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Creation: The deities who specialize in it consider Creation the purest form of Miracle. Miracles of Creation do not work with existing matter or circumstances, instead sculpting new and complex forms from base elements or from pure will. Destruction: Miracles of Destruction are unmatched for the spectacle they provide. The powers of Destruction focus on getting the job done in the most direct way possible. Some Gods make Destruction a veritable art, knowing just when and how to best apply force. Transformation: Gods who make use of Miracles of Transformation work by molding existing substances into new forms, reshaping it to better suit their needs. Control: Widely considered the most subtle of styles, deities who prefer Miracles of Control specialize in the art of domination and enhancement of the senses and of the mind in all its forms. Such gods often consider deities who prefer dierent styles to be inecient and inelegant, expending enormous eort when a simple attitude adjustment could get the job done. Miracles and Conicts: If your Miracle does not aect people, (or other creatures) you dont need to roll dice. Its not a conict. If no other god counters your forest re Miracle, the forest burns. If your Miracle does aect people (or other creatures), and the eects would be harmful or change them in some way they might not like (like converting them to your worship), you do need to roll dice; the barbarians have a chance of leaping out of the way before the meteor clobbers them. All Miracles are either alterations or innovations. An Alteration is any Miracle that enhances or degrades an existing resource (befuddling the mind of a group of hunters, golden armor magically appearing on a band of warriors), while an Innovation is any Miracle that creates or destroys a resource (a castle rises from the ground, a lightning bolt striking the enemy king). Miracle Base Cost Table Alteration Miracles Power Trivial Minor Signicant Major Legendary Innovation Miracles Power Trivial Minor Signicant Major Legendary Base Cost 4 5 6 7 8 Base Cost 2 3 4 5 6
Steps for Miracle Casting When you cast a Miracle, follow these steps. 1) Determine what you want to happen. 2) Determine how to accomplish it. 3) Describe the Miracle. 4) Determine the Miracles cost. 5) Spend Belief. 6) The Miracle occurs! 7) But other gods counter it. 8) Repeat.
Terror: Terror is mechanically almost the same as Belief, but you track it separately. You spend Terror the same way as Belief: you can spend it only on Miracles that generate more Terror. Genocide: Killing people with a terrifying Miracle grants additional Terror. For every ten people you kill with a terrifying Miracle, you gain an additional 1d6 Terror. The Point of No Return: If your total Terror is equal to or greater than half your current Belief, you become an NPC Leviathan. Give your character sheet to the GM and start thinking about another god. Gaining Terror: To gain Terror, cast a frightening Miracle and declare that you consume the Terror it creates (the GM may determine you get terror even if you dont specify that you consume the Terror). Roll a d6 and multiply it by a number based on the Miracles scale, as shown on the Terror table. Thats how much Terror you get. If you draw this Terror from people who worship another god, that god loses a like amount of Belief. Terror Table Scale Individualt Household Village Territory Nation Continent
Multiplier 1 2 3 4 5 6
Credits
Richard Leon: Creator Mark Charke: Layout Luke Johnson: Writer Joe Slucher: Art Director DarkSkull studios 2007.
David Nasso (order #3354289)
Basic Cost 1 2 3 4 5
Upkeep* 0 1 2 3 4
Basic Cost 1 2 3 4 5 6
Upkeep* 0 1 2 3 4 5
Examples Single combat; an argument between a few individuals A tavern brawl; a team sport; a skirmish between scouting parties A signicant skirmish; a train of pilgrims crossing a river An army storming a walled city; a tsunami crushing a great swath of land A decisive battle between two great powers A decisive battle to decide the fate of the world Examples (in a Military Conict) Untrained men and women with poor equipment; the wounded, old, and/or young Mature ghters with a small amount of training Experienced, well-equipped troops who have fought in a number of conicts Formidably equipped, highly trained troops Fanatic secret warrior cults; soldiers empowered by their god
Explanation Inexperienced people or low-quality resources Standard-quality resources Veteran or high-quality resources
Scale Base Belief Lost* Multiplier Individual 1 0 (1 Belief is gained or lost in all individual-scale conicts) Household 10 1 Village 20 2 Territory 30 3 Nation 40 4 Continent 50 5 * Roll your followers Spirit, multiply it by the multiplier, and subtract the result from the base Belief lost. Belief: At the end of your holy season, you gain Belief from the followers you have retained for the entire year. You gain 2 Belief for every 10 followers you have. The exception is if your followers are Devout; you earn 4 Belief for every 10 followers you have. Dependency: If you spent more than 6 Belief per 10 followers, you create dependency. For the next year, the followers are dependent upon such Miracles, and you must spend at least 6 Belief per 10 followers on Miracles that directly help them or their faith waivers. Loss of Faith: If you spend less than 1 Belief per 10 followers to create Miracles that directly help them, you create loss of faith. Your followers believe you have abandoned them or are ignoring them. This year, they produce half their normal Belief.