Lords of creation 2 ((closed))

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Lords of creation 2 ((closed))

Postby Daemonwelsh » Sat Mar 20, 2010 11:57 pm

World's Creation
Spoiler: show
This stage should only last for a week or two, where the immortals will mold the young world to their will. They draw on large amounts of power during this stage, raising mountains, digging oceans and growing forests. Plants and animals are brought into existance with ease, and an immortal could create an entire forest with all its creatures with little difficulty. All creatures made are of very basic intelligence, nothing smarter than a regular animal. More intelligent and remarkable creatures (dragons, fey, magical beasts, etc) require more energy as the immortal must bend the rules of the universe slightly to allow such a thing to exist. Once all the immortals are satisfied with the world and are ready to bring intelligent beings to life to worship the immortals will the second stage of the game begins.


Dawn of Civilization
Spoiler: show
After the world is ready and the immortals have decided to make mortal beings to be worshipped by, the amount of divine power the immortals must spend to create the mortal races is much greater than making large forests or populating a valley with plants and beasts. Each immortal can decide to create their own race of mortals, or immortals can work together, even steal templates of a race from one another. This is by far the longest fo the three stages, lasting several months before the End of Days arrives. After each immortal has created a race, whether it is their own race or they made a race with another, they can do as they wish. The amount of divine energy they gain every week is decreased and most of this energy will be used to inspire their races with knowledge and power. An immortal can choose to leave his mortals alone, watching over them and intervening to save them from disaster but otherwise letting them develop on their own. Every week all races will grow in some way, an immortal can encourage spurts of growth if they wish. Immortals can also challenge the worth of another's race, using power to set challenges on a race. An immortal can move among their people, either as another form to simply observe and interact, possibly using motes of power to create great heroes, or appear before their race as they truely are, ruling their race and directly shaping them. An immortal can treat their race in any way they wish. After a few months the End of Days will come and all the races will battle for their creator, as the immortals battle eachother - either on the battlefield surrounded by their children, or in the divine realms.


End of Days
Spoiler: show
This is the last couple of weeks of the game, and a lot of what will happen during this time has been planned out ahead of time. The immortals will pick sides and battle, and their races will do the same. The world will be thrown to chaos as the immortals struggle causes war, disease, and natural disasters. The various civilizatiosn will battle and the immortals will each fall, one by one, either at the hand of a hero that had risen from another immortal (or even a hero who is the immortal's own bloodline) or at the hands of another immortal. Eventually the game climaxes with the Omniscent - a powerful over-diety who is supposedly responsible for creating all the immortals - cleansing the world, deciding he'll start over.

The End of Days CAN be avoided. Mainly it depends on how active everyoen is. If the majority of the races are relatively peaceful and plenty of immortals still have their presence felt, the End of Days will not come as war, but instead the Omniscent will decide to test the immortals and see if they will work together to save the world from a great threat, which can be anything. If they succeed the world is safe and the Omniscent chooses to move on and begin a new world. If they fail then the world is destroyed, the immortals defeated by the threat, and the Omniscent will start over.



The Player's stats
Spoiler: show
The game uses some statistics for the immortals, but it is all very broad in range. The Omniscent is essentialyl the GM, determining how much divine power an action costs, making rulings on what an immortal can and cannot due, and establishing what the basic features of the world are when it first is created. The Omniscent has no stats and does not create things like the other immortals do. He/she can make up random events, like natural disasters or a plague of monsters to test races and immortals, or give gifts should he choose. It's all up to the Gm's decision on how this over-deity hopes this world will turn out.

The players, which its best to have at least 4 and could play with as many as 10 players, have total freedom with how their immortal looks, acts, etc. The profile for an immortal has only 5 numerical stats: Divine Rank (DR), Power, Presence, Potence, and Perception. Divine Rank is similar to what a level would be in most games. It increases by 1 every week (So by the end of the World's Creation all immortals that started already should reach Rank 2). It can also be increased by spending a good portion of the divine power to gain a rank. This is really only possible early on as it requires more divine power later on. At DR 4 and every 4 DR's after all stats increase by 1. Every time an immortal gains a rank they also gain two growth points to spend on their stats.

The other 4 stats, Power, Potence, Presence, and Perception are mostly to gauge how powerful an immortal is in one stat compared to other immortals. All immortals with a DR of 1 start with 1 point in all four stats and have 4 growth points to place in any of the stats. The maximum of any stat is 99, which obviously is very unlikely any immortal will ever reach a 99 in any stat. There are no "average" stats, as its more about "how high is my stat compared to everyone else". If all the immortals try putting a lot of their growth points into Power, than all of them are greatly more powerful than any mortal being, but compared to each other they are of similar strength. If one immortal decides instead to place all his/her stats in Potence, then while he/she isn't as powerful as the other immortals, he/she is greatly more potent than any of them.

Power is simple, it is the raw strength, not just physically, but mentally and "magical" (an immortal can call it magic, psionics, or whatever they feel like, that's not what's important) as well. It's the blunt force of their abilities. Forcing the land to rise up suddenly in a jagged mountain range is easy with power. Crafting a single natural formation of beauty and power is not.

Potence determines the "to-what-extent" an immortal can perform certain actions. A high potence allows for a larger possible amount of change. In other words, an immortal can "make more" of something for the same amount of divine motes that a less potent immortal used for making only some of something. Immortal A has Potence 2 and the Omniscent determine they can cover a region about the size of Nevada with forest for 2 motes of power. Immortal B has a Potence of 4 and the Omniscent decides that for two motes Immortal B could cover an are the size of Texas with forest.

Presence will make an immortal's simple existance allow them to do things without spending much divine power. Immortals with high presence can easilly affect mortals emotions and eventually physically change them simply by them being near the immortal. Presence will also determine how ackknowledged an immortal is by races outside their own. While all races will acknoledge the immortals another race worships, unless that immortal is part of their pantheon of worship they will not give much thought to them.

Perception has meaning beyond the 5 senses. Immortals with a Perception of 1 can hear, see, smell, tase, and feel better than any mortal, but that's it. Higher presence allows enhanced senses, using senses at a distance, and eventually alternate sense, like percieving alternate forms of energy and even seeing the past and future. Immortals DO NOT know everything that is going on everywhere all the time. Even among their creations they can miss things. The GM determines to what extent an immortal's perception would allow them to know things in game.


Turns and points
Spoiler: show
Turns are measured by week. At the beginning of each week the Omniscent determines how many points of divine power each immortal gains. Through out the week the immortals can roleplay interacting with eachother and post actions they would like to perform. Just roleplaying can be done freely but when posting any actions that involve spending power, the GM must read the actions an immortal wishes to perform and determines how many points it will cost, which the immortal involved will then subtract. Changes to the world are not considered to have happened until the GM approves.

The amount of points that will be spent are based on what the immortal wants to accomplish and what their stats are. The GM should always take into account that high stats makes changing the world cheaper. Also when the second stage begins, the cost for creating a race increases the more powerful an immortal makes them. A generic race of humanoids that would one day become the base humans of the world will be very cheap, requiring only a few motes of power. Small advantages as well as balancing a race by giving it weaknesses to compensate for strengths can help keep the cost low.


Immortal Profile
Spoiler: show
Name: (Be creative please)
Concept: (What are your immortal's goals, hopes, fears? Is there a theme for your immortal? How will your immortal be worshipped?)
Personality: (Likes, dislikes; Emotions; How does your immortal act/think/speak?)
Appearance: (How does you immortal appear to other immortals? To mortal beings? Any disguises?)
Divine Rank: 1 (All immortals start with DR 1)
(all four stats start at 1, and at DR 1 have 4 growth points to place however you want)
Power:
Potence:
Presence:
Perception:
Symbolic: (Symbols for your immortal? Ideas: Favoured weapons, Iconic Image, Favoured animal/plant/element)


This thread is for posting interest, characters, and conversation about how the game will work.
Last edited by Daemonwelsh on Tue Apr 20, 2010 10:16 pm, edited 2 times in total.
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Re: Lords of creation 2

Postby Daemonwelsh » Sat Mar 20, 2010 11:59 pm

This is made without the permission of crovius. Some things I couldnt help but thinking about making/modifying. So in this instance, I will be DM, and everyone else will be the IMMORTALS!

Also. After the worlds end, this world may be used as a world for D&D 3.5, based on its success.

Should crovius agree to DM after that, the game will be turned over to him.

The world will be stocked with the basics of life after the two week worlds creation, so after that anything you guys forgot to make will be created. forgot to make as in insects, pathogens, etc. etc..

Technological levels:
Spoiler: show
Mortal races start with no technological levels. it costs motes to increase their tech.
To advance from one stage to the next, you must pay the cost of the next stage. to advance multiple stages, you must pay each's cost.
ie:
no tech > ancient Tribal (3 motes: 1 @ caveman, 2 @ tribal)
no tech > Nano (443 motes)
Mote costs for tech level. (all subject to change)
Caveman status: 1 mote. (i.e. fire, super primitive tools.)
Ancient tribal: 2 Motes. (Spears, bows, spear throwers, simple weapons, cloth armor, etc.)
Ancient semi-civilization: 5 motes (Iron age (Swords, plate armor, simple irrigation, simple farming))
Egyptian tech level: 10 motes. (Simple electrical use, advanced medical, simple travel (sea and land))
Renaissance tech level: 15 motes (Same as Egyptian)
Modern age: 30 motes (Advanced mechanical objects, guns, cars, etc.)
Digital age: 60 motes. (Simple rockets, think space race)
Space tech (galactic travel) 120 motes. (Think Halo, or Enders game, or Battletech)
Nano tech: 200 motes (Think Forerunner tech level from halo)


Artifacts
Spoiler: show
Artifacts are objects of power. Minor artifacts can offer a permanent +1 without fluff, a +2 in special instances, or something else. In any case, please PM me before creating them.
Major artifacts can have a +3 without fluff, +6 in special instances, or something else.
Great can have +9 without fluff, +18 in special instances, or something else.
every level, 1 minor can be created. Every 5th level, 1 major can be created. Every 25th level a Great can be created.
Yes, that stacks. At level 25, an immortal gets 1 minor, 1 major, and 1 great.


Challenges
Spoiler: show
The over-being has placed special artifacts to be gained by completing challenges he has placed. A challenge can only be completed once before it becomes reward-less. Rewards for completing challenges may be more powerful, or more useful than what the immortals can make outright. There will be hints sprinkled around the world as to what the challenges should be, but these can only be found by heroes, or mortals.

An idea of a challenge:
Challenge of worldly change
Fulfillment: First to spend 20 motes on land modifications
Reward: hand of growth. A tattoo made permanently attached to an immortal, it is the hand of the over-being. Whomever possess the hand of growth finds it easier for them to change the world. Power +2 when modifying land. Presence +2 when modifying an organism.

Most challenges will be unknown until they have been fulfilled.

Some will be known, such as the challenge of worldly change, others, such as the challenge of dueling hearts, or the challenge of first blood, may only be guessed at as to how to fulfill them, and what they do.

Each week, a being who has completed a challenge first will also receive a bonus mote, but one which cannot be spent on personal gain. ie, no power leveling, no bonus to an artifact.


Each week I roll a d20, and add a certain number to it. Based off the total, you guys get a certain amount of motes. Those motes can be spent in any way you can fathom, though I determine the cost of the action which you wish to do.

Certain actions cost motes, others do not.

Image

This will be the world as it starts out.

Good luck everybody.
Last edited by Daemonwelsh on Mon Apr 05, 2010 3:01 pm, edited 2 times in total.
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Re: Lords of creation 2

Postby Daemonwelsh » Sun Mar 21, 2010 12:24 am

Week 1 will start on Sunday, April 5, 2010

Rolling for week 0's motes (nobody can spend these until after sunday):


Roll(4d6)+0:
5,5,6,3.+0
Total:19
19 motes for this week.


An example immortal profile:
Spoiler: show
Name: The Parasite
Concept: A Parasite which was formed by an immortal in a previous plane grew to manipulate and control that plane. In the struggles to do so, the Parasite became a sentient being, perhaps due to the actions of a different immortal. The Parasite grew to be a champion of the immortal, and yet, in part due to his beginnings, despised the controlling hand of the immortal who created him. The Parasite grew to hate the immortals for warring with each other in the end of days, and did battle with each of them. Eventually the last day was spent in mourning by the parasite over the waste which the immortals had manufactured. The Parasite sought the help of the Omniscent, and was granted the powers of the immortals. It now only seeks to create peace, and to prevent others from abusing their immortality.
Personality: The Parasite loathes waste, and will seek the destruction of an immortal who chooses to throw the lives of their creations away. The Parasite has great patience, and even though his name is Parasite he does not seek to leach from other immortals.
Appearance: The Parasite appears as a small two foot mass of flesh and tentacles in the presence of other immortals. In the presence of mortals the parasite will reduce itself to the size of a small pea, and reside inside their bodies, commanding the body of a mortal as needed. The Parasite may choose to grow to be a seven foot large hulking semblance of a man, though only when called to do battle does he assume this terrifying form. When occupying a mortals body, and at the same time being called upon to enter combat, the mortal grows into a mixture of their own form and the avatar of The Parasite. While not in combat, the mortal who is under the control of The Parasite looks healthier and more powerful than normally. The mortal would also exhibit a small amount of shadow, hiding him from prying eyes should that be his wish.
Divine Rank: 1
Power:2
Potence:2
Presence:3
Perception:1
Symbolic: The Parasite is usually represented with a silver hand, holding a small levitating orb of white.
Last edited by Daemonwelsh on Fri Mar 26, 2010 6:12 pm, edited 1 time in total.
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Re: Lords of creation 2

Postby Ehbobo » Mon Mar 22, 2010 3:54 pm

Name: Tarial
Concept: Tarial is an old god, powerful but inexperienced; he has shaped only a single world in his lifetime. There he created a race that dominated the world, unleashed xenocide upon all other races, and sunk most of the land into the sea. Despite the violence of this period, it was not the end of days and Tarial and his people lived on in peace for hundreds of thousands more years before the Omniscient finally called him on to a new world. Tarial is not cruel but he is vicious, as well as cunning, intelligent, and mysterious. He holds sway over the realms of air and darkness.
Personality: He tends to keep to himself and only reveal himself to a select few immortals, usually only a single ally and a single enemy at a time. To his ally he is helpful, kind, and watchful. To his enemy he is murderous, frightening, and diligent.
Appearance: Tarial appears as a gray-skinned human with certain animal characteristics. His head is like that of an eagle with the same stormcloud colored feathers as his skin, burning red eyes, and a long crooked beak. His fingers are tipped in razor claws. From his back sprout huge, leathery wings.
Divine Rank: 1
Power:2
Potence:3
Presence:1
Perception:2
Symbolic: Tarial is represented by two creatures most often, the bat and the hawk. He is often associated with hurricanes.

Artifact for DR 1:
Imperious Helm - +2 to power
This battle helmet appears to be of solid gold, but is crafted more of the sun's power than earthly metal. As a result of owning a bit of the Omniscient's realm, the wearer of the Helm gains power immeasurable (by mortal standards).
Last edited by Ehbobo on Mon Apr 05, 2010 3:14 pm, edited 2 times in total.
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Re: Lords of creation 2

Postby Crovius » Mon Mar 22, 2010 4:17 pm

Name: Tesla
Concept: Tesla is an energetic being and like's to go fast. He also enjoys bright lights and is fascinated by lightning and flames. He is an immortal of curiousity, childish wonder, playfulness, and scientific breakthrough. But when angered he is a raging firestorm and strikes down those that wrogn him with bolts of lightning and blasts of scorching flames.
Personality: Tesla is almost always in a good mood, and very curious, sometimes even hyper. He has a short attention span compared to most immortals, and tries to get things done fast. He is a great lover of living things, despire the destructive nature of the two elements he commands with such ease. He is friendly and has a mild temper, usually trying to give others a secodn chance. But when truely angered he is relentless and unleashes all his power on his foe.
Appearance: Tesla is humanoid with bright blue skin and sharp, angular features. He often wears a simple kilt of flames, his hair spikes out, crackling with energy, and his eyes look like smoldering blue flames. He has a bright smile and moves along atop a small thundercloud, laughing. He looks young, and is not very tall, many thinking him almost a child because of his height and slight build. He has slightly darker blue dots under his eyes, possibly freckles, further hinting at his being a child. His body is warm to the touch, but not uncomfortably so. He often has several animals following him.
Divine Rank: 1
Power:1
Potence:3
Presence:3
Perception:1
Symbolic: Common symbols for Tesla include a pair of lighting bolts criss-crossed, a blue flame with crackling light, and a 'fiery' rainbow. His favoured weapon is the Javelin. His favoured animals are the Deer, Hare, and Lion.

DR 1 Artifact:
Child's Mind - Tesla's mind is full of imagination and allows him to think up fantastical beasts to be friends with him with much less effort than other immortals. He reduces the cost of creating any animal, magical beast, monstrous humanoid, elemental, or outsider by 2 points.
Last edited by Crovius on Tue Mar 23, 2010 3:00 pm, edited 1 time in total.
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Re: Lords of creation 2

Postby Sinrus » Mon Mar 22, 2010 4:46 pm

Name: Delphiri
Concept: Delphiri is the god of knowledge and prophecy. Although usually referred to as "he", Delphiri is genderless. His prophecies are available to anybody who asks courteously, usually free to mortals but gods and heroes will often have to pay a price. He never stays longer than a few hours, and always walks on, following the same winding pace across the world for all eternity.
Personality: Delphiri is quiet and seldom speaks to anyone except to give them knowledge about the future. He loves all living beings though, and when away from centers of sentient life will speak with animals. He may or may not understand them, but he doesn't much care either way.
Appearance: Delphiri appears an an old, withered human, with long white hair that hangs in front of his face and falls to his waist, obscuring any qualities that could determine his gender. He wears an old robe that was once white, but now is gray and stuck with assorted pieces of stuff that he has encountered in his travels; dirty, but not filthy.
Divine Rank: 1
Power:1
Potence:1
Presence:1
Perception:5
Symbolic: Delphiri is associated with the moon, especially the crescent phase. His patron animals are the dove, crow, dolphin, and some nonpoisonous snakes.

DR 1 Artifact:
Walking Staff - +1 Presence
Delphiri has for time immemorable carried with him a wooden staff. Every inch is made of a different kind of wood, and it radiates an aura that attracts animals to him and instantly identifies him to the races as a god.
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Re: Lords of creation 2

Postby Daemonwelsh » Tue Mar 23, 2010 2:19 pm

The over-being has placed special artifacts to be gained by completing challenges he has placed. A challenge can only be completed once before it becomes reward-less. Rewards for completing challenges may be more powerful, or more useful than what the immortals can make outright. There will be hints sprinkled around the world as to what the challenges should be, but these can only be found by heroes, or mortals.

An idea of a challenge:
Challenge of worldly change
Fulfillment: First to spend 20 motes on land modifications
Reward: hand of growth. A tattoo made permanently attached to an immortal, it is the hand of the over-being. Whomever possess the hand of growth finds it easier for them to change the world. Power +2 when modifying land. Presence +2 when modifying an organism.

Most challenges will be unknown until they have been fulfilled.

Some will be known, such as the challenge of worldly change, others, such as the challenge of dueling hearts, or the challenge of first blood, may only be guessed at as to how to fulfill them, and what they do.

Each week, a being who has completed a challenge first will also receive a bonus mote, but one which cannot be spent on personal gain. ie, no power leveling, no bonus to an artifact.
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Re: Lords of creation 2

Postby Crovius » Fri Mar 26, 2010 1:13 pm

Daemonwelsh wrote:Week 1 will start on Sunday, April 5, 2010

Rolling for week 0's motes (nobody can spend these until after sunday):


Roll(3d6)+0:
5,5,6,+0
Total:16
16 motes for this week.


I just noticed you're doing ym mote distribution different. I statred with +6, and each week that went down 1, kinda being symbolic of the lessening amoutn of spare divine energy that exists in the world.
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Re: Lords of creation 2

Postby Sinrus » Fri Mar 26, 2010 4:33 pm

C'mon, we need some more people for this. It's fun!
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Re: Lords of creation 2

Postby Daemonwelsh » Fri Mar 26, 2010 7:20 pm

_edited and deleted for organizational purposes_

Any information which players are meant to know will be posted in the beginning. All other information has been deleted.
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Re: Lords of creation 2

Postby Ehbobo » Sun Mar 28, 2010 12:38 pm

There should be a digital tech level between industrial revolution and space age. It would give access to computers and such. And you said we might need to double up, so if we don't get any more players I'll be using this one as well.

Name: Jivitesh
Concept: Jivitesh is loosely based off of the Hindu god Shiva.
Personality: The Destroyer. He is Lord of the Cosmic Dance.And how Jivitesh dances. He whirls and propels enemies to defeat and his dancing creates or destroys the Universe. Until you have seen him in action you really don't know what break-dancing is.
Appearance: He appears to have four arms and five heads, but this could be the blurring effect of his high-speed gyrations.
Divine Rank: 1
Power:3
Potence:1
Presence:3
Perception:1
Symbolic: The tiger, symbolizing that he is above any force. The cobra, symbolizing that he is above death but surrounded by death. The crescent moon, symbolizing that he has the power of procreation as well as destruction. And the trident, the instrument of punishment to evil on all three planes: spiritual, subtle, and physical.

Artifact for DR 1:
The tiger skin - +1 power
Jivitesh wears the skin of a tiger as a coat, and it imbues him with incredible power.
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Re: Lords of creation 2

Postby Daemonwelsh » Sun Mar 28, 2010 2:53 pm

_edited and deleted for organizational purposes_

Any information which players are meant to know will be posted in the beginning. All other information has been deleted.
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Re: Lords of creation 2

Postby Ehbobo » Sun Mar 28, 2010 3:14 pm

Yeah, I think that would be helpful.
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Re: Lords of creation 2

Postby Daemonwelsh » Thu Apr 01, 2010 8:39 pm

_edited and deleted for organizational purposes_

Any information which players are meant to know will be posted in the beginning. All other information has been deleted.
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Re: Lords of creation 2

Postby Crovius » Fri Apr 02, 2010 1:15 pm

Are we starting next week? How many gods do we have?
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Re: Lords of creation 2

Postby Ehbobo » Fri Apr 02, 2010 9:49 pm

Four. Two of them played by me, apparently.

I think we should try to get a few more people. Maybe send out a PM to all the usual games players?
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Re: Lords of creation 2

Postby Daemonwelsh » Sat Apr 03, 2010 12:31 am

Name: Simplicity
Concept: He believes in complex things. Crafting extremely difficult to understand beings, designs, and mechanization is his goal.
Personality: (for those of you who play magic, think blue/black) Crafty and filled with guile. His entire being can be a guise forged by the over being, but that is unknown by the rest of the immortals.
Appearance: His appearance is to fluid for it to be described. He changes forms so many times that it is inconceivable to know who he is twice in a row.
Divine Rank: 1
Power:1
Potence:1
Presence:1
Perception:5
Symbolic: Water. His favored weapon is magic, and failing that quicksilver.
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Re: Lords of creation 2

Postby Daemonwelsh » Sun Apr 04, 2010 1:33 pm

game has begun... new gods are welcome at any point in the game.

Random event:
Meteor shower.
Immortals get -1 to cost when adding rare metals to the world for the week.
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Re: Lords of creation 2

Postby Crovius » Mon Apr 05, 2010 11:14 am

As one of the larger meteors fell from the sky a small blueish figure flew beside it on a little cloud. The figure giggled as he raced the meteor, reaching out and touching it. He aimed it's trajectory towards the center of the largest landmass, giving it a slight push to increase the impact. The meteor smashed into the land and the small boyish immortal crashed in after, letting out a small explosion of divine power. It raised the land around the impact site into a mountain range, centered around a large volcano. The surrounding mountains were rich in metal from the meteor.

Swimming about in the lake of lava that formed int he center of the smoldering volcano, the little boy laughed and played as the cloud he usually rode of moved in ellipses above him. After a while he realized he had no one else to play with and grabbed handfulls of lava, breathing life into them. He made several of these lava men. They didn't think much, but they were willign to play games with the boy, hurling lava balls.


Tesla create a alrge volcano/lava lake in the center of the biggest landmass and surrounds it with mountains rich in the meteor emtals. Also create Lava Elementals. Tesla's Lv1 Artifact decreases the cost of the lava elementals by 2, minimum cost of 0. The Lava Elemental has stats of Power 1, Potence 1, Presence 0, Perception 0.
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Re: Lords of creation 2

Postby Daemonwelsh » Mon Apr 05, 2010 2:55 pm

0 points to guide the meteor.
1 points for metals
1 point for mountains (due to caused by meteor)
2 points to extend the mountains
1 point for elementals

Challenge of life
:First to bring life to the world, other than basic things such as insects.
Reward: Pandora's box.

Pandoras box:
+1 to potence
when opened by a mortal loses its ability and gains -1 to perception.
when opened many bad things appear in the world.

current map:
Attachments
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new map
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