Rex That Betrays
Junior Member
Creatio Ex
We are gods. Deities of immense and rival power. We command the seas to fill and the sun to burn. We are before there was and we are long after there is not. We are the titans that overthrew the days of chaos and blackness and we have made pact to raise up from our creative wills a world. A heaven under the heavens where there will live and abound creatures of our craft, flesh of our forge and destiny of our design.
Creatio Ex is a world building role play. You take a the role of a member of the divine pantheon at the beginning of the world. In this role play you will be given not only the opportunity to act out the complex relationships we see occur in our own worlds ancient mythologies but can participate in the process of exercising divine influence over the world.
You actions as a deity however are not limitless, the presence of the other gods puts you in check. Therefore each god will only have a certain amount of their power they are allowed to exercise at any given time. How much power you have to spend will be represented in points. Furthermore the gods keep each other in check by limiting how often they can do or make, taking turns to spend their points.
You may spend any amount of your points as you desire during your turn, whether that amount is all of your points, none of your points or anywhere in between.
The role play will play out in three stages or “Ages” in the 1st Age the gods will work to create the geography of the world in the 2nd Age the gods will create the races of the world and in the 3rd Age the gods will watch over and guide the cultural, political and relational activities of their creations.
Each Age is important in and of itself. The events that occur in an Age will directly influence the events that occur in the Ages that come after it. For example; if in the third age there exists two rival civilizations separated by a mountain range the only thing that might prevent them from war with one another is the mountain range that divides them, that mountain range having been made in the first Age before even the races of the civilizations existed. The decision to put a mountains where you chose to made a significant impact on the way the game developed. So keeping this in mind in each stage is vital to creating a powerful and dynamic world.
The first two Ages will have a total of 5 rounds, a round ending when each player has had one turn. At the beginning of each players turn they will receive a random amount of points between 2-12 that they can choose to spend or save for their next turn. A player that ends a turn with five or fewer points will receive at the start of their next turn a cumulative +1 extra points (up to +3).
The 3rd Age will last for ten rounds.
For example; I have 5 points left over at the end of my 1st turn. At the start of my 2nd turn I receive my random 2-12 points as well as an extra point. If I end my 2nd turn with 5 or fewer points again I gain at the start my 3rd turn my random 2-12 points as well as 2 additional points. However if I end my 2nd turn with more than 5 points I will still receive my random 2-12 points but no bonus points. You can gain a total of 3 bonus points each turn this way, but no more than that.
What powers will have access to are explained in the following spoiler tag. a chart containing the point cost to use each power aswell as some rules regarding using them are contained in the attatched .doc file. As soon as I become privy to how to create a chart inside a post I will be more than happy to place it here rather than force you to download and open a file containing it.
We are gods. Deities of immense and rival power. We command the seas to fill and the sun to burn. We are before there was and we are long after there is not. We are the titans that overthrew the days of chaos and blackness and we have made pact to raise up from our creative wills a world. A heaven under the heavens where there will live and abound creatures of our craft, flesh of our forge and destiny of our design.
Creatio Ex is a world building role play. You take a the role of a member of the divine pantheon at the beginning of the world. In this role play you will be given not only the opportunity to act out the complex relationships we see occur in our own worlds ancient mythologies but can participate in the process of exercising divine influence over the world.
You actions as a deity however are not limitless, the presence of the other gods puts you in check. Therefore each god will only have a certain amount of their power they are allowed to exercise at any given time. How much power you have to spend will be represented in points. Furthermore the gods keep each other in check by limiting how often they can do or make, taking turns to spend their points.
You may spend any amount of your points as you desire during your turn, whether that amount is all of your points, none of your points or anywhere in between.
The role play will play out in three stages or “Ages” in the 1st Age the gods will work to create the geography of the world in the 2nd Age the gods will create the races of the world and in the 3rd Age the gods will watch over and guide the cultural, political and relational activities of their creations.
Each Age is important in and of itself. The events that occur in an Age will directly influence the events that occur in the Ages that come after it. For example; if in the third age there exists two rival civilizations separated by a mountain range the only thing that might prevent them from war with one another is the mountain range that divides them, that mountain range having been made in the first Age before even the races of the civilizations existed. The decision to put a mountains where you chose to made a significant impact on the way the game developed. So keeping this in mind in each stage is vital to creating a powerful and dynamic world.
The first two Ages will have a total of 5 rounds, a round ending when each player has had one turn. At the beginning of each players turn they will receive a random amount of points between 2-12 that they can choose to spend or save for their next turn. A player that ends a turn with five or fewer points will receive at the start of their next turn a cumulative +1 extra points (up to +3).
The 3rd Age will last for ten rounds.
For example; I have 5 points left over at the end of my 1st turn. At the start of my 2nd turn I receive my random 2-12 points as well as an extra point. If I end my 2nd turn with 5 or fewer points again I gain at the start my 3rd turn my random 2-12 points as well as 2 additional points. However if I end my 2nd turn with more than 5 points I will still receive my random 2-12 points but no bonus points. You can gain a total of 3 bonus points each turn this way, but no more than that.
What powers will have access to are explained in the following spoiler tag. a chart containing the point cost to use each power aswell as some rules regarding using them are contained in the attatched .doc file. As soon as I become privy to how to create a chart inside a post I will be more than happy to place it here rather than force you to download and open a file containing it.
Shape Land – This power directs the creation,
modification, or erosion of mountains, hills,
lakes, streams, rivers, forests, jungles, deserts,
grasslands, tundra, steppes, and other land
forms. On the game map, this power allows
the creation of land forms within a 1 inch
diameter area. Roughly. Using this power
repeatedly can create whole ranges of
mountains, inland seas, or vast wastelands.
Use your imagination, and don't forget a few
waterfalls. You don't need to take up the
whole area if you have a fun idea.
Shape Climate – This power directs weather
patterns that are frequent in a rough 1 square area,
like fog, rain, snow, sun, heat, cold, sleet. You
may wish to create snowy steppes, or hot
jungle upon your forests.
Create Race – This power effects the creation
of one of the traditional races for player
characters in your game system, or other
classic fantasy races. Races and civilizations
are often interchangeable. You may, for
example, have more than one race of dwarves,
each with its own unique civilization and
government. Consider not only humans, elves,
dwarves, orcs and trolls, but also dragons,
halflings, or even leprechauns. At the
discretion of the game master or would-be
author, non-traditional races may cost double.
players may pool points to create any race.
Each race must be given a starting point in the
world where they begin to build their
civilization, (or lack thereof.) Races start
either neutral, or aligned 1 (to you) or -1 (against you). See
Purify and Corrupt.
Create Subrace – This power is used for the
creation of splinter groups from an existing
race. These must arise in territory roughly
adjacent to their ancestors, and may or may not
start out getting along with their neighbors.
Dark elves, deep dwarves, human pirates and
the like are the subject of this power.
Command Race – By this power, the priests
of the gods influence a race to action. Cities
are founded with this power, but it can be used
for just about anything. An immortal must
first establish his presence by creating sects
within the race before influencing them via
create order. The creator(s) of the race gets
this sect automatically. This power may
be used for starting wars, founding cities,
making alliances, settling territory, etc. Of
course, you'll need an army to go to war...
Command City – Here, the god directs one
single city to create something. This can be a
wonder, wall, school, tower, or the like.
Armies too are created with this power, though
any given city may only produce one army in a
given turn.
Advance City / Civilization – This power
causes the City or Civilization to gain expert
knowledge of a given science or magic. These
might include war magic, healing, warfare,
steel, weapon smithing, sailboats, writing,
literacy, engineering, architecture, farming, or
the like. So long as that city or civilization
persists, it will always be the greatest in this
field.
Purify / Corrupt – Here, gods go about
changing general alignment of a civilization,
city, or a one square region of landscape by one
step per turn. The alignment of a city is relative
to you; corrupting a city or civilization makes it
behave in such a way that makes it act in favor
of or opposed to your domains. For example;
if you are the goddess of life and corrupt a city
the city will begin to venerate death, the more
corrupt it is relative to your domain the more it
behaves according. A -1 city against you domain
may find death beutiful but a -5 city will find life
meaningless and a -10 city may promote suicide
and human sacrifice.
Event – Through this power come the
changing of fortunes for an Avatar, Order,
City, or Civilization. A gold mine may be
found, a storm at sea may strike a fleet, an
Avatar may escape death, plague, famine,
drought may strike, or technologies may be
lost. These are the great, unplanned winds of
fortune that blow through the history of the
world.
Create Order – By this power, the god creates
an order of people within a civilization or race.
These may include thieves' guilds, religious
sects (see command race,) orders of knights,
bands of brigands, pirate ships, etc. These
orders may last indefinitely or be created for a
particular purpose, such as the extermination a
sect or opposing race. It is vital to keep track
of who created a given order, as the cost to
command them can vary.
Command Order – Through this power, the
god makes an order do something. For
religious orders or sects, add +10 points if a
non-creating player commands them. For
other orders, add +5 points to the cost if a noncreating
player commands them.
Create Avatar – Through this power, the god
creates a major figure within the history of the
world. These may be high priests, dragons,
warriors, dynasties, or the like. If slain or
wiped out, they may be resurrected or
reestablished by the creating player for 5
points.
Command Avatar - An avatar can perform
ONE of the following immortal or Many
Mortal actions (such as leading an army) in a
turn when commanded. Immortal actions
which an avatar can perform include:
Command City, Create Order, Command
Order, Create City, Corrupt/Purify City, Create
Race (ONCE) , gather an army. Through the
use of an avatar, players may for example
raise two armies in a turn from the same city,
or execute two commands upon a race.
Catastrophe – By this power, the gods
express their wrath. From fiery mountains to
the destruction of avatars, the loss of great
advancements to the destruction of city walls,
this power brings ruin upon them all by
whatever clever mechanism the player can
imagine. (How will you feel when your avatar
drowns in a lake of acid?)
Remember anything you create or do can influence or be influenced by what other gods choose to create or do. Your forests can be burnt up bu another god's volcano if that other god decides to spite you in such a way. Thus the relationships between the gods will be tested and decided by how you decide to spend your points.
Turn order will change from round to round, turn order being determined by who has the most points at the beginning of each turn (after adding the points you gain each turn and your bonus points).
The ultimate goal of this role play is to create an interesting setting to role play in, a setting with preexisting mythologies, geography, cultures and histories based on what occurs in Creatio Ex and decided upon ultimately by the same people who will role play in it. After the end of the tenth round in the 3rd Age the role play will end,with any unresolved conflicts or consequences remaining to be decided by the flippant hand of history, to decide the foundations for what adventures may come in the future, in the 4th Age.
To sign up for the Roleplay all you need is to provide is the following.
Your Divine Name: (The name your god refers to themself as)
Domains: (Interests or affinities your god has, such as fire, music, beauty or anything else you can think of. Domains can be shared by multiple deities, you may have three domains)
modification, or erosion of mountains, hills,
lakes, streams, rivers, forests, jungles, deserts,
grasslands, tundra, steppes, and other land
forms. On the game map, this power allows
the creation of land forms within a 1 inch
diameter area. Roughly. Using this power
repeatedly can create whole ranges of
mountains, inland seas, or vast wastelands.
Use your imagination, and don't forget a few
waterfalls. You don't need to take up the
whole area if you have a fun idea.
Shape Climate – This power directs weather
patterns that are frequent in a rough 1 square area,
like fog, rain, snow, sun, heat, cold, sleet. You
may wish to create snowy steppes, or hot
jungle upon your forests.
Create Race – This power effects the creation
of one of the traditional races for player
characters in your game system, or other
classic fantasy races. Races and civilizations
are often interchangeable. You may, for
example, have more than one race of dwarves,
each with its own unique civilization and
government. Consider not only humans, elves,
dwarves, orcs and trolls, but also dragons,
halflings, or even leprechauns. At the
discretion of the game master or would-be
author, non-traditional races may cost double.
players may pool points to create any race.
Each race must be given a starting point in the
world where they begin to build their
civilization, (or lack thereof.) Races start
either neutral, or aligned 1 (to you) or -1 (against you). See
Purify and Corrupt.
Create Subrace – This power is used for the
creation of splinter groups from an existing
race. These must arise in territory roughly
adjacent to their ancestors, and may or may not
start out getting along with their neighbors.
Dark elves, deep dwarves, human pirates and
the like are the subject of this power.
Command Race – By this power, the priests
of the gods influence a race to action. Cities
are founded with this power, but it can be used
for just about anything. An immortal must
first establish his presence by creating sects
within the race before influencing them via
create order. The creator(s) of the race gets
this sect automatically. This power may
be used for starting wars, founding cities,
making alliances, settling territory, etc. Of
course, you'll need an army to go to war...
Command City – Here, the god directs one
single city to create something. This can be a
wonder, wall, school, tower, or the like.
Armies too are created with this power, though
any given city may only produce one army in a
given turn.
Advance City / Civilization – This power
causes the City or Civilization to gain expert
knowledge of a given science or magic. These
might include war magic, healing, warfare,
steel, weapon smithing, sailboats, writing,
literacy, engineering, architecture, farming, or
the like. So long as that city or civilization
persists, it will always be the greatest in this
field.
Purify / Corrupt – Here, gods go about
changing general alignment of a civilization,
city, or a one square region of landscape by one
step per turn. The alignment of a city is relative
to you; corrupting a city or civilization makes it
behave in such a way that makes it act in favor
of or opposed to your domains. For example;
if you are the goddess of life and corrupt a city
the city will begin to venerate death, the more
corrupt it is relative to your domain the more it
behaves according. A -1 city against you domain
may find death beutiful but a -5 city will find life
meaningless and a -10 city may promote suicide
and human sacrifice.
Event – Through this power come the
changing of fortunes for an Avatar, Order,
City, or Civilization. A gold mine may be
found, a storm at sea may strike a fleet, an
Avatar may escape death, plague, famine,
drought may strike, or technologies may be
lost. These are the great, unplanned winds of
fortune that blow through the history of the
world.
Create Order – By this power, the god creates
an order of people within a civilization or race.
These may include thieves' guilds, religious
sects (see command race,) orders of knights,
bands of brigands, pirate ships, etc. These
orders may last indefinitely or be created for a
particular purpose, such as the extermination a
sect or opposing race. It is vital to keep track
of who created a given order, as the cost to
command them can vary.
Command Order – Through this power, the
god makes an order do something. For
religious orders or sects, add +10 points if a
non-creating player commands them. For
other orders, add +5 points to the cost if a noncreating
player commands them.
Create Avatar – Through this power, the god
creates a major figure within the history of the
world. These may be high priests, dragons,
warriors, dynasties, or the like. If slain or
wiped out, they may be resurrected or
reestablished by the creating player for 5
points.
Command Avatar - An avatar can perform
ONE of the following immortal or Many
Mortal actions (such as leading an army) in a
turn when commanded. Immortal actions
which an avatar can perform include:
Command City, Create Order, Command
Order, Create City, Corrupt/Purify City, Create
Race (ONCE) , gather an army. Through the
use of an avatar, players may for example
raise two armies in a turn from the same city,
or execute two commands upon a race.
Catastrophe – By this power, the gods
express their wrath. From fiery mountains to
the destruction of avatars, the loss of great
advancements to the destruction of city walls,
this power brings ruin upon them all by
whatever clever mechanism the player can
imagine. (How will you feel when your avatar
drowns in a lake of acid?)
Remember anything you create or do can influence or be influenced by what other gods choose to create or do. Your forests can be burnt up bu another god's volcano if that other god decides to spite you in such a way. Thus the relationships between the gods will be tested and decided by how you decide to spend your points.
Turn order will change from round to round, turn order being determined by who has the most points at the beginning of each turn (after adding the points you gain each turn and your bonus points).
The ultimate goal of this role play is to create an interesting setting to role play in, a setting with preexisting mythologies, geography, cultures and histories based on what occurs in Creatio Ex and decided upon ultimately by the same people who will role play in it. After the end of the tenth round in the 3rd Age the role play will end,with any unresolved conflicts or consequences remaining to be decided by the flippant hand of history, to decide the foundations for what adventures may come in the future, in the 4th Age.
To sign up for the Roleplay all you need is to provide is the following.
Your Divine Name: (The name your god refers to themself as)
Domains: (Interests or affinities your god has, such as fire, music, beauty or anything else you can think of. Domains can be shared by multiple deities, you may have three domains)