From Genesis (Riot God Quest)

I think, they forgot about me.🤔
 
Yes that's right. I just realized that this is the only way I can save my creation from Darkness.

The Darkness would just wake up early and bring the Nightmare Lord under control. Essentially servitude like with the god of stone and the Earth Mother. Given the Darkness is Primordial of Dream all thing. Universal Will make it a fight between the two as to who is the Primordial of Dreams


Anyway something came up so I'm opening up votes again for 8 hours.
 
The Darkness would just wake up early and bring the Nightmare Lord under control. Essentially servitude like with the god of stone and the Earth Mother. Given the Darkness is Primordial of Dream all thing. Universal Will make it a fight between the two as to who is the Primordial of Dreams
Any slavery inevitably leads to the death of the personality of the enslaved. Besides, I'm tired of this whole situation. I created my Blood God specifically by choosing aspects that had nothing to do with those already taken. Did that prevent you from destroying it? The answer is obvious. In addition, you greatly strengthened my fears with your vague hints about the awakening of Darkness.

So let there be a battle which, as I now understand, will be completely lost. Anyway, everything I create will be destroyed, so let's fight. Maybe my Lord will have time to leave Darkness an injury before he dies.
 
Any slavery inevitably leads to the death of the personality of the enslaved. Besides, I'm tired of this whole situation. I created my Blood God specifically by choosing aspects that had nothing to do with those already taken. Did that prevent you from destroying it? The answer is obvious. In addition, you greatly strengthened my fears with your vague hints about the awakening of Darkness.

So let there be a battle which, as I now understand, will be completely lost. Anyway, everything I create will be destroyed, so let's fight. Maybe my Lord will have time to leave Darkness an injury before he dies.
@Mannan , could the Void protect the Nightmare Lord from the Darkness?
 
I think we shouldn't view the GM as hostile. We are all working together to try and create an interesting setting. Things that have come before will often interact with what has come afterward, and the strength of an aspect should play a part in their interactions.

Am I happy with the snails becoming captured and mutated to Gobbus's whims, not especially but its interesting at least, even all that was destroyed last time has an impact on the current turn, everything's essence can be felt even if it wasn't quite what people may have expected and that is still fun in my opinion.
 
Any slavery inevitably leads to the death of the personality of the enslaved. Besides, I'm tired of this whole situation. I created my Blood God specifically by choosing aspects that had nothing to do with those already taken. Did that prevent you from destroying it? The answer is obvious. In addition, you greatly strengthened my fears with your vague hints about the awakening of Darkness.

So let there be a battle which, as I now understand, will be completely lost. Anyway, everything I create will be destroyed, so let's fight. Maybe my Lord will have time to leave Darkness an injury before he dies.


You made a God that preyed on mortals when there were only 2 fully mortal groups.

The gnomes are under the protection of the Earth Mother so the only other group was the Goblins and snails.

The semi mortal groups, dragons were under Pyralis so trying to mess with them would have led to Pyralis

The elementals are aspects of the Earth Mother so that was a quick way to get eaten.

Gobbus by that point was going to come back and they had only 1 outcome.

I will not hesitate to destroy the results of a player's actions if the result of said action leads to their destruction. I can only guarantee they will leave an impact on the setting.

Actions do not exist in a vacuum and will interact with all others.

Gods will fight each other and people who covet power will fight the gods due to the way divinity was implemented.

And it's not a guarantee that the Nightmare will lose against the Darkness.

The Earth lost in the struggle against the Elemental Mother. So now the Earth Mother is in the driver seat and wields the power of the Earth.
 
You made a God that preyed on mortals when there were only 2 fully mortal groups.

The gnomes are under the protection of the Earth Mother so the only other group was the Goblins and snails.

The semi mortal groups, dragons were under Pyralis so trying to mess with them would have led to Pyralis

The elementals are aspects of the Earth Mother so that was a quick way to get eaten.

Gobbus by that point was going to come back and they had only 1 outcome.

I will not hesitate to destroy the results of a player's actions if the result of said action leads to their destruction. I can only guarantee they will leave an impact on the setting.

Actions do not exist in a vacuum and will interact with all others.

Gods will fight each other and people who covet power will fight the gods due to the way divinity was implemented.

And it's not a guarantee that the Nightmare will lose against the Darkness.

The Earth lost in the struggle against the Elemental Mother. So now the Earth Mother is in the driver seat and wields the power of the Earth.
I didn't think you'd take it as an attack. Just in case, I'm not saying that you are malicious to the players in general or to me in particular. English is not native to me, so I must have put it wrong somehow, so I'm sorry if I offended you inadvertently.
 
@Mannan, may I spend my Moments of Glory to pass? Because I am not sure, if it happened or not.
 
@Mannan , could the Void protect the Nightmare Lord from the Darkness?

The Void would eat the Nightmare Lord for its ability to affect all mortals. The Darkness would have forced the Nightmare Lord to moderate its tormenting of mortals.


I think we shouldn't view the GM as hostile. We are all working together to try and create an interesting setting. Things that have come before will often interact with what has come afterward, and the strength of an aspect should play a part in their interactions.

Am I happy with the snails becoming captured and mutated to Gobbus's whims, not especially but its interesting at least, even all that was destroyed last time has an impact on the current turn, everything's essence can be felt even if it wasn't quite what people may have expected and that is still fun in my opinion.

In this case the Snails got captured because they all live in the Spike with the Goblins, right next to the Goblins. Any snail that lived beyond them, outside of their fortresses died when the Void wrecked the Spike's surface.


@Mannan, may I spend my Moments of Glory to pass? Because I am not sure, if it happened or not.

2 Moments of Glory or 1 Moment and Subordination?

2 Options:

Moment of Glory is time Travel as you defined it.

Subordination is this:
To travel to the past is to destroy the present. All the threads of the Tapestry is unraveled up to the point where the Time Traveler wishes to go.

Yet the threads still exist, and the Three utilize it to weave the new future. Those who hold dominion over their own threads (Primordials, Gods, Enlightened) will hold awareness of those things that happened in the past and Fate wills that should an event be able to be repeated then it shall, the same patterns being woven whenever able.

Yet some events are rendered impossible by the ripples of the Traveller's actions and the actions of those that followed them. Those unsung threads be they places, beings, or works of art are discarded into the Darkness along with other loose threads.

Perhaps an enterprising Dreamer might find these fragments of their discarded future, but for now they will remain removed from the Pattern, fragments only able to be interacted with in Dream.

To Travel to the Future is to abandon the Present, being removed from reality as the Tapestry is weaved and is reintroduced to it at later point. It is up to the Time traveller if they wish to destroy this new future to return to their old present or not.

This Renders Time Travel a last result, done to change the future.
 
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Well you have 6 hours and there are dozens of votes still unused.
It was one in the morning for me, so I of course foolishly passed out and went to sleep.

Authored Act
[X] To Leave, To Escape, To Uncreate.

Each of the trio of mental-thoughts-given-physical-form have been abducted by a power they could not resist, and to support them in the endeavor of freedom each was given something to support their escape. From the Mental came the Physical, and within the Physical spawns the Spiritual.

Zang Mote: A small sparkle of multicolored light, it gathers within the body of Mukuris and has the power to imitate that which is in creation. The less complex it is, the less motes it requires to create. For him to create a path out of his predicament.

Zin Mote: A minuscule particle of black that seems to absorb the light. It gathers within the body of Deteris, and can reduce things to nothing with enough of them. For example, to reduce the space between the distance of an object and location, as to leave a current area.

Zin-Zang Mote: A glimmer of concetrated impossibility which seems to exist with no color ever seen before. Something vaguely blue and purple. To allow the impossible to be possible, like escaping from the hand of an impossibly powerful captor.

Supported Acts

[X] Tree of "liberation"
[X]
The Gift of Light
 
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Age 3 Acts
Adhoc vote count started by Mannan on Jun 29, 2023 at 7:13 PM, finished with 217 posts and 18 votes.


Universal

Nightmare Lord
- Greater Act - 5 Votes - Currently Universal (2 Moments of Glory)
The Lord appears before mortals in the form of a humanoid with silver skin and scarlet eyes, dressed in a toga of gray fabric. He travels through the dreams of mortals, where he penetrates their subconscious in search of their knowledge, secrets and weaknesses. Having received the necessary information, he creates a nightmare inside the victim's dream, which from now on will torment her every time she goes to bed. Once a nightmare absorbs a certain amount of horror, it evolves into a semblance of intelligence and leaves behind a less developed copy of itself. After that, he goes in search of new victims.

Nightmares within the dreams of their victims have tremendous power over the latter, which only increases as the victim goes crazy with fear. Up to the point that a nightmare can affect the subconscious of the victims, or by killing them inside a dream, kill them in reality. With each new victim, the nightmare grows both in strength and in mind, acquiring individuality. The oldest of nightmares can even penetrate reality, although they will be weakened in the waking world.

Although nightmares are individual both in terms of strengths and in terms of aspirations and desires, one desire is common to all nightmares. This desire to serve their Master is of the highest priority for them. They create cults among mortals dedicated to their Lord, seek secrets and knowledge for him, and also try to punish anyone for any disregard for their Lord. Both real and imaginary.

But if everything is clear with nightmares, then what about those mortals who join cults, why do they do it? Well, first of all, in order to protect yourself from nightmares. Nightmares usually do not torment their cultists except to punish the wrongdoers. Secondly, being the hands of nightmares in the waking world has its advantages. For loyal service and sacrifice, a nightmare can teach a cultist new skills by literally writing information into their subconscious. So a cultist can become a skilled swordsman or a connoisseur of medicinal herbs overnight. Being able to read mortals like an open book makes Nightmares possess many secrets that cultists can obtain for a fee. And this is not to mention the fact that nightmares for certain victims or services can, for example, kill a competitor of a cultist in a dream or affect his subconscious, making him more ready to cooperate. The most fanatical cultists can even let the nightmares into their bodies, thus gaining some of their power. Or call them into the waking world.

Nightmare-possessed mortals have red eyes and silver skin. They can release a frightening aura that makes anyone who is weak in spirit freeze in place. Their skin is now invulnerable to conventional weapons and their eyes see perfectly in the dark. They no longer need to rest, which, together with their new power, which allows them to turn a person into a bloody mess with one blow, makes them quite dangerous on a mortal level.

The Spark of Time Bending - Universal - 6 Votes - Currently Universal (2 Moment of Glory)
The Artist saw worry and inspiration in existence of Void Dragons. They were existance of non-existance in a way, but he didn't want to just look how his family fight and die. The Maker wasn't violent, he didn't fight by himself too often and never liked it in the slightest. He already created and gave away all Smaller Sparks of Space Shaping to other siblings: Three Royal, Seven Greater, Nine Lesser. These weren't the best tools for such a problem as Void incarnate unfortunetly. However, something needed to be done and the Artisan did, what he did always - started to create new thing. It would be start of his second Masterpiece.

The Artist noticed an interesting feature of Void Dragons. Despite their destructive power and ability to corrode reality, they were still subject to time and causality. They spent time while eating something, they could not eat things in the past or retroactively and over time they would starve to death. They were still subject to the arrow of time and this was an answer. The Artisan started to forge in his inspiration - the Spark of Time Bending was created. Same in it's base as the Space Shaper, but focused on other domain - time in all its physical and metaphysical manifestations. It could manipulate clocks of objects, owned age, seen and bend causality. But as the Space Shaper these abilities were possibilities at first and needed to be revealed in action, to be learned by host. At its core the Spark of Time Bending gave only the ability to feel the cause and effect, as well as to measure time like the most accurate clock.

The Artist started to use this tool first, before it would be given away. He could heal and restore his family and their creations, if there was material or destruction was not too old. But even then some imperfect workarounds could be found. Void Dragons could be stopped and studies inside bubbles of frozen or looped time. Or they could be destroyed by multiply accelerated arrow of time until they die of starvation. Or killed by reversing time until they come back into purest form - nothing. So their nature as the embodiments of destruction and the end could be turned against them in many ways. Because they weren't True Void - they were just smaller manifestations.

However, after one accident the Artisan had to give away his new toy to his mother earlier, than planned. The Artist was so carried away by his new creation that one day he decided to go into the past to correct all the cruelty of the present before it happened. Pyralis stopped his paw right before this grave mistake, because it would be rude intervention in the domain of Fate and Tapestry of reality. So they took the Master Spark, asked the Maker to forge Lesser from it and she carefully used it to stop the Void War once and for all. One of Smaller Sparks, Royal One which contained aspects of time travel, post- and precognition was forbidden to use, before Pyralis negotiate with the Fate on the matter.

The end result of an agreement with Fate was: "Any time traveler falls under the full power of the Fate. It can decide what to do with this creature. The paradoxes caused by them will be resolved in one of the following ways: casualization closure - time loop, destruction of the time traveler, temporary or permanent stratification of the timeline, change of travel destination or complete ban for it. Any knowledge gained through True Precognition can be limited by the Fate to prevent the premature destruction of reality. For these agreements to come into force, the Fate was given the ability to see the world through the Spark of Time Bending on the level of the Artisan. This gave them a thread to control who the Shard sent to and who it should avoid."

Cosmic

A System of Spindles, Wheels, and Spools
- Cosmic - 6 Votes - Currently Cosmic (Moment of Glory)
It emerges from the Darkness, a divine system of spindles, wheels, and spools constantly spinning Yarn from the fibers drawn from that-which-is-not. It is a gravity-powered machine, powered by the sheer grave weight of existence. It is autonomous and answers to no authority.

The Great Machine spins skeins of Mystical Yarns. The produced skeins fall off the Great Machine and find themselves dropping somewhere in the universe. The Mystical Yarns come in a variety of flavors:
- Strength: the ability to apply force to the world.
- Dexterity: the ease and precision of movement.
- Constitution: the ability to resist impact applied to oneself.
- Charisma: the aesthetic ideal of form and appearance.
- Intelligence: the speed of thought and rigor of memory.
- Perception: the extent and acuity of sensibilities.

Anyone who acquires these may spool the yarn to their to acquire the attributes ascribed to the yarn. All creatures begin with zero yarn in their soul, and every yard of yarn spooled nets them an 1/10 increase of that attribute. The body will be changed to reflect the amount of yarn they have spooled.

To spool yarn into one's soul, one must perform feats of that attribute; the more of that attribute one has, the more impressive the feat has to be. The weight that lets a mouse spool ten yards of Strength does not let a dragon spool even a yard. To spool one's tenth yard, one must tenfold their feat to spool the first yard.

A skein does not hold an infinite length of yarn, and eventually, it will run out. To advance further, one must either find more skeins or refine the yarn they have. There are a few ways to refine yarn.
1. One is tightening the weave of the yarn, turning it into a thinner thread. This makes the yarn more potent, but may also make specialize the effect of the yarn (i.e. Charisma -> Intimidation).
2. Another is twining two or more yarns. This fuses the attributes of the yarns, creating a rope with a specific scope and effect. Some ropes are attributed with skills instead of qualities. End results may vary with tightness and technique even with ropes with the same component yarns.

The Mystical Yarn may also be woven into mystical clothing that enhances attributes.

Void Awakening - Cosmic Act - 5 Votes - Currently Cosmic (Subordination)
The Void matures, beginning to rapidly understand the world around it. From contact with the God of The Broken and suffering, it decides no one should suffer, it gives a bad taste. It then creates an avatar and decides to meet with the other primordials, making a dragon shaped avatar for the Pyralis meeting. It aso sees what Gobbus does and decides to yeet him away from civilization so he may terrorize no one else.

Game of Champions - Grand Act - 7 Votes - Currently Comsic (Moment of Glory)
The Trinity of Trinities the triplets of Growth and Loss, those who are the hands of the Three Who Are One. Thought in service to a greater cause each desire either the simplification of reality or a growing complexity so one may imagine they are in a game of tug and push for the future of the world. A desire still remain in both for their origin as the all knowing die continues to pull at their existence demanding a game of luck and skill, a gamble of sorts.

Loss and Growth desire to play a game in the material world to decide who shall hold greater authority in shaping the universe and who shall have to bend their heads. A game not of great reality warping power and combat between each other that could shake the fabric of the new born world but rather a more subtle game. A game of eternal manipulation of the mortal inhabitants of the universe to see which force is more deserving of greater action in the Age.

Were the Hands shall pick their Champion's in the mortal world to play a game of constant change, in which Loss and Growth shall battle it out for an agreed upon goal. Their Champions much like pieces in a game each with a goal the Hand's desire for them to achieve so they may surpass their rival and claim victory. Through the manipulation of luck, omens and subtle signs each of the divine hopes to guide their many chosen champions on the mortal plane to success.

So they may claim greater dominion in this Age until the next game is played.

The Elemental Fish of Life - Greater Act - 5 Votes - Currently Cosmic (Subordinated)
From the stone of the earth a pair of fish each massive in its form and in the shape of guppies are born into the sea before it recedes. They are changed to be made of flesh and bone and as they swim they leave all manner of sea and water born life though the two grand fish are destined to die for when the sea is drunk by the tree no body of water on the earth will be large enough to support them. If by this time they have met a generation of new life fish may be born with power and scale far below their parents but who will find themselves able to live in the world once the great waters are gone, and of course they can produce more fish of life but only rarely so that the world does not drown in their kind. Those left outside the seas at the end be it the two great ones or any of their children find themselves returned to stone they are made of, leaving marble corpses laying where they were left on the soul of the earth. These fish are not themselves truly sentient, but their instincts is to swim and to congregate together into as large a shole as they can make except for their first year of life where their kin fills them with great terror causing newborn fish to scatter as far as they can. Even dead the stone of the two great fish of life retain a fragment of their power should a being capable of producing life of its own take and submerge a fragment of the marble into the waters of the earth, they will find themselves with a fish of life intrinsically linked to them, with a mind only a fraction less than that of the other creature potentially find wiser than other fish, it will love its parent and seek to help them with the life it can make.

Grand

The Thassalians
- Grand Act - 5 Votes - Currently Grand
Within the waters, a new race is born. Aquatic beings that have a humanoid form with mesmerizing visages, and somewhat resemble orca whales in appearance. Males typically look more bestial while females look more humanoid, though both possess an aura of fascination that charms others who look at them, making them more vulnerable to suggestions and commands to a degree (similar to hypnosis, they can make them do something they wouldn't do like jump off a cliff or hurt a loved one). The mesmerizing effect doesn't work on others of their kind. They are capable of living on land, but are moderately slower compared to when in water. Their skin is somewhat rubbery and very resistant to physical impacts and deep sea conditions. They possess echolocation and can focus it into a weaponized sonic blast to disrupt and stun other organisms. They can produce and shoot out jets of highly pressurized water from the palms of their hands with enough force to cut through solid granite stone and plates of steel. They are highly agile while underwater, being extremely adept swimmers on an instinctual level. Their physical strength is enough to kill a great white shark (or local equivalent) with a single punch to the head. They are also fully sentient.

Create Wisp Weed - Greater Act - 5 Votes - Currently Grand
A black flower that grows both in reality and in the dark dream. It grows in dark spaces and is said to taste like smoke and ash. Notably it's able to enhance certain other plants by gathering discarded threads and if cooked skillfully binded together.



Rebirth of Gnomes - Lesser Act - 5 Votes - Currently Grand
The Gnomes at present at barely a race of their own - they are the children of Goblinda, and so carry her kindness, but in form they are still Goblins, creations of Gobbus. This, however, changes over successive generations, as the Gnomes take on a new fairer form. They now stand taller than Goblins, with pale skin and dark hair. Their noises are bulbous instead of pointed, and their eyes sparkle with joy, of which they feel deeply. Their minds become clever, instead of cunning, and their fingers are deft and quick. Even Goblinda undergoes these changes, matching her children's children's children, and in time takes on the new name of Gnominda. But the greatest change is hidden; all claim the Hated Tyrant had on the Gnomes is severed, removing any previous claim he had upon their souls and flesh.

Diluvian Polliwogs - Greater Act - 5 Votes - Currently Grand
The Diluvian Polliwogs are large hardy amphibious toad-like creatures, with massive finned tails to allow them to glide through the seas with ease almost unbefitting of their forms, and powerful legs that allowed them to grip and cling to the earth just as easily as to leap around it though outside of the water they were much less graceful. Behind large crystalline eyes that sat on massive flat heads their was a great, yet clearly beastial, intelligence. Curious and ravenous in equal measure, but directable by those that offered them patience, material, and interesting tasks to perform.

Their tongues were elastic sticky ropes, that held a bioluminescent bulb of crystal that held many intricate lenses that they could manipulate to produce communicative lightshows and even project three dimensional images before them. They could gather such data through illuminating an object of their fascination over time or simply digesting it, breaking it down within until they understood its parts fully and completely. But their greatest trait was the ability to convert any matter they consumed and analyzed into other materials and things as long as the composite parts were there, this process was inefficient requiring greater amounts of things than what they would produce but still a resource of some use. While over time a few could recreate mundane simple life, it seems anything besides a mockery of intelligent beings is beyond their capabilities, the moving husks they produce are little more than hungering bodies with at most the ability to be directed by light signals.

Greater

link to the void
- Greater Act - 4 Votes - Currently Greater
Slowly over the age the swarmlings get a link to the void, there minds connecting not just with it but with eachother increasing there wisdom, they still could not think like a dragon can but there cunning has evolved, they can no longer be herded by the dragons and instead attack them once they try, the chaotic energy's inside of there bodys making it so they can assimilate a fraction of the power and ability's of what they eat there hunger growing more and more as the swarm slowly become a hive mind learning to put the swarm before the self there feral bodys hungering for flesh and bone, as some know hunt the goblins there abilitys making it so they can swarm goblin strongholds with pure numbers

Stone of Law - Greater Act - 3 Vote - Currently Greater
Enhance the God of Stone with Law and Science as domains.

Cat's Eye - Base Act - 3 Votes - Currently Greater
A Perfect gem forms within the depths of the Earth, unhidden, but without announcing its presence. This gem has a mysterious ability; simple, but no less wonderful, any being which cares to study it would find themselves potentially able to replicate its power, should they have another gemstone to install its quintessential program into.

Quite simply, any being at all may draw this object into themselves as if it were eager to be assimilated, and through it, gain they would gain ability to truly empathize with and understand the perspective of whatever other beings it makes contact and interacts with. This goes beyond feeling sympathy for ones victims, but even allows whoever possesses the Cat's Eye to think like their enemies or their superiors, or for a God to truly know the internal experience of a mortal as a mortal does.

The Gift of Light - Base Act - 3 Votes - Currently Greater
alter 3 random living, sapient, non-divine beings such that they become a continual, steady, and eternal source of Light, of the same type given off by the First/Primordial Sun and grant them the ability and knowledge of how to shape and use it. When they die, their bodies cease to emanate Light, and another living, sapient, non- divine being is granted the Gift, both the Light and the knowledge to shape and use it, till their own deaths, then the cycle repeats.

To Leave, To Escape, To Uncreate - Greater - 1 Votes - Currently Greater (Subordinated)
Each of the trio of mental-thoughts-given-physical-form have been abducted by a power they could not resist, and to support them in the endeavor of freedom each was given something to support their escape. From the Mental came the Physical, and within the Physical spawns the Spiritual.
Zang Mote: A small sparkle of multicolored light, it gathers within the body of Mukuris and has the power to imitate that which is in creation. The less complex it is, the less motes it requires to create. For him to create a path out of his predicament.
Zin Mote: A minuscule particle of black that seems to absorb the light. It gathers within the body of Deteris, and can reduce things to nothing with enough of them. For example, to reduce the space between the distance of an object and location, as to leave a current area.
Zin-Zang Mote: A glimmer of concetrated impossibility which seems to exist with no color ever seen before. Something vaguely blue and purple. To allow the impossible to be possible, like escaping from the hand of an impossibly powerful captor.


Lesser

Tree of "liberation"
- Base Act - 2 Votes - Currently Lesser
A tree whose fruits "liberate" from fear, hatred, traditions, morality, joy, mercy. Bring harmony between mind and heart. Some philosophers believe that they turn the intelligent into beasts subject only to momentary whims. This is only part of the truth.

The Infinite Tablet - Base Act - 1 Vote - Currently Lesser
A stone tablet etched with runes of sunlight, always reflecting the past in its entirety. Perusing it may grant one great knowledge, but to look too long is a dangerous thing, as the mind may be overwhelmed.
Mannan threw 1 6-faced dice. Reason: Odd (Loss) - Even (Growth Total: 1
1 1
 
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2 Moments of Glory or 1 Moment and Subordination?
Hmm, you know what? Let's break this thing about scary Mannan eating our bananas acts? Let it be 1 Moment and Subordination, because I want to see how things may be warped towards worlds goal​


Edit:
2 Options:

Moment of Glory is time Travel as you defined it.
Oh, I forgot about it for a moment, late night. I don't want thing to be so destructive and I worked on this image of travel for some time... @Mannan, change it for 2 Moments instead. This will be my final decision. I will Subordinate my next Act, I guess. It made me interested - just don't tell me next time about consequences, leave them a surprise - it will be more interesting that way.​
 
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Zin-Zang Mote: A glimmer of concetrated impossibility which seems to exist with no color ever seen before. Something vaguely blue and purple. To allow the impossible to be possible, like escaping from the hand of an impossibly powerful captor.

This automatically raises this thing to a Greater Act, needing either Subordination or Moment of Glory
 
Understandable. Subordination would have you tweak the vote to work towards what you would like to see in your vision, correct? The main part and sense of it would still stay?

Less my vision and more on two basis:

Currently I set aside some NPCs (Primordials currently) that have specific goals and subordinated actions are pushed towards those goals. It is also why the 2nd gen Primordials were never born. The effort to make them was taken by the Subordinated acts. It is just like how if you word an act correctly, and derive it from other acts you can lower the difficulty of an act. In the case of Subordination that is me tweaking it, but also tweaking to the end point to explain just why a Primordial is doing that act in the first place.

And the other is that I still make a theme for an age, even if I no longer give it out or give bonuses and push subordinated actions towards that theme.

But yes the main part of it would stay, the Three would get their motes. In this case it would be a result of Gobbus managing some success in his experiments with the power of the Void.
 
Oh they are not themes for the players, but more the themes that the turns actions will trend towards when I consider Subordinated acts and the acts of the NPCs.

Understandable. Subordination would have you tweak the vote to work towards what you would like to see in your vision, correct? The main part and sense of it would still stay?

So Moment of Glory or Subordination?
 
So Moment of Glory or Subordination?
I've got the sneaking suspicion that if it comes as being from an experiment of Gobbus, he'll turn them into cash cows and harvest them. If there was an option to just leave the last Mote out I'd take it, but I'll go with the Subordination. Not sure what I'm saving the MoG for, but it'll probably be useful later.
 
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