Godhood XIV [Syrup Edition]
02-09-2014, 06:04 AM
(This post was last modified: 04-30-2014, 12:07 AM by MaxieSatan.)
{SYRUP EDITION}
A universe ends
Exactly as another begins;
Not with a bang, but a whisper.
From the aether it grows ever upwards,
Tall and thick, but fragile even now.
Branches spread, come long and quickly tangled,
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'll take.
***
Six - my mistake, seven - have gathered to tend this forest.
It is empty of all but a promise of more to come.
The universe awaits creation.
Acts
Supernerd - Mi'Grata: 5
Bigro - The Matriarch: 5
Chwoka - Tlaca-Ica: 5
Garuru - The Arbitrator: 5
Truegreen - Oiren: 5
Dalmationer - Canary: 5
Schazer - Solbruin: 5
Universal Reference Sheet
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Spoiler
Locational Constructs
Mortals of Note
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Cosmic Constructs
Ice Sun "Butts": This star radiates light that, instead of making whatever it strikes hotter, instead causes a significant drop in temperature.
Eruditio: An average-sized sun that emits light and heat.
The Spacetide: Between the two suns, where their radiation "intersects," great currents are formed from the difference in temperature, and beautiful lights emerge in the process. They're mostly harmless, but whenever Ournaro crosses between orbital paths, its own wind currents are magnified and distorted, and its rotation thrown off-kilter.
The Duck: The corpse of a single duck, orbiting the ice sun. The radiation has effectively left it frozen solid - perfect to be heated up for a romantic dinner!
Matriarch's Planet: An extremely hot planet orbiting the ice sun. Perfectly geometric lakes and rivers interconnect, cooling down the area immediately around them, and the radiation from the ice sun makes things otherwise more or less livable, but there are substantial portions of the planet that remain unreasonably hot.
Sarte: An icy moon which orbits the Matriarch's planet. It reflects some of the cold radiation towards the planet, and in return the planet's lost heat warms it a bit.
Melody: A small planet, full of canyons and caves, and dominated by a single ocean. It has a vaporous core, also the source of its atmosphere; the metals making it up remain gaseous or liquid even at low temperatures, and frequently rain down alongside the ocean's evaporated waters.
Progenitor: This planet has a tremendous variety of canyons and mountains dotting the landscape. A bounty of useful minerals lies beneath the surface.
Ournaro: A gas giant positioned such that its orbit forms a figure eight around the two suns.
Sizzurp: A liquid giant, made of a combination of soft drink and soporific. Twice a year, its orbit (perpendicular to those of other planets) crosses with Progenitor, leaving the inhabitants of that planet in a bit of a stupor.
Spun Sugar: An interdimensional lattice that makes it nearly impossible for mortals to travel from one plane to another.
Plane of Memory: An as of yet small, but expanding-towards-infinite maze graces the center of this plane. The walls of this maze will record all the knowledge of the universe, and all the details of all the lives of those who have lived and died in it. As of yet, only the Gods may access this realm or read the information within.
Ice Sun "Butts": This star radiates light that, instead of making whatever it strikes hotter, instead causes a significant drop in temperature.
Eruditio: An average-sized sun that emits light and heat.
The Spacetide: Between the two suns, where their radiation "intersects," great currents are formed from the difference in temperature, and beautiful lights emerge in the process. They're mostly harmless, but whenever Ournaro crosses between orbital paths, its own wind currents are magnified and distorted, and its rotation thrown off-kilter.
The Duck: The corpse of a single duck, orbiting the ice sun. The radiation has effectively left it frozen solid - perfect to be heated up for a romantic dinner!
Matriarch's Planet: An extremely hot planet orbiting the ice sun. Perfectly geometric lakes and rivers interconnect, cooling down the area immediately around them, and the radiation from the ice sun makes things otherwise more or less livable, but there are substantial portions of the planet that remain unreasonably hot.
Sarte: An icy moon which orbits the Matriarch's planet. It reflects some of the cold radiation towards the planet, and in return the planet's lost heat warms it a bit.
Melody: A small planet, full of canyons and caves, and dominated by a single ocean. It has a vaporous core, also the source of its atmosphere; the metals making it up remain gaseous or liquid even at low temperatures, and frequently rain down alongside the ocean's evaporated waters.
Progenitor: This planet has a tremendous variety of canyons and mountains dotting the landscape. A bounty of useful minerals lies beneath the surface.
Ournaro: A gas giant positioned such that its orbit forms a figure eight around the two suns.
Sizzurp: A liquid giant, made of a combination of soft drink and soporific. Twice a year, its orbit (perpendicular to those of other planets) crosses with Progenitor, leaving the inhabitants of that planet in a bit of a stupor.
Spun Sugar: An interdimensional lattice that makes it nearly impossible for mortals to travel from one plane to another.
Plane of Memory: An as of yet small, but expanding-towards-infinite maze graces the center of this plane. The walls of this maze will record all the knowledge of the universe, and all the details of all the lives of those who have lived and died in it. As of yet, only the Gods may access this realm or read the information within.
Locational Constructs
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Matriarch's Planet
Winterweed: A hardy sprout which stores the cold of the ice sun during the day, and releases it at night to protect it from the intense heat of the planet.
Volcano of Fury: This tremendous mountain draws tremendous amounts of energy from the planet - cooling it down for the most part, but leaving the area around it (including the Temple of Parenthood) even hotter than before.
Divine Temple of Parenthood: A massive temple carved into the second-largest volcano on the planet. Any creature who reaches it may give form to a new concept or being, provided they are sufficiently proud of it once it is finished.
Winterweed: A hardy sprout which stores the cold of the ice sun during the day, and releases it at night to protect it from the intense heat of the planet.
Volcano of Fury: This tremendous mountain draws tremendous amounts of energy from the planet - cooling it down for the most part, but leaving the area around it (including the Temple of Parenthood) even hotter than before.
Divine Temple of Parenthood: A massive temple carved into the second-largest volcano on the planet. Any creature who reaches it may give form to a new concept or being, provided they are sufficiently proud of it once it is finished.
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Sarte
Summerweed: Where the winterweed stores cold, the summerweed stores heat. It grows in thick clumps to share warmth efficiently.
Wiremoss: A grey, wool-like plant that cohabitates with the Summerweed. It grows and dies quickly, at which point its decomposition provides the soil - and thus the Summerweed - with more nutrients.
Summerweed: Where the winterweed stores cold, the summerweed stores heat. It grows in thick clumps to share warmth efficiently.
Wiremoss: A grey, wool-like plant that cohabitates with the Summerweed. It grows and dies quickly, at which point its decomposition provides the soil - and thus the Summerweed - with more nutrients.
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Melody
Redweed: An intelligent algae with a strong philosophical tradition and the ability to (slightly) shift the tides to their will. Their perceptions and communication are based upon chemical signals, particularly pheromones. Their societies are extremely hostile to any thought that challenges the orthodoxy. Three major civilizations exist - the nature-worshipping Greifous Feeders, the industrious Tornbygge, and the inquisitive Aoyo Mousou - as well as various smaller, unaffiliated tribes.
Sliver: A cavern-dwelling moss that absorbs metals from the atmosphere and uses them to produce a thin protective shell.
Platewood: Great trees with trunks of iron, bark of copper and silver, leaves of gold, and fruit of shining bismuth. Tend to form dense forests, their branches knitting together and forming a nearly impenetrable wall.
Cavern Greifous: The females of these insects are flightless; they pierce the shell of the Sliver and then lay their eggs inside. The males are winged, and frequently migrate to other caverns to spread their genetic material, feasting on Redweed if they hunger during the journey.
Coastal Greifous: Larger and stronger, as well as a bit smarter, than those of the Cavern, these Greifous have a symbiotic relationship with the Redweed - primarily the Greifous Feeders, who willingly feed them their dead in exchange for protection and companionship.
Roundfish: These creatures propel themselves by sucking in and expelling water. Naturally transparent, their color based on what they eat - which is just about anything they can manage to fit in their mouths.
Redweed: An intelligent algae with a strong philosophical tradition and the ability to (slightly) shift the tides to their will. Their perceptions and communication are based upon chemical signals, particularly pheromones. Their societies are extremely hostile to any thought that challenges the orthodoxy. Three major civilizations exist - the nature-worshipping Greifous Feeders, the industrious Tornbygge, and the inquisitive Aoyo Mousou - as well as various smaller, unaffiliated tribes.
Sliver: A cavern-dwelling moss that absorbs metals from the atmosphere and uses them to produce a thin protective shell.
Platewood: Great trees with trunks of iron, bark of copper and silver, leaves of gold, and fruit of shining bismuth. Tend to form dense forests, their branches knitting together and forming a nearly impenetrable wall.
Cavern Greifous: The females of these insects are flightless; they pierce the shell of the Sliver and then lay their eggs inside. The males are winged, and frequently migrate to other caverns to spread their genetic material, feasting on Redweed if they hunger during the journey.
Coastal Greifous: Larger and stronger, as well as a bit smarter, than those of the Cavern, these Greifous have a symbiotic relationship with the Redweed - primarily the Greifous Feeders, who willingly feed them their dead in exchange for protection and companionship.
Roundfish: These creatures propel themselves by sucking in and expelling water. Naturally transparent, their color based on what they eat - which is just about anything they can manage to fit in their mouths.
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Progenitor
Snakevines: This climbing vine easily twists and turns, mainly using this to capture the maximum amount of sunlight, but sometimes as an artistic exercise of sorts. They perceive the world around them through a sort of touch-based infrared vision; a rare mutation allows some of them to hear and speak, as well. Worship the Screws as angelic, peace-bringing figures.
Bummerweed: Tall, wispy grasses that form swathes of prairie over Progenitor's drier areas. The Snakevines dislike them greatly, seeing them as leeches.
Saxa: Bear-like creatures made of stone. Fond of gemstones, often digging through caves to search for them. Most of them live underground; these only occasionally surface, but always make a point of doing so during the collision with Sizzurp, so they may speak with the Screws. They can speak with the Snakevines using either sign language or writing.
RBs: Hat-shaped creatures made of delicious pre-cooked meat. Cheerful and prone to bouts of raucous laughter. Horseradish not included.
Buzzers: These pale yellow birds travel in packs and congregate on cliffs, where they build nests. The only sounds they produce are buzzes, and they are infamous for the incessant droning that occurs whenever they migrate.
The Penta Numisma: Five living artifacts, each with their own power: The Invincible Armadillo, the Toucan Tactician, the Skillful Sifaka, the Bull Berserker and the Shifty Wolf. Whoever controls one gains its power, as well as immortality - but if presented with a fair challenge, they must accept. If all five are gathered by one person, a single wish may be granted, subject to interpretation by the gods - at which point they will scatter once more.
Snakevines: This climbing vine easily twists and turns, mainly using this to capture the maximum amount of sunlight, but sometimes as an artistic exercise of sorts. They perceive the world around them through a sort of touch-based infrared vision; a rare mutation allows some of them to hear and speak, as well. Worship the Screws as angelic, peace-bringing figures.
Bummerweed: Tall, wispy grasses that form swathes of prairie over Progenitor's drier areas. The Snakevines dislike them greatly, seeing them as leeches.
Saxa: Bear-like creatures made of stone. Fond of gemstones, often digging through caves to search for them. Most of them live underground; these only occasionally surface, but always make a point of doing so during the collision with Sizzurp, so they may speak with the Screws. They can speak with the Snakevines using either sign language or writing.
RBs: Hat-shaped creatures made of delicious pre-cooked meat. Cheerful and prone to bouts of raucous laughter. Horseradish not included.
Buzzers: These pale yellow birds travel in packs and congregate on cliffs, where they build nests. The only sounds they produce are buzzes, and they are infamous for the incessant droning that occurs whenever they migrate.
The Penta Numisma: Five living artifacts, each with their own power: The Invincible Armadillo, the Toucan Tactician, the Skillful Sifaka, the Bull Berserker and the Shifty Wolf. Whoever controls one gains its power, as well as immortality - but if presented with a fair challenge, they must accept. If all five are gathered by one person, a single wish may be granted, subject to interpretation by the gods - at which point they will scatter once more.
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Ournaro
Various Simple Plant Life: Vast swathes of floating, semi-gaseous plants have accumulated in Ournaro's atmosphere. The various different plants have adapted to the orbital cycle. In the warm season, the most active plants survive entirely on photosynthesis; in the cold season, various bacteria and the few remaining plant species survive primarily by consuming warm-weather plants that die. Thus, summer comes with a greater concentration of oxygen and a lower concentration of carbon dioxide, which returns to its previous balance in winter.
Polar Metal Deposits
Narkissts: Shrimp-like creatures who scuttle across Ournaro's icy core. They are intelligent, and adapted to high-gravity environments; they live in sturdy shelters built mostly of permafrost and dead plant matter. They are very sociable, but their language is disorganized, so that they may communicate a single concept in countless different ways.
Buzzts: Creatures which roughly appear to have the body of a kite, the wings of a bat, and the proboscis of a butterfly. They're active primarily during the warm season, when they pollinate the plants; susceptible to cold, they hibernate during the winter and are doomed to die if they fall to the ground.
Aerwhal: Large and lazy horned cetaceans who float through the sky, gobbling up plant matter as they go. Long-lived but rare in number, they tend to live solitary lives except during their breeding season when Ournaro crosses orbits.
Narkisst Afterlife: In death, the Narkissts' spirits ascend to the upper atmosphere, where they tend to the plants for eternity.
Various Simple Plant Life: Vast swathes of floating, semi-gaseous plants have accumulated in Ournaro's atmosphere. The various different plants have adapted to the orbital cycle. In the warm season, the most active plants survive entirely on photosynthesis; in the cold season, various bacteria and the few remaining plant species survive primarily by consuming warm-weather plants that die. Thus, summer comes with a greater concentration of oxygen and a lower concentration of carbon dioxide, which returns to its previous balance in winter.
Polar Metal Deposits
Narkissts: Shrimp-like creatures who scuttle across Ournaro's icy core. They are intelligent, and adapted to high-gravity environments; they live in sturdy shelters built mostly of permafrost and dead plant matter. They are very sociable, but their language is disorganized, so that they may communicate a single concept in countless different ways.
Buzzts: Creatures which roughly appear to have the body of a kite, the wings of a bat, and the proboscis of a butterfly. They're active primarily during the warm season, when they pollinate the plants; susceptible to cold, they hibernate during the winter and are doomed to die if they fall to the ground.
Aerwhal: Large and lazy horned cetaceans who float through the sky, gobbling up plant matter as they go. Long-lived but rare in number, they tend to live solitary lives except during their breeding season when Ournaro crosses orbits.
Narkisst Afterlife: In death, the Narkissts' spirits ascend to the upper atmosphere, where they tend to the plants for eternity.
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Sizzurp
Screws: "Birdfish" which subsist primarily on photosynthesis, and secondarily on the Bummerweed of Progenitor. Their appearance is distinctive, marked by vibrant green scales and corkscrew beaks. They take great joy in Sizzurp's intersection with Progenitor, for when it does, the inhabitants worship them as angels, and the Screws can gain the memory and knowledge of anyone they desire.
Aurigni: These plants' seeds, when compressed, quickly grow to maturity in a glorious burst of color; not soon after that, they scatter seeds anew and wilt away.
Screws: "Birdfish" which subsist primarily on photosynthesis, and secondarily on the Bummerweed of Progenitor. Their appearance is distinctive, marked by vibrant green scales and corkscrew beaks. They take great joy in Sizzurp's intersection with Progenitor, for when it does, the inhabitants worship them as angels, and the Screws can gain the memory and knowledge of anyone they desire.
Aurigni: These plants' seeds, when compressed, quickly grow to maturity in a glorious burst of color; not soon after that, they scatter seeds anew and wilt away.
Mortals of Note
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Melody
Costro Memorius: A Redweed of the Greifous Feeder tribe. Serves Canary. Her blessing and the underlying culture has made it easy for him to gain tremendous prestige, and he now serves as their de facto leader.
Frue Hjerteler: A Redweed, formerly of the Tornbygge, who has formed a new tribe from anyone who would follow her. Serves Tlaca-Ica.
Costro Memorius: A Redweed of the Greifous Feeder tribe. Serves Canary. Her blessing and the underlying culture has made it easy for him to gain tremendous prestige, and he now serves as their de facto leader.
Frue Hjerteler: A Redweed, formerly of the Tornbygge, who has formed a new tribe from anyone who would follow her. Serves Tlaca-Ica.
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Progenitor
Granite: A mysterious Saxa who controls the Shifty Wolf and the Invincible Armadillo. Allegedly, he has little interest in obtaining the other Penta Numisma, as he'd rather not deal with their bearers.
Princess Twistknot: A Snakevine who holds the Toucan Tactician and the Skillful Sifaka, and has used them to wage a great campaign to unite the Snakevines. Currently attempting to seek down and kill Old Blood Eye.
Old Blood Eye: A Saxa in possession of the Bull Berserker, who rides across the land pillaging whatever settlements he comes across. One of his eyes has been taken away, replaced with a finely-cut ruby.
Granite: A mysterious Saxa who controls the Shifty Wolf and the Invincible Armadillo. Allegedly, he has little interest in obtaining the other Penta Numisma, as he'd rather not deal with their bearers.
Princess Twistknot: A Snakevine who holds the Toucan Tactician and the Skillful Sifaka, and has used them to wage a great campaign to unite the Snakevines. Currently attempting to seek down and kill Old Blood Eye.
Old Blood Eye: A Saxa in possession of the Bull Berserker, who rides across the land pillaging whatever settlements he comes across. One of his eyes has been taken away, replaced with a finely-cut ruby.
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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!