Behold! A world beyond all space,
Now shapeless void, yet craving form!
With sevenly host to form a place,
May they persist and past the Storm?
Whether by charm, lies, or force, you are one of only seven entities left in a universe unraveling at the seams and doomed to end in a matter of twenty-one short cycles. As wielders of unimaginable power, there should certainly be some way to escape such a terrible fate, no? Welcome to Day-eties.
The MetalsSeven Metals exist, each attuned to different principles and empowered on a different day (of the week):
- Gold (Sunday): Perfection, Specialization
- Silver (Monday): Change, Reflection
- Iron (Tuesday): Conflict, Victory
- Mercury (Wednesday): Connection, Chaos
- Tin (Thursday): Prosperity, Fortune
- Copper (Friday): Joy, Friendship
- Lead (Saturday): Endings, Beginnings
Note: You are free to post in colors other than the ones given hereThe AttributesEach attribute has a cap of 5 points, and each god receives 7 points to distribute among the attributes.
Sight: Influences perception and knowledge of the unknown. Roughly maps to omniscience
Might: Determines strength and ability to affect the material world. Roughly maps to omnipotence
Light: Affects resilience and aids in dealing with mortals. Roughly maps to omnipresence
Actions (experimental!)Every Sunday, Tuesday, and Thursday (~08:00 UTC/00:00 PST), each player is dealt four cards from a standard 54-card deck by PM. Each card enables a major action. Cards do not persist past a redeal. A +1 bonus may be applied for detail in action write-ups.
BonusesBonuses are most commonly awarded for
- Acting in line with your domain
- Acting in line with special things like bonus elements, curses, flashes of inspiration, or unique insights
- Using a card of an appropriate suit/rank
- Acting on a favorable day
While the GM can pick out a few, it is in your best interest to declare all bonuses you feel you deserve. The GM is not always attentive enough to remember all of the possible bonuses.
Minor actions (no cards needed!)Minor actions include but are not limited to talking, sending dreams, or manifesting or ambient actions like eating, building a (small) house, or smiting inconsequential numbers of inconsequential mortals
Performing/reacting to an action:- PM KJP with your choice of card (optional if and only if you're not bluffing)
- Post your action, optionally bluffing about what card you chose
Contesting a bluff:- PM KJP with your choice of card to be used as evidence if you plan on making up the evidence
- Post your disagreement about what card was played, optionally making up the evidence
Resolution:Correctly called bluffs: The defender surrenders the card assigned for the action to the challenger.
Falsely called bluffs: The challenger discards the card assigned as evidence and the defender succeeds at the action if possible. Otherwise, the defender receives the challenger's card.
Uncalled bluffs: The card acts as whatever it was claimed to be
Card effects:Note that neither suits nor A/J/Q/K restrict possible actions. They simply provide bonuses to certain classes of actions which are themselves up for negotiation with the GM.
Jokers count as any other card. Make sure to specify which card when it matters!
Suits:
- Spades: Bonus to air- and knowledge-related actions
- Hearts: Bonus to water-related and social actions
- Diamonds: Bonus to earth- and item-related actions
- Clubs: Bonus to fire- and creativity-related actions
Ranks:
- A: Bonus to destruction/degradation actions
- 2-10: Power level, used to determine success for opposed actions or work on long-term projects
- J: Bonus to detection/perception actions
- Q: Bonus to creation/improvement actions
- K: Bonus to control/manipulation actions
Day bonusesGods receive +1 to all stats on their holy days.
All gods also receive the following modifiers on certain days:
Sunday-Monday: Sight +1
Tuesday-Wednesday: Might +1
Thursday-Friday: Light +1
Saturday: Non-
Lead: -1 to all stats;
Lead: +2 to all stats
LogisticsDiscord:
https://discord.gg/UZPVHNvName:
Domain:
Description:
Metals in descending order of preference:
Sight: _ _ _ _ _
Might: _ _ _ _ _
Light: _ _ _ _ _
Example sheet:
Name: Nebos
Domain: Sky, weather, clouds, lightning, the sound of gusts of wind passing through canyons
Description: Nebos takes the form of a plump, perpetually laughing man enthroned on a bed of clouds.
Metals in descending order of preference: Tin, Mercury, Silver, Gold, Iron, Copper, Lead
Sight: o _ _ _ _
Might: o o _ _ _
Light: o o o o _
Where Metal preferences overlap, they will likely be randomly assigned based on interest.
Note: This game is scheduled to start in 21 hours and is scheduled to finish exactly three weeks after that.
Characters