Creation Control Destruction
Creation – Control – Destruction
Creation, Control and Destruction are the three fundamental forces of the world. Characters can accumulate points in each category and spend them to impact the world.
Player awarded points: at the end of each session, players are automatically awarded a point in Creation, Control and Destruction. What type of point a player gets at the end of a session is decided by the other players. This choice should be made in relation to the actions of the character during that particular session. The DM breaks any tie if the decision goes to a vote.
DM awarded points: The DM can also award points for particular actions of a character at his discretion. This is the exception, not the rule.
The points have different effects depending on how many you spend. There are no limits to spending the points.
In case of a conflict between the different forces, Creation supersedes Control, Control supersedes Destruction, and Destruction supersedes Creations. All three forces are present in all beings, but are balanced differently. These forces are not tied to a particular belief system; it is rather the other way around.
Creation represents primordial power of Nature, the Natural Spirits and the Creator. Characters who uphold the Cardinal Virtues of the Winds, or promotes the protection of Nature and all living things should be awarded Creation Points. The same goes for artists and artisans who create new things.
• Savior: At the end of an encounter, save the life of a character or an animal that technically died during this encounter. This is not a raise dead; the saved character just wasn’t dead after all.
•• Pacify: Stop a combat encounter and get a chance to role play your way out.
••• Craft: Enchant a magic item. The item must be of significance to the character or to the storyline.
•••• Conversion / Expose the wicked: Change the alignment of a NPC.
••••• Miracle: Perform a miracle worthy of the Prophets or the forces of Nature. Take over the DM’s seat to describe the scene.
Control represents all that allow intelligent beings to control the world, like temporal power, magic, or the Secrets of the First One. Characters that increase in knowledge, wealth, power, influence, dab in magic, or try to dominate people or matter should be awarded Control points.
• Expert: Recharge a daily power.
•• Insider: Add plausible elements to the DM’s description of a scene or to a battle map.
••• Cultist: Learn a ritual from scratch. You can use it without the ritual caster feat.
•••• Lore Master: Make up an information your character could have known by rolling a 20 on a skill check. This information is now part of the world.
••••• Lord Under the Mountain: Make an addition to the the world.
Destruction is the antithesis of Creation. It comes from the Void that surrounds the world. Characters that cause mayhem and destruction or kill should be awarded Destruction points. The morality, or lack thereof, of the act of destruction is of no importance. It does’t matter if the character kills in the name of a noble cause or out
• Killer: Score a critical hit.
•• Mass Murder: Score a critical hit on every target of a power.
••• Plausible Deniability: Undo something your character has done in the past. The adjustment to reality is minimal, and some people might still think you did it.
•••• Turn the Wheel Back: reset a scene or a combat, knowing what could have happened.
••••• Annihilation: Destroy a single creature or object permanently, or bring a natural disaster or plague to an area.
The power sources can also be combined for a greater variety of effects. Be creative. Below are a few examples. The goal is mainly to create powers that give players an input into the world rather than combat stats.