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Hum isn't doing anything besides trying to consolidate power for this turn.


That is correct.
I'll post up Turn 2 tomorrow so Lauder and Ascendant can send in their orders and post and if he wants Willy Vereeb can as well.
So about bidding for a specific Domain. I have two questions.
1.) It counts as a power usage, right? So you have three such actions per every turn. Also obviously as a power its cost is deduced from your power pool as soon as you use it. I feel this is obvious yet needs clarification.


Correct.

2.) Minor and major domains introduced a new aspect to things. How should we envision this?


Major Domains are attached to a single deity and bid upon.
Minor Domains are simply purchased and not restricted to a single Deity.

Deity App:



Accepted. Send me your actions, danke.
@Theodorable

Well. Lightning is also known as Energy.

Perhaps it can energize some hero or army to march without tiring as a Minor?

While a Major ability could perhaps be the ability to strike down somewhere and deliver punishment? Ala destroy/demolish/damage some army or town or settlement as Major?


It would definitely be a Sub-Domain, for sure. For now--you'll have to wait. Desolé.
@Theodorable

Can I get a Domain of Lightning please? It is what Illias wants to eventually get.


Trying to figure out where this would fit.
So, what happens when a players deity is entropied to death and isn't brought back by a very kind life domain god? Does that player just receive no actions or what @Theodorable


In the unlikely event this occurs, that character would most likely need to do one of the following actions.

1. Take on the Deity of a God underneath them.
2. Create a new Deity.

That being said, it's a fairly unique situation which means I fully expect someone to do it and intentionally abuse it. I will be sad if someone takes on the Domain of Destruction and just entropies other Deities and the other Deities just let it happen.

There are also like four Sub-Domains with powers that reflect against Entropy, but it is unknown if those God's will ever be created.
Added the Major Domains under "CHARACTERS" tab.
Should The Seas / Water be the same Domain?

How would they be different?

Same with The Earth (not really THE earth, just the planet) / Earth Domain?

Domains


Domains are the essences of power in the world. Gods are the only entities that may hold power over a Domain. Each Domain has a Minor Ability as well as a Major Ability, available only to them by using a Consolidate Power - 50 Power Action.

ADDENDUMS
- Deities may only have ownership of 2 Domains and no more.


CREATION
The domain of Creation is unique in that it may be considered one of the most powerful Domains while coming with the least amount of responsibility. The domain of Creation allows for the creation of Planes of Existence, which may or may not have certain rules for entry or exit. Creation is the opposite of Destruction.
- MINOR: - Create: Creates a new PLANE OF EXISTENCE. May NAME the Plane, and set 3 REQUIREMENTS (Entry, Exit, Existence). May not destroy said plane.
- MAJOR: Genesis: May create a MINOR DEITY from a DOMAIN.

DESTRUCTION
The domain of Destruction opposes Creation, and it is nefarious. It entails the ability to enforce entropy among the very realms of existence.
- MINOR - Destroy: Select a CITY, -5 Population or Select an AREA and cause it's corresponding element of DESTRUCTION. [Volcano = Erupts. Plains = Drought. Mountains = Avalanche. Forest = Raging Fire. Etc.]
- MAJOR - Entropy: May assign any amount of Power to a CHAMPION, CREATURE, DEITY or REALM. Every 1 Power is considered 1% of that entity falling apart and affects it accordingly. At 100 Power, that entity is destroyed entirely. Entropy increases automatically at 10% per Turn.

TIME
One of the rules of the Natural Plane is that when an event occurs, it cannot occur, or can it? Mastery of time will grant that power.
- MINOR - Reverse Time: Select 1 ACTION. Undo that Action. That DEITY loses that Action. The Deity with the Time Domain gains 1 Entropy (does not increase).
- MAJOR - Erase Time: ERASE the ACTIONS of the Previous Turn of 3 Actions (of 1 Deity or 3 separate Deities. Those actions did not happen). The Deity with the Time Domain gains 7 Entropy (does not increase).

LIFE
The domain of Life is one abiding all living things. Power over Life is a powerful thing, as this grants the Deity the power to insert life back into a deceased being.
- MINOR - Resurrect Mortal: May RESURRECT any DECEASED CHAMPION, CREATURE or ARMY.
- MAJOR - Resurrect Immortal: May RESURRECT any DECEASED DEITY.

DEATH
The domain of Death is the one opposite Life. It thus deals with what happens after life has left the body and can resurrect the dead back into their own form of Undeath.
- MINOR: - Raise the Dead: May RAISE any ARMY, CHAMPION or CREATURE as UNDEAD.
- MAJOR: - Touch of Death: Choose any ARMY, CHAMPION or CREATURE and make it DECEASED.

WAR
War is a state of armed conflict between states, governments, societies and informal paramilitary groups, such as mercenaries, insurgents and militias. It is generally characterized by extreme violence, aggression, destruction, and mortality, using regular or irregular military forces.
- MINOR - A Blessing of Victory: Select an ARMY, it gains +3 Attack Modifier for the next battle.
- MAJOR - Total War: Select an ARMY, it gains +7 Attack Modifier for the next 3 battles.

WISDOM
Wisdom is the ability to think and act using knowledge, experience, understanding, common sense and insight. Wisdom is associated with attributes such as unbiased judgment, compassion, experiential self-knowledge, self-transcendence and non-attachment, and virtues such as ethics and benevolence.
- MINOR - All Knowing: Choose a DEITY, You will see that DEITY's actions before they are played and before you play your own.
- MAJOR - Eureka: Select a RACE, that RACE receives the equivalent of three ADVANCE RACE Actions.

WATER
The lifeblood of existence. Water is everywhere and the seas encompasses the world on all it's sides and must have it's own master. Mastery of the ocean waves lends often to the prayers of sailors and fishermen alike.
- MINOR - Favorable Waters: Choose a NAVY, that NAVY gains +3 Attack Modifier in the next battle.
- MAJOR - Mastery of Water: Choose an AREA, if it is INLAND you may create an OASIS (+2 Purity, +3 Population Growth). If it is COASTAL you may create a TIDAL WAVE (-5 Population) or BOUNTIFUL HARVEST (+6 Population Growth)

EARTH
The planet, and from which all things grow and strive, is considered to be a unique and even living entity itself. Like the ocean it carries, it too needs a master.
- MINOR - Growth: Choose an 3 AREAS, may adjust that area's CLIMATE or SHAPE.
- MAJOR - Restoration: Choose 1 AREA or 1 CREATURE, may remove POISON, DECAY, ENTROPY (Up to 30 Power) or CURSE

FIRE
The entity from which many consider to be the elixir of passion, ambition and even life, Fire is an entity all it's own. Dominion over fire enables a god to enact retribution, purification and destruction.
- MINOR -
- MAJOR -

AIR
The currents carry life, and sometimes death. Those that fly, survive. And the domain of the Sky is considered to be full of airy pleasantries, but often underestimated for its usefulness.
- MINOR - Winds of Haste: Choose any CHAMPION or NAVY, it may move twice as far in the same amount of time.
- MAJOR - Winds of Change: May use Shape Climate in the Third Age, at the same cost as in the Second Age.

SMITHING
Creation beyond the Natural Plane comes to Smithing, the forging and creation of new artifacts and weapons of war, even for the Gods themselves.
- MINOR - Forge: May CREATE 1 ARTIFACT or WEAPON with 1 ENCHANTMENT. The God with the Smithing Domain cannot wield it.
- MAJOR - Manufactory: May CREATE 1 MANUFACTORY with 1 LEGENDARY ENCHANTMENT.
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