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Roll to Maintain a World

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Crystalizedmire:
Roll to Maintain a World
It took a while for the world to notice that the major gods disappeared. First, prayers stopped being answered. Then the moon and the sun stopped moving. If no one fills the power vacuum in time, the whole world might be destroyed by whatever is causing the disappearance of these gods. Luckily many are vying for control and power. Hopefully, balance can be restored to the world in time.
Spoiler: RTD stuff (click to show/hide)1 - Critical Failure/-2
2 - Failure/-1
3 - Partial Success/+1
4 - Success/+3
5 - Success+/+4
6 - Gone Horribly Right/-3Worship and Worship tokens
Worship tokens are gained by how many worshippers you have and can be used to perform godly stuff. Anything as intelligent as a snail or above can worship but less intelligent. A small but dedicated cult produces more worship tokens than a small village that isn't as dedicated and a large sprawling civilization produces more than either. However, getting an entire civilization to worship a god is very difficult. Gaining other things worship can be done by interacting with them. Fearing and worshipping have generally the same effect but there are some differences. Fearing is easier to accumulate but harder to spread while worship is harder to accumulate but easier to spread.
Actions
Simple actions are actions that even a mortal can do but aren't talking. Creating objects(that aren't large enough to require many humans to complete) without divine power, travelling/teleporting to known regions that have the sun shining upon them, and fighting are simple actions. You can do 2 simple actions per turn.
Talk actions involve talking and are entirely free, meaning you can do however much as you want, provided you are at the target's location.
Sphere actions are actions that involve your sphere. Sphere actions can be performed equal to the number of epithets that have that sphere. You may use sphere action to boost another action. The booster action rolls a die and adds that amount to the result depending on what it rolled(the number added is under RTD stuff).
You can use worship tokens to take extra sphere actions.
You may use worship tokens to take actions with a sphere that you don't have but are associated with but at a -1 penalty.
Spheres that you are only associated with provide a +1 to your sphere action and cannot stack.
Vessels and Shapeshifting
Vessels are the physical manifestations of gods and can look like anything. Some gods have fragile vessels that can quickly reconstruct while stronger ones take at least a turn to reconstruct.
Vessels have at least 4 stat points but you may choose to sacrifice how quick you are at reconstructing to gain more stats. Your vessel starts at "takes a quarter of a turn to reconstruct" to "takes a third of a turn to reconstruct" and so on. After you reach the "takes one turn to reconstruct" mark, any further sacrificing of your reconstruction will take one more turn. The reconstruction time is also how long it takes to shapeshift. "Takes a quarter of a turn to shapeshift" allows you to shapeshift 4 times.
Vessels also have a trait assigned to them by me depending on their description.
Time
A turn would be a quarter of a day if the sun didn't stop moving.
Calamities
A calamity takes 4 calamity points to happen. But the amount of calamity points can be decreased by fixing the world. A calamity is anything that sort of breaks the world. A calamity point is always gained by the passage of a turn. Calamity points can also be gained by other things. Calamities stop happening once you've destroyed the cause of it.
Feats and Quests
Feats are notable achievements you've made which grant you an epithet. Quests are mortal requests such as answering prayers and could result in granting you a feat.
Epithets
Epithets grants you one sphere that it is most associated with. Other spheres associated with the epithet are considered your associated spheres. Epithets earned from feats also have one trait attached to it.
Spheres
Gods of a location starts with one very specific sphere and one small location while a god of a concept starts with a very specific sphere and one sphere that is a little broader than that(which means two epithets). The location starts out dedicatingly worshiping the god. All gods have a starting location but gods of a location starts at their location. Your highly specific sphere cannot be broken down into a smaller sphere.
Spoiler: Character sheet (click to show/hide)Name:
Type of god:
Sphere(s):
Associated Spheres:
Epithet(s):
Starting location:
Vessel Description:
Vessel Recovery Time:
Vessel (physical) Strength:
Vessel (physical) Sturdiness:
Vessel Quickness(increases the priority of your actions):

Magmacube_tr:
Alright I am in.

Spoiler (click to show/hide)Name: Erme
Type of god: Concept
Spheres: Island Endemism, Islands
Associated Spheres: Divergence, Coasts
Epithet: The Isolated, The Island-dweller
Starting location: An Island
Vessel Description: A large, extremely thin, gray colored humanoid with no face except for a single hazel eye.
Vessel Recovery Time: A third of a turn
Vessel Strength: 1
Vessel Sturdiness: 2
Vessel Quickness: 2

Is this all good?

Megam0nkey:
Spoiler (click to show/hide)Name: Rastaj
Type of god: Concept
Sphere(s): The early sunrise, Sunlight
Associated Spheres: Light, Heat
Epithet(s): The Rising Sun, the first Cinder
Starting location: A Mountaintop, surrounded by a village in which the moon and its night has become a constant
Vessel Description: A humanoid figure made of searing flames
Vessel Recovery Time: Takes half a turn to respawn/shapeshift
Vessel (physical) Strength: 3
Vessel (physical) Sturdiness: 1
Vessel Quickness(increases the priority of your actions): 2
We Start at 4 stat points and gain one each time we sacrifice a bit to respawn right?

TricMagic:
Spoiler: Times are hard, knowledge is lost, but still. (click to show/hide)Name: Spring of Hope
Type of god: Location
Sphere(s): (GM assigned)
Associated Spheres: (GM assigned)
Epithet(s):(GM assigned)
Starting location: A hole in the earth.
Vessel Description: A small lake is surrounded by plants, and a trickle of flowing water. The water is covering a submerged box. Rusted and broken, but the tiny gem left inside is still intact. The cliffs surrounding the area protect from the outside.
Vessel Recovery Time: Quarter turn.
Vessel (physical) Strength: 2
Vessel (physical) Sturdiness: 2
Vessel Quickness(increases the priority of your actions): 0

Crystalizedmire:

--- Quote from: Magmacube_tr on March 17, 2024, 10:03:43 pm ---Alright I am in.

Spoiler (click to show/hide)Name: Erme
Type of god: Concept
Spheres: Island Endemism, Islands
Associated Spheres: Divergence, Coasts
Epithet: The Isolated, The Island-dweller
Starting location: An Island
Vessel Description: A large, extremely thin, gray colored humanoid with no face except for a single hazel eye.
Vessel Recovery Time: Half a day
Vessel Strength: 1
Vessel Sturdiness: 2
Vessel Quickness: 2

Is this all good?

--- End quote ---
Vessel recovery should be "takes a third of a turn"

--- Quote from: Megam0nkey on March 18, 2024, 01:44:49 am ---Spoiler (click to show/hide)Name: Rastaj
Type of god: Concept
Sphere(s): The early sunrise, Sunlight
Associated Spheres: Light, Heat
Epithet(s): The Rising Sun, the first Cinder
Starting location: A Mountaintop, surrounded by a village in which the moon and its night has become a constant
Vessel Description: A humanoid figure made of searing flames
Vessel Recovery Time: Takes half a turn to respawn/shapeshift
Vessel (physical) Strength: 3
Vessel (physical) Sturdiness: 1
Vessel Quickness(increases the priority of your actions): 2
We Start at 4 stat points and gain one each time we sacrifice a bit to respawn right?

--- End quote ---
Yours is good!
I'm waiting to see if more people will sign up

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