Post by demiurgas on Sept 8, 2010 23:45:58 GMT -5
The Heir. Legend tells of a time when Hellas would be without Gods. The Heir would inherit all the powers of the Greek gods. It is up to you to decide what you will do with them and how you will shape the world. It is noticable that the world will be shaped by your will, actions, personality and even thoughts.
So what will the world look like to you, as the Heir of all Power?
Choose a Pantheon, the above italicized words are only for the Greek god player.
Pantheons You Can Choose From (Give suggestions, your choice is by no means confined to this list):
Greek
Nordic
Celtic
Pharonic (Egyptian)
Oceanic (Hawaiian and stuff)
Middle Earth (Valar and Istari)
Hyborian Era
Cthulhu Mythos
Final Fantasy (Eidolons/Espers, see me if you choose this one)
First of all, it has been asked what my vision for the game is, and where I intend it to be going. The Earth will be struck by a Cataclysm, and the disaster will plunge the 1st world back into the 19th century. IN order to survive, humanity will needthe Heirs of the gods. So while the game will start out somewhat like a Post-Apocalyptic real world, the players will slowly transform the setting into a Fantasy setting. Choose one Heir per Pantheon.I will accept MANY players. After I receive 7 players, I WILL NEED A CO-GM.
I will explain game related concepts such as ACTS, CEREMONIES, and Other things soon.
Character Sheet:
Heir Name:
Pantheon Chosen:
Themes/Strengths: What is the major theme in your Pantheon about? What are some other major themes in your Pantheon? For instance, if you chose the Greek Pantheon you might choose wisdom or something similar/Greek inspired for your Major Themes. Only choose up to 3 Themes/Strengths.
Blurb: Write something like a Summary for your Heir, about his or her personal power/goals/agendas/or personality, etcetera.
Per Turn (Turns last however long a GM decides it does, but I hope that I can do turns within 5-7 days.)
Major Acts: Major Acts, in Heirs of Power, are actions that player characters take in order to accomplish things that are truly unique and powerful, even for them. With Major Acts, the Heirs of Power can recreate gods within their Pantheons; make huge Planar Realms (dimensions that have certain supernatural or natural qualities that you decide about), create Major Artifacts,(Major Artifacts are incredibly powerful items of magical quality), or even create Sanctums (Sanctums are magical dimensional pockets that Heirs make for themselves. The Sanctums increase an Heir's power within a general area and decreases the power of other Heirs while they are inside). Finally, with Major Acts, Heirs can create Wonders. (Wonders are architectural/Cultural relics that inspire awe, inspiration and admiration in your populace. Wonders take two turns to build, but those who create these Wonders will have their civilizations experience certain benefits and advantages they wouldn't have had other wise. (Wonders are subtle but powerful boons to a civilization)
Acts: Heirs also have vanilla Acts. Acts are less powerful but much easier to use than Major Acts. With Acts, Heirs can create demigods, artifacts (powerful magical items), Realms (The same as Realms used with Major Acts, only less powerful), and even Wonders. There is a difference between a Wonder made by a Major Act and a mere Act.
It takes 1 Major Act to create a Sanctum
It takes 1 Major Act to create a Major Artifact
It takes 3 Acts to create a Demigod
It takes 1 Major Act to create a God
Technology Level:
Cataclysm will strike the Earth, causing the world to plunge back into the 19th century. Eventually technology levels may recover a little bit, depending on your Heir's Pantheon, civilizations you stay in or around for long will develop into a certain Fantasy situation. For instance, the Heir to the Egyptian Pantheon's people would eventually fall into into the Egyptian technology without the Heir's guidance. However, through certain acts *cough, cough, hint* of interfference, you can develop your people into a mighty advanced civilization. However, the game will mostly take place in a Fantasy style world. You will discover that science has been warped along with reality. (Maybe Steam Punk or Magitech will become reality)
So what will the world look like to you, as the Heir of all Power?
Choose a Pantheon, the above italicized words are only for the Greek god player.
Pantheons You Can Choose From (Give suggestions, your choice is by no means confined to this list):
Greek
Nordic
Celtic
Pharonic (Egyptian)
Oceanic (Hawaiian and stuff)
Middle Earth (Valar and Istari)
Hyborian Era
Cthulhu Mythos
Final Fantasy (Eidolons/Espers, see me if you choose this one)
First of all, it has been asked what my vision for the game is, and where I intend it to be going. The Earth will be struck by a Cataclysm, and the disaster will plunge the 1st world back into the 19th century. IN order to survive, humanity will needthe Heirs of the gods. So while the game will start out somewhat like a Post-Apocalyptic real world, the players will slowly transform the setting into a Fantasy setting. Choose one Heir per Pantheon.I will accept MANY players. After I receive 7 players, I WILL NEED A CO-GM.
I will explain game related concepts such as ACTS, CEREMONIES, and Other things soon.
Character Sheet:
Heir Name:
Pantheon Chosen:
Themes/Strengths: What is the major theme in your Pantheon about? What are some other major themes in your Pantheon? For instance, if you chose the Greek Pantheon you might choose wisdom or something similar/Greek inspired for your Major Themes. Only choose up to 3 Themes/Strengths.
Blurb: Write something like a Summary for your Heir, about his or her personal power/goals/agendas/or personality, etcetera.
Per Turn (Turns last however long a GM decides it does, but I hope that I can do turns within 5-7 days.)
Major Acts: Major Acts, in Heirs of Power, are actions that player characters take in order to accomplish things that are truly unique and powerful, even for them. With Major Acts, the Heirs of Power can recreate gods within their Pantheons; make huge Planar Realms (dimensions that have certain supernatural or natural qualities that you decide about), create Major Artifacts,(Major Artifacts are incredibly powerful items of magical quality), or even create Sanctums (Sanctums are magical dimensional pockets that Heirs make for themselves. The Sanctums increase an Heir's power within a general area and decreases the power of other Heirs while they are inside). Finally, with Major Acts, Heirs can create Wonders. (Wonders are architectural/Cultural relics that inspire awe, inspiration and admiration in your populace. Wonders take two turns to build, but those who create these Wonders will have their civilizations experience certain benefits and advantages they wouldn't have had other wise. (Wonders are subtle but powerful boons to a civilization)
Acts: Heirs also have vanilla Acts. Acts are less powerful but much easier to use than Major Acts. With Acts, Heirs can create demigods, artifacts (powerful magical items), Realms (The same as Realms used with Major Acts, only less powerful), and even Wonders. There is a difference between a Wonder made by a Major Act and a mere Act.
It takes 1 Major Act to create a Sanctum
It takes 1 Major Act to create a Major Artifact
It takes 3 Acts to create a Demigod
It takes 1 Major Act to create a God
Technology Level:
Cataclysm will strike the Earth, causing the world to plunge back into the 19th century. Eventually technology levels may recover a little bit, depending on your Heir's Pantheon, civilizations you stay in or around for long will develop into a certain Fantasy situation. For instance, the Heir to the Egyptian Pantheon's people would eventually fall into into the Egyptian technology without the Heir's guidance. However, through certain acts *cough, cough, hint* of interfference, you can develop your people into a mighty advanced civilization. However, the game will mostly take place in a Fantasy style world. You will discover that science has been warped along with reality. (Maybe Steam Punk or Magitech will become reality)