Adam

The Gods II

Glossary

by Scott Martin

Last updated 9/6/97

Creator

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Introduction and How to Join the Game

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The Complete Rules

The Power Lists

Current Game Info

  • Adjacent: used when referring to squares on Earth; square B is adjacent to square A if they are physically touching on either the side or the corner, contrasted with bordering
  • Advantages and Disadvantages: special traits which a character can have when first created
  • Aggression: a number which measures how aggressive a race is
  • Aggressive Attack: a declaration of war between two races instigated by one of the races without intervention from the gods
  • Archetype: the physical personification of a sphere, one possibility for a greater god who has six cards in a single sphere (see also Primal Being)
  • Artifact: an item in which specific powers have been imbedded, those powers can be used by any character who possesses the artifact
  • Artifact Power: a personal power which may only be imbedded into an artifact
  • Atheism: an abstract member of a pantheon representing the share of worship which is lost
  • Base Terrain: one of the six mutually exclusive terrain types which fills each square on the Earth; includes plains, forests, deserts, mountains, water, and ice
  • Base Terrain Power: a creation power or history power which alters the base terrain of one or more squares on Earth
  • Blessing (also Curse): a racial attribute added to a race after it has been created
  • Block: a special combat gesture which prevents damage from all other gestures but does not in turn damage the opponent; palm flat facing toward opponent
  • Bordering: used when referring to squares on Earth; square B borders square A if square B lies within the Movement Range and/or Sea-faring Range of the population in square A
  • Celestial Persona: one of the twelve sets of powers which may be possessed by a celestial spirit
  • Celestial Spirit: a being which lives in Heaven and works for and with the gods, it is possible for a celestial spirit to become a lesser god through the intervention of a greater god
  • Century: a unit of time for organizing activities on Earth; Era Centrum is divided into 16 centuries
  • Character: the fictitious persona which a player acts out or portrays, includes gods, celestial spirits, and demons
  • City: a special type of terrain feature
  • Combat: a conflict between two characters or between a character and a demesne
  • Combat Duel Power: a combat power which can be used both in combat or just before a duel
  • Combat Power: a personal power usable in combat
  • Coordinating the Defenses of a Demesne: taking the part of a demesne which is under attack; the coordinator plays the demesne in combat but may use his own powers on behalf of the demesne
  • Corridors of Time: one or more generic locales where gods may not build demesnes
  • Council Laws: laws passed by the Great Council
  • Council Offices: three jobs (with associated powers) which can be assigned to any character, the Council officers serve specific functions related to the Great Council
  • Creation Power: a power which causes fundamental and usually permanent changes to Earth or Heaven, usable only in Era Aleph
  • Cultural Level: the basic social structure of a race, either primitive, barbarian, or civilized
  • Curse: see Blessing
  • Death or Dying: going to the Underworld for a period until returning to life, contrasted with Obliteration
  • Demesne: a locale created by and owned by one or more gods, always located within another non-demesne locale
  • Demesne Power: a personal power or creation power which modifies a demesne
  • Demon: one of the beings who predates the gods and wishes to destroy them, demons are portrayed by players whose former characters have been obliterated
  • Demonic Hordes: an abstract presence, the demonic hordes will attack Heaven during Era Omega unless stopped by the Supreme Deity, contrasted with demons who are individual representatives of the hordes
  • Demonic Mana Pool: a shared supply of mana in the Void from which all demons can draw
  • Denouement: the final portion of Era Omega in which the new universal order is determined
  • Diabolism: an abstract member of a pantheon representing the share of worship which goes to demons
  • Diplomacy: a number which measures the diplomatic proficiency of a race
  • Direct Effect Power: a personal power which affects the self or other characters
  • Disaster Power: a history power which inflicts damage upon one or more races
  • Disengage: the act of unilaterally ending and leaving a combat
  • Divine Oath: a promise made by a character which has actual game repurcussions if not fulfilled, a divine oath requires that it be witnessed by someone with the power to do so
  • Duel: formal combat held in the Hall of Doom
  • Earth: the physical planet created by the gods where mortals live, represented abstractly in the game by the Earth Map
  • Era: one of the four structural divisions of the game, each era consists of one or more game sessions
  • Era Aleph: the second era, in which the gods create the Earth and the races which will dwell on it, one game session long
  • Era Centrum: the third and longest era, in which the history of the Earth takes place and the gods meddle with it, two to four game sessions long
  • Era Null: the first era, in which players create their initial characters, one game session long
  • Era Omega: the final era, in which the fate of the universe is decided, one session long
  • Event: a specific occurrence in Heaven or Earth from which one or more gods can derive mana
  • Game Session: a single three to six hour period during which part of the game takes place and the players act out their characters
  • Gamemaster: the person(s) running and controlling the overall game
  • Gesture: one of the gestures usable in combat, including rock, paper, scissors, trick, block, and the null gesture
  • Gift: a special power which is given to a character by means of a gift power (NB. the gift power is the ability which grants the gift itself to another person, not the gift itself)
  • Gift Power: a personal power which grants a gift to another character
  • Global Power: a creation power or history power which affects the entire Earth
  • Goal: a rigorously defined aspiration of a character, when a goal is completed the character gains mana, contrasted with Objectives
  • God: the primary type of character in the game, one of the beings who creates and controls the universe
  • Great Council: the council of all greater gods which has certain authority in Heaven
  • Greater God: one of the twelve most powerful gods, a member of the Great Council, capable of creating lesser gods
  • Guardian Beasts: divine animals which protect the Primeval Wilds, represented in the game by an abstract system of rules
  • Hall of Doom: the locale where the Great Council meets, where duels are fought, and where various records are maintained
  • Hall of Feasts: the locale where refreshments are served, no combat is possible, and persuasion powers are more easily used
  • Heaven: the abode of the gods, the place where the characters live and interact
  • Heaven Powers: a creation power which changes the rules for how things operate in Heaven
  • History Power: a power which affects the course of events on Earth, usable in Era Centrum or Era Omega
  • Hit Points: the measure of how much damage a character can take in combat; when a character reaches 0 hit points he must surrender or die; normally regenerated at the end of combat
  • Judge of Heaven: a Council Office which decides whether a character is an outlaw
  • Knowledge: a characteristic which can be taught to a race, which provides the race with certain advantages (or disadvantages)
  • Knowledge Power: a history power which teaches a new knowledge to a race
  • Lesser God: a less powerful god whose initial power was provided by a greater god, it is possible for a lesser god to become a greater god
  • Locale: an identifiable place in Heaven, usually a separate physical room, but some rooms may be divided into multiple locales
  • Locale Power: a personal power which affects all characters in a locale or the rules of how that locale operates
  • Lord: the relationship of a greater god to the minions he created
  • Mana: the divine "power source" which gods, celestial spirits, and demons use to perform their special abilities, in the game each character possesses a certain number of "mana points", represented the by cards or chips
  • Mana Distribution Points: places where the referees place mana which can be picked up by the appropriate gods or celestial spirits
  • Messenger of the Gods: a Council Office which carries messages and announces the beginning of Great Council meetings
  • Migration: an order from a god to a race to move in a certain direction
  • Military: a number which measures the military proficiency of a race
  • Minion: the relationship of a lesser god to the lord(s) who created him
  • Miscellaneous Power: a personal, creation, or history power which does not fit into one of the normal power categories
  • Movement Range: the distance which a race can move on land or ice during a century
  • Mutilation: a form of permanent damage which is not healed at the end of combat
  • Myths: stories written by the players about the characters
  • Null Gesture: a special gesture usable in combat which is automatically beaten by all other gestures; palm flat, face up
  • Objective: a loosely defined aspiration of a character, objectives are used to determined each players success at the end of the game
  • Obliteration: the final destruction of a god, after which the player must play a new character, specifically a demon
  • Outlaw: an individual who has been sentenced by the Judge of Heaven for breaking a Council law
  • Pantheon: the set of gods worshipped by a race, to whom they provide mana from worship; each member of the pantheon has a certain percentage of the total pantheon
  • Personal Power: a power which affects people or places in Heaven, usable in Era Aleph, Era Centrum, or Era Omega
  • Persuasion Power: a personal power which controls the actions of another character
  • Player: a game participant who plays a character
  • Population Growth: the natural increase of population in a race at the beginning of each century
  • Population Limits: the maximum number of population units which can exist in a square
  • Population Unit: a unit of mortal population in a race represented by a single counter on the map of the Earth
  • Power: an ability which one or more characters can use to affect the game in some way; each type of character uses different powers: gods have sphere and common god powers, celestial spirits have celestial persona and common celestial powers, demons have demonic gift, random, and common demon powers; a special category of Council Officer powers can be held by any character type; all powers are further divided into Personal Powers, Creation Powers, and History Powers
  • Primal Being: the sentient form of a sphere, one possibility for a greater god who has six cards in a single sphere (see also Archetype)
  • Primeval Wilds: the locale where the sphere of Nature has greater efficacy, entrance is controlled by the Guardian Beasts
  • Race: a distinct group of mortals living on the Earth
  • Race Power: a creation power which creates or modifies a mortal race
  • Racial Attribute: an inherent and usually permanent characteristic of a race
  • Racial Modification: a temporary advantage or disadvantage granted to a race
  • Racial Modification Power: a history power which causes a racial modification in a race
  • Ragnarok: the first part of Era Omega in which the gods vie to become Supreme Deity
  • Referee: a game participant who does not play a character but handles the "mechanics" of the game world
  • Religious Turmoil: the state when the pantheon of a race is in contention; while a race is in religious turmoil, it produces no mana from worship
  • Resistance (also Vulnerability): a racial characteristic which modifies how a race is affected by certain disaster powers
  • Round: a specific sequence in combat during which each combatant may use one power and the two combatants fight a single bout of rock-paper-scissors
  • Sea-faring Range: the distance which a race can move on water during a century
  • Sentinel of the Council: a Council Office which maintains order during meetings of the Great Council
  • Session: see Game Session
  • Silver City: one or more locales where gods may build demesnes but which have no other special characteristics
  • Sneak Attack: informal combat
  • Sphere: one of the basic "realms" of influence controlled by the gods, there are twelve greater spheres (which are invariant) and an indefinite number of lesser spheres (which may vary in different games), each sphere is represented by cards, the more cards a god possesses the more abilities he gains from that sphere
  • Square: one of the approximately 600 abstract spaces into which the Earth is divided
  • Supreme Deity: the leader of the gods who will allow them to slay the demonic hordes and save the universe from destruction
  • Surrender: a formal act of submission after losing a combat, the victor must choose surrender terms
  • Surrender Terms: mandatory penalties imposed upon characters who surrender in combat
  • Terrain Feature: a special form of terrain on Earth which exists in addition to the base terrain in a square
  • Terrain Feature Power: a creation power or history power which adds terrain features to one or more squares on Earth
  • Toll: the loss of mana (normally 50%) whenever it is transferred from one character to another
  • Transition Phases: the time between game sessions in which game participants prepare for the next session, characters can also perform certain actions during the transition phases which don't require actual acting
  • Transmigration: the act of traveling between two locales without passing through the intervening locales
  • Trick: a special combat gesture which beats rock, paper, scissors, and other tricks; fist closed, thumb up
  • Underworld: the locale where dead gods and celestial spirits go, entrance is normally controlled by powers from the sphere of Death
  • Void: the locale from where demons come, egress is normally controlled by powers from demons or the sphere of Chaos
  • Vulnerability: see Resistance
  • War: a specific conflict between two or more races
  • Wealth: a number which measures the material resources of a race
  • Window on the World: the locale where characters can interact with the Earth