Interacting with the world
Now to explain the mechanics of of how players take actions in the game. Following will be the methods and underlying formula, along with a few examples. Interactions can be broken down into two basic types. The first is the simplest: Actions. The second are large-scale Miracles.
Actions are things your god does that are not miracles, and as such do not require Divinity. Interaction with Gods or mortals or the world where you do not have to reshape or manipulate reality.
Actions are usually mortal or superhuman personal actions. In order to perform an action, a player describes what their God is going to do, and declares what domains apply to the action. They then roll 2D6, and add the bonuses from their domains. The GM then compares the result to the target difficulty number to see if the action is successful. The action succeeds on a tie or higher.
(2D6) + (Domain bonuses) =( Result number.)
If (Result number) is equal to or higher than (Target number) Action succeeds.
If (Result number) is lower than (Target number) Action fails.
Note that failed actions can be flawed, partial successes, or complete failures resulting in damage to the project or collapse.
Co-operative actions and projects.
Some endeavors are so big, even a god cannot complete them alone. When this happens, a god will announce a joint project and ask other gods to combine their divinity and domains with the project leader to make the impossible possible.
Co-operative actions work exactly the same as normal actions and miracles, with the project leader rolling to co-ordinate all parties involved.
For opposed actions, each side declares their actions and domains, then roll 2D6 and add their bonuses. The side with the highest result is the victor. In the case of a tie, a mix of the intended actions is the result.
Target Difficulty Chart
The list below is by no means a comprehensive list, but is intended to give an idea of the scale of complexity of actions for a God.
Action difficulty and complexity
|Base Difficulty||Creation, Manipulation, Destruction. All base creations behave within the rules of the universe they were created. To add extra traits that bend or defy these rules complexity and scale increase.|
|0||Simple elements or phenomena; stone, minerals, water, air, fire, shadow, etc.|
|12||Simple objects or tools with few or no moving parts; made of few elements. A hammer, a sword, a wand, a basket, etc. Basic geographical phenomena made of a few common elements, but no life; deserts, hills, mountains, plains, ravines, caves, lakes, rivers, oceans etc.|
|15||Complex tools and devices comprised of many moving parts and materials; machines, buildings, etc. Simple organisms with little autonomy; single cell organisms, plants.|
|18||Complex, animate and autonomous organisms without sentience; animals, autonomous machines, spirits, etc. (Get one positive and one negative trait free)|
|21||Sentient entities capable of thought, learning, creation and worship. (Get sentience trait free along with 1 positive and 1 negative trait)|
|24||Powerful entities, objects, or places; Heroes, items of power, holy places|
|27||Complex systems involving many simple and complex components such as ecosystems, psychic networks, living cities, etc. Large complex miracles that behave within the existing rules of reality.|
|30||Reality-altering at a fundamental level. Manipulating, adding, or destroying constants; Gravity, thermodynamics, thaumadynamics, magic, Faster Than Light travel. Manipulating, adding, or destroying planes of existence – material, spiritual, phsychic, dreams, demonic, angelic, etc.|
|33||Creating small pocket dimensions outside of reality with different rules to reality; Havens for Gods, etc. Tunnel through to other existing dimensions and realities.|
|36||Create a new universe with it’s own starting rules.|
Miracles are actions that reshape reality in some tangible, long-lasting way or affect the minds of animate creatures on a large scale. Basically miracles are the big, impressive god-like things that you expect a God to do when they step up.
Miracles have 2 components, The Divinity requirement, which increases as the scale of the action increases, and the difficulty requirement, which increases as the complexity of the action increases.
Divinity scale and rank
|Divinity Number||Rank Cost||Miracle Scale – Creation, Manipulation, Destruction.|
|0||0||None, this is the level of a mortal, up to mortal heroes or leaders. Can only function within the constraints of reality.|
|1||1||Personal superhuman and supernatural abilities that still mostly work within the constraints of their reality|
|2||2||working within or creating an area equivalent to a town. Influencing and controlling 1000 entities or organisms. Creating 1 entity or organism Maximum starting rank|
|3||3||working within an area equivalent to a city. Influencing and controlling 10,000 entities or organisms. Creating 1,000 entities or organisms|
|6||6|| (Maximum Starting ranks in Divinity) working within or creating an area equivalent to a geographical area; a plain, a forest, a mountain, a valley, a ravine, a river, a lake, etc.
Influencing and controlling 100,000 entities or organisms. Creating 10,000 entities or organisms
|9||9||working within or creating an area equivalent to a continent or ocean. Influencing and controlling 1,000,000 entities or organisms. Creating 100,000 entities or organisms|
|12||12||working within or creating an area equivalent to an entire world. Influencing and controlling an entire species of entities or organisms. Creating 1,000,000 entities or organisms|
|15||15||working within or creating an area equivalent to an entire world. Influencing and controlling an entire ecosystem of entities or organisms. Creating a world-spanning species of entities or organisms|
|18||18||working within or creating an area equivalent to a Solar system or equivalent celestial system|
|21||21||working within an entire reality or universe|
|24||24||Working outside of or creating an entire reality or universe.|