As a council of consciences’ you, the Demiurge, must make decisions about what you spend your Cosmic Might on. Because everything costs Cosmic Might, except doing nothing, everything can, but not necessarily will be, voted upon.

You can literally do/affect anything. Within your own void you are omnipotent.
Within your void the cost of doing things is a lot less than if you were to perform the same action outside of your void (inside another’s or if you decided to interact directly with another demiurge).

The cost of Cosmic Might follows this one rule: the lower the probability of an action occurring naturally within your universe, the higher the cost.
So something that could occur naturally, given time, like creating hydrocarbons, or influencing the genetic drift of a population, or uncovering clouds so a civilization see’s the stars (therefore developing astronomy and astrology) will not cost much. If you want something to happen that would not occur naturally, for example the spontaneous creation of dwarves, or genocide, or creating a God that is not supported by mortal’s faith, the cost will be much more.
Naturally this sort of behaviour is actually encouraged as your Demiurge becomes more powerful.

A lot of costs are pure guesswork on the GM’s behalf, until a pattern emerges and a manual of costs is written.

A decision…
is made instantly true unless it is later challenged, at which point time is reversed if the decision is revoked.

A conscience can challenge another conscience’s decision. When a player is challenged he may choose to hold a vote, or accept the challenge.

In a vote, all main players except the challenger must agree on a decision to pass it. If one other person disagrees with the vote the desicion is not made.
h3. Pbp:

If a challenge is accepted the consciences’ Influence is pitted against each other.
Using the forum above you roll 1d2 for every point of Influence you have. The loser looses the amount of Influence they have pitted, and the winner wins the challenge thus makes the ‘decision’.

Playing Tabletop:

Majority Opinion: This method of resolution is simple. A quick vote amongst the player will direct the course of action. A poll is taken and the majority opinion wins. In case of a tie, see below.

Luck: This is used when the vote is tied or the conflicting players opt to let a die dictate the event. The die to be rolled begins as a d4 and is put forth by the player being challenged. It may be raised by the oppsoing player at the cost of two tokens per die type. So, it would cost two tokens to raise it to a d6, four to make it a d8, etc. The player who was narrating (and who accepted the challenge) gets to choose one number within the range of that die (1-4 for a d4, for instance). That person may buy other numbers at the cost of one token per number. If the original player buys all the numbers on the die, the challenger may up the die type by spending the appropriate number of tokens. This give and take does on until one of the players is willing to let the matter rest.
After the numbers are noted, the challenging player rolls the die. If the number that comes up is one of the numbers the narrating player chose, the narrating player retains control. If it is not one of those numbers, the challenger takes control of the narrative beginning right before the action that was challenged.
No matter what the result is, all token that were bid are lost. That includes the initial token put forth as part of the original challenge.


Tokens are awarded every time a player’s trait comes into play. For example: If the Demiurge indulges in his love of sacrifice, the player who has Trait Wrath would get a token. If the Demiurge watches three sacrifices in the one event back-to-back, the player does not get extra tokens. A player only gets tokens for each separate instance the Demiurge indulges or sates a particular trait. Alternately, if a player is controlling more than on trait, that player gets a token for every time either of the traits comes into play.


Demiurge Quest Adamantium_K