Create Life AP 1
Creates a new form of creature or race. This action does not organize the creatures it creates with any sort of society or government – use Form Organization for that. This action can also be used to create constructs, undead, spirits, or any other form of being – it need not strictly be life. Races created by this action cannot be completely eliminated or otherwise permanently removed from the game without the permission of the player who created them. But whole societies can be destroyed through random conflict resolution with another society, group, or hero. Races can however be harmed or aided by Bless or Curse actions.
Create Fabeled Life AP 4
This is reserved for the creation of Dragons, Demons, and Angels, Life that is itself legendary - simply by being alive. Otherwise it’s the equivalent of Create Life
Bless/ Curse AP 1
Bless brings a beneficial effect to a targeted group. Curse brings a harmful effect to a targeted group. This effect can be absolutely anything imaginable, from something as simple as giving a land good harvests year after year to something as incredible as raising every soldier who died in a decades-long war. A curse can create a Decades long war or a deadly epidemic.
- To cancel another’s player Bless/Curse you must use an equal amount of Bless/Curse actions plus one. So to cancel 1 bless, you must use 2 curses, and the original player to re-bless the target must spend 3 bless actions… this is to prevent back and forth bless/curse ‘wars.’
Create Lesser Concept AP 1
Concepts introduced by this action may be affected by blesses, curses, or even the introduction of other concepts. This action should not be mistaken for a prerequisite of social advancement – a society needs no Create Concept to discover such things as slate roofing, silverware, a style of government, or other basics or trivialities. Nor do they need to be used to expand upon existing ideas unless the expansion differs significantly in power or concept. Concepts introduced by this action may reach as small or wide an audience as the creator desires, ranging from a single individual to everyone in the world. A group cannot have a concept forcibly introduced if the player controlling it does not want it (But another player can create a concept and then forcibly introduce it by using a curse action) and other player’s creations cannot ‘steal’ a created concept for themselves without the permission of the player who created it unless they also spend the AP to create the concept for their followers.
Create Fabled Concept AP 4
This action is used to create supernatural or extraordinary concepts – while Lesser concepts may include extremely limited forms of magic and technology, Fabled Concept is used for the creation of Miraculous concepts such as; the industrial revolution and necromancy.
Alter Land AP 1
Alter Land warps an existing land into a different form of terrain. Mundane flora and fauna are assumed to die off and be replaced by such more suitable to the new climate, but beings created by Create Life are assumed to adapt reasonably well to their new conditions. Alter Land can be countered by another alter land.
- To cancel another’s player Alter Land you must use an equal amount of Alter Land actions plus one. So to cancel 1 Alter Land, you must use 2 Alter Land, and the original player to re- Alter Land the target must spend 3 Alter Land actions… this is to prevent back and forth Alter Land ‘wars.’
Raise Hero AP 4
Raises a mortal creature to heroic status. A Hero cannot be slain or otherwise removed from the game without being destroyed through random conflict resolution with another society or another Hero or with the permission of the controlling player. A hero could instead be given a tiny shard of divinity. This can raise an already mighty entity to something nearly a demigod in its own right. Some gods go so far as to turn those infused into little more than puppets dancing on divine strings – earthly avatars for their master to walk upon a world barred to them. There is no objective difference between a Hero or an Exarch/Avatar, but players are encouraged to make an in-story distinction.
Form Organization/Society AP 2
This action allows one to arrange their creations into groups more coherent than the simple hunter-gatherer tribes or roving monsters they default to – this action needs to be used to create a society, otherwise a race would be scattered and disorganized.This can also be used to define notable sub-organizations into distinct entities. An organization/society can destroy another organization/society through random conflict resolution.
- You can, of course use this action to create sub groups within an existing group.
Craft Artifact/Relics AP 4
Artifacts are individual items of power. Some are wielded by individual mortals, like a legendary blade of kings, while others fill more inventive roles. Artifacts do not have the power to actually function on the same scale as divinities – but they can have almost any abilities imaginable in the mortal realm. Artifacts are mighty mortal instruments, but Relics are the tools of the gods. There is almost no limit to the powers a Relic may hold. As a Rule artifacts are placed in mortal hands, but Relics are the personal tools of the gods.
- You may be extremely creative with your Artifacts and Relics but you may use them to give a particular person or a god a combat bonus. The total bonuses from different Artifact/Relics held by a single mortal or deity can’t exceed +2.
- Ex. 1: A deity can create a Holy Relic for himself that gives him a +2 modifier in Random conflict resolution
- Ex. 2: A deity can create a Holy Artifact for his mortal followers that gives an individual person a +2 modifier in Random conflict resolution
Please note however you MUST label the created object an Artifact or a Relic. Relics are too powerful for any mortal no matter how strong to use, and Artifacts are too weak to handle the will of the Divine.
It takes the same amount of AP to break an artifact/relic as it takes to create (4 AP), but you can't do something to another gods possessions without either rolling or agreeing about it earlier.
- Modifying an artifact/relic's purpose only costs 2 AP. You can't increase it's modifier bonus, you only change it's function.
Instead of a modifier bonus an artifact can act as a localized permanent Curse/Bless effect
- If you have any questions about a creative artifact you're thinking of, run it by the mods or the OoC first.
Create Land AP 2
Raises new land to the world. Created land has whatever climate or biosphere the creator wishes, and contains any mundane flora and fauna that would fit that biome. This action can also be used to render inhabitable a section of otherwise-barren seafloor, carve out tunnels into bedrock, etc – it need not strictly be land. However, it cannot be used to change another player's land into a different sort of terrain – use the Alter Terrain action for that
Weave Plane AP 4
Draws forth a new plane of existence from the fabric of the world – important, as gods cannot set foot upon the Material itself, their own divine sparks barring them entry through forces even the greatest scholars cannot comprehend. A plane is a finite entity, almost never larger than the world itself and often smaller by a wide margin. Not only do such realms reflect their masters, they actually respond to their active will in a fashion. This effect allow them to reshape their plane’s terrain essentially at will, however, any outside application of AP will override and suspend this effect until countered. Planes can be targeted by divine actions in a manner identical to the Material – both by their creator and others. Players are advised that the Create Plane actions is not designed to give them an impregnable fortress of power, but to create a realm of otherworldly wonder and a home of divinity.
Gather Pantheon AP 2
To form a pantheon, one deity must make the Gather Pantheon action. This god has admin rights to the pantheon, Admin actions means the creator of the pantheon can expel any member of the pantheon at will. Two other gods must join this pantheon framework for the pantheon to gain any benefits. Each member of the Pantheon gains 1 AP per three members – which they can use however they like but doesn’t count towards Gain domain actions. . If the pantheon drops below three members, this AP ceases to function. This AP is renewed every Thursday - it does not roll over.
Join Pantheon AP 1
Attune yourself to an existing Pantheon. Doing so instantly severs your ties to any pantheon you were previously attuned to.
Gain Domain AP 3
The Gain Domain action allows a god to gain an additional domain and an accompanying portfolio element. The god must first have spent 7AP worth of AP on things related to the domain they wish to gain. The Gain Domain action may never be used to qualify for a domain, but any other action can be. Only AP gained from rollover or your starting AP counts - Pantheon AP never aids in qualifying for a domain.
Divine Infusion AP 2
A deity may greatly empower one of their creations by placing a fragment of their own essence into it. A god may only infuse a set number of creations at once, based on their divine rank. Each use of this ability counts against the limit, no matter the form you choose. A god may release an infusion at any time, freeing up a slot in their infusion pool (this does not destroy the infused entity, merely reverts it to its uninfused status). Divine Infusion grants a race, organization, artifact, hero a ‘combat bonus’ when it comes to random conflict resolution.