quote:
Gods don't need to adventure you just DO things.
While that might be true, you'd be hard pressed to convince Kratos of that. :D
But I digress. OP posted further up the thread I've been thinking about for a while
quote:
I like the idea of Divine Ranks but also levels. Character progression is completing Challenges (Divine Labors) when completed its allows you to gain a rank. Characters can gain more power in different ways:
1.) Slaying another power "The Quickening"
2.) Entering into a covenant with another power "The Covenant"
3.) Gaining worshipers and followers "The Glory"
4.) Tapping the energy of your home plane, creating new planes "The Resonance"
So Dungeon World has a level scheme that goes from 1-10 and advances levels based on Current Level +7 experience (summing 8 to 17 experience would make the total 125 EXP). You could borrow from that, or even steal/use it directly for the level half, but make Divine Rank a second levelling pool with the same point breaks. Dungeon World has this nifty feature where you Mark XP when you fail, which is a 6- on 2d6 (the assumption I make is that you learn from the experience). You could expand on this by granting Divinity on any 12+
Since slaying another power is really only important if the other power is also divine, you might need to have your Divine Being have another Starting Move, something like "Ignores Mortal Armor". That allows you to create another Advanced Move to Increase Immortal Armor (in which you ignore mortal attacks entirely, AND reduce damage from Immortal ones)
To enter into a covenant with a Divine Being, you must perceive them without becoming Terrified (as per DW's Terrifying tag), thus another starting move would be Immunity to Mortal Terror (or perhaps
any terror if that floats your boat)
"The Resonance" as you call it would be a Divine Starting Move. I would probably represent it with Gaining Hold at the beginning of a session to spend on miracles. Those miracles could gain you followers. You could start with any number of followers, but as an "Under the Hood" relating to adding the cost of Cosmic Power in GURPS to the cost of Rank in GURPS, and referencing the cost of the new advantage to the same value of normal rank in GURPS. If you go with a 10 level scheme that gives you
DR Followers
1 500
2 2,000
3 10,000
4 50,000
5 200,000
6 1,000,000
7 5,000,000
8 20,000,000
9 100,000,000
10 500,000,000
You could either give players followers automatically when they mark enough experience to level, or let them mark experience when they gain a significant portion of the followers required for the next level, or a little of both.
This one is pseudo-occurring in Dungeon World inasmuch as when you level up, you subtract the experience that got you the level. Dungeon World doesn't explicitly state particular Moves cost 8, 9, 10, etc points, or that abilities require specific levels (although about half the character's Advanced Moves require 6+)
You could grab a number of abilities from all your other sources, make them look like Moves in Dungeon Worlds would, and assign point values from 8-17, or level requirements from 1-10.
This message was last edited by the user at 23:08, Mon 05 Dec 2016.