[sup][i]Deity slots have been filled, but there's a waitlist so if you feel that creative urge pushing you to write out a deity concept, you are welcome to do so and submit it to be put in the waitlist as well. Aside from deity characters, however, we will always be open to mortal characters! [indent]Thanks for visiting our thread! — Vec[/indent][/i][/sup][color=gray][h1]HOW DOES IT WORK?[/h1][/color] Every god starts with 2 [b]Domains[/b] (Fire, War, Death, Dreams, Knowledge, etc.) that define their sphere of influence. Divine actions generally fall under four distinct categories: [list][*][b]Lucid[/b] (in-Domain): Automatic success, no cost. Your god lights a fire, guides a soul to the afterlife, whatever fits naturally. [*][b]Hazy[/b] (stretching boundaries): Minor cost. You create underwater flames, or raise a corpse temporarily. Define a consequence (a "Ripple") or collaborate with another god. [*][b]Surreal[/b] (reality-bending): Significant cost. You create sentient creatures, reverse time, shatter mountains. Spend your god's [b]Conviction[/b] (a resource that regenerates through worship and roleplay) and accept the risk of [b]Turbulence[/b]—glitches in reality that may spawn unpredictable results. [*][b]Nightmare[/b] (breaking existence): Catastrophic cost. You attempt to kill another god, erase a civilization, or punch a hole into the very fabric of reality. This ALWAYS triggers Turbulence (ranging from whimsically strange to existentially horrifying).[/list] [b]Divine death isn't permanent[/b]: If your god is slain (with your OOC consent), their essence dissolves and reconstitutes as a NEW god—inverted in nature, bearing the scars of how they died. You respawn with fresh roleplay potential. [color=black][center]⚬──────────────────────────────✧──────────────────────────────⚬[/center][/color][h2][color=gray]DIVINE ACTIONS REFERENCE GUIDE[/color][/h2][sup][h3]What Gods Can Do & What It Costs[/h3][/sup] [i]This is a REFERENCE, not a limit. Players can propose novel actions not listed here—use this as a baseline for understanding Action tiers.[/i] [b][u]CORE PRINCIPLE:[/u][/b][list] [*][b]In-Domain actions[/b] trend toward [color=lightgreen][b]LUCID[/b][/color]/[color=lightblue][b]HAZY[/b][/color]. [*][b]Out-of-Domain actions[/b] trend toward [color=orange][b]SURREAL[/b][/color]/[color=red][b]NIGHTMARE[/b][/color].[/list][hr][hider=CATEGORY 1: TERRAFORMING & GEOGRAPHY] [h3]ACTION: Alter existing terrain (reshape hill, redirect river, carve valley)[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] In-Domain (Earth god shapes mountains, Water god moves rivers)[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] Minor out-of-Domain OR large scale (Fire god creates volcano, Air god carves canyon with wind)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Massive scale (create entire mountain range, drain an ocean)[/list] [list][*][color=red][b]NIGHTMARE:[/b][/color] Continental scale (split continent, raise new landmass from seabed)[/list] [b]CONVICTION:[/b] 0 (Lucid) / 0-1 (Hazy) / 1-2 (Surreal) / 3-4 (Nightmare) [i]NOTES: Large-scale changes may require Ripples (displaced mortals, climate shifts, ecological collapse)[/i] [hr][h3]ACTION: Create new terrain features from nothing[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] Small + in-Domain (Fire god creates lava flow, Stone god raises a single boulder)[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] Medium + in-Domain (create a forest, a lake, a hill)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Large OR out-of-Domain (create an island, a mountain, a desert where none existed)[/list] [list][*][color=red][b]NIGHTMARE:[/b][/color] Reality-defying (create floating landmass, pocket dimension, landscape that changes based on viewer's thoughts)[/list] [b]CONVICTION:[/b] 0 (Lucid) / 0-1 (Hazy) / 1-2 (Surreal) / 3-4 (Nightmare) [i]NOTES: Collaborating with relevant Domain gods reduces cost by one tier[/i] [hr][h3]ACTION: Control weather/climate[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] In-Domain + temporary (Storm god summons rain for one day)[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] In-Domain + extended (Storm god creates week-long hurricane)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Out-of-Domain OR permanent (Fire god creates eternal summer in a region, Death god creates zone where plants won't grow)[/list] [list][*][color=red][b]NIGHTMARE:[/b][/color] Global scale (end all winters forever, make entire world tropical)[/list] [b]CONVICTION:[/b] 0 (Lucid) / 0-1 (Hazy) / 1-2 (Surreal) / 3-4 (Nightmare) [i]TURBULENCE: Surreal+ weather changes have 20%/100% chance of triggering climate-based Turbulence[/i] [hr][h3]ACTION: Stabilize/calm natural disasters[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] In-Domain (Earth god stops earthquake, Water god calms flood, Storm god disperses tornado)[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] Out-of-Domain OR already in progress (Fire god extinguishes wildfire, Peace god calms volcanic eruption)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Retroactively undo damage (reverse tsunami destruction, restore earthquake-leveled city)[/list] [b]CONVICTION:[/b] 0 (Lucid) / 0-1 (Hazy) / 2 (Surreal) [i]NOTES: Prevention is cheaper than cure. Gods who act before disaster strikes pay lower costs.[/i] [hr][h3]ACTION: Create natural resources (ore veins, freshwater springs, fertile soil)[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] In-Domain + localized (Earth god creates iron deposit, Water god creates spring, Life god enriches soil)[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] Out-of-Domain OR widespread (Fire god creates coal seams, Forge god creates ready-made metal veins)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Fantastical resources (create veins of magical crystal, water that grants visions, soil that grows anything instantly)[/list] [b]CONVICTION:[/b] 0 (Lucid) / 0-1 (Hazy) / 2 (Surreal) [i]NOTES: Mortals will exploit these resources. Consider long-term consequences.[/i] [/hider][hider=CATEGORY 2: MORTAL CREATION & MODIFICATION] [hr][h3]ACTION: Create baseline mortals (humanoid, no special traits)[/h3] [list][*][color=lightblue][b]HAZY:[/b][/color] Proto-mortals, instinct-driven (not yet sapient)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Fully sapient baseline mortals (with language/culture potential)[/list] [b]CONVICTION:[/b] 1 (Hazy) / 2 (Surreal) [i]NOTES: GM will introduce baseline mortals when the world is ready. Before that, player-created mortals are proto-life.[/i] [hr][h3]ACTION: Create specialized mortal species (non-human or trait-heavy)[/h3] [list][*][color=orange][b]SURREAL:[/b][/color] Always Surreal (creating NEW sapient species)[/list] [list][*][color=red][b]NIGHTMARE:[/b][/color] Species defies logic (immortal mortals, reality-warping mortals, mortals who can kill gods)[/list] [b]CONVICTION:[/b] 2 (Surreal) / 4 (Nightmare) [i]RIPPLE: Major (new species competes with existing mortals for resources, introduces new diseases, etc.)[/i] [i]TURBULENCE: 20% (Surreal) / 100% (Nightmare)[/i] [hr][h3]ACTION: Grant Divine Gift to existing mortal group[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] Gift is in-Domain + minor (Fire god grants heat resistance, Beast god grants animal speech)[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] Gift is in-Domain + significant (Fire god grants fire-breathing, Life god grants photosynthesis, Death god grants ability to see spirits)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Gift is out-of-Domain OR extreme (War god grants immortality until defeated in combat, Dreams god grants ability to enter others' dreams, Forge god grants metal skin)[/list] [b]CONVICTION:[/b] 0 (Lucid) / 1 (Hazy) / 2 (Surreal) [i]NOTES: Multiple gods can gift the same mortal group (each pays separately). Gifts are hereditary unless specified otherwise.[/i] [hr][h3]ACTION: Remove/suppress a Divine Gift[/h3] [list][*][color=lightblue][b]HAZY:[/b][/color] Remove your own gift from mortals (reverses what you gave)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Remove another god's gift (requires negotiation or contest)[/list] [list][*][color=red][b]NIGHTMARE:[/b][/color] Strip all Divine Gifts from entire mortal population (reset them to baseline)[/list] [b]CONVICTION:[/b] 1 (Hazy) / 2 (Surreal) / 4 (Nightmare) [i]NOTES: Removing gifts often angers the mortals and/or the original gifting god.[/i] [hr][h3]ACTION: Curse/plague/blight a mortal population[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] In-Domain + specific target (Death god inflicts disease on one village, Plague god spreads contagion, Chaos god causes localized madness)[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] In-Domain + broad (curse an entire tribe, create famine across a region, blight crops for a season)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Out-of-Domain OR permanent (Fire god creates infertility curse, Order god makes mortals incapable of lying, Peace god removes all aggression)[/list] [list][*][color=red][b]NIGHTMARE:[/b][/color] Genocidal scale (erase an entire mortal civilization from existence, inflict species-wide sterility)[/list] [b]CONVICTION:[/b] 0 (Lucid) / 1 (Hazy) / 2 (Surreal) / 3 (Nightmare) [i]RIPPLE: Required for Hazy+ (refugees, ecological collapse, trade disruption, survivor trauma)[/i] [i]TURBULENCE: 20% (Surreal) / 100% (Nightmare)[/i] [hr][h3]ACTION: Heal/cure mortals[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] In-Domain + individual (Healing god cures disease, Life god mends wounds, Light god purges corruption)[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] In-Domain + mass scale (cure an entire village of plague, heal all wounded warriors after battle)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Out-of-Domain OR impossible healing (Fire god heals burns, Death god brings recently dead back to life, War god regenerates lost limbs)[/list] [b]CONVICTION:[/b] 0 (Lucid) / 1 (Hazy) / 2 (Surreal) [i]NOTES: Healing miracles generate worship. Use them strategically to build faith.[/i] [hr][h3]ACTION: Guide/teach mortals (agriculture, crafts, philosophy, etc.)[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] Always Lucid if teaching is patient and gradual (teach farming over seasons, metalworking through demonstration)[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] Instant knowledge transfer (mortals "just know" agriculture after divine vision, warrior receives combat mastery in a dream)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Teaching forbidden/dangerous knowledge (how to kill gods, how to breach strange phenomena, secrets of reality's nature)[/list] [b]CONVICTION:[/b] 0 (Lucid) / 1 (Hazy) / 2 (Surreal) [i]NOTES: Teaching is a great Conviction-free way to influence mortals. Patient teaching shows more lasting results.[/i] [hr][h3]ACTION: Directly control mortals (possession, mind control)[/h3] [list][*][color=lightblue][b]HAZY:[/b][/color] In-Domain + temporary (Dreams god enters mortal's dream, Madness god induces frenzy for one hour, War god grants battle-trance)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Permanent control or out-of-Domain (any god turns mortal into puppet permanently, Order god compels obedience)[/list] [list][*][color=red][b]NIGHTMARE:[/b][/color] Mass control (enslave entire population's will, turn civilization into hive-mind)[/list] [b]CONVICTION:[/b] 1 (Hazy) / 2 (Surreal) / 4 (Nightmare) [i]NOTES: Most players [i]should[/i] avoid this (kills mortal agency = boring), but it's an option for darker gods.[/i] [hr][h3]ACTION: Manifest physically among mortals[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] Always Lucid (gods can appear to mortals freely in any form)[/list] [b]CONVICTION:[/b] 0 [i]NOTES: Gods decide how much power they reveal. Full divine form might terrify mortals; humble avatar might inspire them. Neither costs Conviction.[/i] [hr][h3]ACTION: Answer prayers / perform miracles[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] In-Domain + minor (heal one sick mortal, light one fire, guide one lost hunter home, grant good harvest)[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] In-Domain + significant (resurrect one mortal, win a battle for your worshippers, cause enemy tribe's weapons to shatter, create year of plenty)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Out-of-Domain OR mass-scale (grant all your worshippers immortality for one day, make all enemy mortals forget how to fight, reshape their homeland)[/list] [b]CONVICTION:[/b] 0 (Lucid) / 1 (Hazy) / 2 (Surreal) [i]NOTES: Miracles are how you maintain worship (and thus Conviction regeneration). Regular small miracles build faith better than rare massive ones.[/i] [hr][h3]ACTION: Inspire/influence mortal culture (without direct contact)[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] Always Lucid (send omens, prophetic dreams, visions that guide cultural development)[/list] [b]CONVICTION:[/b] 0 [i]NOTES: Subtle influence is free but slow. Great for long-term cultural shaping without heavy-handed intervention.[/i] [/hider][hider=CATEGORY 3: CREATURE CREATION (Non-Sentient)] [hr][h3]ACTION: Create mundane animals[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] In-Domain (Beast god creates wolves, Water god creates fish, Life god creates deer)[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] Out-of-Domain OR unusual (Fire god creates salamanders, War god creates predatory birds, Death god creates carrion beetles)[/list] [b]CONVICTION:[/b] 0 (Lucid) / 1 (Hazy) [hr][h3]ACTION: Create magical/fantastical creatures[/h3] [list][*][color=lightblue][b]HAZY:[/b][/color] In-Domain + low power (Fire god creates fire-breathing lizards, Dreams god creates creatures that appear only in sleep, Shadow god creates creatures of living darkness)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] High power OR out-of-Domain (create dragons, phoenixes, hydras, creatures that defy physics, regenerating beasts)[/list] [list][*][color=red][b]NIGHTMARE:[/b][/color] God-threatening creatures (create monsters that can harm/kill gods, self-replicating horrors, creatures that corrupt reality)[/list] [b]CONVICTION:[/b] 1 (Hazy) / 2 (Surreal) / 3 (Nightmare) [i]RIPPLE: Required for Surreal+ (creatures disrupt ecosystems, threaten mortals, spread uncontrollably, become invasive species)[/i] [i]TURBULENCE: 20% (Surreal) / 100% (Nightmare)[/i] [hr][h3]ACTION: Create plants/flora[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] In-Domain (Life god creates trees, Earth god creates moss, Harvest god creates grain)[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] Out-of-Domain OR magical (Fire god creates plants that thrive in lava, Death god creates carnivorous vines, Dreams god creates flowers that induce sleep)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Impossible flora (create world-tree spanning continents, plants that move and think, flowers that grant immortality)[/list] [b]CONVICTION:[/b] 0 (Lucid) / 1 (Hazy) / 2 (Surreal) [hr][h3]ACTION: Control/command existing creatures[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] In-Domain + simple commands (Beast god controls animals, Water god commands fish, Storm god directs birds)[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] Out-of-Domain OR complex tasks (War god commands animals to fight tactically, Peace god calms aggressive beasts permanently)[/list] [b]CONVICTION:[/b] 0 (Lucid) / 1 (Hazy) [hr][h3]ACTION: Evolve/mutate existing creatures[/h3] [list][*][color=lightblue][b]HAZY:[/b][/color] In-Domain + minor changes (Beast god makes wolves larger, Water god grants fish gills that breathe air)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Major evolution (make mundane creature intelligent, give it magical abilities, fundamentally alter its nature)[/list] [b]CONVICTION:[/b] 1 (Hazy) / 2 (Surreal) [i]NOTES: Evolution persists across generations. You're creating a new sub-species.[/i] [/hider][hider=CATEGORY 4: ARTIFACTS & OBJECTS] [hr][h3]ACTION: Create mundane object (tool, weapon, clothing)[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] In-Domain (Forge god creates sword, Home god creates shelter, Craft god creates pottery)[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] Out-of-Domain OR high quality (War god creates legendary spear, Water god creates unsinkable boat, Beauty god crafts perfect statue)[/list] [b]CONVICTION:[/b] 0 (Lucid) / 1 (Hazy) [hr][h3]ACTION: Create magical artifact (single power)[/h3] [list][*][color=lightblue][b]HAZY:[/b][/color] In-Domain + single power (Forge god creates hammer that never breaks, Light god creates lantern that burns forever, Fire god creates blade that ignites on command)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Multiple powers OR out-of-Domain (create ring that grants invisibility + flight + fire immunity, bow that always hits targets)[/list] [b]CONVICTION:[/b] 1 (Hazy) / 2 (Surreal) [hr][h3]ACTION: Create god-tier artifact (extremely powerful)[/h3] [list][*][color=red][b]NIGHTMARE:[/b][/color] Reality-breaking artifact (weapon that can kill gods, mirror that shows true reality, key that unlocks any door including planar boundaries)[/list] [b]CONVICTION:[/b] 3 [i]RIPPLE: Catastrophic (power imbalance, mortals gaining god-like abilities, other gods seeking the artifact)[/i] [i]TURBULENCE: 100%[/i] [i]NOTES: Artifacts can become plot devices. GM may require they be destroyable or have hidden flaws.[/i] [hr][h3]ACTION: Enchant existing object[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] In-Domain + minor enchantment (Fire god makes sword warm to touch, Light god makes gem glow)[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] In-Domain + significant (Forge god makes armor unbreakable, War god makes weapon sharper than physically possible)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Out-of-Domain OR impossible enchantment (Peace god makes weapon incapable of killing, Death god makes armor that preserves corpse forever)[/list] [b]CONVICTION:[/b] 0 (Lucid) / 1 (Hazy) / 2 (Surreal) [hr][h3]ACTION: Destroy/nullify artifact or enchantment[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] Destroy your own creation[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] Destroy mundane magical item[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Destroy another god's artifact (may require their cooperation)[/list] [list][*][color=red][b]NIGHTMARE:[/b][/color] Destroy god-tier artifact (reality compensates unpredictably)[/list] [b]CONVICTION:[/b] 0 (Lucid) / 1 (Hazy) / 2 (Surreal) / 4 (Nightmare) [i]NOTES: Some artifacts cannot be destroyed, only sealed or hidden.[/i] [/hider][hider=CATEGORY 5: DIVINE STRUCTURES & LOCATIONS] [hr][h3]ACTION: Create temple/shrine (mortal-built)[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] Always Lucid (gods can inspire mortals to build; mortals do the labor)[/list] [b]CONVICTION:[/b] 0 [i]NOTES: This is narrative—no cost because mortals are doing the work. Takes time IC but builds worship.[/i] [hr][h3]ACTION: Create divine structure (god-built)[/h3] [list][*][color=lightblue][b]HAZY:[/b][/color] In-Domain (Forge god builds temple of living metal, Stone god raises temple from bedrock instantly, Home god manifests perfect sanctuary)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Out-of-Domain OR reality-defying (create floating temple, temple that exists in multiple locations simultaneously, temple mortals can't perceive unless worthy)[/list] [b]CONVICTION:[/b] 1 (Hazy) / 2 (Surreal) [hr][h3]ACTION: Create sacred/cursed location[/h3] [list][*][color=lightblue][b]HAZY:[/b][/color] In-Domain + localized (Death god creates graveyard where dead can be contacted, Dream god creates grove where sleepers see visions, War god creates battlefield that strengthens warriors)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Permanent alteration of physics (create zone of eternal darkness, area where time flows backwards, pocket dimension, location where specific Domain rules don't apply)[/list] [b]CONVICTION:[/b] 1 (Hazy) / 2 (Surreal) [i]NOTES: These locations become worldbuilding anchors—other gods will interact with them. Choose carefully.[/i] [hr][h3]ACTION: Bless/consecrate location[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] In-Domain (Death god blesses cemetery, Harvest god blesses farmland, War god consecrates training ground)[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] Out-of-Domain (Peace god blesses battlefield to discourage violence, Fire god consecrates frozen wasteland)[/list] [b]CONVICTION:[/b] 0 (Lucid) / 1 (Hazy) [i]NOTES: Blessings grant minor benefits (better harvests, peaceful dreams, easier training) without altering physics.[/i] [hr][h3]ACTION: Create planar realm (afterlife, pocket dimension, divine domain)[/h3] [list][*][color=orange][b]SURREAL:[/b][/color] Creating a space separate from the main world (requires defining its laws and boundaries)[/list] [b]CONVICTION:[/b] 2 [i]RIPPLE: Minor (dead mortals now have somewhere to go, other gods may want access)[/i] [i]TURBULENCE: 20%[/i] [i]NOTES: Death/Dreams/Oblivion gods might do this to create afterlife. Other gods can visit. Realms can be contested.[/i] [/hider][hider=CATEGORY 6: GOD-TO-GOD INTERACTION] [hr][h3]ACTION: Communicate with another god[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] Always Lucid (gods can speak telepathically or meet physically at will)[/list] [b]CONVICTION:[/b] 0 [i]NOTES: Encourage this! Inter-god RP is the heart of the game.[/i] [hr][h3]ACTION: Collaborate on a project[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] Both gods' Domains apply (Fire + Forge create volcano-forge together, Life + Death create cycle of rebirth)[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] One Domain applies (Fire + Water create steam-vents; Fire's in-Domain, Water's helping)[/list] [b]CONVICTION:[/b] 0 (Lucid for both) / 1 (Hazy for the helper god) [i]NOTES: Collaboration reduces costs and strengthens results. Strongly encouraged![/i] [hr][h3]ACTION: Share knowledge/vision with another god[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] Always Lucid (gods can show each other memories, visions, or discovered secrets freely)[/list] [b]CONVICTION:[/b] 0 [i]NOTES: Great for collaborative investigation of mysteries. Knowledge gods excel at this.[/i] [hr][h3]ACTION: Gift/trade Divine power (temporary)[/h3] [list][*][color=lightblue][b]HAZY:[/b][/color] Lend a minor blessing or ability to another god (lasts one action)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Lend/suppress your Domain to another god (lasts up to 1 week IC)[/list] [b]CONVICTION:[/b] 1 (Hazy) / 2 (lender) + 1 (borrower) (Surreal) [i]NOTES: Creates interesting temporary power dynamics. Borrower can use lent Domain as Lucid-tier.[/i] [hr][h3]ACTION: Contest another god's creation (undo, corrupt, or oppose)[/h3] [list][*][color=lightblue][b]HAZY:[/b][/color] Minor opposition (Death god makes plants wither in Life god's forest, War god inspires mortals to rebel against Peace god's treaty)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Major undoing (attempt to erase another god's mortal species, destroy their temple, corrupt their artifact, nullify their Divine Gift)[/list] [list][*][color=red][b]NIGHTMARE:[/b][/color] Unmake another god's core creation (erase a civilization, destroy a continent they shaped, permanently nullify their Domain's influence)[/list] [b]CONVICTION:[/b] 1 (Hazy) / 2 (Surreal) / 4 (Nightmare) [i]RIPPLE: Required for Surreal+[/i] [i]TURBULENCE: 20% (Surreal) / 100% (Nightmare)[/i] [i]NOTES: Contesting another god's work creates IC conflict. Exciting, but risky. Discuss OOC first.[/i] [hr][h3]ACTION: Non-lethal combat (intimidate, wrestle, duel without intent to kill)[/h3] [list][*][color=lightblue][b]HAZY:[/b][/color] Always Hazy (gods rarely fight, and even non-lethal combat is dramatic)[/list] [b]CONVICTION:[/b] 1 per combatant [i]ADJUDICATION: GM determines outcome based on Domains + narrative + player agreement. NOT a dice game.[/i] [i]NOTES: Loser isn't destroyed, just humiliated, wounded, or forced to concede. Great for dramatic roleplay.[/i] [hr][h3]ACTION: Lethal combat (attempt to kill another god)[/h3] [list][*][color=red][b]NIGHTMARE:[/b][/color] Always Nightmare[/list] [b]CONVICTION:[/b] 3 (attacker) / 1 (defender resisting) [i]REQUIREMENTS: Both players agree OOC[/i] [i]RIPPLE: Catastrophic (continental-scale)[/i] [i]TURBULENCE: 100% guaranteed[/i] [i]RESULT: Dead god dissolves, reconstitutes 3-7 IC days later as new god with inverted Domain[/i] [i]NOTES: See God-Death section for full process. This is a campaign-altering event.[/i] [hr][h3]ACTION: Form pact/oath with another god (binding contract)[/h3] [list][*][color=lightblue][b]HAZY:[/b][/color] Informal (verbal agreement, no metaphysical enforcement)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Magically binding (Contracts Domain god enforces; breaking causes pain/penalty)[/list] [b]CONVICTION:[/b] 0 (Hazy) / 2 per god (Surreal) [i]NOTES: If a Contracts Domain god is involved, they can enforce oaths at Hazy tier (in-Domain for them)[/i] [hr][h3]ACTION: Shield another god from harm[/h3] [list][*][color=lightblue][b]HAZY:[/b][/color] Protect from minor threats (block single attack, absorb curse meant for ally)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Protect from major threats (take god-death blow meant for ally, shield from Turbulence effects)[/list] [b]CONVICTION:[/b] 1 (Hazy) / 2 (Surreal) [i]NOTES: Dramatic moments of sacrifice. You take the cost/damage instead of your ally.[/i] [/hider][hider=CATEGORY 7: MYSTERY INVESTIGATION & DISCOVERY] [hr][h3]ACTION: Investigate a mystery phenomenon[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] Always Lucid (investigation is encouraged)[/list] [b]CONVICTION:[/b] 0 [i]RESULT: GM provides a Fragment (clue) based on how you investigate. Secrets/Knowledge/Dreams Domains get better Fragments.[/i] [i]NOTES: This is how you uncover metaplot and world secrets.[/i] [hr][h3]ACTION: Attempt to breach a dangerous phenomenon[/h3] [list][*][color=orange][b]SURREAL:[/b][/color] Dangerous and unpredictable (enter Null Zones, pierce reality wounds, touch forbidden places)[/list] [b]CONVICTION:[/b] 2 [i]TURBULENCE: 50% chance (higher than normal Surreal because these are reality wounds)[/i] [i]RESULT: GM determines what you find (could be revelation, could be horror)[/i] [hr][h3]ACTION: Scry/observe distant locations or mortals[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] In-Domain (Knowledge god scries anywhere, Secrets god observes hidden things, Water god sees through water)[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] Out-of-Domain (any god can scry with effort)[/list] [b]CONVICTION:[/b] 0 (Lucid) / 1 (Hazy) [i]NOTES: Some locations may be shielded from scrying by other gods or reality distortions.[/i] [hr][h3]ACTION: Peer into past/future[/h3] [list][*][color=lightblue][b]HAZY:[/b][/color] In-Domain + limited (Time god sees recent past, Dreams god glimpses possible futures, Memory god recalls forgotten history)[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Deep temporal sight (view ancient past, see far future, observe alternate timelines)[/list] [b]CONVICTION:[/b] 1 (Hazy) / 2 (Surreal) [i]NOTES: Visions are often cryptic or fragmented. GM decides clarity based on Conviction spent.[/i] [hr][h3]ACTION: Commune with world/reality itself[/h3] [list][*][color=orange][b]SURREAL:[/b][/color] Attempt to understand the fundamental nature of existence[/list] [b]CONVICTION:[/b] 2 [i]TURBULENCE: 30% chance (reality doesn't like being questioned)[/i] [i]RESULT: GM provides deep lore or cryptic answers. May advance metaplot significantly.[/i] [/hider][hider=CATEGORY 8: SELF-MODIFICATION & DIVINE NATURE] [hr][h3]ACTION: Transform your own physical form[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] Always Lucid (gods are fluid beings; appearance is aesthetic)[/list] [b]CONVICTION:[/b] 0 [i]NOTES: Want to grow wings? Become a pillar of flame? Turn into a swarm of ravens? Appear as mortal? All free. Pure aesthetic.[/i] [hr][h3]ACTION: Alter your divine aura/presence[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] Suppress or amplify your divine presence (appear as mortal, reveal full glory, project fear/awe)[/list] [b]CONVICTION:[/b] 0 [i]NOTES: Useful for interacting with mortals without overwhelming them. Also for dramatic reveals.[/i] [hr][h3]ACTION: Expand your Domain (gain a second Domain or widen existing)[/h3] [list][*][color=red][b]NIGHTMARE:[/b][/color] Extremely rare, earned through months of RP[/list] [b]CONVICTION:[/b] 4 [i]REQUIREMENTS: GM approval + narrative justification + months of consistent play[/i] [i]TURBULENCE: 100% guaranteed[/i] [i]RESULT: You gain a second Domain or your existing Domain broadens (e.g., Fire → Fire + Ash + Rebirth)[/i] [i]NOTES: This is a pantheon milestone and must be earned through exceptional roleplay.[/i] [hr][h3]ACTION: Voluntarily enter dormancy (sleep/hibernate)[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] Anytime a player needs a break IRL[/list] [b]CONVICTION:[/b] 0 [i]RESULT: Your god is "asleep" IC. Mortals' faith wanes slowly. You can return anytime.[/i] [i]NOTES: This is the "pause button" for player absences. No penalties.[/i] [hr][h3]ACTION: Create divine avatar/echo[/h3] [list][*][color=lightblue][b]HAZY:[/b][/color] Create a limited copy of yourself that can act independently[/list] [b]CONVICTION:[/b] 1 per avatar (max 3 avatars simultaneously) [i]NOTES: Avatars have partial power (treat all actions as one tier higher). Useful for being in multiple places.[/i] [hr][h3]ACTION: Sever connection to mortals (reject worship)[/h3] [list][*][color=lightblue][b]HAZY:[/b][/color] Cut ties with specific mortal group[/list] [list][*][color=orange][b]SURREAL:[/b][/color] Reject all worship entirely (lose Conviction regeneration from mortals)[/list] [b]CONVICTION:[/b] 1 (Hazy) / 2 (Surreal) [i]NOTES: Some gods may choose isolation. Reduces Conviction regen but grants narrative freedom.[/i] [/hider][hider=CATEGORY 9: SPECIAL & ADVANCED ACTIONS] [hr][h3]ACTION: Create a lesser deity (demigod, divine servant, angel-equivalent)[/h3] [list][*][color=orange][b]SURREAL:[/b][/color] Creating a being with divine spark but less than god-tier[/list] [b]CONVICTION:[/b] 2 [i]RIPPLE: Minor (new divine being changes power dynamics)[/i] [i]TURBULENCE: 20%[/i] [i]NOTES: Lesser deity is an NPC you control, not a new PC. Max 1 per god unless GM allows more.[/i] [hr][h3]ACTION: Ascend a mortal to demigod status[/h3] [list][*][color=orange][b]SURREAL:[/b][/color] Elevating a mortal beyond mortality but not to full godhood[/list] [b]CONVICTION:[/b] 2 [i]RIPPLE: Minor (other mortals react to one of their own ascending)[/i] [i]TURBULENCE: 20%[/i] [i]NOTES: Demigod hero can become a recurring NPC. If your god dies, demigod might become your new PC.[/i] [hr][h3]ACTION: Empower mortal champion (temporary boost)[/h3] [list][*][color=lightgreen][b]LUCID:[/b][/color] In-Domain + short duration (War god grants strength for one battle, Healing god grants immunity to disease for one day)[/list] [list][*][color=lightblue][b]HAZY:[/b][/color] Out-of-Domain OR extended (Peace god grants invincibility for one week, Knowledge god grants all-knowing wisdom for one task)[/list] [b]CONVICTION:[/b] 0 (Lucid) / 1 (Hazy) [i]NOTES: Great for creating mortal heroes without permanent power creep.[/i] [hr][h3]ACTION: Create cosmic law/rule[/h3] [list][*][color=red][b]NIGHTMARE:[/b][/color] Establish a fundamental rule of reality ("death is permanent," "magic requires sacrifice," "lies cause physical pain")[/list] [b]CONVICTION:[/b] 4 (must be collaborative with 3+ gods to succeed) [i]RIPPLE: Catastrophic (reality restructures to accommodate new law)[/i] [i]TURBULENCE: 100%[/i] [i]NOTES: World-defining action. Should be rare and momentous. Requires GM approval and player consensus.[/i] [hr][h3]ACTION: Rewrite mortal memories (mass scale)[/h3] [list][*][color=red][b]NIGHTMARE:[/b][/color] Altering mortals' past collectively[/list] [b]CONVICTION:[/b] 4 [i]TURBULENCE: 100%[/i] [i]RIPPLE: Catastrophic (mortals lose cultural continuity, history becomes unreliable, identity crises)[/i] [i]NOTES: Extremely dark action. Oblivion/Lies/Memory Domain gods might attempt this. Expect consequences.[/i] [hr][h3]ACTION: Seal/imprison another god[/h3] [list][*][color=red][b]NIGHTMARE:[/b][/color] Trap a god in location, object, or planar realm[/list] [b]CONVICTION:[/b] 4 (attacker) / 2 (target to resist) [i]REQUIREMENTS: Target player's OOC consent or GM mediation[/i] [i]RIPPLE: Major (pantheon destabilizes, sealed god's Domains weaken globally)[/i] [i]TURBULENCE: 100%[/i] [i]NOTES: Alternative to god-death. Sealed god can be freed later through quests or negotiation.[/i] [hr][h3]ACTION: Pantheon-scale collaborative project (3+ gods)[/h3] [list][*][b][color=lightgreen]LUCID[/color]/[color=lightblue]HAZY[/color]/[color=orange]SURREAL:[/color][/b] Depends on project scope[/list] [b]CONVICTION:[/b] Varies (shared among participants, typically reduced due to collaboration) [i]EXAMPLES: Create world-spanning geography together, establish cosmic law, build the First City jointly, create pantheon-wide afterlife[/i] [i]NOTES: These are campaign highlights. GM facilitates coordination. Massively rewarding narratively and mechanically.[/i] [hr][h3]ACTION: Sacrifice yourself (permanent god-death by choice)[/h3] [list][*][color=red][b]NIGHTMARE:[/b][/color] Voluntarily end your existence for a greater purpose[/list] [b]CONVICTION:[/b] All remaining Conviction [i]RIPPLE: Catastrophic (your Domain's power redistributes to others, mortals mourn/celebrate, reality shifts)[/i] [i]TURBULENCE: 100%[/i] [i]RESULT: You create a MASSIVE effect (save world, empower all other gods, create permanent miracle) then cease to exist. No rebirth.[/i] [i]NOTES: Ultimate heroic/villainous act. Discuss with GM first. You'll need a new character.[/i][/hider] [b]Addendum 1:[/b] [url=https://www.roleplayerguild.com/posts/5636276]Clarification about the Omnipotence, Omnipresence, and Omniscience of the Gods.[/url] [b]Addendum 2:[/b] [url=https://www.roleplayerguild.com/posts/5636292]A sample list of Domains to choose from if having any difficulties.[/url] [b]Addendum 3:[/b] [u]A domain of Creation [b]does not[/b] exist.[/u] All gods are equally able to create things, either freely through their own Domains, or by spending their Conviction points on things that fall outside their Domains. [b]Addendum 4:[/b] [url=https://www.roleplayerguild.com/posts/5641359]On divine blessings/gifts/curses/blights and the potential recurring costs that might be required.[/url] [b]Addendum 5:[/b] Sacred Relics are artifacts created exclusively with a [b][color=red]Nightmare[/color]-tier[/b] action (3 Conviction cost). [b]Addendum 6:[/b] [url=https://www.roleplayerguild.com/posts/5644088]On Conviction generation through mortal worship of the gods.[/url] [color=black][center]⚬──────────────────────────────✧──────────────────────────────⚬[/center][/color][color=gray][h2]Ripples: Consequences, Costs, and Creative Chaos[/h2][/color] A [b]Ripple [/b]is an unintended consequence of divine action. When gods reshape reality, reality pushes back—not maliciously, but because every action has knock-on effects the god didn't predict or couldn't control. Ripples generally serve three main purposes:[list] [*][b]Balance power[/b] — gods can't solve everything perfectly [*][b]Generate plot hooks[/b] — consequences create new stories [*][b]Maintain stakes[/b] — even winning has costs[/list] Ripples are required for:[list] [*][color=lightblue]HAZY[/color]-tier actions (small Ripples) [*][color=orange]SURREAL[/color]-tier actions (major Ripples) [*][color=red]NIGHTMARE[/color]-tier actions (catastrophic Ripples)[/list][color=gray][h3]The Three Tiers of Ripples[/h3][/color][hr][hider=Tier 1 — Small Ripples (Hazy Actions)] [list][*][b]Scale:[/b] Local (1 location, 1 group, small area) [*][b]Duration:[/b] Temporary OR minor permanent effect [*][b]Severity:[/b] Inconvenient, not catastrophic [*][b]Examples:[/b][list] [*]Displaced wildlife [*]Short-term weather change [*]Minor cultural shift [*]Ecological imbalance [*]Resource depletion [*]Unexpected side effect[/list][/list][/hider][hider=Tier 2 — Major Ripples (Surreal Actions)] [list][*][b]Scale:[/b] Regional (multiple locations, large populations) [*][b]Duration:[/b] Long-term or significant permanent effect [*][b]Severity:[/b] Creates new problems gods must address [*][b]Examples:[/b][list] [*]Climate shift [*]Mass migration [*]Species competition [*]Political upheaval [*]Widespread disease [*]Geological instability[/list][/list][/hider][hider=Tier 3 — Catastrophic Ripples (Nightmare Actions)] [list][*][b]Scale:[/b] Continental or world-altering [*][b]Duration:[/b] Permanent, fundamental change [*][b]Severity:[/b] Threatens existing order, creates crisis [*][b]Examples:[/b][list] [*]Mass extinction event [*]Reality wounds [*]Divine schism [*]Rebellion against gods [*]Fundamental cosmic law changed [*]Existential Crisis triggered[/list][/list][/hider][color=gray][h3]"But Vec, why am I being punished?"[/h3][/color] Ripples are a consequence of divine actions, not a punishment or penalty, so don't think I am out to get you all. Whenever an action takes place that warrants a Ripple, [s]I will give 3 options to the player that triggered it in private[/s] I will generate an appropriate ripple that furthers the overarching narrative/fits the flow of the story. The information regarding the Ripple will be revealed IC narratively as part of a GM post. This allows the person who caused it to immediately know and prepare in advance for cases where the Ripple directly affects them, while also keeping the rest of the players in suspense until the GM post drops. Last but not least, Ripples play a key part in Conviction generation. I hope you all interact with the world a lot! [color=black][center]⚬──────────────────────────────✧──────────────────────────────⚬[/center][/color][color=gray][h2]Understanding Conviction[/h2][/color] [b]Conviction[/b] is your god's divine power, meaning the resource you spend to perform major actions like terraforming continents, creating new species, or altering reality itself. You begin with [b]5 Conviction[/b] and can accumulate up to a maximum of [b]10[/b]. Think of it as your god's certainty in their purpose: the more convinced you are of your path, the more power you wield. You earn Conviction by [b]actively shaping the world[/b]. Post regularly (2+ times per week) and you'll receive a steady flow of divine power. Beyond that, exceptional contributions earn bonus Conviction: collaborate with other gods on joint creations, perform miracles that matter to your mortal followers, investigate the mysteries woven into reality, or simply write a character moment that resonates. When mortals reach major milestones (their first settlement, first war, first city) [b]all gods who contributed[/b] gain Conviction together. Your power grows as the world grows. The key is [b]investment[/b]: the more you engage with the world, the pantheon, and the mortals, the more Conviction you earn and the more spectacular actions you can attempt. Small actions (within your Domain) are free, but reality-bending miracles require spending Conviction wisely. Every week, I'll post Conviction updates showing who earned what and why, so you'll always know what behaviors the world rewards. [hider=For those seeking a more condensed answer] [color=gray][b]Base Posting Awards:[/b][/color][list] [*]1-2 posts per week → +1 Conviction [*]3-4 posts per week → +2 Conviction [*]5+ posts per week → +3 Conviction [/list] [i][color=gray]Note:[/color] Posts must be substantive (2-3 paragraphs minimum, advance story/character). Short throwaway posts don't count toward totals.[/i] [color=gray][b]Bonus Conviction (on top of base):[/b][/color][list] [*]Collaborate with other gods → +1 [*]Advance the plot significantly → +1 [*]Investigate mysteries → +1 [*]Exceptional roleplay moment → +1 [*]Major milestones (all contributing gods) → +1 [/list] [hider=About Bonus Conviction] Bonus Conviction is awarded at GM discretion for contributions that go above and beyond. Here's what typically qualifies: [color=gray][b]Story Advancement:[/b][/color][list] [*]Your action directly moved the main plot forward (not just your personal subplot) [*]You introduced a major NPC, location, or event that other gods will interact with [*]Your action created new opportunities/challenges for the pantheon [*]Your Ripple spawned plot hooks for multiple players [/list] [color=gray][b]Exceptional Roleplay:[/b][/color][list] [*]Character development moment that reveals new depth [*]Dramatic scene that other players reference/react to [*]Novel approach to a problem that surprises me [*]Writing quality significantly above your baseline [/list] [color=gray][b]Important:[/b][/color] Not every good post earns a bonus; that's why they're bonuses! If you're consistently posting quality content, that's already reflected in your base weekly award. Bonuses are for posts that make me go "Wow, that was special." If you're ever unsure whether something qualifies, feel free to ask. But understand that bonuses are subjective. I'll always explain my reasoning in weekly updates.[/hider] [color=gray][b]Expected Weekly Range:[/b][/color][list] [*]Minimal activity (1-2 posts): +1-2 Conviction [*]Moderate activity (3-4 posts): +2-3 Conviction [*]High activity (5+ posts): +3-4 Conviction [/list][/hider]