The Gods II
by Scott Martin
Last updated 3/12/98
While the rules for Gods II have taken months to devise (well over a year if you count the work that into Gods I, a game of this complexity necessarily has mistakes, ambiguities, and imbalances. Most of these I'm simply not going to address until (actually unless) a Gods III ever occurs (gods forbid!), though I will note and record them. However, some corrections are either so large that they need to be made in order to keep the game playable, or small enough to count as simple clarifications. Rather than re-write the rules, these two categories will be addressed in this errata.
Errata notes made since the last game session are dated so you can keep track of the latest changes.
Gods can combine sphere cards in order to cast artifact powers. These are the only personal powers in which gods can do this.
When combining cards to cast a power, one of the casters must be declared the "primary caster". This is really only relevant when the power refers to "you"; the primary caster is "you".
A number of powers have variable costs. When these powers are placed into an artifact or gift which can duplicate the power at a future time, the person making the artifact or gift may set the base cost at any level (and pay appropriately). The user of the artifact or gift can then use the power at any level less than or equal to the amount set by the original caster; he may not use the power at a higher mana setting.
Gifts are non-transferable. A gift is different from a gift power. The former allows the bearer to use a specific power once. The latter allows a character to grant gifts to other players (but usually not to herself). When gift cards are distributed to characters, players must be careful to distinguish between gifts that were granted to them (which they can't give away) and gift cards which they have the ability to grant on others (but can't use themselves).
The persuasion powers Bargain and Personal Deal cannot be used to force another player to use a gift. (Though they will do so with a gift power.)
Use common sense to determine when you can or cannot use a persuasion power. Though instantaneous, these powers do assume that you and the target are having a conversation. If your intended target is actively avoiding you by attacking or leaving the locale whenever you show up, then you can't use the persuasion power. However, if he hangs around to have a few last words with a colleague or to exchange insults and recriminations, then he's fair game. 3/12/98
Diplomacy die rolls always succeed (stop the war) on a 6 and fail on a 1.
As stated in the rules, though characers have to record their actions at the Earth map in the chronicle, their actions can be anonymous. As a corollary to that, the Earth map referees will not reveal to the players the identity of who did what actions.
Just to confirm -- when calculating population growth or war losses, all fractions (even 0.1) are rounded up.
Races cannot move through one anothers' territory, even with high Movement Ranges.
Because the Earth is likely to get crowded pretty fast, placement priority for new populations during growth is important. This is even more important in the first century, since all races have a lot of existing population which must spread out. Since we have time to handle the first century with leisure (we'll do all the population growth and migration before the game even begins), it will be handled as follows. Each race, in alphabetical order, will move one existing unit out from its starting square. We'll cycle through the races until that's complete. Then each race will gain its new units from population growth and those will be placed on the map one at a time in the same fashion. In all subsequent centuries we won't have time to go through this process but will try to simulate the same results using common sense and guesswork.
In relation to the above, there's a problem in that most gods didn't take movement limitations into account and placed their races on coastlines or even peninsulas where they don't have room to spread out their initial populations and are thus doomed to starve. To make up for that, in the first century (and then only) during initial population growth I will allow all races to have a base Movement Range of 2.
After the first half of Era Centrum, I've realized that wars were happening more frequently than I had intended. All numbers on the "Aggressive Attack" table are thus raised by 1 (or there's a -1 on the die roll). Also, see the section below on the effects of no War on Earth.
Any character who is an outlaw will be required to wear a distinctive sash or other accouterment to indicate that status.
Any character with more than 100 mana will be required to wear a special sash or badge to indicate that status. Different colored sashes or badges will be used for mana over 200, over 300, etc.
You can voluntarily break a divine oath. For what happens if you don't have enough mana to pay the penalty, see the rules on losing mana.
Honest characters cannot voluntarily break an oath. The only conditions under which an honest character could break an oath would be if forced to do so by a persuasion power or by being put into a position where he must break one of two conflicting oaths (in which case he may choose which one to break). However, honest role-playing (in real life terms) means that the player of an honest character should try to avoid such situations at all costs.
No character is required to attend a Great Council meeting (unless summoned by the Throne of Heaven).
Any individual may only witness a specific oath once. If the subject swears the same oath a second time (or a functionally identicaly oath), you cannot witness it again to strengthen its effects. You can, however, re-witness the oath if it has been broken (and is thus "new" on the books).
Characters can transfer mana during transition phases, even though they may have been physically out of contact when the last game session ended. The transition phases represent an abstract period of "non-time" in which such things can happen.
When a lesser god is obliterated, the cards in his chosen sphere "go public" and permission is no longer required to purchase them. 3/12/98
If both opponents each fall to 0 hit points in the same round, then neither has a chance to surrender. Both characters die or are obliterated, as appropriate.
In order to coordinate the defenses of a demesne you must be inside the demesne at the moment the attack occurs and remain there throughout the entire combat. However, you yourself are not actually under attack, you are merely casting powers on behalf of the demesne, much like assisting an ally during a duel. All combat effects are applied to the demesne, not to you. Demesnes cannot surrender, disengage, be mutilated or obliterated, or lose mana, they can only lose hit points until the combat ends; any such "special effects" are ignored. While the demesne is under attack (whether from inside or outside), other people not engaged in the combat can enter or leave the demesne as normal. 3/12/98
Despite the ambiguous wording in the rules, the Great Council does not have the ability to change rules of the game. Council decisions affect the rules only in that they can elevate new greater gods, assign Council offices, and alter the effects and parameters of certain powers (such as Freedom and Declare Outlaw), the latter usually by way of the Council laws.
Change the second possible condition for becoming Supreme Deity (the one about 25 mana per god) to read as follows: Possess approximately 90% of the mana currently in the game, based on a target number calculated and announced by the gamemaster at the beginning of Era Omega.
Sphere card purchases during Era Omega will be handled as follows: a referee in a central location will "sell" the sphere cards on a first-come, first-served basis. Because sphere acquisition is not locale dependent, you need not actually be there to buy (or bid on) cards, but can ask a referee to act as a gofer, carrying info and mana for you. You can even be dead or in the middle of combat, this activity essentially takes place "out of game". When a god is obliterated, his sphere cards will be held for 15 minutes, at which time they will go on auction (in random order). To enter the bidding, a god must, by the beginning of the auction, pay the normal cost for purchasing the card he wants. All bids after that must also be cash in advance. The winner of each auction gets the card, the losers get their mana back. 3/12/98
Note: All of the changes previously listed in this section have been incorporated into the final versions of the power lists distributed at Era Aleph. This section will now only list corrections made after that point.
The fourth level Love & Beauty power Population Boom should read +50%, not +100%.
The Hero celestial persona power Earthly Incarnation has been redefined as follows: "Earthly Incarnation (X): You descend to Earth to lead target mortal race to glory. Spend the next 15 minutes standing by the Earth map; during this time you are considered to be on Earth and may thus not talk, fight, or otherwise interact with gods in Heaven. The target race gains one of the following benefits (your choice): 1) Age of Plenty: Target race has population growth 100% greater than normal at the beginning of the next century. 2) Age of Conquest: While you are on Earth target race gains +2 Aggression and +4 Military. 3) Age of Enlightenment: While you are on Earth target race can be taught any new knowledge for 10% less than the normal cost. 4) Age of Faith: Target race's effective population is 50% greater than normal when calculating mana at the end of this century. "
The fourth level personal power Slay (in the spheres of Death and Destruction) does not work against demesnes.
The third level Death history power Teach Sacrifical Rites should have the first part amended as follows: "Target race *which worships you* will ..." Also add "If you ever cease to be a member of the pantheon, the race loses this knowledge and its effects." NOTE: This power was used without these limitations in century 8 of Era Centrum of the current game. With the agreement of the player, the effects of those castings have been reversed and the mana returned.
The fourth level Nature power Rise of Nature has a serious typo in it. The multiplication factor for determining the strength of the forces of nature should be 3, not 10.
The third level Fire & Earth creation power Tectonic Activity specifies the target as "five contiguous water squares". The caster can voluntarily reduce this to a lower number in order to affect isolated water squares.
With the obliteration of Fury, the Primal Being of War, there is no longer any War in the universe. Since the two line summary under the Primal Powers description doesn't address many of the details, the effects of the loss of War are restated here more completely and with further clarification:
There are no more duels. The only forms of combat allowed are sneak attacks and attacks on demesnes. To put this in metaphorical terms, there is no more combat in the universe, only assault. The cost of all combat powers is doubled (except for demons).
On Earth, races cannot declare war on one another. The normal tensions and anger which lead to attacks on others are now turned inward into civil wars. Whenever a race's Aggression (or a god using a power) causes a race to declare war, that war is essentially declared on itself. All races will automatically use Diplomacy to attempt to stop their own wars. If the civil war is not stopped, the race loses 25% of its population, gains a +25% demonic cult, and goes into religious turmoil. Races which have no contact with other races still cannot have civil wars.
The racial characteristic Military simply ceases to exist. All races have a Military of 0. (This only has relevance if the power Rise of Nature is used.)
Amend the power "Incite Conflict" so that the two targets must "engage in combat" rather than fight a duel.
The Sentinel of the Council power Sergeant at Arms no longer works.