Godhood XIV [Sugar Edition]
02-09-2014, 06:00 AM
(This post was last modified: 03-09-2014, 09:35 PM by MaxieSatan.)
{SUGAR EDITION}
A universe ends
Exactly as another begins;
Not with a bang, but a whisper.
From the aether it grows ever upwards,
Long but slender, fragile even now.
Slowly, gracefully, it spreads and tangles
Yet it has nothing but the scent of promise.
Just that is enough.
With that meager breath of things to come,
Farmers come to till the fertile fields,
Bring out the sweetness - or perhaps the bitters -
Lurking deep within.
But on the horizon, others lie in wait;
Making plans to lurk when nightfall comes,
To take the work of others, call it theirs,
Leeches who claim to give the blood they take.
***
Seven - that is, nine - have gathered to tend this forest.
It is empty of all but a promise of more to come.
The universe awaits creation.
Acts
Vancho - Fasila Remido: 5
Steilos - Bacsphaal: 5
Kaynato - Diatraxa: 5
SleepingOrange - ElemenSssWwk
Draykon - Esuna: 5
Mirdini - Zkovta: 5
Loather - Elbridge Murderfree the Great Skull Lord: 5
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Universal Reference Sheet
Locational Constructs
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Cosmic Constructs
The Great Skull Nebula: A big, awesome nebula in the center of the universe, distinctly skull-shaped.
Beat Pulsar: A medium-sized star which pulses in a steady, (on a geological time scale, anyway) rapid rhythm. Everything that orbits around it is carefully synchronized so that seasons and years end on beat.
Binary Star System: Consists of a medium-sized yellow star and a smaller light-blue star.
Deathrock: A small planet orbiting the Great Skull Nebula. Possesses a degree of sapience.
Sinfonia: A small planet dominated by a vast green ocean.
Adago and Lynisa: A standard small planet and a medium-sized (relatively small) gas giant, respectively, orbiting each other around Sinfonia. They dissolve into plumes that the other absorbs; occasionally one temporarily subsumes the other.
Argent: A medium-sized planet orbiting the pulsar. Very watery, with volcanic activity leading to many scattered islands. Experiences a very intense seasonal cycle.
Vidi:A large planet orbiting the binary star system. Water covers roughly half of its surface.
The Great Skull Nebula: A big, awesome nebula in the center of the universe, distinctly skull-shaped.
Beat Pulsar: A medium-sized star which pulses in a steady, (on a geological time scale, anyway) rapid rhythm. Everything that orbits around it is carefully synchronized so that seasons and years end on beat.
Binary Star System: Consists of a medium-sized yellow star and a smaller light-blue star.
Deathrock: A small planet orbiting the Great Skull Nebula. Possesses a degree of sapience.
Sinfonia: A small planet dominated by a vast green ocean.
Adago and Lynisa: A standard small planet and a medium-sized (relatively small) gas giant, respectively, orbiting each other around Sinfonia. They dissolve into plumes that the other absorbs; occasionally one temporarily subsumes the other.
Argent: A medium-sized planet orbiting the pulsar. Very watery, with volcanic activity leading to many scattered islands. Experiences a very intense seasonal cycle.
Vidi:A large planet orbiting the binary star system. Water covers roughly half of its surface.
Locational Constructs
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Deathrock
The Liquid Skull Ocean: A sea filled with a strange, red liquid which forms into skulls instead of drops and experiences minimal friction. Sometimes a few drops will be shot up into the stratosphere. They explode when they touch water.
Aqua Ring: A ring of water surrounding the planet.
The Liquid Skull Ocean: A sea filled with a strange, red liquid which forms into skulls instead of drops and experiences minimal friction. Sometimes a few drops will be shot up into the stratosphere. They explode when they touch water.
Aqua Ring: A ring of water surrounding the planet.
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Argent
Lots Of Big Ol' Piles Of Valuable Metals
Various Plankton
Riverwood: Trees that shift seamlessly from wood to water, their roots forming powerful rivers. When they die, their roots wither, and thus the rivers dry up to make room for new ones.
Spinning Ann: A bizarrely shaped creature that mostly moves by spinning, burrowing and leaping. Reproduces by budding; offspring start their lives underground. During Argent's harsh winters, they burrow deep underground to hibernate.
Wibbles: Similar to eels but with more pronounced fins, these creatures mostly eat plankton and lounge in Riverwood roots.
Glimmerweed: A crystalline plant that forms in tremendous colonies, sprouting from the sea.
Gemrunners: Ferocious and ravenous rodents. Willing to eat damn near anything.
Anchor: An island in the center of Argent's greatest ocean, made of metal that is nearly impossible to alter or break.[/b]
Glimmergrass: A thick, long grass that dominates Anchor.
Lots Of Big Ol' Piles Of Valuable Metals
Various Plankton
Riverwood: Trees that shift seamlessly from wood to water, their roots forming powerful rivers. When they die, their roots wither, and thus the rivers dry up to make room for new ones.
Spinning Ann: A bizarrely shaped creature that mostly moves by spinning, burrowing and leaping. Reproduces by budding; offspring start their lives underground. During Argent's harsh winters, they burrow deep underground to hibernate.
Wibbles: Similar to eels but with more pronounced fins, these creatures mostly eat plankton and lounge in Riverwood roots.
Glimmerweed: A crystalline plant that forms in tremendous colonies, sprouting from the sea.
Gemrunners: Ferocious and ravenous rodents. Willing to eat damn near anything.
Anchor: An island in the center of Argent's greatest ocean, made of metal that is nearly impossible to alter or break.[/b]
Glimmergrass: A thick, long grass that dominates Anchor.
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Sinfonia
The Singing Sea: A vast ocean across the whole planet, which shines a brilliant green, due in part to emeralds scattered across the sea floor. Its waves do not merely crash, but sing with the beautiful voice of its creator.
Organ-Pipes: Reeds which channel the wind into distinct tones. Clusters of them often form in such a way that particular chords fill the air.
The Singing Sea: A vast ocean across the whole planet, which shines a brilliant green, due in part to emeralds scattered across the sea floor. Its waves do not merely crash, but sing with the beautiful voice of its creator.
Organ-Pipes: Reeds which channel the wind into distinct tones. Clusters of them often form in such a way that particular chords fill the air.
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Vidi
Visavia: Strange creatures formed from an amorphous Dust, which can grow bigger by consuming other Visavia - though doing too much of this will lead to them splitting into several of themselves. They have many shapes and shine brightly.
Visavia: Strange creatures formed from an amorphous Dust, which can grow bigger by consuming other Visavia - though doing too much of this will lead to them splitting into several of themselves. They have many shapes and shine brightly.
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Metaphysical Constructs
Energy of New Beginnings: The birth of a universe empowers all divinities with a certain amount of creative potential! The number of acts received from this event decrease each turn, so be sure to establish something under your spheres before it's completely gone.
Energy of New Beginnings: The birth of a universe empowers all divinities with a certain amount of creative potential! The number of acts received from this event decrease each turn, so be sure to establish something under your spheres before it's completely gone.
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Sample Costs Again
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Planets and junkPlanets: 2 for a small one, 3 for a plain ole earth sized one, 4 for a large one, 5 for a GIANT one. Gas giants can be made for 1 act less at each size.
Moons: 2 acts for your basic moon; the material itself and setting it in stable orbit around the planet.
Suns/Stars: 3 is the cost for an average sized sun.
The following costs assume an earth-sized planet:
Molten core: 1 act. Allows for tectonic and volcanic activity
Oceans: 1 act per 1/3 of the planet covered, assuming an earth sized planet. Usual number to invest is 2.
Metals and minerals: 1 act for scarce resources, or a concentrated area of resources. 2 acts for average resources, 3 for abundant resources.
Atmosphere: 1 act for a basic, breathable, gaseous atmosphere.
Moons: 2 acts for your basic moon; the material itself and setting it in stable orbit around the planet.
Suns/Stars: 3 is the cost for an average sized sun.
The following costs assume an earth-sized planet:
Molten core: 1 act. Allows for tectonic and volcanic activity
Oceans: 1 act per 1/3 of the planet covered, assuming an earth sized planet. Usual number to invest is 2.
Metals and minerals: 1 act for scarce resources, or a concentrated area of resources. 2 acts for average resources, 3 for abundant resources.
Atmosphere: 1 act for a basic, breathable, gaseous atmosphere.
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Life Creation Cost Guidelines Basic Plant Life, Insects, One Celled Organisms: 1 Act. These can also be distributed over more of the planet for less the cost.
Basic Small Animal Life: 1-2 Acts, depending on distribution.
Basic Animal Life: 1-3 Acts. Non-sapient animal life, or at insect life, or what have you. Basically, stuff that’s between the size of a deer and a water buffalo. Remember that how much you spend will affect the starting population.
Basic Large Animal Life: 2-4 Acts. Elephant to whale sized life.
Basic Massive Animal Life: 3-5 Acts. Think T-Rex.
Basic Supermassive Life: 4 acts and up, depending on what you’re making and whether you want it to reproduce or not. Think, well, bigger than a T-Rex. Titans and such.
Add Sapiency: +1 for basic, +2 for "average", +3 for insane levels of sapience.
Add Intelligence: +1 for basic, +2 for "average", +3 for insane levels of intelligence.
Add “Special Properties”: +1 and up depending on the “Special Property.” You want a rat that farts pepper spray? You have to pay for the privilege, son.
Add Obsession/Instinctual Attraction: +1 Acts. Make that two-headed boar you’re making intensely obsessed to partnering with the three-headed meerkats.
Alter Creature: 1-3 Acts depending on population and creature size.
You may not directly kill off a species once it has been created; then it'd be really easy for people to just insta-counter another deity's plans, and that's no fun! Feel free to shape the ecosystem against their favor, though.
Basic Small Animal Life: 1-2 Acts, depending on distribution.
Basic Animal Life: 1-3 Acts. Non-sapient animal life, or at insect life, or what have you. Basically, stuff that’s between the size of a deer and a water buffalo. Remember that how much you spend will affect the starting population.
Basic Large Animal Life: 2-4 Acts. Elephant to whale sized life.
Basic Massive Animal Life: 3-5 Acts. Think T-Rex.
Basic Supermassive Life: 4 acts and up, depending on what you’re making and whether you want it to reproduce or not. Think, well, bigger than a T-Rex. Titans and such.
Add Sapiency: +1 for basic, +2 for "average", +3 for insane levels of sapience.
Add Intelligence: +1 for basic, +2 for "average", +3 for insane levels of intelligence.
Add “Special Properties”: +1 and up depending on the “Special Property.” You want a rat that farts pepper spray? You have to pay for the privilege, son.
Add Obsession/Instinctual Attraction: +1 Acts. Make that two-headed boar you’re making intensely obsessed to partnering with the three-headed meerkats.
Alter Creature: 1-3 Acts depending on population and creature size.
You may not directly kill off a species once it has been created; then it'd be really easy for people to just insta-counter another deity's plans, and that's no fun! Feel free to shape the ecosystem against their favor, though.
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Dealing With Mortals Cost Guidelines
Appearing to Mortals (intangible): 1 Act. You can’t touch or be touched, but you can talk and look all scary. The simplest way to deal with puny mortals, and the cheapest.
Take Physical Form: 1 Act for anything that’s reasonable (become a bird, a humanoid, or something like that.) Take note, you can be killed in this form, but you just go back to being intangible. Unless you put extra acts into it, you have the regular abilities of whatever you took form of.
Ghostwriting: 1 Act. Carving or writing something without a pen, chisel, or hand.
Small Miracles: 1-2 Acts. Blow up a frog. Make a dead tree bloom. Basically, any small show of power that won’t give anything mystic powers or crap like that.
Large Miracles: 2-3 Acts. Part a sea, feed the thousands, stuff like that.
Possession: 1 Act. Force a mortal to your will by hijacking their brain. Most mortals won’t be able to stand this for long, though, so make sure you leap back out as soon as you do whatever.
Vision: 1 act. You can give a small "group" of people the same vision/dream/ideas
Divine Inspiration: 1 act. A single mortal is DIVINELY INSPIRED about a particular idea/technology [for example, if a mortal were inspired with stoneworking they would go on to develop MASTER STONEWORKING TECHNIQUES, or a mortal could be inspired to make a legendary artifact, that sort of thing]
Prophets: 2-3 Acts. A mortal linked to a god, allowing them to ask for clarification on this and that during their life-time. (I will have them asking you questions during turn end, in other words. There can be more than one at a time, but try to keep it within a reasonable limit.)
KEEP IN MIND THAT ANY AND ALL INTERACTIONS WITH MORTALS MUST COST SOMETHING.
Appearing to Mortals (intangible): 1 Act. You can’t touch or be touched, but you can talk and look all scary. The simplest way to deal with puny mortals, and the cheapest.
Take Physical Form: 1 Act for anything that’s reasonable (become a bird, a humanoid, or something like that.) Take note, you can be killed in this form, but you just go back to being intangible. Unless you put extra acts into it, you have the regular abilities of whatever you took form of.
Ghostwriting: 1 Act. Carving or writing something without a pen, chisel, or hand.
Small Miracles: 1-2 Acts. Blow up a frog. Make a dead tree bloom. Basically, any small show of power that won’t give anything mystic powers or crap like that.
Large Miracles: 2-3 Acts. Part a sea, feed the thousands, stuff like that.
Possession: 1 Act. Force a mortal to your will by hijacking their brain. Most mortals won’t be able to stand this for long, though, so make sure you leap back out as soon as you do whatever.
Vision: 1 act. You can give a small "group" of people the same vision/dream/ideas
Divine Inspiration: 1 act. A single mortal is DIVINELY INSPIRED about a particular idea/technology [for example, if a mortal were inspired with stoneworking they would go on to develop MASTER STONEWORKING TECHNIQUES, or a mortal could be inspired to make a legendary artifact, that sort of thing]
Prophets: 2-3 Acts. A mortal linked to a god, allowing them to ask for clarification on this and that during their life-time. (I will have them asking you questions during turn end, in other words. There can be more than one at a time, but try to keep it within a reasonable limit.)
KEEP IN MIND THAT ANY AND ALL INTERACTIONS WITH MORTALS MUST COST SOMETHING.
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EtcNew plane of existence: There are two in the beginning; the Material plane and the Divine plane [Where you are.] Creating a new one costs a hefty 6 acts for just something basic overlaying the Material plane. They can be improved upon later or made with more acts for something fancier. Be sure to lay down some rules of existence on the plane when you make it!