[center][h3]Quick Reference[/h3][/center] For easy reference, here are some (mostly numerical) rules you might need to refer to regularly. This is not a replacement for reading the First Post. [hider=Quick Reference] [hider=God/Demigod Level Might Costs] Level 1-2: 3 Might Level 2-3: 4 Might Level 3-4: 5 Might Level 4-5: 6 Might Level 5-10: 10 Might Level 10-20: 15 Might Level 20-35: 20 Might Level 35-50: 25 Might Level 50-100: 30 Might Might cost is [i]per Level increased[/i] within that interval. [/hider] [hider=Might Per Turn] Each Turn, Gods and Demigods gain additional Might which they can used. Gods: (3 + Level + Holy Sites) Might, plus 1 Freepoint Demigods: (3 + Level + Holy Sites + Worshippers) Might Holy Sites provide their creators with Might Per Turn equal to half the Might spent to create the Holy Site. Demigods (but not Gods) receive Might from having worshippers. The current ratio, subject to change, is that each 1000 worshippers provides 1 Might per Turn, up to a maximum of 4 Might per Turn. [/hider] [hider=Hero Level Khookie Costs] Level 1-2: 2 Khookies Level 2-3: 3 Khookies Level 3-4: 6 Khookies Level 4-5: 7 Khookies Level 5-6: 10 Khookies Level 6-7: 11 Khookies Level 7-8: 14 Khookies Level 8-9: 15 Khookies Level 9-10: 18 Khookies Level 10-11: 19 Khookies Level 11-12: 22 Khookies Level 12-13: 23 Khookies Level 13-14: 26 Khookies Level 14-15: 27 Khookies Level 15-16: 30 Khookies Level 16-17: 31 Khookies Level 17-18: 34 Khookies Level 18-19: 35 Khookies Level 19-20: 38 Khookies Level 20-21: 39 Khookies Level 21-22: 42 Khookies Level 22-23: 43 Khookies Level 23-24: 46 Khookies Level 24-25: 47 Khookies Level 25-26: 50 Khookies Level 26-27: 51 Khookies Level 27-28: 54 Khookies Level 28-29: 55 Khookies Level 29-30: 58 Khookies Level 30-31: 59 Khookies Level 31-32: 62 Khookies Level 32-33: 63 Khookies Level 33-34: 66 Khookies Level 34-35: 67 Khookies [/hider] [hider=Spending Khookies] 2 Khookie - Teach people a basic technology or idea (stone houses, Monarchy, empiricism) 5 Khookie - Form a village, tribe or other small settlement 8 Khookies - Teach people an ideology (such as a religion or way of life, Code of the Samurai etc.) 10 Khookies - Teach people a powerful magic or technology (Magic, The Force, Damascus steel, sword specialization etc. very unique boons to a people) 10 Khookies - Form a full-fledged Order, complete with any unique skill or magical specialization [/hider] [hider=Earning Khookies] Khookies are earned by Heroes for being involved in posts, based on the length of those posts. For a Hero with minor involvement in a post, only the sections of the post relevant to that Hero count towards Khookies earned. For a Hero with major involvement in a post, including a post with multiple Heroes, then the whole post is counted towards Khookies earned. The length of posts are measured by the number of characters in the post. 1-3999 characters: 4 Khookies 4000-5999 characters: 5 Khookies 6000-7999 characters: 6 Khookies 8000-9999 characters: 7 Khookies 10000-11999 characters: 8 Khookies 12000-13999 characters: 9 Khookies 14000+ characters: 10 Khookies [/hider] [hider=Using Might to Level Up Heroes] Levels 1-8: 1 Level per 0.25 MP Levels 8-16: 3 Levels per 1 MP Levels 16-24: 1 Level per 0.5 MP Levels 24-32: 1 Level per 1 MP Levels 32-40: 1 Level per 2 MP Levels 40-48: 1 Level per 3 MP Levels 48-56: 1 Level per 4 MP Levels 56-64: 1 Level per 5 MP Levels 64-72: 1 Level per 6 MP Beyond this, each group of 8 Levels costs one more MP per Level than the previous group. References: [url]https://www.roleplayerguild.com/posts/3527258[/url] [url]https://www.roleplayerguild.com/posts/4589316[/url] [/hider] [hider=Holy Site Limits] After creating your first Holy Site, you must wait for four turns before creating another. After creating your second Holy Site, you must wait for four turns before creating another. After creating your third Holy Site, you must wait for eight turns before creating another. After creating your fourth Holy Site, you must wait for twelve turns before creating another. You may not create more than five Holy Sites. [/hider] [hider=Avatar Costs] The 1st/2nd/3rd/etc Avatar you create costs 1/2/4/8/12/16/20/... Might. Beyond the third Avatar, the cost increases by 4 Might per Avatar. Deceased Avatars still count towards the cost of future Avatars. N.B. This is different to the original pricing scheme in the OP. Reference: [url]https://www.roleplayerguild.com/posts/4589316[/url] [/hider] [hider=External Resources] The stats for Gods and Demigods (notably on their Might) is kept in a publicly accessible [url=https://docs.google.com/spreadsheets/d/1b7-wNsRXRE7roq2eZMGUSkGQJ9iYiYHTHgpC4TauGJw/edit?usp=sharing]Google Spreadsheet[/url]. Keep this spreadsheet up to date, particularly nearing the end of a Turn. In particular, update the Current Might and Freepoints and the Last Updated entries. This spreadsheet makes our lives as GMs easier. Failure to update the spreadsheet before the Turn changes may result in Might being withheld until the spreadsheet is updated. Divinus also has a dedicated [url=http://divinus-ii.wikia.com/wiki/Liber_Galbaria._The_Divinus_II_Wiki]wiki page[/url]. The wiki page is the current preferred medium for updating your character's information and recording information about creations. Using a wiki makes it easy to compile, search, edit and cross reference the vast amounts of information which gets generated. Even relatively brief entries are acceptable. Courtesy of Double Capybara, we have a [url=https://docs.google.com/spreadsheets/d/1QH02oPlI3p_6RMNIJkU2SyUi5bUba_azXDmJdfLm9NQ/edit?usp=sharing]list of commodities[/url] produced on the planet Galbar, where most of this RP has taken place. This is a world-building aid. You can use it to check where the presences of various commodities have been canonised. It is not comprehensive; feel free to add to it. [/hider] [/hider] [center][h3]Errata[/h3][/center] Additional rules that have been accumulated over the course of the RP, recovered from the far reaches of the OOC. [hider=Errata] [hider=Joint Holy Sites] It is possible for multiple Gods to pool their Might into making a single Holy Site. This is a Joint Holy Site. Joint Holy Sites provide each God who built it half of the [i]total[/i] Might spent to create the Joint Holy Site per Turn. Joint Holy Sites count as two Holy Sites towards the five Holy Site maximum, and each God may only have one Joint Holy Site. For each God who contributes to the Joint Holy Site, the time to wait before they may build another Holy Site increases by the base amount. References: [url]https://www.roleplayerguild.com/posts/3383256[/url] [url]https://www.roleplayerguild.com/posts/3383339[/url] [url]https://www.roleplayerguild.com/posts/3383412[/url] [/hider] [hider=Fate's Might Pot, the Might Cap and Might Grants] To discourage the hoarding of Might, there is a Level-dependent limit on how much Might a God or Demigod may accumulate, called the Might Cap. The current Might Cap, subject to change, is Level 1-5: 45 Level 6-10: 50 Level 11-15: 55 Excess Might, rather than being destroyed, is sent into Fate's Might Pot. This Might is to be spent as the GMs see fit. Any ideas from the players will be entertained, especially from contributors to Fate's Might Pot. Preference is made for environmental effects, such as the leakage of godly influence into a region. A player may request a grant/loan from the GMs to enact a special project. First, you are to PM the GMs and deliver your pitch, and we will negotiate and likely come to an agreement. Special conditions may be tied to the grant. Next, after receiving approval, you are to write a post where your character calls upon Fate and, after some interaction, receives the Might from Fate's Might Pot. Third, you are to spend the Might in the agreed upon manner. These grants/loans are targeted mostly at demigods (who tend to be short on Might), but gods may also apply. The intent is to assist players in contributing to the world/story even if they don't have the Might to do so. References: [url]https://www.roleplayerguild.com/posts/4189171[/url] [url]https://www.roleplayerguild.com/posts/4491324[/url] [url]https://www.roleplayerguild.com/posts/4589316[/url] [/hider] [hider=Freepoint-Might Conversion Rate] Sometimes, you may want to perform a task worth a Freepoint but only have Might (this is especially true for Demigods, who get no Freepoints). For any such instances, 0.25 Might has the same effect as 1 Freepoint. The difference is that Might spent counts towards accumulating new Domains and Portfolios, while Freepoints do not, and Freepoints generally cannot be used to perform an action which requires Might. Reference: [url]https://www.roleplayerguild.com/posts/3830662[/url] [/hider] [hider=Demigods, Gods and Portfolios] Two Gods can not share a Portfolio. Two Demigods should not share a Portfolio. A God and a Demigod, however, can share a Portfolio. If, however, the Demigod ascends to Godhood, then there will be a clash. However the conflict is resolved, only one God will be able to keep the Portfolio. Also, the same Portfolio in different Domains still counts as the same Portfolio. Reference: [url]https://www.roleplayerguild.com/posts/3392437[/url] [/hider] [hider=Fusing Characters] In rare and unlikely circumstances, it may arise that two Gods/Demigods might fuse to form a single, new entity. Note that any such events should be extremely rare, and must be discussed with and approved by the GM team first. Details of such a merger are yet to be confirmed, although it would likely involve an averaging of Might and a fusion of the Domains and Portfolios. The resultant character must be a valid God or Demigod for their Level. References: [url]https://www.roleplayerguild.com/posts/4371127[/url] [url]https://www.roleplayerguild.com/posts/4366200[/url] [/hider] [hider=Demigod Characters] The original ruling that Demigods must be played by players who are different to their parents has been retracted. A player is now permitted to have multiple divine characters, and may create a Demigod character as the child of one of their own God characters. GM approval for the new character must still be acquired, as for other Demigods. Remember, however, that Demigods are not Avatars. Demigods are separate characters to their parents, and should not be created simply to further the agenda of your God character. If this rule is abused, we will intervene, and you won't be happy. Reference: [url]https://www.roleplayerguild.com/posts/4334757[/url] [/hider] [hider=Rebuilding Holy Sites] The original rules permit rebuilding a Holy Site if it is destroyed. This mechanism can also be used to upgrade existing Holy Sites. The Might spent to rebuild the Holy Site replaces the original value of the Holy Site. Rebuilding a Holy Site does not affect and is not affected by the time limits for constructing new Holy Sites. When rebuilding a Holy Site, you cannot spend more than 2 times the original cost of the Holy Site, measured against the original value of the Holy Site. Reference: [url]https://www.roleplayerguild.com/posts/4520786[/url] [/hider] [hider=Item Might Cap] To tackle inflation and power creep, all future divine weapons/items/artefacts will be limited to 10 Might. This prevents a continual escalation of the cost of powerful items, and encourages more creative uses of Might. Reference: [url]https://www.roleplayerguild.com/posts/4685990[/url] [/hider] [/hider]