Create Minor Gods:
Cost: Land-10 Race-15 Relations-22
You create a minor god that is granted 1d6 points of power. They may not save any points that they do not spend. You do not control the god, but you may ask it to perform actions. The GM has final say, but most Minor Gods follow those whom are similar in alignment, domain, or otherwise. When you create the Minor God, you choose one, and only one, domain that is the same as your own. The other two are any of your choosing that are not your own. They must have one of your alignments in common, but the other may be of your choosing.
Create Creatures:
Cost: Same as Shape Land
Creatures, such as Black Bears, Basilisks, or even semi-intelligent creatures such as Ogres may be created with this power. You pick a 1" space and the GM describes how they adapt to the environment. They may be tamed or taken over by a race via the 'Advance Civilization' power.
Create Creature Subrace:
Cost: Same as Shape Climate
Same as 'Create Subrace'. May not be taken over by the same 'Advance Civilization' power unless there is a significant feature (such as a subrace of fire-breathing oxen who would be better for combat, not for farming). In such a case, you may only have a modifier boost in 1 aspect (military, prosperity, etc.)
Racial Modifiers-
Each race has +1 in one Aspect. They also may receive one positive ability with a negative consequence.
Ex. Undead- Prosperity cannot be affected except by a god. They receive -1 prosperity for ever round without battle. For ever successful battle, they gain +5 prosperity.
Aspects-
Military:
The art of war. In order to perform a military action, you must raise an army. The army must then march upon the intended target moving 1 square per turn. While in combat, roll 2d6 against the enemy. If the enemy is an army also, they roll 2d6. If they are deemed 'Untrained' they roll 1d6. Add all military modifiers and specific army modifiers. Any army with their avatar gain +1, any army tied in with an order gain +1. Whichever army is victorious may attempt to rout. Untrained armies may not rout (other than the occasional straggler). Roll 2d6 against the routing enemy's 1d6 and add any modifiers. If you are successful, you destroy the army and any avatar, order, or sect attached to them. If the routing party is successful, they replenish their numbers once they are within two squares of a city. Until that time, the defeated army battles with 1d6.
Espionage:
Intricate spy networks and assassins. In order to perform an espionage action, you must create an assassin's or spy's order and then have that order produce a 'unit'. They must plot out a coarse on the map where they move 2" per turn. They only reveal this to the GM and is mostly for the purpose of determining time. Roll 2d6 against the opponent's 2d6 if trained, 1d6 if not. Add any mods, if you are successful, your unit sneaks into the enemy's location and damages their army, espionage order, loyalty order, city, or prosperity with 1/2 of the total espionage Mod. The damage is healed 1 every turn, or a god uses the 'event' power to heal the target. If you wish to assassinate the head of an order in order to destroy it, roll another 2d6 against the opponent's 2d6 if trained, or 1d6 if not trained, and then add any espionage modifiers. If you roll above the opponent, the order is dead unless the opponent pays 3 power by the end of the next turn. If you roll under, your unit is destroyed.
Loyalty:
A civilization's dedication to your cause. Each god has a loyalty score in each civilization starting at 0. It is boosted by having loyalty orders such as priesthoods, paladins, enforcers, etc use the 'Command Order' power to give a +1 to Loyalty. When you create an order, you gain +1 favor for that civilization. If you cast a catastrophe or other harmful event, the loyalty takes a -1. You may not command a civilization with any score 0 or below. A civilization will obey whichever god has more favor with them. You may use a loyalty order to create a 'unit' that is used lower another god's favor with the civilization, or may gain loyalty with the civilization of your own. Roll 2d6 against the opponent's 2d6 if trained, 1d6 if not and add any loyalty modifiers. The opponent may use espionage orders to defend their loyalty. Either add 1/2 of your unit's modifier to your own loyalty or subtract 1/2 of your unit's modifier from the opponent's loyalty. The order must march to the opposing civilization at a pace of 2" per turn.
Prosperity:
How profitable the crops and economy is. This is a passive number until it is attacked. It is able to be attacked by gods, military, and espionage units. When a god attacks prosperity, take -3 for an Event, -5 for a Catastrophe. When a unit attacks a prosperity, take 1/2 of their modifier as damage to your prosperity. For every point under 0, you gain -1 to any unit or order in the surrounding city. For every ten points above 0, you gain +1 modifier. At -10 prosperity, you have one turn before the civilization falls.
I will run this on the Myth-Weaver's server in PbP form. Anyone interested just has to fill out the following application: