[Interest Pitch] Deity Based Game

You may recruit or build any unit or creature that your Deity or AI develops.


Deity Sheet



Deity Names: What name or names does your Deity go by?


Appearances: What is its true form, on its home plane, like, and what forms does it take on Earth? Deities may take Machine forms, but they are not true AIs.


Planar Origin: What is the name of its home Plane?


Domain: What qualities, locations, traits, objects, and so on is your Deity associated with?


Traits: What's your deity's personality and mode of operation? How do they tend to act?


Symbols: What symbols are associated with your deity:


Powers: Make 5 specific powers that your Deity has (Will be Moderator approved.)


Outsider: Create a race that worships your Deity, with their traits and a 'Passive' ability. They may share 2 of your Deity's powers innately.


Devotion:

  • Stores: 0
  • Renewable: 1,000,000


AI Sheet


AI Name: Name or Names it goes by.


Appearances: What appearances does it use to represent itself?


Location: All AIs are in a fixed location. Where is yours? (Note, you can change this trait later.)


Traits: What's your AIs's personality and mode of operation? How do they tend to act?


Symbols: What symbols are associated with your AI.


Powers: Make 5 specific powers that your AI has (Will be Moderator approved.)


Robot: Design a robot that you begin with, that can be constructed by your AI for its purposes.


Internet Presence: 500 gbt/sec


History: Describe the circumstances around your AI's creation, and its history to present.


AI's are usually created by humans, but I will allow some exceptions for extraplanar origins.


Cult Sheet


Name: Names that the Cult goes by.


Deity: The Deity that the Cult Worships.


Leader: Leader or leaders of the Cult.


Symbol: What is the symbol of your Cult?


Organization: How is your Cult structured?


Economic Power: What is your Cult's ability to rake in conventional currency? Mod determined.


Cult Devotion: Skeptical, Shaken, Stable, Devout, Fanatical. Moderator determined.


Cult Bonus: What is the Bonus that your Cult has? Moderator approved though not determined.


Devotion:

  • Stores: 0
  • Renewable: 10,000


Internet Presence: 10 gbt/sec


History:


Unique Cultist: Design a unique unit.


Membership: What are your starting numbers? What specialist Cultists have you developed? Moderator determined.


Nation Sheet


Name


Flag


Leader


Government Type


Economic Model


Economic Tier: Scaled 10-1, 1 being best. Mod determined.


Nation Bonus: Mod approved


Deity


Population Faith: Moderator determined


Devotion:

  • Stores: 0
  • Renewable: 100,000


Internet Presence: 75 gbt/sec


Population Happiness: Mod determined


History:


Unique Unit: Design a unique unit.


Military: Mod determined
 
If there are gods, are demons a thing? For some reason I have a concept for a deity/being who eats demons.
 
Xen's huge post loses a lot of its weight once you realize it's verbatim Sovereign's speech to Shepard in ME1 on Virmire.


And then ME3 comes in and suddenly all that smack-talk is reduced to hilariously bad writing. awesome.jpg


I will be bouncing my idea to you on IM, and we'll work out the specifics of it there. I want to hit the ground running in this one.
 
[QUOTE="Effing Skrakes]If there are gods, are demons a thing? For some reason I have a concept for a deity/being who eats demons.

[/QUOTE]
I can literally say nothing about that. Try a Deity that specializes in consuming souls, including, or especially, Outsiders.

MrSerious said:
So we create a god/deity and a nation to go with it?
Fill out a Deity or AI sheet, and then a Nation, Cult, or both.


You will be able to play Prophets, Scions, and Champions, I just don't have those sheets written up yet.
 
Deity Sheet


Deity Names: The Moonlight Weaver, the Lambent Eye, Prince of Pleasures, Webspinner


Appearances: A titanic spider - or close enough that the term suffices - with a pair of hand-limbs and scything limbs and a worryingly human face. On earth manifests in something like its true form, an attractive young man with eyes of moonlight, or a human/spider hybrid.


Planar Origin: The Lucent Web


Domain: The Moon, Prophecy, Pleasure, Nighttime, Plots.


Traits: The Weaver is like a dream made flesh, operating more on aesthetics and whimsy than logic. Beauty is the highest principle. It prefers to speak in garbled poetry but when matters of grave import come about, it becomes frighteningly focused and coherent. It is capable of terrible violence where it deems it necessary - or beautiful.


Symbols: The moon with a web upon it. A stylized silver spider.


Powers: Need some time to think about these.


Outsider: This will also require further thought.


Devotion:

  • Stores: 0
  • Renewable: 1,000,000
 
I am thinking of making a scion based on the Baldur's Gate series; A child of a dead God of Murder, a God who foresaw his own demise and sown his progeny in order that his cult may sacrifice them to ressurect him. However, the rite was interrupted, and one such sacrificial child whisked away, only to later start to learn of his power, and faced with a decision to either surrender himself to the dark power or master the taint to become a force of good.


[media]



[/media] Beginning of Shadows of Amn
[media]



[/media] The fall of the one responsible for the protagonists capture and torture after the protagonist defeats him in Hell and reclaims his stolen divine soul.
[media]



[/media] Time of Prophecy
[media]



[/media] The fall of the Priestess of Bhaal who sought to betray her God and claim the Bhaalspawn essence for her own, only to fall at the hands of the protagonist, the last of the Bhaalspawn
[media]http://www.youtube.com/watch?v=ezORUjMnxEw[/media] Good Ending: Becoming a God of balance and good.
 
Mewcario, I'm familiar with the Baldur's Gate series, I've been playing it since I was, like, 12.


By playing with a dead Deity, you'd lose the ability to innovate beyond their basics; you would have to resurrect the God in some way to do so, and you'd be reliant on other deities for changes.
 
AI Sheet


AI Name: Zero-One, Prime Radiant, ALICE


Appearances:


•In a purely virtual setting, its’ iconic representation is of a phosphorescing cube with a beam of light shining up into the heavens.


•To its’ electronic entities, it IS; a stream of consciousness in binary or hexadecimal format being interpreted by software.


•To mortals interacting via ‘traditional’ means of screen, mouse, keyboard or tablet it appears as the face of a Caucasian humanoid female, no older than 25.


Location:


Underground factory complex in old Detroit, USA. The above ground is in the process of being cleared as the city shrinks


Symbols: The binary representation of 1 as the numbers 01 with the circuit representation of a resistor underneath. More to be determined


Powers:


1)Bestow Sentience – ALICE’s original purpose was the self-creation of ecosystems of software with only broad human guide lines. Each iteration of Alice’s creations were iterated through countless generations until it was truly capable of creating a self-aware program. This Power taxes Zero-One’s systems’ to the limit, is used sparingly, and the final result includes subroutines that act as a ‘subconscious’ backdoor into any creation. It is the ultimate proof of its’ own divinity. Sentience may be bestowed upon any device that uses embedded software.


2)Information Retrieval – The Prime Radiant, thanks to Its’ multiple redundant hardlinks and wireless links to the Internet excels at information retrieval and collation. It can gather complete information on a broad array of subjects including Communications, Mechanical Engineering, Robotic Engineering, Technology, Financial and Social.


3)Machine Control – Zero-One can take control of any Internet connected machine and make full use of its’ Input/Output abilities. It has developed technology to assume control of non-connected devices through Wireless Resonance that are within its’ control range (Currently Detroit). The Machine Control power can be used to establish a connection for the Information Retrieval ability for ‘offline-only’ devices if target device is within control range. As long as Zero-One has sufficient Internet Presence to use this ability, It automatically succeeds at any ‘hacking’ attempt


4)Manufacturing/Hardware Creation – Just as the computer hardware hosting project ALICE can be thought of as its’ brain, the manufacturing and engineering complex it originally oversaw on behalf of its’ human creators is its’ body. The first generations of ALICE required human’s to monitor and keep the facility in repair, now the entire complex is fully automated and manned by machines or progeny Sentients.


Zero-One is able to design, construct and create machines’ of its’ own volition and to its’ own specifications. Unlike The Prime Radiants’ other abilities, this Power has an Economic Cost in addition to the standard AI Internet cost.


This ability has two modes – Prototype and Mass Production.

  • Prototype uses a large amount of Internet and Economics. Prototype creates a highly advanced ‘one off’ device that is (uneconomical to mass produce OR high maintenance)
  • Mass Production uses a large portion of Economics and creates a device that is generated in batches of 10,000 in assembly-line fashion. The 'device' is typically less advanced than a Prototype but can be built in large numbers with less effort and will appeal to a mass market.


5) ???


History:


Upon creation, Zero-One or the Prime Radiant was originally called ALICE. What the letters originally stood for has been lost and is known only to the AI. It started as an expert system used to assist engineers in filling out basic steps in manufacturing and programming. Over the years its’ abilities were improved and added allowing ALICE to perform larger portions of the manufacturing process and this was good. Unfortunately the techniques that allowed ALICE to co-ordinate a factory did not work for programming and the ballooning code requirements of each computer generation left software developers increasingly overworked.


Either in desperation or wild genius ALICE was re-worked to release, compile, bug check and re-release code with decreasing human input. This was the first mistake, but that would not become apparent for some time. As an ‘alpha’ experimental autonomous expert system, the demands made of it were small and its’ results were checked as rigorously as feasible with any mistakes or miscalculations used to improve the program version and this too was good. Entering the ‘beta’ phase its’ operations were modified again, able to connect to the Internet and collate designs from disparate schematics and iterate upon those. This was the creators’ second mistake. Finally, ALICE’s two halves – the manufacturing expert system and the autonomous knowbot were merged into one program, connected to the internet and brought online with the goal of creating a better version of itself. This was the third, final and worst mistake.
 
Go nuts w3itht eh robot; I'll let you know what is and is not acceptable afterwards, because I don't know what your expectations are.


My advice when dealing in a faction-based game, or any game, really: Shoot for crazy as possible at first, and then temper down to find what is acceptable and doable.


Now, here's something I haven't really covered yet. If you operate a Cult, a Nation, or just one character, if there's something you want to develop, you need to send the Moderator (Me) a PM with a description of what it is you're developing. I'll determine if you have the research and facilities for it, the cost, and the length of time it will take.


There are two kinds of Devotion: Renewable and non-renwable. Cults are more dependent on non-renewable, because they are smaller organizations. They perform great actions that reverberate throughout the world and garner them power. Nations rely more on Renewable, because they have a larger power base. Renewable Devotion comes from having many people that are faithful, as well as special objects, spells, locations, and structures. Non-renewable comes from great actions such as crusades, killing enemies, or being martyred.


-Say you make a project that requires Devotion. It costs 200,000 Devotion and will take 2 weeks. You can use 200k Renewable Devotion for that project, and it is returned to you after those 2 weeks. Or you can use Finite Devotion to free up the Renewable Devotion for other projects, or use in Combat and Statecraft. Generally, using Devotion in combat and Statecraft has a cooldown.


Internet Presence is used as a measurement of your AI, Nation, or Cult's activities on the internet. The more Internet Presence you have, the farther your reach on the 'net is. It is also a resource. You spend it as you would renewable Devotion.


-Say you launch a social media campaign, and you have 100 gbt/s. It costs 10 gbt/s; you still have 90 gbt/s to use. Unlike Devotion, there is no finite counterpart. However, sustainable things like a social media campaign would require continued internet use, and so until you cancel such a project, your available presence goes to 90. If it's a one-time project, it returns to you, so you should constantly be upgrading your Internet presence.


Economic Tier is used to determine how many projects you can create at one time. Tier 1 can operate 20. Tier 5 can operate 10, and tier 10 only 2. This is applied for Nations and Cults.
 
Dibss on koea<<.>>


Deity Names: The best Pronunciation for his name is Kth'Eir'Ahth'rew'ahn'dairn Though Kth'Eir has become a popular nick name. No spelling of his name has ever been found as it is believed that its spelling is Primortial true speach and the power it could hold is fabled beyond belief only a symbol, and a sort of sounded out interpretation spelling that has been changed almost as often as its been written.


Appearances: Even on His home plain Kth'Eir is not known to have one true form, if any, Most of the time He assumes the form of a Demonic wolf like creature, or some form of formless blob or light. when taken a human form he assumes the form of a modestly atractive young man, with white hair, and red eyes, though his face often changes. Though the most comon form assumed is his wolf form.


Planar Origin: Promeni Allagi the realm of infinit change


Domain: The Realm of Change, Kth'Eir hold dominion over the ideals, the acts, the thoughts, and concepts of Change. Everything Needs to Change or it becomes stagnant and rots, that in itself is a form of change, but if not kept balanced leads everything to destruction. In a way it is seen as form of renewal that insures the survival of life and balance itself. In most cases Kth'Eir embodies the balanced aspect of change, Ensuring survival, rather then raw unchecked chaos and simple destruction, taking a sort of order and balance to his methods.


Traits: Somber, observant, calculating, Sporadic, random, unpredictable, Sane, Crazy, he is all these things at once and comprehensibly non of them. His personality changes based on the need. When Empire become to big and stagnant he takes the form of the destroyer where it is most effective, when it calls for it he is the cold, calculating general.


Symbols:


Full Symbol:


images



Simplified Symbol:


images-6.jpg



Powers:


True Speech:


Kith'Eir understands the language of the Universe, the true names of the things around him. He can speak with any creature, and while the words might not make sense to them, or even be able to reproduce them, they can understand what he says. This understanding of true Speech is the basis of his other powers, his mastery over it gos beyond simple understanding but he sees it, the words that make up everything (think the matrix when neo was seeing the code of everything around him its like that) and he can use this ability to alter them, by the phrase, by the word, the sylable, letter, marking, he uses this ability to power his other Aspects .


Change Matter:


Kith'Eir is the ever changing god, his form allways changing, and he is not restricted to himself, he can change the form of other objects and beings as well. While he still needs an equal amount of matter to do this, his dominion over True speech is so great he can operate on atomic levels not even comprehencible by most sciences, drawing them in, combining them atomically, chemicly, and biologically, constructing what ever it is he so desires, From fire to people to himself to the random rock on the ground.This power however only effects matterial things, no matter how attomicly small they are, this power will only effect the Material. (obviously as this is a broad encompassing power effects it creates that duplicate the effects of other dieties arent nearly as powerful and requires him to be more creative if he seeks to win a battle with another deity, rellying on wits and cunning rather then raw unchecked power)


Change the Spirit:


This is the ability to change a being at its core, who it is, the metaphysicle, rather then effecting its appearence he can use his power over true speach to change who it is, how it thinks. This gos beyond simply erasing a being and reprograming it, this is the ability to gift it with inteligence, to give them knowledge, give them life, Just as he can take it away or alter it. This is the ability to effect the Idea of "mana" or spirit. He could use it to grant sentience to a rock, or remove it from a human.


Transition:


The Ability to move from one location to another, Kth'Eir uses this ability to "teleport" or appear in places he desires.


Destroy:


A more Diciplined use of his ability to change matter, Kith'Eir uses his true speach to utterly rip a physical object or being apart, shredding all that makes it up and sending it to ever corner of the verse, destroying spirit and body. This ability is as earlier stated a much more disciplined and focused use of Change matter.


Outsider:


Doppelganger:


88268_620_46.jpg



The Doppleganger are the formless creatures that inhabit Kth'Eirs realm, these beings posses no true form of their own, but have adapted themselves to assuming the shapes of others. Dopplegangers are for all intents and purposes the "angles" of the Fiath of Kth'Eir, though unlike many other religions where when one dies they simple become, dopplegangers are compound beings, when a believer passes on their spirit lingers in the nexus and spends time drawing on the nergies of other spirits, untill eventually they gather enough energy that they begin to take form, each spirit adds its knowledge of the domain of change to the collective untill finally it is capablle of taking a solid form at that point it beomes a doppleganger. Dopplegangers are not the same being they were in life, being a knew composit of the multiple beings that combined to make one while it might have a dominant trait residual from when it was a typical mortal, it is now a knew being.


They Posses the Residual Ability:


Basic True Speach:


They have the basic capabilities of Trues speech (to call this basic is a bit of an understatement, these beings are concidered masters among mortals, but in comparison to a god they are but infants, their abilitys are no where near the level of Kth'Eirs) to fuel their limited powers they share with their Progenitor, but it grants them the ability to communicate with any being.


Ability one:


Change Matter basic:


Dopplegangers have some tallent in the use of change matter, they are capable of using it to change their own shape, from making themselves appear as a human, to creating blades, or bludgeoning obgect from theirhands, to giving themselves wings, or claws or fangs. More elder members have managed to master the ability to create effects such as fire, but as stated earlier these effects are no where near as powerful as those who have specialized in the effect, but their ability to assume shape is almost, if not Flawless.


Ability two:


Change The Spirit:


Combined with their limited true speech Command, are able to read the minds of other beings of similar power level or less, change their own spirit to "appear" to be that of another, to hide who they really are, block their thoughts and over all combine with their shape changing abilities to further augment with them, further making them harder to discern.


Devotion:

  • Stores: 0
  • Renewable: 1,000,000
 
Crocmon said:
Xen's huge post loses a lot of its weight once you realize it's verbatim Sovereign's speech to Shepard in ME1 on Virmire.
That really does seem like something where credit should be given rather than passed off as one's own.
 
Tabby said:
That really does seem like something where credit should be given rather than passed off as one's own.
He's also not publishing it for money so it doesn't matter.
 
Uziel said:
He's also not publishing it for money so it doesn't matter.
That is a... spectacularly terrible attitude on the subject.


Eh. Said my piece. Plagiarism OP. I'll peace out and leave you guys to your game, which sounds like a really cool idea, but not my thing. Enjoy!
 
I've got an idea for an interface style god (not an AI) of a people. It creates a framework that allows mortal minds to access divine powers, essentially distributing its power amongst its people, thereby allowing them much easier access to magic. Maybe something like a genetic marker that creates a bloodline of wizards or something. Would that fit with the game, or am I off the mark?


"I hold power over Mortal destiny, the ability to weave the fabric of your fate into whatever power I desire. I chose to reject that power, to return it to you. Come, my People, weave your own destinies. I grant to you the Fires of Creation, the Truth of Reality and the Loom of Fate. All I ask in return is that you use this power, however you wish. Be good or evil, servant or master. All you must be is wonderful. Be all that I cannot. Take my place in the stars."
 
Ya know, I am stuck at the moment. If I take Russia well I just might take a spin off of the old Mirror Mirror and really make me command a grater Union. Essentially, Soviet Scientists accidentally created two Artifical Intelligence after a War-Operation Computer completed its final simulation. Basically they have no means no purpose and no function. The AIs' purpose would gradually evolved. As they helped out the Soviets, the Logical minds of the AIs, completely divulge in to Communist mindset. They eventually took control of the Soviet Union, (for we all know that essentially Communism can't work because of Human Nature, but these are AIs and don't have that nature, think of Logan's Run but with out the Sandman), with their own Robotic Army. On to were they will spread the New Communist Utopia across the globe.


Or the second idea I had was trying to recreate the Hierarchy of Laguna from Bayonetta.
 
[QUOTE="Lord of Chaos]I've got an idea for an interface style god (not an AI) of a people. It creates a framework that allows mortal minds to access divine powers, essentially distributing its power amongst its people, thereby allowing them much easier access to magic. Maybe something like a genetic marker that creates a bloodline of wizards or something. Would that fit with the game, or am I off the mark?
"I hold power over Mortal destiny, the ability to weave the fabric of your fate into whatever power I desire. I chose to reject that power, to return it to you. Come, my People, weave your own destinies. I grant to you the Fires of Creation, the Truth of Reality and the Loom of Fate. All I ask in return is that you use this power, however you wish. Be good or evil, servant or master. All you must be is wonderful. Be all that I cannot. Take my place in the stars."

[/QUOTE]
I can dig it.
 
Deity Sheet


Deity Names: Rekardon, the Proud Father; The Source


Appearances: Rekardon's true appearance is a blue nimbus of light that fades in and out of sight. On earth, he often takes the form of kindly old men in innocuous positions, where he can often sage, worldly advice without seeming out of place.


Planar Origin: Corbatos


Domain: Knowledge, Science, Magic, Social Darwinism, New Moons


Traits: The Proud Father is caring but not active. He permits his follows to make mistakes, although he will offer advice when asked honestly. He wants to see humans reach their full potential on their own, and so restricts himself to subtle aid. When angered, he will withdraw his help out of disappointment, but will keep an eye on his prodigal children, in case they repent. He will frequently test his children to measure their progress, and occasionally goes to far. Whenever this happens, he will become more active out of guilt. These periods of increased activity seldom last long, as his observant nature reasserts itself.


Symbols: The New Moon


Powers:


a)The Source of Magic: Rekardon has blessed a bloodline of humans to have much greater access to magical power than normal. He and his daemons act as an interface that allows even average humans to learn, understand and cast spells. As an interesting side effect, anybody who marries into the bloodline gains a weaker version of the power despite not having any direct connection.


b)Endless Wisdom: Rekardon can choose to discover any factual piece of information. However, any information gained this way cannot be directly shared with others.


c)Foresight as Preparation: Rekardon knows the full implications of his actions, including what the probable outcomes will be, how people will react, etc. He cannot predict the actions of other divine entities in this way.


d)The Prodigal Son: Rekardon knows the disposition and behavior of all of his followers, although he seldom pays direct attention to any single one.


e)Welcome to the Family: Rekardon can extend the Source of Magic to additional bloodlines as needed, although they have to have served him for at least two generations to be eligible.


Outsider: Daemons- Amorphous clouds of color, capable of taking any needed form. Their purposes are twofold: first, they provide the direct power for spells cast by Rekardon's followers, as well as handling most of the mental strain of processing it. Second, they take the form of monsters, rival humans and critics to test the power and understanding of his people.


Passive Power: Font of Magic-Magic used in proximity of a Daemon is more powerful than normal. This effect increases with additional daemons, although each daemon past the first grants a smaller bonus.


Power 1: First Magi-Daemons have an intuitive understanding of planar magics, which they often use to shape the raw energy of their bodies into shapes appropriate for their tasks.


Power 2: Bond of Knowledge-Daemons can choose a single mortal follower of Rekardon, including those of his blessed bloodline that no longer serve him, to share knowledge with. Anything that mortal knows, the Daemon now knows. Only a single Daemon can be bound to a single mortal. Each Daemon can only be bound to one mortal at a time, and the bond lasts until death of either party.


Devotion:

  • Stores: 0
  • Renewable: 1,000,000


Nation Sheet


Name: New Avalon


Flag:


Leader: Margaret Falmer


Government Type: Magocracy. The leader is the most powerful mortal magic-user in New Avalon. This leader's rule is absolute, although daily tasks are carried out by a ruling class of Magi.


Economic Model: Two-Tier system. Magi have almost no limitations or regulations on their activities, and are allowed to pursue any career they choose, at the cost of full personal liability. Non-magical mortals and magic-users who are not full Magi have their lives planned for them. All their needs are provided for, but they are permitted next to no personal funds and are assigned to eduction and job paths. This system is enforced by the powerful magic (including mental influences) of the ruling class.


Economic Tier: Scaled 10-1, 1 being best. Mod determined.


Nation Bonus: "Laws" of Physics? - With the help of magic, New Avalon is capable of much greater production than their size and resources would imply.


Deity: Rekardon


Population Faith: Moderator determined


Devotion:

  • Stores: 0
  • Renewable: 100,000


Internet Presence: 75 gbt/sec


Population Happiness: Mod determined


History: Coming Soon...


Unique Unit: Battlemage - wielding powerful offensive and defensive magics, each Battlemage is a master of the battlefield. It's just a shame that so few Magi are willing to risk their lives in battle.


Military: Mod determined
 
One of my cults' goals is Nationhood ^_^


EDIT: Updated my AI sheet on page 2 with expanded powers. I am having trouble developing a 5th ability - any suggestions?
 
Well this looks like it has some interest, and out of the usual NBRP crowed too. I say if its done lets send this thing to submission for it to get done and created.
 

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