaller in scope and much more precise.

For example, compare the fight action at the Itinerant tier (the "right" way to do combat) with the miracle action at the Archon tier (a more jury-rigged solution). Both these actions can be used to throw lightning bolts at somebody you don't like. But there are a few fundamental ways that they're different.

The miracle action allows you to create a lightning bolt and throw it. However, it doesn't specify that you'll hit your target. If you try and slay a single person with a lightning bolt, it could go wide. More likely, it will hit, smite its target, and also kill several other people in the process because the tier of the action was not entirely appropriate for the goal.

The fight action allows you to hit people with lightning bolts. The bolts may not be enough to kill an extremely powerful opponent, but generally this option is preferable because you will engage your target and only your target. It probably won't lead to unexpected outcomes like a miracle would.

Not to say that the miracle is a worse choice in all situations. Note that both options end with the target dead the vast majority of the time and alive occasionally. Against a particularly massive or dangerous titan, it may be safer to operate at a distance, using powers at the Archon scale rather than fighting them face to face.

To iterate more clearly from the original post;

Progenitors=landscapes
Archons=towns
Itinerants=individuals

Also, what kind of action were you hoping to see included in Trickster?

(09-11-2014 09:43 AM)Supernerd Wrote:  Gods will get more acts when they have mortal worship, and it should also be possible to save acts from previous turns to use all at once.

Act saving should be, and is, possible. Power saving is not though.

(09-11-2014 03:47 PM)DenizenShipper Wrote:  
(09-11-2014 01:37 PM)Supernerd Wrote:  What is the difference between acts and power?
See the op. Short form;

Acts
  • Earned
  • Can be stored
  • Can be spent in conjunction with other players' Acts
  • Most effective for actions within your class and tier


Powers
  • Gained Automatically (equivalent to 2 Acts per turn)
  • Cannot be stored
  • Cannot be spent in conjunction with other players Powers (or Acts)
  • Uniformly effective, but use should contain words about how the power was applicable

(09-14-2014 04:26 PM)DenizenShipper Wrote:  
(09-14-2014 10:55 AM)Supernerd Wrote:  Did I fill out my application correctly? Other people are interpreting the "power" section differently.

Technically, the only incorrect powers are overly general ones. Yours was more along the line of what I expected than most. I'll explain more.

What should be going in your application is the in-universe description of your power. I don't need a mechanical interpretation of it. Every power does exactly two acts worth of things (again, with no modifiers) and that can be pretty much whatever thing you want on any given turn, once you "justify" it.

The only restriction on creating your power is that it can't be something so general it's bland, like "I can wish whatever I want into existence," so the justifications don't put everyone to sleep.


Act Spending:
Free Actions:
Your gods do not have to spend any acts to
• Move from place to place very quickly in any direction (but not instantaneously, or without being seen, or through a solid object like a cage).
• Carry a small inanimate object.
• Make short, simple statements to mortals.
• Use an artifact or magical object.

Universal Actions:
All gods pay the same amount to
• Push back the mists of chaos. Well, from a metaphysical perspective it’s more complicated than that, but that’s what it looks like to mortals. Basically, this is the action used to retrieve usable land from the mists of chaos for you to create on and mortals to live on. By default, new land is a wasteland of grey rock. Be warned that pushing back mist is likely to disturb titans. (The initial cost of this action is 1 Act per unit area, but it will progressively become impossible as ingame turns pass.)
• Create or modify mortals. This creates a mortal race from scratch or modifies an existing mortal race. Creation works the same way as creating an animal (see later), except that mortals automatically come with average intelligence, some form of grasping appendage and a society with knowledge of fire, basic stone tools and a calendar, unless you’d like to opt out of any of those things. Modification also works the same. (Cost is identical to animals.)
• Do things with souls. Gods have quite a bit of power over mortal souls, possibly because of their similar inherent nature. What is a soul, but the idea of a person after all? Gods can do just about anything with a soul, except destroy it. They may for example confine a soul indefinitely or create a parallel dimension where souls do have the power to change things. (Cost is variable, but generally much less than performing a comparable action for a living, tangible mortal. The exception is if the physical world or living, tangible mortals are involved in any way, in which case it will be full price.)
• Summon haunts. Haunts are the spirits of mortals who wish to accomplish some task. By summoning them, you allow them to physically manifest and try to do that thing, then fade back out of reality at the end of the turn. The objective of a haunt can be something specific, like warning a business partner about the folly of greed, or something general like serving the king of middle earth as they failed to in life. Numerous haunts can be summoned with this action, and it operates on the scale and precision of an Archon action. Haunts are always equal to or lesser than their mortal forms in their proficiency at task-completion. (Cost varies with the size of the group and the closeness of the haunts to their living capabilities. Haunts can be created to fulfill a task that their spirits would be apathetic or unwilling to perform, but it triples the price.)
• Reincarnate a soul. The soul's new body will be an unborn specimen of an existing species of mortal, animal or plant of your choice, and they will be born normally. Souls will retain skills and memories when reincarnated. (Cost is 1 Act)
• Move instantly and freely between any two points. (Cost is 1 Act. If a god chooses, they may set aside an Act at the beginning of their turn and use it to dodge unavoidable attacks or escape inconvenient traps as necessary. However, this must be decided beforehand.)
• Beget a demigod. This creates a half mortal, half divine entity from one of the existing mortal races or possibly a unique race. It will have 1 powerful supernatural ability of your choice, live several times longer than a normal mortal and have absolutely no loyalty to you unless given a good reason. (1 act)

Progenitor Actions:
Architect
• Create/destroy something in the void above the world. This may be an object like a moon, or a phenomenon like a weather cycle. These can move or appear and disappear according to preset routines, or they may stay stationary. Just because the world is flat doesn’t mean the moon can’t rise or set. (You could make a 1-Act sun, but it wouldn’t be very impressive. A 7-Act sun, on the other hand, is starting to endanger mortal life.)
• Change the terrain. This is a uniform, large scale change such as turning barren land into soil, or hills into mountains (cost is about 1 Act per act worth of solid ground spanned (basically it costs as much to change a landscape as it cost to uncover the landscape initially.)
• Create a geological feature, such as a chasm or large river (cost is about 1 Act per 2 Acts worth of terrian spanned by the item.)
• Create a magical or exceptional landscape or geological feature. For example an active volcano, a floating archipelago or a healing crystal cavern (this will definitely cost more than the mundane version of these actions, with the exact amount depending on how strong of an effect you want it to have).

Gardener
• Create an animal. This creates a new beast and places individuals across a single geographical area. A beast is not intelligent or capable of worship. (Default 1 Act for a roughly squirrel sized creature with no remarkable strengths or weaknesses. Larger creatures cost more acts [2 Acts for deer-sized squirrel], and creatures with abilities do as well [2 Acts for a really venomous squirrel]. Weaknesses can be added at creation for free).
• Create a species of plant or fungus. This creates a novel plant and spreads it across a small portion of the world’s surface (Default 1 Act. Adding unusual abilities, useful features like high edibility or making it resistant to specific hostile conditions costs additional acts. Unlike animals, however, any size up to maximum [less than the smallest titan] is available for free).
• Create a few individuals of a species (This is the same cost as creating a widely distributed species).
• Create a unique creature. This is a mundane or magical beast/plant that cannot reproduce and has a multi-turn but limited lifespan. Unlike other beasts, a unique creature may be intelligent but is still not a worshipping mortal. You get a lot more impressive results with this kind of action (for reference, a talking bear that breathes fire would be 1 Act)
• Birth a plague. Or just a minor irritant. Or even some sort of beneficial parasite, as long as it is entirely dependent on another lifeform (or mortal) for survival. Dense populations are more susceptible to disease and sparse populations are much more resistant (1 Act is not going to be enough to bring a population to its knees. You’re looking at 3 more Acts for something that spreads as well as the common cold, and 3 Acts again for something as lethal as cholera. You can make it more versatile by adding additional host species for 1 Act each).
• Modify a species. Change a few individuals from one species into a new species. Note that it is only possible to change an entire species if they were created on the current turn, if they are few in number due to some calamity, or if you are willing to invest a much larger number of acts (Cost is the same for adding features or size to a new creature. However, disadvantages also cost Acts at this stage).

Archon Actions:
Lord
• Blessing/Curse: Make it more likely that a certain thing happens to a certain group of people. For example, you could make the sword arms of your soldiers more likely to hit their targets. Blessings are for consenting targets, curses are involuntary (Pay for both the size of the group affected and the potency of the effect. Curses are 1 Act more expensive than blessings).
• Fate/Doom: Ensure that something in particular happens to a mortal in particular. For example, you could bestow the fate of winning a particular ping-pong tournament on someone. This doesn’t make it absolutely certain, but it does mean that the universe will bend to try and make it happen at some point in their life. Note that this does not influence the actions of the mortal themselves, just everything else. Fates are for consenting targets, dooms are involuntary (generally, this is 1 Act for fates, and 2 Acts for dooms, unless the event in question is nearly impossible. E.g. mortals do not usually slay titans).
• Miracle: An event occurs spontaneously, with a temporary effect. This could be a natural disaster, a sudden bear attack, the appearance of a temporary magical bridge or anything really. Just so long as the action creates a uniform effect over the whole area and, once again, is temporary (cost depends on the strength of the effect, the area and the duration. 1 Act to breach a castle wall with a lightning strike. 5 Acts to give a large nation a decade of continuously crummy weather.)

Muse
• Create an artifact. These can be used to allow any intelligent being to wield a very specific godly power. Artifacts can be either permanent or single use. They can only be destroyed when unattended. Permanent artifacts can be activated once per turn. (The base cost of a single use artifact is equal to the amount the god making it would pay to achieve the same effect. For example, for a Muse it would cost 3 Acts to make an orb with that talking, fire breathing bear from the Gardener Actions section in it. Making a wand of “create magic bear” would be considerably more expensive, as would any other permanent effect.)
• Create a blank artifact, or refresh an artifact, for other gods to put powers into. Blank artifacts are malleable on the turn of their creation, and then become mundane if no powers have been placed in them. This allows artifacts with class powers outside the muse class to be made without paying a hefty modifier. Refreshing an artifact allows new effects to be added to it as if it were a blank artifact. (Cost is 1 Act.)
• Inspire progressive technology. This allows one or a small group of mortals to understand and utilize a new technology or scientific concept. They must already understand enough preceding technological innovations to effectively utilize what they have been given, but they’ll try their best if the idea seems useful. (Cost is 1 Act per distinct concept.)
• Inspire social concept. This allows up to a small group of mortals to understand a new philosophical, political or economic concept, like voting, interest banking or slavery. Note that, like technological progress, introducing a concept will often require the mortal to understand previous concepts. For example, interest banking will be lost on a civilization that does not have currency. (Cost is 1 Act per distinct concept.)

Itinerant Actions:
Warrior
• Perform a mighty deed. Attempt to accomplish something using raw power. Often this is destructive, but it could be something like mucking out the world’s largest stables, to draw on a classical reference. (Cost is determined by the intensity of the effort.)
• Fight. Engage one entity or a small group of entities (less than 50) in direct combat using godly power, attempting to overcome or destroy them. (Enemies will bring a certain number of Acts worth of strength into a fight, you want to bring more than them to win. The amount of beatdown the loser receives is based on the combined strenght of both fighters.)
• Exude an inspiring presence. Allowing the mortals to recognize your superiority and bask in your glorious accomplishments will make them more willing to follow and listen to you under most circumstances. Also works on plants and animals, though it won't make them much smarter.(1 Act per turn per group of 50 mortals.)

Trickster
• Perform a skillful action. This could be anything from negotiation to musicmaking to weaving. You accomplish something in a mortal way, but with extreme finesse. (1 Act to accomplish something with more skill than any mortal. 2 Acts or more for a magical degree of success.)
• Cast an illusion. You can make mortals believe something for a while, for example that their town is under attack by a titan. This only works for facts, not concepts (For example, “I just gave you 500 tonnes of food” is valid. “I have you best interests at heart” is not.) (Cost quickly increases with the size of the group. 1 Act for 100 mortals.)
• Disguise yourself (or yourselves for multi-god pantheons). Normally, no matter what shape they take, gods can be recognized as gods. Mortals may not know who you are but they know you're not normal. Using this ability changes prevents you from being recognized by mortals, demigods and animal, including magic animals, for the rest of the turn. You may choose to imitate a specific kind of entity but imitating an individual is beyond the scope of this power. (1 Act per turn per pantheon.)
• Transmute something. A small amount of one item can be changed into an item of similar category. Metals into other metals. An unremarkable animal into a different unremarkable animal. A boulder into stone cups. This power does not effect a huge amount of material. (Cost starts at 1 Act for changing unremarkable things into other unremarkable things. If either the starting components or the end product have unusual properties [eg. magic gems or a very poisonous animal] the cost will be suitably higher.)

Mortals:
All mortals have 3 things in common.

• They are intelligent and creative.
• They can die of old age, physical forces, or a stiff breeze.
• They possess an indestructible soul that cannot (on its own) alter the world, but which persists after death.

Mortals are the only entities capable of engaging in worship and giving power to a god. Therefore, you are dependent on them for your survival. It is unwise to let them know this, however.

After death, mortals wander the world invisibly as souls, until these souls change into something else or fade away. Incapable even of worship, souls are quite useless to a god. However, mortals are often quite attached to them, so they can be valuable bargaining chips.

Mortals are remarkably unpredictable creatures, each making their own unique contributions to the growing world around them. Most are destined to be forgotten by the sands of history, but some will inevitably achieve greatness. Not even the gods can help you if you underestimate them.

Titans:
All titans have 3 things in common.

• They can work or inherently possess some form of magical ability or property.
• They are huge.
• They do not age, but can be killed.

“Titan” is a term for entities which are powerful enough to separate themselves from the mist, only to become offended by the unnatural works that gods have wrought and go on a rampage throughout creation. Not every titan gets to that last stage, but titans range in temperament from bloodthirsty at worst to ambivalent at best.

Note that it is technically incorrect to say that titans inhabit the mist. A titan only gains its form when it enters the realm of the gods, so before that it is something… else. This is purely semantics though. A keen eye may be able to spot these entities, especially large ones, before they emerge, and conversely some titans may have been cogently plotting their assault for quite some time before actually choosing to approach.

Titans range wildly in size and intellect, but are invariably larger than the largest possible mortal, and a threat to your rule over them.

Thread Etiquette:
• When you perform an action using Acts or Powers, you have to bold the action and state the number of acts used (after modifiers). Do not place these under spoilers.
• I am not currently planning to have scheduled updates, as I am new at this. We may discuss them later if they seem like a viable option. Initally updates will be every couple of days, then they will slow somewhat as the universe acquires complexity. If I had to guess it’ll be updating roughly every two weeks in the long term.
• The “3 updates without act gain results in removal” rule is open to negotiation, but only if you’re around to negotiate with.
• Actions are performed in the order that they are posted in thread. Please do not edit your post after someone else has posted without mentioning it in the ooc thread and without a good reason.
• If you message another player about this game, include me in the message.
• Do not be a jerk to other players ooc.
• Do not be such a massive jerk to other players ic that it derails the game. Jerky gods are only fun and useful in moderation.

An important note:
For simplicity, and to maximize the consequences of losing a fight, the absolute outcome of actions including combat will not be posted until the beginning of next turn. It is quite possible, under the rules presented above, that actions performed later in the turn may be useless or that your god may be incapable of performing them. This means that they will not occur (and acts will not be spent). I know it sucks to not get what you want, but this game is about gods, mortal and titans living in the same world, and fallible gods are a necessary part of that idea. Try not to string long chains of interdependent actions together in a single turn. Instead, spread them out over multiple turns. And if you’re really worried about not being able to get something done right away, remember that you can put aside one Act to keep your god safe.

Accepted applications:
(09-14-2014 04:47 PM)KatoHearts Wrote:  The Council
Class:Lord
Power(s): Elemental Control

Greetings! If you're cognizant enough to read and comprehend this then you are most likely a mortal! Now, I'm sure you're wondering several things. "Why can I read this? Why can't I stop reading this? Why am I reading this in a voice that is not my own? How is this thing reading my thoughts?" Well stop thinking those things, they're idiotic and pointless! Instead think about the wonderful opportunity about to befall your homeworld. The Council is coming, and they're very interested in getting some hands on work done with the local population. That'd be you. Be excited! The Council make up the world, in fact, they are the world! They make up everything! They're even part of you! You owe them everything! Praise be to the Council!

Here's the current list of representatives!

The First Council: Religous Relations
Hiophe
Lialipho
Suseal
Pheica
Rphesam
Carynel
Faelaer

The Second council: Governmental Relations
Bismalo
Montanon
Cedae
Scoceus
Brsopiamen
Rinican

The Saeasarymus objects to the council as a whole and does not vote.
Probo
Sascioth
Egaraeolu
Goepeusi
Tias
Doncitet
Haceu
Eatelusera
Tanaesipery
Ysoly
Nolabe
Pemedic
Asteota
Cysop
Bapemo
Cheneae
Esus
Faidian
Meoxesar
Nusolial

The Third Council: Public Relations
Steror
Ymot
Lonitule
Lymusthyc

The Fourth Council: Afterlife Relations
Tegaeurn
Zerar
Heusmori
Roparne

The Fifth Council: Bureaucracy

Viusei
Nylerico
Thoneopan
Disis

The Sixth Council: Truth

Citeodo
Mopaneus
Thaxeison
Siapri

The Seventh Council: Technological Advancement

Mutheuni
Tianoica
Rnes
Bric

The Eighth Council: Cultural Advancement

Icia
Rtasterolu
Oroxe
Heusm

The Ninth Council: Taxation
Cousthesse
Rmolesm
Iaias
Magesisopon

The Tenth Council: World Shaping
Nalylan
Pertaegala
Pysmaliot
Datarnegd

The Eleventh Council: Economy control
Chalch
Sinusisaeu
Genop
Ryroroi

The Twelfth Council: Public Relations

Zesalo
Canis
Monaro
Cheuro

The Thirteenth Council: Resource Management

Bericyb
Araithidu
Gathrsialet
Ipit
Tricl
Usiaust

The Fourteenth Council: Life
Cioelei
Syte
Gdasonegeus
Temusyma
Liusoph
Faluscembi

The Fifteenth Council: Military Action

Nchoreic
Phan
Axentas
Aitheu
Biaenone
Ususeler

The Sixteenth Council: Law
Oprelil
Seronteusst
Saiopom
Talyma
Pocryp
Lodari

The Seventeenth Council: Judgement

Farpoxe
Clysi
Bryscaciabo
Iceus
Arabrontha
Ustheth

The Eighteenth Council: InterCouncil issues

Husiop
Nusiandi
Abromisa
Krer
Xema
Ronere
Usymusu

Remember, Praise be to the Council!

A note on appearances and personalities.
Look up there. There's 118 gods and I know for a fact that not all of them are going to get used but at the same time it doesn't make sense to leave any of them out of the set. So here's what I'll do. If a god comes up from either a player asking about them or interacting with them then that god's appearance will be described.

(09-14-2014 05:13 AM)ChrisClark13 Wrote:  The Heroes Four
God Name(s): Calor the Wise, Lureta the Powerful, Tyrone the Mighty, Kalthan the Great
Appearance(s): Calor appears as an older male human to gods and to other races as a member of their race. He with a wears a white robe.
Lureta appears as sexy female elf wearing whatever she wants, usually whatever happens to be high class fashion and/or something pretentious. When appearing to other races she will always have at least dragon horns and eyes when appearing as a member of that race.
Tyrone appears as a large muscle bound lion man wearing mirrored plate armor sas sans helmet to other gods. To other races he appears as a member of that race wearing the heaviest armor they've developed so far.
Kalthan appears as a Fox man wearing light armor inscribed with innumerable magical runes. To other races he appears as a member of that race (if he feels like it) wearing light clothing or armor inscribed with large sweeping stylized runes and usually the most modern weapon they've developed so far (failing that he carries a staff around.)
Class: Warrior
Power: Bequeath Artifact: One of the Four may hand out a minor Artifact each turn. Usually something they've used or it may be just be something they made on the spot.
Core Idea (optional): A band of Legendary Heroes.

(09-14-2014 05:20 AM)Sotek Wrote:  The Parents of Life
God Names:
The Mother of The Earth
The Father of Plants
The Father of Animals
The Mother of Pestilence.

Appearances:
The Mother of The Earth is full-figured, bronzed in skin, and golden in hair.
The Mother of Pestilence is thin, has pale skin and raven-dark hair.
The Father of Plants is tall, lanky, has brown hair and a greenish tint to his skin.
The Father of Animals is broad-shouldered, with red hair and dark skin.

Class: Gardener

Powers:
The Bag Which Contains The World; The Mother of the Earth has this bag, within which ... is the world. (this is mostly going to be useful for actions in the smaller scope of Architect actions; taking a bit of land out of the bag to 'create' it, sort of thing.)
The Disease of Unrest; The Mother of Pestilence can inspire mortals in a way similar to a Muse, but only in the service of unrest.

Core Idea: The Fathers are competing for the affections of the Mother of The Earth, while the Mother of Pestilence is essentially a seductress and shit-stirrer; this pantheon is basically an extended metaphor for "why evolution", anthropomorphisized. The Mother of Pestilence is a special figure, in that she's part-Death, part representative of pollution and other anthropogenic changes, and also generally symbolic of the uneasiness of change.

(09-10-2014 04:18 PM)Supernerd Wrote:  Planetrodon
God Name: Ospangail
Appearance: A gigantic, planet-sized turtle made of stone. An entire world can be fit on Ospangail's shell.
Class: Architect
Power: Weight of the world: Ospangail is a god large enough to carry a world on its back. It should come to no surprise that its power is an extreme level of brute force.
Core Idea: Living world. A Planetrodon god is supermassive and rather easily noticed. Due to its massive size it has different free actions from the standard type of god. It cannot manipulate small objects with any sort of precision, but can instead move very small celestial level objects. It also cannot make short, simple statements to mortals as a free action; although it can make a loud far reaching noise which can only be comprehended by mortals who have studied Ospangail extensively. It may or may not be able to use artifacts that normal people can use.

(09-16-2014 12:40 PM)Gorsgan Wrote:  Riders of the Apocalyspe
God Name(s): Gilgamesh (Conquest), Simohayha (War), Nostradamus (Pestilence), Borgia (Death)

Appearances
Gilgamesh: Bulky historic Mesopotamian king is bulky. Gilgamesh has a full suit of armor and looks like your stereotypical tyrannical ruler. He is a highly decorated individual and he always has some weapon by his side but it is rarely the same one, as his weapon shape-shifts. He has long black hair, white skin and the rest is covered in scars and armor. He also frequents riding a horse that is covered in heavy, heavy, armor. Granted, the horse doesn't really need it, it's more a stylistic thing that Gilgamesh likes.
Simohayha: He wears white camouflage and a mask. Because of this, he is often times called "the White Death" because he looks like the Grim Reaper with a rifle after a hike in a snow field. Other than that, he really changes appearance for the occasion.
Nostradamus: He wears a plague doctor outfit. Even better though, he is crawling with gnats, flies, ticks, spiders, etc. He is a living parasite and disease magnet. Underneath the clothes the menagerie is worse and he is quite obviously half-crow and his right wing is broken, granted flight is not impossible thanks to his godhood. His left eye has also been eaten out by maggots.
Borgia: Classical Grim Reaper on a pale horse. The pale horse is also rotting.

Class: Lords

Powers:
Gilgamesh: He can summon any weapon he needs at any time and grow limbs to utilize said weapon. The more complex/big the weapon, the more power points (So, I can't summon ballista out of nowhere.) Other than that, he is extremely physically capable, even amongst gods.
And his Horse: His horse has flight, just like the rest. Gilgamesh can also increase the horse's kinetic energy (in other words, he makes it harder to knock the horse off course and more painful to stand in front of.)

Simohayha: Bullet time! He can slow down time for his shots and can instantly see vital areas of a body. He also is like a chameleon where he can change colors to hide.
And his horse: He can see anything his horse can see, and sense anything it senses regardless of separation. His horse can also become a bird (specifically a dove, ironically) strong enough to carry a clip of ammo in case, you know, he has an arsenal along with him or he's providing others ammunition.

Nostradamus: For one, there isn't any way in hell you're getting him sick or getting near him without getting sick (granted, I suppose we're gods). He can also summon locusts, gnats, and other annoying plague creating creatures.
And his Horse: Has been carrying this dude for awhile and is immune to disease and sickness and poison altogether. He can also transform himself and Nostradamus into a swarm of some bug. Additionally, the horse has a lot of antibodies in it, so through dissection you can pretty much find whatever you need to cure someone.

Borgia: The God of Death. He can just be well, a god of death and kill every first born son something and gather their souls within him to replenish his power and make him stronger. These souls are collected within him and even once the energy that he can gain from him is gone, it just sits there taking up space. He can also raise mortals back from the dead as undead.
And his Horse: With the presence of his horse, Borgia's abilities regarding raising the dead extend past mortals and extend to animals.

Universal Weaknesses:
They cannot do the fast travel free action without their horse.

Core Idea (optional): Four Horsemen, obviously.

(09-16-2014 01:20 PM)SupahKiven Wrote:  The Sensors
God Name(s): The Beholder (Sight), The Eavesdropper (Hearing), The Contact (Touch), The Sampler (Taste), and The Odor (Smell)

Appearance(s): The Beholder takes the appearance of an eye, but with the veins very pronounced. His iris is orange, and off the end, where it would normally be attached in the socket, hang a mass of sinewy tendons. The Beholder is often seen as the 'leader' of the Sensors.

The Eavesdropper appears as a mass of wires, extension cords, and electrical tape. The Eavesdropper does have three distinct ends, one ending in a USB plug, one ending in a pair of earbuds, and the other in a microphone. None of the others actually know what The Eavesdropper is supposed to be, only that she's the oddball of the group.

The Contact appears as a hand with seven fingers and two thumbs. He is pure white and has exaggerated nails. The Contact ends at the wrist in a ragged stump that has the same tendons as The Beholder.

The Sampler is a lipless mouth with countless rows of needle like teeth and a lolling, forked tongue that somehow can't fit inside of it. It also has a few of the tendons hanging from its edges.

The Odor appears a ball of fluids that can shift shapes, appearing frequently as misshapen noses. She lets off a rather off putting odor.

These appearances are used when addressing the other gods. When appearing to mortals (or titans should that happen for some reason), The Sensors appear as the respective body parts for said being.

Class: Muse

Power(s): See no Evil- The Beholder has the ability to create light strong enough to blind mortals. He can also concentrate said light into tight 'beams'.
Hear no Evil - The Eavesdropper can produce sounds loud enough to deafen mortals.
Speak no Evil - The Sampler can consume bits from living mortals without killing them. It usually goes for the vocal chords or whatever the mortal uses to communicate, leaving its victim mute.
Inspire Evil - Acting as the antithesis to the other three, The Contact and The Odor can inspire 'evil' into mortals though the use of their respective sense. This usually amounts to changing how a mortal perceives the world around them and thus altering how they act. Or something.

Core Idea (optional): The Five Senses/Morality

(09-12-2014 01:50 AM)Leafsw0rd Wrote:  The Spirits of Heart and Mind
God Names: Anuria, the Dancing Spirit and Anastasia, the Singing Spirit
Appearance: Varies, depending on the mortals they're appearing to. There are, however, some notable trends.
For Anuria,
- Her appearance nearly always includes silver or white as a notable part of her being.
- She's always wearing bells, and usually whatever passes for a jester's uniform.
- She's usually a tiger cat-girl in appearance, though she'll go for any kind of hybrid that fits the world. She tries to balance cute and fearsome.
- She is always a she. How attractive she is at any given point varies from cute to drop-dead gorgeous.
- She's generally fairly light-hearted and even cheeky around other figures of authority.
- Typically, she'll appear as twice or three times the size of mortals. Anastasia does the same.

For Anastasia,
- She tends to appear of the same species as Anuria, but likes to look and act a bit older and wiser than the other. Anuria chooses a cat-girl appearance, Anastasia goes for a tiger-girl. That sorta thing.
- She doesn't overly show off. Where Anuria can appear... all kinds of things, she likes to appear what she considers respectable.
- She wears gemstones, and has some embedded into her skin - again, this varies dependent on species.
- She has gold where Anuria would have silver.
- She is SERIOUS, most of the time. She appears in expensive-looking but simultaneously no-nonsense clothing. She acts confident, and calm, and respectful - very little will shake her composure. At the same time, she's pretty damn stubborn, and she's going to butt heads with anyone who gets in her way.

Class: Trickster
Power(s):
- Indignance: The girls don't take insults lightly. Insulting Anuria, or Anastasia's people, will only get them going full force against you.
- Copycats: Anuria can learn to copy someone VERY quickly, and Anastasia isn't that much slower at teaching.
Core Idea (optional): Needs of the one, needs of the many - Anuria's pride, need for attention, lust and general showoffiness are part of her Needs of the One. Anastasia represents the needs of the many, and has a motherly attitude to fit it, along with her ability to teach. Together, they are an embodiment of balance in one's life, and how one interacts with the world around them.

(09-14-2014 04:50 AM)hector212121 Wrote:  Tri-Fecta.
God Name(s):Ybod, Taerh, and Dimn... And Fecta.
Appearance(s):Ybod is your standard bodybuilder most of the time, although occasionally he is seen as a monk. In contrast, Dimn usually cuts your classic storyteller vibe, complete with black cloak. And Taerh. Just. Taerh. Taerh usually takes the form of a young child of either gender, but sometimes a young lady, and is very, very vibrant. This often leads people to underestimate them... Fecta doesn't have a appearance and only shows up when shit goes down. When Fecta shows up, it's generally in the form of 'I'mma take you guys back for now."
Class:Warrior. Ayup.
Power(s):
Trinity Link:When one of the Tri-Fecta makes an action, the others may to make an equivalently powerful action. For instance, if Ybod spent a point creating elk, Dimn could spend a point teaching the mortals to read and right, and Taerh would do something thematically or situationally appropriate.
Perfect Body:Ybod is extremely tough, fast, and strong, even among gods.
Perfect Mind:Dimn is extremely precise, capable of preforming feats of 'might' through applying some force to a spot. An example would be locating a geologic fault and using it to make a volcano.
True Heart:(???)Taerh has some wacky powers that don't see much use.
Remergence:In a emergency, Fecta will make a appearance and merge into one for the duration of the crisis. In this form, Perfect Body, Perfect Mind, and True Heart are all accessible at the same time.
Core Idea (optional): One becomes many, and many become one.

The game is currently full but if we drop below 8 people further apps may be considered.

-Application-
Pantheon Name:
God Name(s):
Appearance(s):
Class:
Power(s):
Core Idea (optional):
Reply
09-10-2014, 12:04 PM
Post: #2
RE: Legendhood (OOC)
The scoping of this seems a bit incoherent?
Like tricksters can't even act early, and it seems like Progenitors will get kinda ... out of scope? later.
Reply
09-10-2014, 12:16 PM
Post: #3
RE: Legendhood (OOC)
Reserved for lucky post #3

Space is warped and time is bendable.
Reply
09-10-2014, 12:18 PM
Post: #4
RE: Legendhood (OOC)
I don't quite understand the purposes of the different classes in general, really. Especially since it looks like the entire pantheon only gets to have one? It just seems like a bit of an unnecessary limitation on things.
Reply
09-10-2014, 12:21 PM
Post: #5
RE: Legendhood (OOC)
I also disagree with the setup of the class system. It seems arbitrarily restrictive, particularly limiting artifacts of any significance to a single class.
Reply
09-10-2014, 12:53 PM
Post: #6
RE: Legendhood (OOC)
I mean, the whole thing feels "arbitrarily restrictive" with "unnecessary limitations" (especially the Act Spending guide) — this is supposed to be a game about creating things, using your, you know... creativity, but the rules suggest that you're either worried we won't be able to think of anything, or worried we WILL.
Reply
09-10-2014, 01:38 PM
Post: #7
RE: Legendhood (OOC)
The intention of the restrictions is to encourage collaboration between players. The same reason there aren't planets. Unless a god wanted to go out of their way to create their own separate ball of earth, which is absolutely possible just like just about everything else.

The act spending guide is for new players who may lack confidence or inspiration and because I don't see any reason not to overtly publish that information. It is as comprehensive as it can practically be because the class system forces it to be. Feel free to ignore it I guess? Or if you want an estimate and a class for something not on that list, feel free to ask.
Reply
09-10-2014, 03:11 PM
Post: #8
RE: Legendhood (OOC)
Like Chwoka said, Godhood games are about creativity, anything that seriously gets in the way of that can kill the game. I don't think the restrictions do much for collaboration, either. You don't really need to give people a reason to interact with one another, they'll do that on their own. Having a common enemy is usually enough of a reason to encourage teamwork, and you already have that with the titans.
Reply
09-10-2014, 03:14 PM
Post: #9
RE: Legendhood (OOC)
Ooh, that I'd love to see. Could you please direct me towards the godhood games you're talking about? Any previous, similar attempts to this that I could examine would be quite useful.
Reply
09-10-2014, 03:53 PM
Post: #10
RE: Legendhood (OOC)
Yewchung had a good game. We were up against a malevolent force of darkness and also had a hot tub on the olympus expy we built.
Reply
09-10-2014, 03:55 PM
Post: #11
RE: Legendhood (OOC)
Here are some older examples from back on MSPAF. There have been more recent ones but this is the old compilation I made.

Ignore the German.
Reply
09-10-2014, 04:13 PM
Post: #12
RE: Legendhood (OOC)
I was speaking more from a psychological perspective than from previous experience. People are social animals who tend to distrust those who are different from them. No additional rules need to be made for people to work together.
Reply
09-10-2014, 04:18 PM (This post was last modified: 09-14-2014 11:45 AM by Supernerd.)
Post: #13
RE: Legendhood (OOC)
Let me know if this is acceptable or not.

Pantheon Name: Planetrodon
God Name: Ospangail
Appearance: A gigantic, planet-sized turtle made of stone. An entire world can be fit on Ospangail's shell.
Class: Architect
Power: Weight of the world: Ospangail is a god large enough to carry a world on its back. It should come to no surprise that its power is an extreme level of brute force.
Core Idea: Living world. A Planetrodon god is supermassive and rather easily noticed. Due to its massive size it has different free actions from the standard type of god. It cannot manipulate small objects with any sort of precision, but can instead move very small celestial level objects. It also cannot make short, simple statements to mortals as a free action; although it can make a loud far reaching noise which can only be comprehended by mortals who have studied Ospangail extensively. It may or may not be able to use artifacts that normal people can use.
Reply
09-11-2014, 04:24 AM (This post was last modified: 09-11-2014 11:20 AM by DenizenShipper.)
Post: #14
RE: Legendhood (OOC)
Thanks for the links!

Looks like that's everyone with a concern at the moment. Time for

CONCERN RESPONSE AND DISCUSSION MASTERPOST 1

(09-10-2014 04:18 PM)Supernerd Wrote:  Let me know if this is acceptable or not.

Pantheon Name: Planetrodon
God Name: Ospangail
Appearance: A gigantic, planet-sized turtle made of stone. An entire world can be fit on Ospangail's shell.
Class: Architect
Power: Progenitor
Core Idea: Living world. A Planetrodon god is supermassive and rather easily noticed. Due to its massive size it has different free actions from the standard type of god. It cannot manipulate small objects with any sort of precision, but can instead move very small celestial level objects. It also cannot make short, simple statements to mortals as a free action; although it can make a loud far reaching noise which can only be comprehended by mortals who have studied Ospangail extensively. It may or may not be able to use artifacts that normal people can use.

Trading in free actions is an interesting idea for making your pantheon more personal. The moving of celestial objects would have to be an extremely modest action (though if I may make a suggestion that kind of thing could make an excellent power.). Other than that it seems good. Very original. I should warn you against actually trying to put a world on your back because someone will probably take a swing at you though and your size isn't going to grant you any protection in combat over an ordinary god.

One thing it will affect, though, is mobility. Since all godly effects originate at their creator, you may have some trouble accurately creating effects indoors or underground while operating on a smaller scale, as with for example Trickster actions. Being a giant hovering planet will have advantages too (outside of combat) but it is something to consider.

(09-10-2014 12:53 PM)Chwoka Wrote:  I mean, the whole thing feels "arbitrarily restrictive" with "unnecessary limitations" (especially the Act Spending guide) — this is supposed to be a game about creating things, using your, you know... creativity, but the rules suggest that you're either worried we won't be able to think of anything, or worried we WILL.

I believe that creativity is the human response to obstacles. I furthermore believe that creating reasonable, beatable obstacles (like the class system) is my job. Abuse the system, but let me place limits on that abuse so that we actually have a game.

I know you'll think of plenty of things, and I'm not worried about it.

(09-10-2014 12:04 PM)Sotek Wrote:  The scoping of this seems a bit incoherent?
Like tricksters can't even act early, and it seems like Progenitors will get kinda ... out of scope? later.

There are things that a creative Trickster or Progenitor could set in motion using just their class actions at the early or late stages of the game. The possibilities are not limitless, but they are infinite. If you want inspiration I could provide that, though I'd prefer to see what you come up with.

As well, they also have their powers and universal actions, and 1.5x is not that bad of a multiplyer for Tricksters to be fighting titans at.

How many people who intend to play are worried about this? Because the multiplier for out of tier actions could easily be lowered from 3x to 2x.

(09-10-2014 12:21 PM)Demonsul Wrote:  I also disagree with the setup of the class system. It seems arbitrarily restrictive, particularly limiting artifacts of any significance to a single class.

Unless the effect of the artifact is also within the class actions of a Muse, Muses will also be paying some form of modifier while making artifacts.

There are other ways to make magical items. Simply crafting them with Trickster skills is something that's mentioned in the description of the Trickster class.

As for other classes, it was my intention that one of the gamelike parts of this game would be experimenting with ways of creatively exploiting class actions to get what you want.
Reply
09-11-2014, 05:10 AM
Post: #15
RE: Legendhood (OOC)
What I meant about tricksters is... of the three listed actions, at game start, two are /literally/ impossible (no mortals, therefore no influencing mortals), and one is going to require 'things to act on'.

I mean I might try anyway, just so that a trickster even exists, but ... nn.

Also, playing as a pantheon but the entire pantheon is one class seems silly. I mean, the point of these has always, I thought, been that we /were/ a pantheon? but whatev', that's fine.
Reply
09-11-2014, 05:23 AM
Post: #16
RE: Legendhood (OOC)
I think that one of the key advantages to having several gods is that they can be in several places at once, and if one of them takes a beating the other ones can keep working? It can also give you bonus acts for infighting, which can have non-obvious beneficial effects in the long term.
Reply
09-11-2014, 08:04 AM
Post: #17
RE: Legendhood (OOC)
Okay, so. Here's a further question.

if a God has a Power that is from a different tier (that's a concerning phrase, by the way, because it suggests that some of these are specifically weaker than others?) ... are they unable to use it, because the minimum cost is 3 acts and they only get two Power acts?
Reply
09-11-2014, 09:43 AM
Post: #18
RE: Legendhood (OOC)
Gods will get more acts when they have mortal worship, and it should also be possible to save acts from previous turns to use all at once.
Reply
09-11-2014, 11:11 AM (This post was last modified: 09-11-2014 01:16 PM by DenizenShipper.)
Post: #19
RE: Legendhood (OOC)
(09-11-2014 08:04 AM)Sotek Wrote:  Okay, so. Here's a further question.

if a God has a Power that is from a different tier (that's a concerning phrase, by the way, because it suggests that some of these are specifically weaker than others?) ... are they unable to use it, because the minimum cost is 3 acts and they only get two Power acts?

They are able to use it, as multipliers never apply to Power use. Everyone's powers ignore class and tier. It's your "get out of class free" card for the turn. Also note that powers don't have tiers. They are literally just a flavor for that card to take so your god is unique next to other gods of the same class (if applicable). You can create literally any effect from the list, or beyond if necessary, using your Powers as long as it's two Acts worth or less.

As for the bracketed stuff, I would have covered that in the original post if I'd known there'd be concerns about balance between tiers, I'm sorry. Saying that some tiers are specifically weaker than others is... one way of looking at it. Progenitor powers influence a large region for a few acts, changing entire landscapes and the like. However, there is a tradeoff to that. All of these powers are very, very indelicate. Itinerant powers, meanwhile are much smaller in scope and much more precise.

For example, compare the fight action at the Itinerant tier (the "right" way to do combat) with the miracle action at the Archon tier (a more jury-rigged solution). Both these actions can be used to throw lightning bolts at somebody you don't like. But there are a few fundamental ways that they're different.

The miracle action allows you to create a lightning bolt and throw it. However, it doesn't specify that you'll hit your target. If you try and slay a single person with a lightning bolt, it could go wide. More likely, it will hit, smite its target, and also kill several other people in the process because the tier of the action was not entirely appropriate for the goal.

The fight action allows you to hit people with lightning bolts. The bolts may not be enough to kill an extremely powerful opponent, but generally this option is preferable because you will engage your target and only your target. It probably won't lead to unexpected outcomes like a miracle would.

Not to say that the miracle is a worse choice in all situations. Note that both options end with the target dead the vast majority of the time and alive occasionally. Against a particularly massive or dangerous titan, it may be safer to operate at a distance, using powers at the Archon scale rather than fighting them face to face.

To iterate more clearly from the original post;

Progenitors=landscapes
Archons=towns
Itinerants=individuals

Also, what kind of action were you hoping to see included in Trickster?

(09-11-2014 09:43 AM)Supernerd Wrote:  Gods will get more acts when they have mortal worship, and it should also be possible to save acts from previous turns to use all at once.

Act saving should be, and is, possible. Power saving is not though.
Reply
09-11-2014, 01:37 PM
Post: #20
RE: Legendhood (OOC)
What is the difference between acts and power?
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09-11-2014, 03:47 PM
Post: #21
RE: Legendhood (OOC)
See the op. Short form;

Acts
  • Earned
  • Can be stored
  • Can be spent in conjunction with other players' Acts
  • Most effective for actions within your class and tier


Powers
  • Gained Automatically (equivalent to 2 Acts per turn)
  • Cannot be stored
  • Cannot be spent in conjunction with other players Powers (or Acts)
  • Uniformly effective, but use should contain words about how the power was applicable
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09-12-2014, 01:50 AM (This post was last modified: 09-17-2014 09:20 PM by Leafsw0rd.)
Post: #22
RE: Legendhood (OOC)
Pantheon Name: The Spirits of Heart and Mind
God Names: Anuria, the Dancing Spirit and Anastasia, the Singing Spirit
Appearance: Varies, depending on the mortals they're appearing to. There are, however, some notable trends.
For Anuria,
- Her appearance nearly always includes silver or white as a notable part of her being.
- She's always wearing bells, and usually whatever passes for a jester's uniform.
- She's usually a tiger cat-girl in appearance, though she'll go for any kind of hybrid that fits the world. She tries to balance cute and fearsome.
- She is always a she. How attractive she is at any given point varies from cute to drop-dead gorgeous.
- She's generally fairly light-hearted and even cheeky around other figures of authority.
- Typically, she'll appear as twice or three times the size of mortals. Anastasia does the same.

For Anastasia,
- She tends to appear of the same species as Anuria, but likes to look and act a bit older and wiser than the other. Anuria chooses a cat-girl appearance, Anastasia goes for a tiger-girl. That sorta thing.
- She doesn't overly show off. Where Anuria can appear... all kinds of things, she likes to appear what she considers respectable.
- She wears gemstones, and has some embedded into her skin - again, this varies dependent on species.
- She has gold where Anuria would have silver.
- She is SERIOUS, most of the time. She appears in expensive-looking but simultaneously no-nonsense clothing. She acts confident, and calm, and respectful - very little will shake her composure. At the same time, she's pretty damn stubborn, and she's going to butt heads with anyone who gets in her way.

Class: Trickster
Power(s):
- Indignance: The girls don't take insults lightly. Insulting Anuria, or Anastasia's people, will only get them going full force against you.
- Copycats: Anuria can learn to copy someone VERY quickly, and Anastasia isn't that much slower at teaching.
Core Idea (optional): Needs of the one, needs of the many - Anuria's pride, need for attention, lust and general showoffiness are part of her Needs of the One. Anastasia represents the needs of the many, and has a motherly attitude to fit it, along with her ability to teach. Together, they are an embodiment of balance in one's life, and how one interacts with the world around them.

Personally, I would condense the second two of the Trickster's abilities into general mortal mental trickery. I mean, the third is really weak, in my eyes - for four times the cost, you get to control how they respond to your manipulations, when you already have two tools for that - illusion and simply putting acts into superhuman manipulation.

See, each tier has it's own division. The Creators have the animate and the inanimate. The Archons have the direct(Lord) and the indirect(Muse). The Itinerants, I believe, have extreme specialisation (Warrior) to the point it can solve most problems in and of itself, and extreme flexibility (Trickster). But the thing is, Trickster's ability to be flexible is only shown in a very limited way. In most god stories, one of the trickster's classic tools in their arsenal is their ability to shapeshift - look at loki, for example, practically THE trickster, who once transformed into a FEMALE HORSE to charm away a male horse guard. So I would replace/add Shapeshifting to the Trickster standards.
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09-12-2014, 05:00 AM (This post was last modified: 09-12-2014 05:00 AM by Bramzter.)
Post: #23
RE: Legendhood (OOC)
[W.I.P]

Pantheon Name: The Voices of Duality
God Name(s): Purita Patron of Tradition and Radica Patron of Innovation
Appearance(s): Although they inherit one body they wear varying clothes fitting with the time period they appear in and who is the main personalty at the moment.. They both do have distinguishable traits you can recognize them by:

Purita:
Purita is more calm, befitting of a traditionalist. Thus she wears elegant but not too flamboyant clothing.. Like people whom you might see in places of power like councils or government workers or even religious garbs. She tries to be a voice of reason, calm and soothsaying.
Radica:

Class: Muse's
Power(s): W.I.P
Core Idea (optional): Rivalry:
Reply
09-12-2014, 10:00 AM
Post: #24
RE: Legendhood (OOC)
Calling a spot as a trio of warrior gods.

... if that makes sense.
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09-12-2014, 01:21 PM (This post was last modified: 09-12-2014 01:33 PM by DenizenShipper.)
Post: #25
RE: Legendhood (OOC)
(09-12-2014 01:50 AM)Leafsw0rd Wrote:  
Personally, I would condense the second two of the Trickster's abilities into general mortal mental trickery. I mean, the third is really weak, in my eyes - for four times the cost, you get to control how they respond to your manipulations, when you already have two tools for that - illusion and simply putting acts into superhuman manipulation.

See, each tier has it's own division. The Creators have the animate and the inanimate. The Archons have the direct(Lord) and the indirect(Muse). The Itinerants, I believe, have extreme specialisation (Warrior) to the point it can solve most problems in and of itself, and extreme flexibility (Trickster). But the thing is, Trickster's ability to be flexible is only shown in a very limited way. In most god stories, one of the trickster's classic tools in their arsenal is their ability to shapeshift - look at loki, for example, practically THE trickster, who once transformed into a FEMALE HORSE to charm away a male horse guard. So I would replace/add Shapeshifting to the Trickster standards.

I would argue that the third might be overpowered, considering winning the hearts of mortals is in some ways the end goal.

Tricksters DEFINITELY need more ways to be tricky, though. I'm going to shy away from shapechange as an ability as I've never been happy with how those worked in gaming systems. Replacing a character's capabilities with an entirely new set of capabilities is either too powerful an effect (e.g. DnD) or just a waste of time (e.g. Dragon Age). My intention was to remove power number 3 entirely, and replace it with two new abilities. The first, disguise, would allow for a lot of the same fun stuff as polymorph. For one Act, a Trickster can gain great freedom of movement and some small chance of denying responsibility for their heinous deeds. The second, alchemy, would be intended specifically to address concerns about boredom in the early game. One ability which allows the trickster to change objects in roughly the same category into each other (cats into dogs, metals into different metals, a stone into stone vases, etc.). Overall it would influence a similar part of the world to the Gardener and Architect classes, but since it is an itinerant power it would be on a much smaller scale and be much more precise.

Everyone who is planning to apply as Tricksters, does this sound like an improvement to you?

(As a side note, the intended dichotomy between the Itinerants was Physical and Mental)

(As a second side note, you won't be allowed to disguise yourself as specific individuals because of the way I'm planning on running mortals.)
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09-12-2014, 02:24 PM
Post: #26
RE: Legendhood (OOC)
I do think it works better like that. The thing with the archetypal trickster is that, if they can just control how you feel about them with a wave of their hand, you'd lose half the fun and point of tricksters (and Othello would have been a much shorter story). If a trickster wants to win a small town over, they shouldn't have to just say "I am your savior now kthxbai", it should be an illusion of a monster attacking which the trickster "saves" them from.
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09-12-2014, 03:03 PM
Post: #27
RE: Legendhood (OOC)
Oh right and obviously other people can comment too.
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09-14-2014, 04:50 AM
Post: #28
RE: Legendhood (OOC)
The pantheon name is a pun but this is all completely serious.

Pantheon Name:Tri-Fecta.
God Name(s):Ybod, Taerh, and Dimn... And Fecta.
Appearance(s):Ybod is your standard bodybuilder most of the time, although occasionally he is seen as a monk. In contrast, Dimn usually cuts your classic storyteller vibe, complete with black cloak. And Taerh. Just. Taerh. Taerh usually takes the form of a young child of either gender, but sometimes a young lady, and is very, very vibrant. This often leads people to underestimate them... Fecta doesn't have a appearance and only shows up when shit goes down. When Fecta shows up, it's generally in the form of 'I'mma take you guys back for now."
Class:Warrior. Ayup.
Power(s):
Trinity Link:When one of the Tri-Fecta spends Acts, the others must spend the same number of Acts as well. For instance, if Ybod spent a point creating elk, Dimn could spend a point teaching the mortals to read and right, and Taerh would do something thematically or situationally appropriate. This does, however, come with a reward--Every time, 25% of the Acts are refunded.
Gender fluidity:All of the Tri-Fecta is capable of taking on either gender.
Perfect Body:Ybod is extremely tough, fast, and strong, even among gods.
Perfect Mind:Dimn is extremely precise, capable of preforming feats of 'might' through applying some force to a spot. An example would be locating a geologic fault and using it to make a volcano.
True Heart:(???)Taerh has some wacky powers that don't see much use.
Remergence:In a emergency, Fecta will make a appearance and merge into one for the duration of the crisis. In this form, Perfect Body, Perfect Mind, and True Heart are all accessible at the same time.
Core Idea (optional): One becomes many, and many become one.
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09-14-2014, 05:13 AM (This post was last modified: 09-14-2014 02:12 PM by ChrisClark13.)
Post: #29
RE: Legendhood (OOC)
Pantheon Name: The Heroes Four
God Name(s): Calor the Wise, Lureta the Powerful, Tyrone the Mighty, Kalthan the Great
Appearance(s): Calor appears as an older male human to gods and to other races as a member of their race. He with a wears a white robe.
Lureta appears as sexy female elf wearing whatever she wants, usually whatever happens to be high class fashion and/or something pretentious. When appearing to other races she will always have at least dragon horns and eyes when appearing as a member of that race.
Tyrone appears as a large muscle bound lion man wearing mirrored plate armor sas sans helmet to other gods. To other races he appears as a member of that race wearing the heaviest armor they've developed so far.
Kalthan appears as a Fox man wearing light armor inscribed with innumerable magical runes. To other races he appears as a member of that race (if he feels like it) wearing light clothing or armor inscribed with large sweeping stylized runes and usually the most modern weapon they've developed so far (failing that he carries a staff around.)
Class: Warrior
Power: Bequeath Artifact: One of the Four may hand out a minor Artifact each turn. Usually something they've used or it may be just be something they made on the spot.
Core Idea (optional): A band of Legendary Heroes.

... if that makes sense.
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09-14-2014, 05:20 AM
Post: #30
RE: Legendhood (OOC)
Pantheon Name: The Parents of Life

God Names:
The Mother of The Earth
The Father of Plants
The Father of Animals
The Mother of Pestilence.

Appearances:
The Mother of The Earth is full-figured, bronzed in skin, and golden in hair.
The Mother of Pestilence is thin, has pale skin and raven-dark hair.
The Father of Plants is tall, lanky, has brown hair and a greenish tint to his skin.
The Father of Animals is broad-shouldered, with red hair and dark skin.

Class: Gardener

Powers:
The Bag Which Contains The World; The Mother of the Earth has this bag, within which ... is the world. (this is mostly going to be useful for actions in the smaller scope of Architect actions; taking a bit of land out of the bag to 'create' it, sort of thing.)
The Disease of Unrest; The Mother of Pestilence can inspire mortals in a way similar to a Muse, but only in the service of unrest.

Core Idea: The Fathers are competing for the affections of the Mother of The Earth, while the Mother of Pestilence is essentially a seductress and shit-stirrer; this pantheon is basically an extended metaphor for "why evolution", anthropomorphisized. The Mother of Pestilence is a special figure, in that she's part-Death, part representative of pollution and other anthropogenic changes, and also generally symbolic of the uneasiness of change.
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09-14-2014, 09:55 AM
Post: #31
RE: Legendhood (OOC)
@Hector, not that I don't like your Tri-Fecta in concept, but what do you mean when you describe Fecta's "form"? 'Cos it's not really clear what they look like even when they reclaim their pieces. Also, I guess I see more of a Trickster vibe in their wide variety, and especially in Taerh. I don't see how he really relates to Warrior at all, at least warrior over trickster. Remember, a warrior's key ability is "a feat of raw power". A trickster's primary ability is "a superhuman feat". Though tricksters are less powerful in any particular manner, they are more flexible. Iunno, Ybod is classic Warrior, Dimn is good for either one, Taerh is classic trickster(as far as I know), and their wide variety of abilities really seems to lend itself more to the variety of tricksterdom than the raw power of warriors.
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09-14-2014, 10:55 AM
Post: #32
RE: Legendhood (OOC)
Did I fill out my application correctly? Other people are interpreting the "power" section differently.
Reply
09-14-2014, 11:28 AM
Post: #33
RE: Legendhood (OOC)
App coming in. The worst app. Watch this space.
[Image: DnPq2El.png]
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09-14-2014, 11:33 AM
Post: #34
RE: Legendhood (OOC)
@Supernerd: Quote from the OP:
(09-10-2014 11:26 AM)DenizenShipper Wrote:  Powers:
Some gods have exceptional abilities that come effortlessly, and do not require Acts. These may be innate or acquired, it matters not. Either way, they are very useful tools if your religion happens to be on the wane.

A Power can be used in place of Acts. You do not have to pay additional costs based on your class when using Powers. Instead, you must explain how the Power was used to accomplish the task (it doesn’t have to be a good explanation. This is more of an A for effort thing). In this game, every pantheon has two Acts worth of Power per turn, and at least one god with a Power.

Powers are forces that a god is associated with; something that they are known for. You may select one general Power, something like “father of lightning”. If you’d prefer, you may alternatively select several much more specific, difficult to work with Powers, like “inventor of the true wheel” and “webspinner” together. In either case, you still only get two Acts of Powers per turn.
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09-14-2014, 04:26 PM (This post was last modified: 09-14-2014 04:27 PM by DenizenShipper.)
Post: #35
RE: Legendhood (OOC)
(09-14-2014 10:55 AM)Supernerd Wrote:  Did I fill out my application correctly? Other people are interpreting the "power" section differently.

Technically, the only incorrect powers are overly general ones. Yours was more along the line of what I expected than most. I'll explain more.

(09-14-2014 11:33 AM)Leafsw0rd Wrote:  @Supernerd: Quote from the OP:
(09-10-2014 11:26 AM)DenizenShipper Wrote:  Powers:
Some gods have exceptional abilities that come effortlessly, and do not require Acts. These may be innate or acquired, it matters not. Either way, they are very useful tools if your religion happens to be on the wane.

A Power can be used in place of Acts. You do not have to pay additional costs based on your class when using Powers. Instead, you must explain how the Power was used to accomplish the task (it doesn’t have to be a good explanation. This is more of an A for effort thing). In this game, every pantheon has two Acts worth of Power per turn, and at least one god with a Power.

Powers are forces that a god is associated with; something that they are known for. You may select one general Power, something like “father of lightning”. If you’d prefer, you may alternatively select several much more specific, difficult to work with Powers, like “inventor of the true wheel” and “webspinner” together. In either case, you still only get two Acts of Powers per turn.

Yes. But I should have been clearer. What should be going in your application is the in-universe description of your power. I don't need a mechanical interpretation of it. Every power does exactly two acts worth of things (again, with no modifiers) and that can be pretty much whatever thing you want on any given turn, once you "justify" it.

The only restriction on creating your power is that it can't be something so general it's bland, like "I can wish whatever I want into existence," so the justifications don't put everyone to sleep.

I'll be cleaning up the OP significantly tomorrow, and posting a very brief log of changes so you don't have to reread it. I was going to do it tonight but the list of things to clarify just keeps growing.
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09-14-2014, 04:47 PM (This post was last modified: 09-16-2014 05:24 AM by KatoHearts.)
Post: #36
RE: Legendhood (OOC)
Behold, the worst app. TREMBLE AT ITS TERRIBLE GLORY.

Pantheon Name: The Council
Class:Lord
Power(s): Elemental Control

Greetings! If you're cognizant enough to read and comprehend this then you are most likely a mortal! Now, I'm sure you're wondering several things. "Why can I read this? Why can't I stop reading this? Why am I reading this in a voice that is not my own? How is this thing reading my thoughts?" Well stop thinking those things, they're idiotic and pointless! Instead think about the wonderful opportunity about to befall your homeworld. The Council is coming, and they're very interested in getting some hands on work done with the local population. That'd be you. Be excited! The Council make up the world, in fact, they are the world! They make up everything! They're even part of you! You owe them everything! Praise be to the Council!

Here's the current list of representatives!

The First Council: Religous Relations
Hiophe
Lialipho
Suseal
Pheica
Rphesam
Carynel
Faelaer

The Second council: Governmental Relations
Bismalo
Montanon
Cedae
Scoceus
Brsopiamen
Rinican

The Saeasarymus objects to the council as a whole and does not vote.
Probo
Sascioth
Egaraeolu
Goepeusi
Tias
Doncitet
Haceu
Eatelusera
Tanaesipery
Ysoly
Nolabe
Pemedic
Asteota
Cysop
Bapemo
Cheneae
Esus
Faidian
Meoxesar
Nusolial

The Third Council: Public Relations
Steror
Ymot
Lonitule
Lymusthyc

The Fourth Council: Afterlife Relations
Tegaeurn
Zerar
Heusmori
Roparne

The Fifth Council: Bureaucracy

Viusei
Nylerico
Thoneopan
Disis

The Sixth Council: Truth

Citeodo
Mopaneus
Thaxeison
Siapri

The Seventh Council: Technological Advancement

Mutheuni
Tianoica
Rnes
Bric

The Eighth Council: Cultural Advancement

Icia
Rtasterolu
Oroxe
Heusm

The Ninth Council: Taxation
Cousthesse
Rmolesm
Iaias
Magesisopon

The Tenth Council: World Shaping
Nalylan
Pertaegala
Pysmaliot
Datarnegd

The Eleventh Council: Economy control
Chalch
Sinusisaeu
Genop
Ryroroi

The Twelfth Council: Public Relations

Zesalo
Canis
Monaro
Cheuro

The Thirteenth Council: Resource Management

Bericyb
Araithidu
Gathrsialet
Ipit
Tricl
Usiaust

The Fourteenth Council: Life
Cioelei
Syte
Gdasonegeus
Temusyma
Liusoph
Faluscembi

The Fifteenth Council: Military Action

Nchoreic
Phan
Axentas
Aitheu
Biaenone
Ususeler

The Sixteenth Council: Law
Oprelil
Seronteusst
Saiopom
Talyma
Pocryp
Lodari

The Seventeenth Council: Judgement

Farpoxe
Clysi
Bryscaciabo
Iceus
Arabrontha
Ustheth

The Eighteenth Council: InterCouncil issues

Husiop
Nusiandi
Abromisa
Krer
Xema
Ronere
Usymusu

Remember, Praise be to the Council!

A note on appearances and personalities.
Look up there. There's 118 gods and I know for a fact that not all of them are going to get used but at the same time it doesn't make sense to leave any of them out of the set. So here's what I'll do. If a god comes up from either a player asking about them or interacting with them then that god's appearance will be described.
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09-14-2014, 05:03 PM (This post was last modified: 09-14-2014 05:05 PM by DenizenShipper.)
Post: #37
RE: Legendhood (OOC)
It's weird to think that this app is partly my fault. How shall I atone, and to who? The Twelfth? The Seventeenth?
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09-14-2014, 05:16 PM (This post was last modified: 09-14-2014 05:28 PM by KatoHearts.)
Post: #38
RE: Legendhood (OOC)
Face judgement by the 17th Council

The theme of my app.
Chat already figured out what my theme is with a bit of help. So, if you want to try, start by rereading my opening paragraph. The answer is there. If you're stumped or don't care click away.
Edit: Sorry screwed up my link.
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09-14-2014, 11:17 PM
Post: #39
RE: Legendhood (OOC)
Just a suggestion, but to help gods establish themselves and make good use of themselves early on (this is as part of a response to the "tricksters are weak early" thing) You could make the free acts to start not class-altered in terms of price, but the worship-earned acts altered (so any person can use the firmament to build creatures, but once it runs out they have to run on the appropriate cost.) As for why this would happen, maybe early acts are raw energy, while worship acts are actually tied to YOU as a concept.
Reply
09-15-2014, 03:54 AM
Post: #40
RE: Legendhood (OOC)
(09-14-2014 09:55 AM)Leafsw0rd Wrote:  @Hector, not that I don't like your Tri-Fecta in concept, but what do you mean when you describe Fecta's "form"? 'Cos it's not really clear what they look like even when they reclaim their pieces. Also, I guess I see more of a Trickster vibe in their wide variety, and especially in Taerh. I don't see how he really relates to Warrior at all, at least warrior over trickster. Remember, a warrior's key ability is "a feat of raw power". A trickster's primary ability is "a superhuman feat". Though tricksters are less powerful in any particular manner, they are more flexible. Iunno, Ybod is classic Warrior, Dimn is good for either one, Taerh is classic trickster(as far as I know), and their wide variety of abilities really seems to lend itself more to the variety of tricksterdom than the raw power of warriors.

As a matter of fact, it's how they apply their abilities. I didn't feel there was a very good 'class' for MAGICAL combat so i shoved that under Warrior too since he mentioned tossing lightning. Also, you can still use Acts to do non-class things from what he said.

About Fecta's form:He literally has none. Think of him in terms of what Voldemort said; " I was less than spirit, less than the meanest ghost . . . but still, I was alive.”

And really? You think Taerh isn't a warrior? Think about all of the heart themed attacks we can do with simply a LITERAL interpretation of heart. "Heartstopper", "Heart Failure"....
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09-15-2014, 07:57 AM
Post: #41
RE: Legendhood (OOC)
...That is actually... Really creative. I like it .w.
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09-15-2014, 08:28 AM (This post was last modified: 09-15-2014 08:29 AM by Anomaly.)
Post: #42
RE: Legendhood (OOC)
Pantheon name: Nihilo

God names: Nothing.

Appearance: A distinct absence. Of light. Of matter. Of existence. It doesn’t matter. There is only Nothing. Formless, ambiguous Nothing.

Class: Gardener. Creatio ex nihilo.

Power: Ex nihilo nihil fit - “Nothing comes from Nothing.” The incorporeal, the invisible, the impossible. Nothing can lead to their existence, that which no mortal may perceive.

Core idea: There is no core idea. There is Nothing.
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09-15-2014, 04:15 PM (This post was last modified: 09-15-2014 04:17 PM by DenizenShipper.)
Post: #43
RE: Legendhood (OOC)
CHANGELOG 1:

• Ambiguity in Pantheons section reduced. 1 class per pantheon more strongly specified. Tradeoffs of the different tiers (precise vs. widespread) now briefly mentioned.
• A note on appearance-changing gods who do not use the disguise power has been added to the Answers to questions I suspect will be asked section (and the name of the section has been placed in past tense).
• Answers to questions that were asked section has been added (it’s just a central location for the rest of my answer posts to be quoted).
• A note on multi-god pantheons and their relative resilience has been added to Limitations.
• Examples in the Power section now reflect the intended format for that section in your apps.
Trickster abilities changed.

(09-14-2014 11:17 PM)Leafsw0rd Wrote:  Just a suggestion, but to help gods establish themselves and make good use of themselves early on (this is as part of a response to the "tricksters are weak early" thing) You could make the free acts to start not class-altered in terms of price, but the worship-earned acts altered (so any person can use the firmament to build creatures, but once it runs out they have to run on the appropriate cost.) As for why this would happen, maybe early acts are raw energy, while worship acts are actually tied to YOU as a concept.

If nobody else has objections, then we could do this for the first turn. I've got nothing to say about possible fluff implications for now.
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09-15-2014, 04:48 PM
Post: #44
RE: Legendhood (OOC)
Power added to my app.
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09-16-2014, 03:33 AM
Post: #45
RE: Legendhood (OOC)
As in, periodic elemental control, right? Not the other kind?
Reply
09-16-2014, 05:03 AM
Post: #46
RE: Legendhood (OOC)
Tentatively reserving, will read thread and post app if I care to after I had a nap.


zzzzzzzzz

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09-16-2014, 05:10 AM (This post was last modified: 09-16-2014 05:13 AM by KatoHearts.)
Post: #47
RE: Legendhood (OOC)
.....Yes. Elemental control as in controling all 118 elements, but only one at a time. Also if a new element shows up midgame, in real life, I fully reserve the right to add it to my pantheon.
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09-16-2014, 12:40 PM (This post was last modified: 09-20-2014 09:12 AM by Gorsgan.)
Post: #48
RE: Legendhood (OOC)
‎Pantheon Name: Riders of the Apocalyspe
God Name(s): Gilgamesh (Conquest), Simohayha (War), Nostradamus (Pestilence), Borgia (Death)

Appearances
Gilgamesh: Bulky historic Mesopotamian king is bulky. Gilgamesh has a full suit of armor and looks like your stereotypical tyrannical ruler. He is a highly decorated individual and he always has some weapon by his side but it is rarely the same one, as his weapon shape-shifts. He has long black hair, white skin and the rest is covered in scars and armor. He also frequents riding a horse that is covered in heavy, heavy, armor. Granted, the horse doesn't really need it, it's more a stylistic thing that Gilgamesh likes.
Simohayha: He wears white camouflage and a mask. Because of this, he is often times called "the White Death" because he looks like the Grim Reaper with a rifle after a hike in a snow field. Other than that, he really changes appearance for the occasion.
Nostradamus: He wears a plague doctor outfit. Even better though, he is crawling with gnats, flies, ticks, spiders, etc. He is a living parasite and disease magnet. Underneath the clothes the menagerie is worse and he is quite obviously half-crow and his right wing is broken, granted flight is not impossible thanks to his godhood. His left eye has also been eaten out by maggots.
Borgia: Classical Grim Reaper on a pale horse. The pale horse is also rotting.

Class: Lords

Powers:
Gilgamesh: He can summon any weapon he needs at any time and grow limbs to utilize said weapon. The more complex/big the weapon, the more power points (So, I can't summon ballista out of nowhere.) Other than that, he is extremely physically capable, even amongst gods.
And his Horse: His horse has flight, just like the rest. Gilgamesh can also increase the horse's kinetic energy (in other words, he makes it harder to knock the horse off course and more painful to stand in front of.)

Simohayha: Bullet time! He can slow down time for his shots and can instantly see vital areas of a body. He also is like a chameleon where he can change colors to hide.
And his horse: He can see anything his horse can see, and sense anything it senses regardless of separation. His horse can also become a bird (specifically a dove, ironically) strong enough to carry a clip of ammo in case, you know, he has an arsenal along with him or he's providing others ammunition.

Nostradamus: For one, there isn't any way in hell you're getting him sick or getting near him without getting sick (granted, I suppose we're gods). He can also summon locusts, gnats, and other annoying plague creating creatures.
And his Horse: Has been carrying this dude for awhile and is immune to disease and sickness and poison altogether. He can also transform himself and Nostradamus into a swarm of some bug. Additionally, the horse has a lot of antibodies in it, so through dissection you can pretty much find whatever you need to cure someone.

Borgia: The God of Death. He can just be well, a god of death and kill every first born son something and gather their souls within him to replenish his power and make him stronger. These souls are collected within him and even once the energy that he can gain from him is gone, it just sits there taking up space. He can also raise mortals back from the dead as undead.
And his Horse: With the presence of his horse, Borgia's abilities regarding raising the dead extend past mortals and extend to animals.

Universal Weaknesses:
They cannot do the fast travel free action without their horse.

Core Idea (optional): Four Horsemen, obviously.

If you have any problems I will gladly be a flexible individual and make changes.

Also, on the not having acts thing: Maybe they could become titans? It would explain where titans come from and if someone screws over another in this, they can take revenge after they "die." Or they can just die again as a titan. Just me throwing something at a wall though.
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09-16-2014, 01:20 PM (This post was last modified: 09-17-2014 09:50 AM by SupahKiven.)
Post: #49
RE: Legendhood (OOC)
Pantheon Name: The Sensors

God Name(s): The Beholder (Sight), The Eavesdropper (Hearing), The Contact (Touch), The Sampler (Taste), and The Odor (Smell)

Appearance(s): The Beholder takes the appearance of an eye, but with the veins very pronounced. His iris is orange, and off the end, where it would normally be attached in the socket, hang a mass of sinewy tendons. The Beholder is often seen as the 'leader' of the Sensors.

The Eavesdropper appears as a mass of wires, extension cords, and electrical tape. The Eavesdropper does have three distinct ends, one ending in a USB plug, one ending in a pair of earbuds, and the other in a microphone. None of the others actually know what The Eavesdropper is supposed to be, only that she's the oddball of the group.

The Contact appears as a hand with seven fingers and two thumbs. He is pure white and has exaggerated nails. The Contact ends at the wrist in a ragged stump that has the same tendons as The Beholder.

The Sampler is a lipless mouth with countless rows of needle like teeth and a lolling, forked tongue that somehow can't fit inside of it. It also has a few of the tendons hanging from its edges.

The Odor appears a ball of fluids that can shift shapes, appearing frequently as misshapen noses. She lets off a rather off putting odor.

These appearances are used when addressing the other gods. When appearing to mortals (or titans should that happen for some reason), The Sensors appear as the respective body parts for said being.

Class: Muse

Power(s): See no Evil- The Beholder has the ability to create light strong enough to blind mortals. He can also concentrate said light into tight 'beams'.
Hear no Evil - The Eavesdropper can produce sounds loud enough to deafen mortals.
Speak no Evil - The Sampler can consume bits from living mortals without killing them. It usually goes for the vocal chords or whatever the mortal uses to communicate, leaving its victim mute.
Inspire Evil - Acting as the antithesis to the other three, The Contact and The Odor can inspire 'evil' into mortals though the use of their respective sense. This usually amounts to changing how a mortal perceives the world around them and thus altering how they act. Or something.

Core Idea (optional): The Five Senses/Morality

(Yeah, tell me if I did something wrong or weird because I have no idea wtf I'm doing)
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09-16-2014, 01:23 PM
Post: #50
RE: Legendhood (OOC)
Current god count is 146. This is a special kind of hell.
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