Game:Alpha

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Game Alpha is the first game using the Dungeons & Deities system. It has been the principle instigator of many of the game design changes since the first inception of the game.

Contents

Game-specific Rules

Being the first game, most of the metaphysics follows strictly from the established rule set elsewhere on the wiki, however Deities still requires game-specific rules, and so some aspects of the game are unique to itself.

Innate Powers

Extra "Divine" Senses:

  • Once a god has convinced himself of or has otherwise discovered his innate ability to do something, he gains a divine "sense" along with that ability.
    • E.g. before the actual act of teleportation, a god can tell if his attempt will be successful, and he can abort his attempt without penalty no matter the outcome. Also, a god can know without fail if he can create a type of matter, such as iron or adamantine, before he attempts to create such matter, and, as with teleportation, may abort the attempt without penalty regardless of the outcome.
  • Likewise, if another god attempts to cast one of most kinds of minor miracles on the god, he can "sense" that a miracle is targeting him. The targeted god can then choose to accept the miracle's effects or resist them with a willpower roll contesting the other god's miracle roll. If the casting god achieves more successes, the miracle will still have a randomized outcome due to the targeted god's resistance.
    • If the miracle is related to one of the targeted god's innate abilities, or an unlocked mortal bias restricted power, the targeted god can sense what innate ability the miracle partial duplicates.
      • E.g. if the god is receiving a miracle that teleports him to another location, the god can sense that it is a teleportation spell.
    • Mortal Bias is still added to the Willpower roll. God-on-god miracle casting is not an easy affair.

Matter Creation:

  • Any matter with which the god has come into contact can be homogeneously reproduced by the god in any shape and form he can imagine. Likewise, the god can dematerialize any homogeneous matter in any pattern or shape he desires, effectively sculpting it to his imagination. Complicated enough patterns require a Wits+Artisanship roll in both cases.

Wonderworking

Spell Creation:

  • To create a spell, the god needs at least one more point in the relevant domain knowledge than the tier of the spell. So a tier 1 spell take 2 points, and a tier 3 spell takes 4 points.

Ritual Creation:

  • To create a ritual, a god needs at least one point in the most relevant domain knowledge, and either at least one point in each additional knowledge, or aid from other gods who have those points. Additionally, the god must spend several months studying relevant parts of the mundane world (which does not need to be reflected by stat increases or any other statistic, but may if the player so chooses).
  • For every 240 hours of study (8 hrs/day for 1 month), the god rolls a relevant stat combination (most likely Intelligence + Investigation, though exceptions may be made at MD discretion). Over the course of study, 48^(ritual tier) successes must be accumulated. Though this may seem like an incredible progression, it is expected that gods follow a similar exponential progression in their power.

Description

Game Alpha takes place on the world of Meladîn, which in the ancient tongue means "Melakek's land". The player character gods have started to fill the void left by the disappearance of the old gods, but there is much to do and many mysteries to uncover.

The major sapient humanoid races of the world have secluded themselves on separate continents with little inter-continental travel. These consist of a human continent, a giant elf and orc continent, the sinking dwarven continent (from which the dwarves have since fled), a gnome and hobbit continent, and a mysterious giant black orb that surrounds roughly one twentieth of the planet, presumably housing an as-yet-unexplored continent.

Background

Seven hundred years previous to the appearance of the player characters, the creator-god Melakek (MB 0) cast a great ritual to banish all of the other gods to a strange realm that suppressed their divinity and divine abilities. Shortly before the ritual was complete, however, Dee'ik (MB 1), the old god of prophecy, chance, and destiny, foresaw the fate about to befall the gods, and, unable to stop Melakek, cast his own ritual to elevate several dozen mortals to god-hood to replace the departing pantheon. Dee'ik was unable to complete his ritual before Melakek completed his own, and so the old gods were cast away with no replacements for over a half dozen centuries. Over that time, Dee'ik's unfinished ritual continued to gather power from the energies flowing from the celestial bodies (the two major moons, Thoron of positive energy and Ezer of negative energy, and the sun of Meladîn).

Meanwhile, on present day Earth, a select group of roughly two dozen top representatives of major organizations, corporations, and government agencies met for a secret presentation by an eccentric, old theoretical physicist, Dr. Herschbach from MIT. Knowing only that his invention would "fundamentally change the rules for everything we know," everyone attending was caught in a mysterious energy field as the anti-gravity device being presented appeared to malfunction.

Roughly a third awoke to find themselves in a strange land inhabited by strange people. Three attendees, Chuck Metro, a corporate consultant specializing in efficiency reorganization, Solomon Elam, a friend of Dr. Herschbach and professor of philosophy, and Elysia Kane, a haphazard heiress of a recently deceased billionaire's estate, found themselves near one another and migrated to the nearest largest city: a human city named Redclaw.

See Also: Game:Old Gods (Game Alpha)
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