Additions:
That looks pretty: You steal a Portfolio element from one of the defeated gods. Only the god who initiated combat or who was the initial target of the attack may select this option.
5 AP
Additions:
BOOYA!: Raises Faith score of up to five of the victor's mortal populations by 1 and lowers the Faith by 1 in up to five of the loser's mortal populations.
Deletions:
Name!: Raises Faith score of up to five of the victor's mortal populations by 1 and lowers the Faith by 1 in up to five of the loser's mortal populations.
Additions:
Every region with one of the gods involved in combat as their patron god have their Faith score lowered by 1.
Booya!: Raises the Faith score of one of your (the victors) mortal populations by 1 and lowers the Faith of one of the loser's mortal populations by 1.
2AP
Name!: Raises Faith score of up to five of the victor's mortal populations by 1 and lowers the Faith by 1 in up to five of the loser's mortal populations.
Deletions:
Booya!: Raises the Faith score of one of your (the victors) mortal populations by 1.
How the mighty are fallen: Lower the Faith score of a mortal population of a defeated god by 1.
Gods vs. Gods
Initiating combat or aiding another god in combat requires AP. See the list of AP expenditures for the specifics and costs.
Figuring the outcome of a battle is a simple matter. For each side, add the Divine Rank of all the gods participating, all of their combat artifacts and a roll of a 1d6. Compare that result to the same thing on the other side, the highest result wins. In the event of a tie, no side is any worse for the ware, but they’re still tired from battle (so no AP is refunded).
Example: Zeus and Thor team up and decide they want to kick Captain Planet’s butt. Neither Zeus or Thor have been involved in a battle this week, so to initial cost to start a fight is free. However, since one of them must effectively aid the other (it doesn’t matter which in this case), one of them has to spend 1 AP.
Zeus is DR 5, Thor is DR 4 and wields the artifact Mjolnir that grants him a +1 bonus in combat. That’s a total of 10. Either Zeus or Thor rolls a 1d6 (the result is a 4) and they add that to their other modifiers for a total of 14.
Captain Planet has a DR of 9 and no artifacts. He’s the one being attacked so he doesn’t have to spend AP to defend himself. However, Shaq doesn’t like that Captain Planet is being ganged up on, so he decides to join the fight. Shaq has already been in 3 battles this week, so he has to spend 3 AP to aid Captain Planet. Shaq adds his DR of 6 to Captain Planet’s side of the battle. Their side rolls a 3 so that’s 3+6+9 for a total of 18. Captain Planet and Shaq win and to the victors go the spoils.
Aiding a god requires you to be present! You cannot simply send good vibes to your friends to improve their prowess in battle! By entering combat, you subject yourself to any and all conditions of victory and defeat.
Divine Spoils
When you’re on the winning side of a divine combat, you may chose any of the following as an injury/reward for victory. However, many rewards require the expenditure of AP. You may only chose one injury/reward per defeated god unless otherwise specified.
0 AP
Booya!: Raises the Faith score of one of your (the victors) mortal populations by 1.
How the mighty are fallen: Lower the Faith score of a mortal population of a defeated god by 1.
4 AP
Yoink!: You gain possession of one of the loser’s level 1 artifacts. The AP cost represents dominating the artifact and removing it from the loser’s influence. Multiple expenditures of this ability may be used to acquire artifacts more powerful than level 1. 12 AP could be used to steal an artifact that had been imbued twice (a level 3 artifact).
Conquer Realm: If the combat took place in a realm owned by one of the defeated gods, this action allows the victors to assume control of that realm.