[centre][img]https://i.imgur.com/fCQ6MAb.jpeg[/img][h2][color=9e0b0f]Dᴇɪᴛᴜꜱ: ᴀ Dɪᴠɪɴᴜꜱ ꜱᴛᴜᴅɪᴏꜱ ᴩʀᴏᴅᴜᴄᴛɪᴏɴ[/color][/h2] So, you wanna [b]be a god[/b], eh?[/centre] Then you've come to the right place. In this game you will play a newborn god summoned into a world that has just been completely destroyed. Nothing remains - except two mighty primordial beings known simply as Invictus and Fate. Alongside other gods, with the blessing of these two mighty beings, you will bring life to [b]planet Galbar[/b]. [centre][img]https://i.imgur.com/FSpQPMc.png[/img][/centre] It will not be a simple task for Galbar is nothing but a dead rock. You will create seas, raise continents and mountains, carve out rivers and plant endless forests. And you will also create life, and from that life intelligent beings who will form up into societies, tribes, and nations. You will give them great boons and artifiacts and teach them great magics and technologies, and you may also choose to inflict curses and suffering upon them. The world is your oyster and you will make of it as you please. [hr]In this game you will play a god with a chosen [b][color=9e0b0f]Domain[/color][/b] - this is an aspect of reality governed by your character. For instance, a god with the Fire Domain has complete power over Fire. A god with the Death Domain is lord over Death. A god with the Domain of Weather has more power than any other god over that. As the game progresses, you will be able to amass additional Domains. The main advantage of a Domain is that you can carry out all sorts of things in relation to it that would otherwise need Might. [b][color=9e0b0f]Might[/color][/b] is the unit of Divine power, and you will get a set amount to spend every Turn. This can be spent on anything at all, there is no limit to what you can do - create suns, moons, stars, weather patterns, mountains, life, heroes, holy orders, monuments and whatever else. There will be a catalogue of Divine Actions alongside how much Might they cost. The game will be split into [b][color=9e0b0f]Turns[/color][/b]. Every Turn your deity will get 6 Might Points to spend either on furthering their power or on advancing their creations. So, what will you do? Will you be the creator and guardian of civilisation? Will you be the sower of sin and debauchery? Will you be the harbinger of death and destruction? Will you bring chaos or demand order? Will you call to balance or will you delight in disharmony? Will you raise the banners of war or will you reign over peace? [centre]Express your interest and let's find out.[/centre] [hr][h3][color=9e0b0f]Divine Powers and Might Catalogue[/color][/h3] [list][*][hider=Inherent Divine Powers][list][*][b]Environmental Manipulation[/b]: Divines can raise a small islands at no cost, and can also control the weather, landscape, and other physical phenomena in their vicinity using only their minds. They may raise rocks and water from the ground, purify or mix materials, extract a particular element out the ground, or compress, melt, ignite or freeze something. [*]Form: Divines can take on any shape or form they wish, and can even become invisible. Those with Domains related to these, such as Deception or Trickery for instance, are naturally more proficient at this. [*][b]Immortality[/b]: Divines are ageless and nigh unkillable. They cannot be harmed by normal weapons or magic. A god's weakness is usually particular to that individual god and a secret hidden with the utmost care and vigilance. If they are to die, it must be either by suicide or by the direct efforts of a very powerful god or a group of gods. Mortal efforts could at best cause superficial harm to a god, and more often have no effect. [*][b]Strength[/b]: Divines wield great martial power and resilience, and this is lesser or greater depending on the god. Most deities make terrifying opponents for all but other deities. Normal weapons are generally ineffective against then, as are low-level magics. They are immensely powerful, capable of lifting objects larger than them, and are unaffected by fatigue. They are able to shrug off mundane threats and perform impressive feats such as smashing large boulders with ease. [*][b]Regeneration[/b]: While harming a god is extremely difficult, if harm does come to one they possess the ability to almost instantaneously regenerate. [*][b]Acclimitisation[/b]: There is no place where a deity cannot survive. A god is unharmed by mundane environmental hazards such as extreme temperatures, extreme pressure, poisons, or falling. A god does not require food, air, drink, or sleep to survive. [*][b]Perception[/b]: A deity has the capability of, at any time, knowing all things within their vicinity, including thoughts, feelings, and - unless concealed - whether other gods are present. They can see in great detail in every direction, are able to see even in the true darkness of deep space, and can observe aspects such as heat, magnetic fields, or souls. They can hear as far as they can see, are able to pinpoint the direction of sounds and are able to simultaneously understand all speakers in a large crowd. [*][b]Private Planes[/b]: Any deity can create its own private plane of existence without spending Might. This can act as a private retreat or a manner to escape from other gods. These generally cannot be located by other gods unless the god in question allows others to find it, though those gods whose Domain involves dimensions or space/time warps may be able to find such planes. These planes are very small. [*][b]Travel[/b]: A god can travel wherever they wish, however they wish, at speeds incomprehensible to other creatures. They can fly, run at high speeds, breathe under or walk on water, and teleport anywhere instantly. Some gods may have preferences for particular modes of travel and those with relevant Domains may be better at utilising certain modes than other gods. [*][b]Divine Trails and Presence[/b]: A god's essence leaves a mark, or a trail, wherever they go and in whatever they create. This trail, unless concealed, can be detected and tracked by other gods. A god has the ability to cover their presence or block the senses of another god to it, although gods whose Domains relate to Trickery, Deception or things of that nature would be more skilful at this than others. The ability to cover Divine Presence can be improved with Might. [*][b]Creation[/b]: Divines are able to create things from nothing and shift them with ease. On a very small scale, this does not drain their energy at all. For instance, they can create a clump of metal and heat the metal to melt it, they can shape clay and carve stone with their touch, they can cause seeds to grow rapidly by merely focusing on them. A god can also create tiny creatures without magical properties, like ants, beetles, and mice, without using any Might. These can reproduce, survive, and thrive. Finally, a god may modify existing life-forms in a manner befitting their Domains. Such modifications typically affect a small proportion of the species’ population and does not cost Might. [*][b]Magic[/b]: Divines are naturally proficient in magic, or some equivalent thereof, with which they can perform what mortals would see as miracles and displays of tremendous power. This may not be conventional magic - they may have superhuman mechanical expertise or be able to command vast hordes of smaller spirits, or simply be so able of body that they can work divine wonders by hand. [*][b]Communication[/b]: Divines can understand and are fluent in all languages, including those of wild animals, and can even communicate with inanimate objects. Gods can communicate telepathically with beings they can sense or with whom they are familiar. Gods may also send messages to other gods across any distance. [*][b]Mind Reading[/b]: A god can read the thoughts and memories of mortal creatures within their vicinity. A god may also read the mind of any creation inside the god's Personal Plane. If a creation prays to a god, that god can hear that prayer and knows that creation's location. Gods have full access to the minds of any creation that prays to them, hearing its words and thoughts, and being able to actively read its memories. [*][b]Aura[/b]: Divines exude a supernatural aura that inspires, frightens, calms or generally affects nearby life. An aura may have additional effects depending on a god’s Domains and can also be further enhanced by using Might.[/list][/hider] [*] [hider=Divine Action Catalogue][list][*]1 Might: Create a Hero. These are exceptionally powerful individuals among your creations whose powers and skills are renowned and well beyond the capabilities of normal members of their species. Those who gain such an honour may, for example, receive agelessness, immunity to diseases, superhuman resilience, or any other powers decided upon by the god. [*]1 Might: Form a Holy Order. A holy order is a collection of people treated as one hero. A god may decree a band of mortals to organise under a cause, philosophy, or similar motivation in that deity's name. These groups are generally specialised and skilled - if you want to create the Jedi, the Knights Templar, or the Bardic Band of Much Barding, this is your port of call. [*]1 Might: Create a large, lifeless landmass, mountain range, or sea. [*]2 Might: Create a small ecosystem of many species, which can fill a region such as a river, valley, mountain, small island, lake, or a small part of a sea or ocean (e.g. a small coral reef). [*]3 Might: Create a large ecosystem of innumerable species, which can fill a large geographic region such as a whole mountain range, an archipelago, a desert, a whole sea or a significant part of an ocean. [*]2 Might: Create sizeable celestial bodies such as stars and moons. [*]1-3 Might: Create a Beast of Phenomenal Power (e.g. the Kraken, the Thunder Bird, Jormungandr). The more extraordinary abilities they possess, the higher the cost. [*]1-3 Might: Create an Extraordinary non-Sapient Species (e.g. Manticores, Dragons, Lovecraftian Horrors). The more extraordinary abilities they possess, the higher the cost. [*]2-4 Might: Create a Sapient Species (e.g. Humans, Elves, Angels, Demons, Giants). The more extraordinary abilities they possess, the higher the cost. [*]1-3 Might: Create an Artifact. This is an item that affords its owner any of a plethora of abilities - a sword that cuts stone, a medallion that grants the owner invisibility, and so on. If multiple gods work together to create an Artifact, each can contribute up to 3 Might. This means the most powerful Artifacts are those created by the combined efforts of several gods. Very powerful Artifacts can be dangerous even for gods. Artifacts can be lost, stolen, destroyed, or traded. [*]1-3 Might: Create a Monument. Similar to Artifacts but generally in the form of a large physical structure that cannot be handed around. It can be a temple, for instance, or a tower, or a formation of menhirs. As with Artifacts, multiple gods can contribute to a Monument. A Monument is more powerful than an Artifact of the same MP value, though this advantage is offset by their disadvantages in being largely immobile and possibly harder to defend. Monuments can be destroyed. [*]1-3 Might: Bless or Curse. This is the sign of a deity's favour or disfavour and can affect entire populations, particular families and bloodlines, or specific individuals. A blessing can be any kind of boon, such as a greater birth rate, more bountiful harvests, or a blessing of greater strength or health. Curses are the reverse and can be rather tame such as a rain of frogs to more sinister things - such as causing a people's nightmares to come alive at night or turning an individual to stone. More powerful blessings and curses cost greater Might. These can be neutralised by the god who cast them at no cost, or can be counteracted by another god with a counter-blessing or counter-curse of the same cost. [*]1 Might: Confer a single extraordinary or powerful ability upon a species or set of people (e.g. Wings, Gills, Magic Talent). [*]1 Might: Teach People an Idea or Technology. [*]3 Might: Create a Gateway. You can use this action to create a permanent connection between Galbar and your Personal Plane. This connection can take virtually any form, from a discrete portal to a broad region or even something more abstract such as an elaborate ritual. The area around Gateways is affected and modified by energies from the Personal Plane they lead to - for instance, the area around a Gateway leading to your Personal Plane of Death may contain deposits of negative energy that wreak unknown mutations on those passing by the Gateway or through it. [*]2 Might: Create a Portal. This is a permanent connection between two locations on Galbar, allowing anyone to pass instantaneously from one to the other. The portal can be a physical doorway or can be a ritual that must be done or words spoken in a particular location, or anything else. [*]1-3 Might: Grant or Acquire an Ability. If you wish to further enhance your god's roster of abilities, you can expend Might to do so. You can spend Might to, for instance, increase your god's ability to perceive other gods' trails or hide their own. You can also grant Heroes or mortals unique abilities. [*]1+ Might: Perform some Other Divine Feat. You can expend Might to perform incredible actions beyond your innate abilities, such as hurling mighty fireballs, putting a city to sleep, shrugging off a devastating blow, or punching someone really hard. The more Might spent on an action, the more potent it is. Typically a Domain will provide you with a wide set of divine feats you can perform for free, and Artifacts and Monuments provide more potent ongoing/reusable abilities. [/list][/hider][/list] [hr][color=9e0b0f][h3]General Rules and Regulations[/h3][/color] [list][*][indent][color=GOLD]Tʜᴇ Gᴏʟᴅᴇɴ Rᴜʟᴇ: Tʜᴏᴜ Sʜᴀʟᴛ Nᴏᴛ Gᴏᴅᴍᴏᴅ[/color][/indent]It's funny 'cause you're a god and all some people think that this means normal RPing rules don't apply. [i]But they do.[/i] You cannot take control of another player's characters. [*][indent][color=BROWN]Tʜᴇ Fᴀɪʀ-Wᴀʀɴɪɴɢ Rᴜʟᴇ: Tʜᴏᴜ Sʜᴀʟᴛ Gɪᴠᴇ Fᴀɪʀ Wᴀʀɴɪɴɢ Bᴇ🇫ᴏʀᴇ Iɴ🇫ʟᴜᴇɴᴄɪɴɢ Aɴᴏᴛʜᴇʀ's Cʀᴇᴀᴛɪᴏɴ[/color][/indent]Before significantly influencing someone else’s creations, especially if it is going to be in a destructive way, give them some fair warning OOC so that potential objections can be made ahead of time and plans can be shifted. Ideally, conflicts between two gods that lead to destruction or harm of one god or its possessions will be written with the consent of both players, but if you think that somebody is being unreasonable then let the GMs know. [*][indent][color=GREEN]Tʜᴇ Gᴏᴏᴅ Sᴜᴍᴍᴀʀɪᴛᴀɴ Rᴜʟᴇ: Tʜᴏᴜ Sʜᴀʟᴛ Sᴜᴍᴍᴀʀɪsᴇ Yᴏᴜʀ Pᴏsᴛs[/color][/indent]Please attach a hider at the bottom of every post, titled 'Summary', containing a short summary of how Might has been expended in the post. [*][indent][color=LIGHTBLUE]Tʜᴇ Lᴇᴀᴠᴇ O🇫 A🇧sᴇɴᴄᴇ Rᴜʟᴇ: Tʜᴏᴜ Sʜᴀʟᴛ Nᴏᴛ Vᴀɴɪsʜ Wɪᴛʜᴏᴜᴛ Wᴀʀɴɪɴɢ[/color][/indent]Please give us forewarning on the OOC if circumstances dictate that you will become inactive in the RP for a time. I’m sure we’ve all seen the phenomena of people simply vanishing; it’s frustrating and leaves work where the others have to pick up the narrative pieces. Failure to follow this rule can potentially lead to your god being deposed IC; the Architect won’t look kindly upon squatters that sit around in his realm without contributing to Galbar’s development or fulfilling their divine duties.[/list] The above commandments are most important. Almost every other conduct is to fall under the domain of common sense and the RPGuild rules, with the understanding that our goal is to collaboratively create cool narratives and have fun. Be considerate to one another and facilitate storytelling. If there are any concerns or clarifications required, the GMs are always happy to help. [b]Application:[/b] [hider][code][hider=Name or Nickname] [b]Name:[/b] To know your god, name your god. [b]Alignment:[/b] Just to get a general idea of how your god might interact with others, take a guess at where they might fall on an [url=http://easydamus.com/alignmenttest.html]alignment chart[/url]. [b]Personality:[/b] The way they see themselves. The way they present themselves to others. [b]Goals:[/b] What do they intend to do with their power? What will they fight for, ally for, sacrifice for? There's no need to plan too far ahead, but try to think of at least one example of an action they would take to achieve their goals. [b]Appearance:[/b] Text description first, optional [u]link[/u] to an image second. You can specify preferred forms and what forms they adopt in particular circumstances. [b]Domain:[/b] E.g. Fire. Give us some idea of what this means. What specific powers does it entail? [b]Musical Theme:[/b] Let's add some spice.[/hider][/code][/hider] [hr][hider=Tonta] [b]Name:[/b] Hyatonta-Akninot-Mihtut. [b]Domain:[/b] Life. Life is the condition that distinguishes things like animals and plants from inorganic matter, including the capacity for growth, reproduction, functional activity, and continual change preceding death. The powers of a Life Domain enable the god in question to freely create things that have the quality of life, unlimited in this regard by anything short of its imagination. Power over Life also includes the capacity to deny a creature of life or to strip a particular place of it. Life is different from health - something can be alive but in extremely poor health - though when it comes to ailing eco-systems a god of Life may well be able to restore them to health by restoring key life forms and the such. [b]Alignment:[/b] [url=http://easydamus.com/chaoticneutral.html]Chaotic Neutral[/url]. [b]Personality:[/b] Just wants to have a bit o' fun, really. Extraordinarily affable and amiable, quite social and gets along with pretty much anyone - rarely anything can get her riled up or truly insulted though she may well pretend it has if the whimsy takes her. No dispute is ever truly personal - 'don't get riled up, it's just a bit o' fun'. [b]Goals:[/b] Being a Life god, she will want to create life and watch the world bloom. She will look down on any attempts by others to create life and may well launch a crusade against such sacrilege if the whimsy takes her. She will also, for no clear or logical reason, take to possessing random humans, who will go on living without realising they are the hosts of a god. She will fight and ally and plot and scheme with others for the fun of it, and will stop the moment it bores her - no alliance or contract is sacred as far as she is concerned. [b]Appearance:[/b] Tonta usually takes on a wraith-like black and grey form boasting a bark face akin to a primitive wooden mask with two dark holes for eyes. It is broadly humanoid. See an image [url=https://i.imgur.com/i2Pvw2f.jpg]here[/url]. [b]Musical Theme:[/b] [url=https://youtu.be/a45mRBaoLP8]Just a Bitta Fun.[/url][/hider]