Primal Order Primer
Introduction
The Primal Order (TPO) is a system designed to allow PC's to play deity
level characters. While it can be used on its own, it is generally
meant to be overlaid on another system where it supplements and changes
a few aspects of the existing mechanics. We will be using it in the
latter form for this run and layering it on top of Rolemaster
(specifically RMSS/RMFRP). Unless noted here, all existing RM
mechanics, etc. work as they always have. What is presented here is
necessarily an abridged and somewhat simplified version of the rules; I
highly suggest getting a copy of TPO to read yourself. Note that TPO is
long out of print and was a product of Wizards of the Coast back when
they were a small gaming company and before Magic...
The basic idea behind TPO is that deity level beings have access to
Primal power. Primal is a level of energy above normal magic and can
generally override or overwhelm it. Without Primal, a god is like any
other mortal. With it, he can vaporize opponents (at least normal
mortals) at will.
Primal Base and Primal Flux
Primal power comes in two forms: Primal base and Primal flux (hereafter
referred to as base and flux). In either case, primal only comes in
integer units. If calculations result in fractional points, generally
assume the least favorable rounding for the one involved in the point
expenditure/gain. Example: If 4.05 points are required to generate an
effect, a god must spend 5 points. If a god gains 6.99 points, he only
gains 6. Note that this section covers how base and flux work in
general. See the later section on divine abilities for specific
mechanics and point costs.
Also note that primal points are completely separate from standard power
points. While primal can be converted into power points to cast spells,
the two totals are kept separate.
Primal Base
Primary base is the most precious thing in the universe. Possession of
base is what distinguishes a god from everything else. Base is used to
create and power permanent effects and changes in the universe.
Creating a new object, permanently changing a body or place, and
bestowing a magical ability are all things that require the expenditure
of base. Thus, such things are never done lightly.
Base can only be voluntarily expended by its owner or involuntarily
destroyed by an attack. It cannot be taken from a god, and it generally
cannot be created (two main exceptions exist). It can be used by a god
and put into an object (thus creating a primal artifact) or a place
(creating a permanent, ongoing effect someplace), but even then it
cannot be converted back into base for someone else's use. Base which
is separated from a god can be suppressed or destroyed, or bled for
flux, but we'll talk about that below. Base can be freely given away
from one god to another, but the transfer may not be 100% efficient
(circumstances may vary the efficiency). Finally, base can always be
used for anything flux can be used for at a one-to-one exchange; this is
never done except under dire circumstances.
Primal base can be created by a process called evolution. Via
evolution, every god gets a 1% increase in his primal base total every
year. Thus, a god with 100 base will have 101 a year later. After a
second year, he'll be at 102 (remember, the extra .01 is lost due to
rounding), etc. Yes, this means that a god which is below 100 base will
never be able to get any more via evolution. Finally base can be gained
by advancing in rank; see the section on Divine Ranks for details.
Primal Flux
Primal flux is the power that gods use on a day to day basis. Each
primal flux point lasts for one day from the time it is created. If it
is not used by then, it disappears. Thus, flux is much more freely used
than base, but is it rarely totally expended.
Flux can generally be used to power transient or temporary effects, but
not permanent ones. Flux points also can be obtained from several
different sources and thus are more readily available. Sources of flux
are listed in the following table. The main source is generation from
primal base. Each day, a god gets an amount of flux equal to 10% of
their current base; think of base as the principal and flux as the
interest. Other sources are listed below.
Sources of Flux
| Source |
Amount |
| Primal Base |
10% of primal base/day |
| Control of a plane of existence |
1,000/day on average |
| Worshippers/souls |
Square root of worshippers/plane/day |
| Places of worship |
2-20/day |
| Sacrifices |
1-50 |
| Captured artifact |
5% of base/day |
Divine Ranks and Power
To create a new god (such a being is called a godling), a deity uses a
process called ascension. In addition to all the ceremonial trappings,
divine signs, etc, the deity spends 1000 base at which point the mortal
becomes a godling with 100 base. After that the godling may advance in
rank to become a more powerful god. The various requirements and
bonuses to base are shown in the table below. Note that all bonuses are
cumulative (i.e. a demigod has +300 to his base, +100 from godling rank
and +200 from demigod rank). Also, if a god should lose rank for some
reason, then they lose the corresponding amount of base; this can result
in killing the god permanently if his base total should reach 0 (and he
has no home plane).
A note about qualifications: A Supported Demigod is a demigod who is
being given a special boost by a supporting deity. The deity spends 100
flux/day and essentially announces to the church that the particular
demigod is being promoted and supported. This is generally a stage
where a demigod starts moving towards being a lesser deity on their own.
Other qualifications are explained in the sections on Spheres of
Influence and Planes of Existence.
Divine Ranks
| Rank |
Qualification |
Rank Bonus to Base |
|
| Godling |
Ascended by lesser deity or higher rank god |
+100 |
| Demigod |
Obtained a sphere of influence |
+200 |
| Supported Demigod |
Controls a plane or has support from deity |
+300 |
| Lesser Deity |
Possesses a home plane |
+5,000 |
| Greater Deity |
Controls at least 5 planes |
+10,000 |
| Supreme Deity |
Leads a pantheon or divine council |
+25,000 |
Divine Abilties
There are three main types of divine abilities. The first are inherent
abilities gained upon ascension to the rank of godling. The second are
abilties common to all gods; these generally require primal flux and/or
primal base to power them. The third are abilities related to the
gods sphere(s) of influence. These last ones are discussed in the next
section, Spheres of Influence.
Inherent Abilities
Gods have a number of inherent abilities that are always functional and
cost nothing to power or enable:
- Immortality: Gods are immune to aging, but their bodies/vessels are
still vulnerable to damage. A god can only be killed by destroying all
of their primal base, which is very difficult to do. See the Primal
Blast ability below for the most direct way to do this. A god which
does not have a home plane (see the section on Planes of Existence for
more info) and loses all his base is permanently dead. One with a home
plane will be regenerated with 75% of his former base after 100 years of
non-existence. Of course, 100 years of non-existence is usually an
invitation for an enemy to come in and conquer the plane, thus removing
its status as a home plane...
- Immune to Exhaustion: Gods don't need to sleep or rest and can move
at top speed indefinitely. Humanoid gods may sleep, but this is often a
habit from when they were mortals.
- Life Support: Gods do not need to refuel their bodies and are not
reliant on gases, water, chemicals, or any other substance to keep a
body running.
- Immunity to Poison/Disease: Deities are immune to the toxic effects
of poisons, gases, and other substances that are not actually corrosive.
They are also immune to all diseases.
- Environmental Immunity: Divine bodies are immune to the full
spectrum of environments that are native to the plane from which their
body originated. Human deities could survive under conditions from the
harshest winters to the desert's hottest sun, but they could not survive
on the sun itself.
- Detect Primal Signature: All primal energy wielded by a deity has a
signature associated with it. Deities can sense signatures and
recognize those with which they are already familiar; they are invisible
to mortals. A deity can create accompanying effects with almost any
primal-based ability and can even use such enhancements to fool mortals
into thinking another deity is responsible, but the signature is
infallable and cannot be hidden from another deity. A signature lasts
as long as an effect; there is no residual signature. Identifying a
signature is a fairly straightforward matter of just looking at an
effect or a deity himself. However, describing one to another being is
hard. The only reasonably effective method is to show them the
signature itself (or perhaps a direct mental link).
- Resistance: All deities receive a +50 bonus to all their resistance
rolls. This cannot be further enhanced with any primal abilities
(except possibly by deities whose sphere of influence includes luck),
but can be enhanced by other spells.
Common Abilities
A large list of common abilities is shared by all deities. Each of
these require either flux, base, or both in order to take effect.
- Create/Enhance Body. Flux cost: None. Base cost: Varies. If a
deity's body is destroyed or just needs to be replaced, a new humanoid
body can be created for 50 base. The body will have average physical
statistics; mental statistics of the deity will transfer over to the new
vessel. An existing body can be enhanced: An expenditure of 2 base will
raise the stat (potential and temporary) to the lowest number which
increases the bonus by one point.
- Manipulation of Divine Senses. Flux cost: Varies. Base cost:
Varies. Because deities can alter reality, they are capable of endowing
themselves or others with enhanced senses or of creating entirely new
senses. To enhance an existing sense, a deity must spend 20 flux per
day during the enhancement process (time varies) and then a one time
expenditure of 20 base to make the enhancement permanent. This adds a
+30 skill bonus to that sense skill and can be repeated indefinitely.
To create a new sense, two steps are involved. First, the deity must be
able to duplicate the effect of the new sense though magic or some other
method such as a divine wish or omnipotence (see below). Then, he must
spend 50 points of primal base to make the effect permanent. This
results in a sense with a skill of 30. It can then be enhanced as
above. A deity might create ways of sensing good, evil, magic, poison,
friendliness, traps, death, mass, humor, irony, or even the history of
something.
- Detonation of Base. Flux cost: None. Base cost: All. This use of
primal results in the total destruction of a deity. The primal base of
a deity is totally converted to explosive energy which annihilates all
matter within a range of 1 mile per 100 base so expended. The explosion
will destroy anything in its blast radius except a primal shield, which
will be reduced in strength by the amount of base / 10. If a deity is
caught without a primal shield or cannot support one, any remaining
damage is applied to the deity's primal base.
- Primal Blast. Flux cost: Varies. Base cost: None. A primal blast
is also known as a wrath-of-the-gods attack. This is just pure flux
channeled into the destruction of the target. Flux used this way will
certainly attract the attention of other deities, even on other planes.
A primal blast is not a subtle attack. Anything destroyed by the attack
is completely vaporized. The only defense is a primal shield (see next
entry).
The primal blast attack is rolled on the following table. Each
point of flux adds +50 to the attack roll; no DB of any sort applies.
If a primal shield is present, include only as many points that
penetrate the shield. Critical are on whichever table the deity wishes,
but is generally an element associated with the deity or heat, by
default. (K crit = A+E+E, L=C+E+E.)
Primal Blast Attack Table
| Roll |
Damage |
Roll |
Damage |
Roll |
Damage |
| 01-05 | F | 101-105 | 160E | 201-205 | 360I |
| 06-10 | 6A | 106-110 | 170E | 206-210 | 370I |
| 11-15 | 12A | 111-115 | 180E | 211-215 | 380I |
| 16-20 | 18A | 116-120 | 190E | 216-220 | 390I |
| 21-25 | 25A | 121-125 | 200E | 221-225 | 400I |
| 26-30 | 32B | 126-130 | 210E | 226-230 | 410I |
| 31-35 | 39B | 131-135 | 220F | 231-235 | 420J |
| 36-40 | 46B | 136-140 | 230F | 236-240 | 430J |
| 41-45 | 54B | 141-145 | 240F | 241-245 | 440J |
| 46-50 | 62B | 146-150 | 250F | 246-250 | 450J |
| 51-55 | 70C | 151-155 | 260G | 251-255 | 460J |
| 56-60 | 78C | 156-160 | 270G | 256-260 | 470K |
| 61-65 | 86C | 161-165 | 280G | 261-265 | 480K |
| 66-70 | 94C | 166-170 | 290G | 266-270 | 490K |
| 71-75 | 103C | 171-175 | 300G | 271-275 | 500K |
| 76-80 | 112C | 176-180 | 310H | 276-280 | 510K |
| 81-85 | 121D | 181-185 | 320H | 281-285 | 520K |
| 86-90 | 130D | 186-190 | 330H | 286-290 | 530L |
| 91-95 | 140D | 191-195 | 340H | 291-295 | 540L |
| 96-100 | 150D | 196-200 | 350H | 296-300 | 550L |
- Primal Shield. Flux cost: Varies. Base cost: None. A primal
shield is the opposite of a primal blast; it is the ultimate shield of
defense. There is no power in the universe that can pass though a
primal shield, including primal. The only way to get through the shield
is by destroying it. Deities can instantly bring a shield to bear, and
since it is an extension of the deity's will, the parameters are
infinitely adjustable (but do have some restrictions noted below). The
larger the area that is protected, the more the shield costs. Each
primal shield lasts ten minutes before the energy burns out.
Typically primal shields are one-way. The shield can be centered on a
point or a person, moving as that person moves. However, deities can
only create a shield that contains themselves and/or beings to whom they
have a link; these would include creatures created by the deity and any
Channeling users who derive power from the deity, but does not include
normal worshippers. Shields may include posessions of people who
otherwise qualify and can include incidental vegetation/terrain.
Primal shields can be created in any shape desired. The standard primal
shield is a sphere ten feet in diameter; for this size of shield, there
is a one-to-one correspondence between the number of points of primal
invested in the shield and the shield's strength. The ratio changes
in direct proportion to the radius of the shield sphere.
Each point of primal blast that impacts a shield subtracts one strength
point from it. For all other attacks, take the number of concussion
hits, divide by 10 (drop fractions) and add 1 for each level of critical
(A=1, B=2, etc). This number is the number of strength points
subtracted from the shield. If the shield goes down before all the
strength of the attack is reduced, remove damage in proportion to the
original concussion hits and critical level.
There are a variety of tactics that apply to primal shields. The three
most common forms are listed here; the advantages and disadvantages of
each will be discussed.
- External Shield: This spherical shield is placed outside all other
defenses (including magical spells, etc) that the target might have. It
will counter all attacks first, this conserving a defender's other
shields or armor. This shield can be extended in size according to the
rules listed previously. Against attacks, it is treated as the best AT
vs the attack and has a 0 DB. Advantages: This form is the best defense
against a primal blast and stops it before it can do any damage to the
target. Disadvantages: Normal attacks against external shields can
drain it of strength, thus making it expensive to power and maintain.
- Skin-tight Shield: This shield behaves as a second skin. All battle
effects will encounter other shields and armor first before they get to
the primal shield. This tactic minimizes the use of primal flux and is
particularly popular among young godlings and demigods who must use
their primal sparingly. Against attacks, the target's normal AT and DB
apply. Any damage inflicted is applied to the shield and not the body
of the target. Advantages: Efficient use of flux. Allows use of good
defenses. Disadvantages: Damage which destroys external equipment
(include primal blasts) is not protected against. A primal blast would
thus leave the target naked but unharmed (if the shield is not
penetrated).
- Internal Shield: In this case, the shield surrounds only the brain,
heart, and spinal areas. This is usually used by deities who have
incredible regenerative processes and aren't too worried about most
types of physical damage. Internal shields protect against decapitation
and mind/soul affecting attacks. Advantages: Efficient use of flux.
Protects against most instant death effects. Disadvantages: Does not
protect the outer body at all. A primal blast would destroy the outer
body but not kill a deity (who would become a bodiless entity).
Primal shields can be altered to suit the deity's will. One common type
of alteration called keying allows certain things to pass though a
primal shield. Keying is basically the process of setting up what a
shield will and won't engage; there is no additional cost. Through
keying, a deity may create a spherical shield that projects into the
ground; otherwise a spherical shield would act like a giant hamster
ball. Keying also helps counteract the shield's inherent one-way
nature; without keying, you could swing a sword at someone outside an
external shield, but not be able to bring your arm back. Finally keying
serves as a useful way of conserving a shield against attacks that won't
affect the deity anyway, such as a fire deity allowing any fire to come
though. Note that deities may only key their shields for something they
have experienced before.
It is also possible for divine beings to establish flux connections
between their personal flux resevoirs and established primal shields.
This is called linking. Linking costs 1 point per minute to maintain
and allows a deity to use more flux to reinforce a primal shield during
an attack. When a linked shield is attacked, the deity has three
options:
- Do nothing.
- Allocated a stated amount to reinforce the shield. This flux is
used to reinforce the shield against an incoming attack at exactly the
point on the shield where the attack impacts. This means that while it
may take 528 points of flux to set up a mile radius shield with one
strength point, you can still counter a 10 point primal blast with 10
points. Since deities normally know only that an attack is coming and
not how much damage it will do, they usually allocate more flux than
they expect will be needed. Any extra points are added to the shield
strength.
- Create an open conduit of primal flux that will meet the attack.
This has the same effect as the previous option, but doesn't require the
diety to specify how many points are used; it just automatically
allocates the exact amount necessary to counter the attack with no
damage to the shield. This option has a potentially dangerous side,
though. Because it works automatically, a very large primal blast can
potentially suck away ALL of a deity's remaining flux, leaving them very
vulnerable.
- Possession. Flux cost: Varies. Base cost: None. Possession allows
a deity to take over a mortal body and use it as he sees fit. A
possession attempt looks just like a primal blast and is costed the same
way. Calculate the damage caused (subtracting the effect of any primal
shields of course) and if that amount would be enough to kill the
target, the possession attempt is sucessful. Whether successful or not,
no physical damage is done to the target. Note that mortals willing to
be taken over can be done so at no cost in flux.
One possession has occurred, the deity has several choices with regard
to the consciousness of the original inhabitant:
- The deity may share control. For example, the deity can speak with
the consciousness by alternating control of the vocal cords.
- The deity may take total control and push the consciouness aside.
The original consciousness will be able to receive sensory input as
normal, but have no control over actions. The owner will not know what
has possessed him unless the deity allows it.
- The deity may take control and lock away the original owner. In
this case, the owner loses consciousness. When possession is released,
the owner will regain awareness. The deity may set a time delay before
the consciousness recovers.
- The deity can destroy the consciousness. When the deity
relinquishes control, the body is left a mindless husk.
The possessing deity may switch between options at will, except the last
option is, of course, permanent. The deity may also read the victim's
mind, but may not necessarily be able to access any specific bit of
information.
A second deity cannot possess the mortal until the first deity has left,
and possession may not be passed from one deity to another. The first
must leave, which allows the owner's mental defenses to return.
- Spells. Flux cost: Varies. Base cost: None. Spells may be cast
purely though primal energy. One point of primal equals 10 spell
points. Extra primal can be used to boost the spell effects (as noted
below). All spell casting times are instantaneous (starred). The spell
otherwise behaves exactly like a normal version of the spell, with
normal resistance rolls and defenses, except for the following:
- Base spells are cast with an inherent +0 BAR bonus, unless the spell
can be cast normally with a bonus, in which case the bonus applies.
Each extra point of primal adds a +20 to the BAR to a maximum of 100.
- Elemental spells are cast with an inherent +0 EAR bonus, unless the
spell can be cast normally with a bonus, in which case the bonus
applies. Each extra point of primal adds a +20/+30 to the EAR for area
attack spells/directed attack spells to a maximum of 100/150.
- All spell durations, etc, are treated as if cast by a person of the
level of the spell. The effective level of the caster can be increased
by +5 levels or +50% of the level (whichever is greater) for each point
of extra primal used to a maximum of the deity's level.
- No quickness DB applies against such spells, but other resistances
and magical bonuses to DB apply.
- All spells cast in this manner cannot fumble or otherwise fail on
their own (but can be deflected, negated, etc. as a normal spell of
their type). A roll that would be a failure is rerolled.
- All spells cast in this manner cannot be further primally laced (see
next ability).
Deities have an innate understanding of magic and do not require any
time to learn a spell. They can acquire a spell in multiple ways:
reading a scroll, encountering the spell in combat, learning it from
someone else, absorbing it from an item, or even probing someone else's
mind (via a successful possession).
Deities may also power magic items with this ability. This is generally
only used if the item is temporarily negated in an anti-magic field or
such. The cost varies depending on the item, but generally runs 1-10
points.
Note that this ability is mostly used by deities who did not come from a
spell casting background or wish to cast a spell that they did not
normally have access to. Ones with spell points will generally use
Primal Lacing.
- Primal Lacing. Flux cost: 1. Base cost: None. Since primal can
bypass any physical or energy barrier, a deity may want to enhance a
spell with primal energy. This is known as primal lacing. It costs
only a single point to primally lace a spell; more will not increase the
effect any. Note that primal lacing does not enhance the inherent
effect of the spell, nor does it increase the range beyond maximum.
Lacing can also be done on spells cast by items. Lacing a spell has the
following effects:
- The target is treated as the worst AT for that spell.
- The target is treated as having a DB of 0 with only magical
resistances (not magical DB) applying. For example, a +20 shield will
not help (either physically or magically), but a Firearmor spell (which
gives +20 DB against fire spells) will help against a laced Firebolt.
Similarly, a Protections I spell will give +5 on all BAR rolls even
against primally laced spells.
- Range modifiers do not apply to the BAR/EAR rolls, but the spell
cannot go beyond its stated maximum.
Note that it is also possible to lace defensive spells as well as
offensive spells. A primally laced defensive spell that is hit with a
primally laced offensive spell negate each other; the situation is
treated as if neither were laced. If only the attack is laced, treat it
as above. If only the defensive spell is laced, no additional bonuses
are given to the defender. Note that a laced defense spell is treated
as a single point primal shield and can be brought down (both the
original spell and the lacing) with a single point primal blast.
Multiple spells require a larger blast or many smaller ones.
- Divine Spirit. Flux cost: 20. Base cost: None. There are many
ways that deities might choose to manifest themselves. They can appear
in their true forms, and they can exist purely as raw, conscious primal
base with no body. In addition, a deity may also create a mental
essence called a divine spirit.
A divine spirit is an invisible mental projection. It can optionally
carry primal flux and act as a focus point for primal activity, but it
is typically used for situations where the deity does not wish to leave
a primal signature (but then cannot carry or channel primal flux) or to
observe dangerous places. The divine spirit is capable of all the
mental abilities to which the deity has access, but it does not act as
an independent consciousness; it is merely a sensory gateway, a procy
through which the deity may act.
Since the spirit has no physical form, it cannot affect the physical
world directly, and it has no primal signature, unless it is carrying
flux. It can be detected by people or things that detect life, mental
presences, enemies, alignment, and so forth, but can be cloaked if the
deity has some way of cloaking such things.
A divine spirit lasts for 10 minutes normally and can be sustained
longer than the duration by spending 20 flux for each additional 10
minutes.
- Burning Primal Base. Flux cost: None. Base cost: Varies. Burning
primal base generated a controlled and subtle change in how the universe
works. Examples of this sort of thing include granting permanent
blessings or curses, enabling special ablities or changing fate or
destiny.
Primal base so allocated is permanently used up and can never be
recovered. In burning primal base, however, the deity has created a
minor independent force in the universe that will continually be working
to enforce whatever constant or alteration that the deity envisioned.
Such a force can only be negated by the expenditure of an equal amount
of base.
The cost of such effects varies considerably. To calculate it, consider
how much flux would be necessary to create this effect temporarily; for
example, take the amount of flux necessary to cast an equivalent spell
primally. This cost is then multiplied by 10 to get the amount of
primal base which would have to be burned to accomplish this on a
permanent basis.
- Wish. Flux cost: Varies. Base cost: None. Wishes are the most
limited and direct category of the direct expression of a deity's will.
Other forms are not available to demigods, so don't worry about them.
When a deity elects to use a wish, the following steps are followed:
- Determine what the effect of the wish is. Exact wording is not
necessary; deities are not going to pervert the intent of their own
wishes! The important thing is that the intent be clearly
understood.
- Assign the level of power that would be needed to produce this
effect. Generally this is calibrated against an equivalent spell or
spell-like effect.
- Determine the primal energy needed to fulfill the wish. This would
be the cost to throw the spell primally, if it existed, multiplied by
five due to the inefficiency of the application.
- Implement the effect.
- Other abilities: Avatar, Soul Capture, Ascension, Supporting a
Demigod, Omniscience, Omnipotence, Omnipresence. There are a number of
other abilities that are not detailed here because the characters for
this run either do not have a high enough rank to use them or do not
have enough base/flux to power them or aren't relevant. If you're
curious, read TPO.
Spheres of Influence
A sphere of influence is an idea, object, activity, or philosophy with
which a particular deity is strongly associated. In more common terms,
a sphere of influence is often what the deity is known as a "god of."
Note that the actual mechanics of claiming a sphere are outside the
scope of this campaign, so will not be covered here; this section is
mostly for background. See the next subsection for sphere abilities,
which will be used.
Deities have three basic reasons for wanting a sphere of influence.
First, the deity will be able to gain additional abilities, more
powerful than the standard divine level abilities. Second, having a
sphere of influence attracts followers who are seeking guidance,
protection, or assistance in that sphere, or those who identify closely
with the sphere. Finally a deity of higher rank may order another deity
to develop a sphere. This is particularly true of godlings.
As deities increase in power, they gain a stronger influence on reality,
which allows them to control more and more areas in their own name.
Demigods and supported demigods may only have a single sphere of
influence. Each rank above that allows a deity to have an additional
sphere of influence.
Development of a sphere of influence requires extensive research in the
area, in addition to becoming associated with the concept in the minds
of worshippers, the public at large, and other deities. Ultimately,
however, the complete development of a sphere of influence requires one
final step: the establishment of an actual metaphysical overlap between
the deity and the chosen sphere of influence, so that the deity and the
concept become fundamentally connected to each other. This is more than
just being associated with the concept; it involves actually becoming an
underlying part of the concept.
On rare occassions, this final meld between deity and sphere might
happen without anyone noticing, but by far the most common catalyst is a
heroic quest, some event or task that defines and establishes a deity's
right to claim the sphere.
Sphere Abilities
Once a sphere of influence has been created, the deity must learn to
develop abilities within that sphere. Until that is done, the sphere is
really only a title, useful primarily for attracting worshippers. The
process for developing a sphere ability is similar to that for claiming
a sphere, but no heroic quest is needed.
The effects of a sphere of influence ability are not typically
overwhelming. The power and value of such abilities lie not in their
magnitude, but in their ability to penetrate into areas that the deity
would typically not be able to influence. All sphere abilities must
allow divine defenders a resistance roll, but mortal defenders are on
their own; they receive a resistance roll only if the ability so
designates. Once an ability is developed, it can be activated at any
time by expending the appropriate amount of flux.
If two sphere abilities conflict, each side starts with a 50% chance of
success. If the conflict occurs in a place special to one side or
another (e.g., a church or such), modifications of up to +/- 20% are
applied. After that, each side may spend 50 flux to modify the success
chance by +/- 1%.
Some sample spheres and their abilities are listed below. Note again
that for demigods, only restricted spheres are available, not wide
ranging spheres.
- Mass Combat
- Command troops. Activation cost: 10 flux per day for up to 1,000
troops, 100 flux per day for up to 10,000 troops, 1,000 flux per day for
all troops on a plane. Allows deity to issue orders and receive reports
with no delay or errors from any troops who acknowledge his
leadership.
- Secure perimeter. Activation cost: 20 flux per day. Allows deity
to set up a defined perimeter around a body of troops or a engagement
line (up to 20 miles long). Any enemy crossing the line will trigger a
notification to the deity of the number, place, and type of enemy.
- Actors
- Mimic. Activation cost: 100 flux per day. This ability allows the
deity to change appearance, personality, movement, and habits to
perfectly mimic any being he has studied through close observation for
at least one hour. This will not give the deity access to personal
information.
- Engage Emotion. Activaton cost: 50 flux. This ability allows the
deity to inspire one target to become instilled with any emotion that
the deity wishes. The target is not forced to act on the emotion, but
will be more likely to do so.
- False Friend. Activation cost: 25 flux. The ability allows the
deity to question some subject very effectively by acting in such a way
that the subject feels the deity is a friend and can be trusted with
this information. The deity must have at least one hour of time with
the target, and if the target fails a resistance roll, he will pour out
his heart to the deity. Only subjects with an active reason to distrust
the deity will get a full resistance roll; if the subject has a reason
to trust the deity, apply a -50 to the roll, otherwise apply a -25.
- Lakes
- Control Creatures. Activation cost: 25 flux per day. This ability
allows the deity to control all non-sentient animal life in any one
lake, not including any feeder or outlet streams.
- Water Mastery. Activation cost: 25 flux per day. This ability
allows the deity complete control over the distribution, movement, and
form of the water in any one lake. He can part the water, create
whirlpools and waves (up to 15' high), splash targets nearby on shore,
and even make the water solid enough to walk on, but cannot cause
appreciable amounts to leave the lake itself.
Primal Artifacts
Unlike regular works of magic, primal artifacts are created by divine
beings using primal base. Primal artifacts resemble ordinary artifacts
until you try to slow them down or negate them. The presence of primal
energy helps these artifacts more successfully create the desired
effect; they're very hard to destroy, damage, or even dent.
Most primal artifacts will not do primal sorts of things; they won't
shoot primal blasts, cast primally laced spells, erect primal shields,
etc. The primal energy in the artifact is used only to make the tool's
normal effects share more of the nature of the fundamental force that is
primal energy.
All primal artifacts have the following characteristics:
- Permanency: An artifact cannot be destroyed or permanently
functionally damaged except by another primal-based artifact or primal
itself.
- Continued operation: An artifact cannot be negated, dispelled or
affected by null-magic areas.
- Immunities: The item itself cannot be affected by normal spells,
abilities, or other non-primal forces. It is impervious to any spell,
energy attack, or energy analysis.
- Limited sentience: Artifacts gain a limited intellect and willpower
unless they are specifically designed not to do so.
- Resistance roll bonus: Whenever a power of the artifact must make a
resistance roll to avoid being negated, reflected, or diverted, it
receives a +50 bonus. Note that this only applies against counterspells
or like effects; the +50 bonus does not apply in any manner to any
standard resistance rolls a target might receive.
Although the primal energy contained in artifacts does not generate flux
for their deities, it it still consider their deities primal. Thus, the
base cannot be extracted by the artifact except by it creator. If an
artifact is captured, however, it can be isolated from its owner by
spending 10 flux/day. It can then be "bled" for flux; a total of 5% of
the base used to create the artifact can be extracted in flux per day.
An artifact so bled becomes non-functional for one day and is considered
a great insult to the deity who created/possessed it.
Note that creating a primal artifact is beyond the scope of this
particular run. PC will not have access to any at the start of the run.
Planes of Existence
Basically, a plane is a place you can't get to by any normal means of
transportation. A plane can encompass a variable amount of physical
space and may have a limited number of locations (gates) in it which
allow access to and from other planes. Some planes allow transport to
and from them at any location in the plane; others restrict it to
certain locales. A deity can instantly and freely tell if transport is
possible at his current location.
A metaplane is a collection of planes which have connections to each
other in some fashion. These planes will sometimes have a consistent
"theme" or pattern, but do not necessarily have such. Note that the
various planes do not necessarily have direct access to each other, but
have some potential link, however indirect.
The metaplane that the PCs originate from is the metaplane of the
religions of Earth. Thus, there is the prime material plane, i.e. the
physical universe that Earth resides in, and separate planes for the
various religions of past and present cultures. Among the planes are
Mt. Olympus, Valhalla, Heaven, etc., as well as Orhan, the plane of the
gods of the Shadow World. The new metaplane that you are escaping to is
totally unknown to you.
Demigods may travel between planes of existence for no cost up to 4
times per day; other deities have varying levels of planar travel
ability. To activate this power, a deity needs only be at a gate
location (or on a plane that does not have gate restrictions) and will
the transport. However, the deity must have some idea of where he is
going or else the transport is essentially random (and possibly
hazardous). If the deity has access to a spell that allows planar
transport, he can use it to increase his transport capability.
Last modifed: 12/5/03
Derrick Kong / starflt@mit.edu