The Gods II
Quick Summary Rules for Era Null - From the Void
Last updated 10/5/97
- As you walk in the door you fall into one of two categories:
- Greater gods (twelve chosen players)
- Unformed spirits (everyone else)
- Everybody gets 20 mana/poker chips (white=1, red=5). You can trade with or give mana to
- The greater gods will also get six sphere cards (from the twelve greater spheres). Sphere
cards may only be traded or given to other gods, unless used to create a lesser god (see below).
The number of cards you have in a sphere is equal to the highest level powers you can use in that
- Greater gods can transform a willing spirit into a subordinate lesser god:
- Give the spirit a greater sphere card
- Multiple greater gods can "share" a lesser god if they each give one card at the same
- All concerned go to the GM. The new lesser god makes up a new "lesser sphere"
which is a specialty within the greater sphere card(s) he was given. See samples on back.
- The new lesser god will get cards in his new lesser sphere to bring him up to 5 cards
- The lesser god can never give away the original greater sphere card(s) given to him
by his lord(s).
- Powers of a greater god over his lesser gods.
- A lesser god is a "minion" of his "lord(s)"
- A lord can automatically kill (but not obliterate) his lesser gods
- A lord can automatically take all mana away from his lesser gods (but not during
- A lord can command his minions to refer to him in any way his wishes.
- If you get all six cards within a single greater sphere, go immediately to the GM. You must
choose to be an archetype or a primal being.
- Effects of being an archetype.
- You can no longer trade sphere cards with anyone else.
- You can "duplicate" your sixth card an infinite number of times in order to create
lesser gods. These cards can only be used to create lesser gods, only one card per lesser
- You cannot make lesser gods in combination with other greater gods.
- Your lesser gods cannot ascend to greater godhood unless you are obliterated.
However, if you are obliterated, all of your minions can unanimously select a successor
from among their number; the successor automatically ascends into your place and
becomes the new archetype (and lord of all your other minions).
- Effects of being a primal being.
- You can no longer trade sphere cards with anyone else. You must return to the GM
any sphere cards you may have that are not one of the six.
- You cannot make lesser gods. (Any previously made are freed from your service.)
- You get certain special powers: double hit points, an inviolate demesne, the ability
to transcend death
- You get 25% extra from all of your mana sources
- If you are ever obliterated, then your primal sphere ceases to exist! Grave
consequences ensue for everyone in Heaven and Earth.
- One half hour before the end of the game session, all trading stops. Everyone must turn in
their mana and sphere cards to the gamemaster. Anyone who does not have sphere cards is a
celestial spirit and must choose one of the twelve celestial spirit personae.
- The greater gods meet and elect three celestial spirits to serve as the three Council officers
(Messenger of the Gods, Sentinel of the Council, Judge of Heaven).
- Before the next game session, players name and describe their characters, writing
background myths. Players may choose advantages and disadvantages for their characters, but
these must be justified by character background.
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