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Discussion/RULES Thread: http://forums.somethingawful.com/showthread.php?threadid=3611665 IRC channel is located: On irc.synirc.net server and channel name is #ohgod . Rule Cheat Sheet: Stat/Attribute points: You get them by doing things. Specifically things which are in alignment with your god's dominion and theme. The scale and scope along with the outcomes of your actions affect the number of points received at the end of the "year". You can also get points if others do the work for you or they benefit you or others by accident or design. Gods can gain 0 points for the year if they have somehow lost in a conflict or have had their domains reduced either by mortals, natural disasters, or divine intervention by others. Also some gods can get nothing for taking no actions. Also, Point gain or loss isn't always 1:1. POINTS ARE SPENT VIA PMs OR SECRET MESSAGES TO THE GM. ACTIONS ARE ALL WRITTEN IN POSTS AND ARE NOT SECRET. JUST YOUR STATS AND WHAT YOU’VE SPENT!! 1st Stat: Divinity [Life Points & Action Initiative] Your life, shield, and standing. A greater divine being acts first. The more Divinity you have, the more god-like you are. If this reaches 0 you can be captured or even killed. Once damage has been taken, the points expended are gone. 2nd Stat: Attack [Attacking mortals/nature or Another God] Battles between Gods only occur only one on one. You can spend between one or all your points to harm another. For every point spent in combat it causes 1 damage to another's divinity. Every point spent from this stat on attacking can destroy the population of a town or equal sized amount of nature. One point of attack can destroy a single army. You spend Attack points to increase the area of destruction or the number of beings killed. Once points from here are spent they are gone. quote:Another word on Combat: A player can Yield to the other combatant rather than be captured or killed. When this happens there are options that your opponent chooses: 3rd Stat: Power The more power you have the more likely you are to have your way with influence vs another. When opposing another god’s influence action you can bid points vs another god to stop his Influence action OR twist the outcome. Power is also the stat of being somewhere, or escaping or traveling to the mortal world. Expending a point of power you can manifest in the world or return to the heavens. Once points from here are spent they are gone. 4th Stat: Influence [Used on Nature or Mortals] Every point spent can influence the population of a town or the equivalent of animals or natural phenomenon (a storm over the town or sandstorm to slow an army etc.). This influence on mortals can be from a charismatic speech or minor mental dominion. Mortal beings or nature/wildlife can misinterpret or add their own ideas or actions to any instructions due to free-will. They will not completely ignore direction from the gods unless another god has countermanded it. Deaths can occur from natural effects or influencing a group of mortals to kill someone. But not as many as if the god used a point of Attack. You can raise armies with each influence point you spend. Each army has an Attack of 1 and Life of 1(not divinity). Once points from here are spent they are gone. Actions: Unopposed Reasonable Actions affecting the world always succeed and are permanent unless opposed. Reasonable is defined here as what is acceptable in the game world [When in doubt the GM will rule]. If opposed the 'Power' stat of the two gods in the conflict are used to determine the outcome. If the opposing god wins then the action fails or its effect is twisted. If the opposing god loses then the action takes effect. Unreasonable actions can still affect the world and the rules for opposing actions still apply. However there is a chance based roll that is applied to unreasonable actions. This roll will determine if fate will punish the offending god for doing something against reality. If the dice favor the god, then nothing untoward happens, if they do not then 1d3 is rolled to determine damage and they can take that damage to any stat or spread it over any number of stats. True negation of an action or event only can happen if the opposer wins an opposed power bid, however CLEVER gods can mitigate lots of effects. This illustrates that evil can always return and that good can never be truly vanquished. If you want to do a thing, know that the cost of doing something will be different depending on what you want to do how much/many people you want to effect or amount of area you wish to do things to. As a rule of thumb so we're all not constantly polling me for costs I will say that baseline: Effecting the area/people of an average town or smaller may initially cost 1 influence or attack. Large towns/Areas will cost 2. Small Cities/areas will cost 3. Average cities will cost 4. Large Cities will cost 5. To get a larger area, you can add them together to make it happen. ***Special buildings/places will be done on a need to know basis, to prevent metagaming.*** If you want to do something more than a simple action we can kind of use the following for a rule of thumb. Note: The GM determines cost. Not the player. Argue at your own peril. Simple, extremely minor things: 0 added to influence cost. Using attack is a simple thing, it simply does what it does and the costs won't grow for attack. Easy acts: 1 added to influence cost. Middling acts: 2 added to influence cost. Medium acts: 3 added to influence cost Advanced acts: 4 added to influence cost Hard acts: 5 added to influence cost. Impossible things: 6 added to influence cost Note: Setting fires or other acts that can move out of control may affect more area or less depending on circumstances. If you pay the cost and no one opposes or wins, you at LEAST get what you paid for if not more. The only way you might get less is if someone mitigates your action which of course will have its own set of costs. So even if they can't stop you completely, they might provide relief in the aftermath of an act. I am Communist fucked around with this message at 09:16 on Mar 9, 2014 |
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