series of games. Most of you are probably familiar with them by now. You play gods. You do god things. What more could you want?
Energy. Energy and Potential. That is all that exists. Beyond the Energy is Nothing.
Some of this Energy and Potential has a form. That is you. Little Godlings. Use that Energy to unlock the Potential. Fill it how you please.
It is wild now. The Potential and Energy wants to make something just as badly as you do. You should take this opportunity to make a world. It could be much harder when things settle down.
I've never been good at these Godgame intros. Fluff is for IC anyway, lets get to mechanics!
Competence (COMP): COMP is an abstract showing of how good a creation is at something. Abstract as in there arn't any concrete numbers to it. In general, the more focused a creation is, the more resources invested in something, and how "practical" the thing is all relate to how high COMP is. If you make a Sword for someone, and all that sword does is cut, it will cut things pretty well. If you make the sword cut things, heal the sick, and hypnotizes enemies it will do all three poorly. If someone spends twice as much on a sword than you, their sword will be better at cutting things than yours. If you try to make a sword that grants any wish the user has without further investment, it'll really suck at wish granting.
Spheres: Spheres act as a COMP booster for creations and actions that align with them. The degree at which this takes effect depends on how narrowly defined the Sphere is. The more things a Sphere applies to, the lower the COMP bonus is. Primary Spheres have a larger bonus than Secondary Spheres. If you choose not to have a Secondary Sphere, your Primary Sphere bonus will be larger. You receive an Influence income based on how much your Sphere has effected the world during the last Tick.
Price Check: Boils down to "Things cost what Stirk says they cost". To get a price check, post in the OOC with the word "PRICE CHECK $$$" for search reasons. I will then publicly state what they will cost. No more random numbers, you'll get a concrete single number giving you your price. Price raises with increased overall COMP, and decreases with reduced overall COMP. This means that you can reduce the price by giving a creation "weaknesses", or Negative COMP in some aspects, in order to reduce their overall price. You may overspend to increase the COMP of the creation by a non-Linear amount with diminishing returns. This includes making Heroes, Angels, or other powerful individuals for prices comparable to units of a normal race. "Editing", including direct Smiting, costs more than Creation does. This does not effect "fluff mutations". For example, cursing someone else's race into become werewolves would be more expensive than creating a new race of werewolves. Turning normal wolves into werewolves without actually effecting the wolf population would not incur this penalty.
Mortals: Mortal creation are based around the Basic Mortal structure. Mortals are assumed to have Basic Mortal COMP when not otherwise specified. If you didn't say your werewolves have super hearing, then they have Basic Mortal hearing. Mortals produce Essence, at a rate of around 1 per tick per population unit (1000 Mortals base). This can be effected by the race's COMP, Piety, and other factors (such as how many population units are in existence, and how many currently worship you). Mortals will develop even without Divine aid. Population growth tends to be 10% per tick, but can be increased or halted by a variety of factors. Technology advancement takes time dependent on the world's "Technology Level". New races will develop fast to keep up with everyone else, then develop at the same rate. Overall technology development depends greatly on the current mortal situation. A unit of Basic Mortals costs 5E.
Piety: While obedience can be assumed, it should never be taken for granted. A race starts out being very devoted to their Creator, but time will eventually work its magic and many can forget that gift. Piety is the overall enthusiasm of which your worshipers worship you. If you make an unending tide of Mortals just for the essence income, then proceed to neglect them for eternity, many will decide that it just isn't worth the trouble to worship you anymore and proceed to stop. Commanding strong respect among your followers, be it love or fear, will tend to raise their Piety.
Essence: Spirit of Creation. Used to make permanent things, upgrade permanent things, and other such not-temporary uses. Essence is gained by Worship from Mortals and Influence from your actions. Essence cap increases based on income. Every 25 Income, your cap increases by 1. If you go over the cap then sorry, everything that is over is gone forever. Higher caps may be more difficult to raise. Essence Value can be given to another non-Divine creation at a 2-1 ratio, allowing them to access its power and giving them a Sphere. They will need to refuel this essence from their own stock, or have it donated.
Power: Spirit of Destruction. Used to break things, make temporary things, curse, bless, smite, etc. Power is refilled at the end of each Tick. Catch is, everything made with power goes away at the end of the Tick as well. Permanent effects, such as lives lost during a war, will remain. Power can be given to another non-Divine creation at a 1-1 rate. They will regain it at the end of each Tick as a Divine would. Power Cap is increased by spending Power at a rate starting at 50 spent to 1 point increase, and increasing steadily from there.
Spirit: Spirit of Spirit. In short, what you are. Your lifeblood. Your HP. Maybe even your Spirit. If this goes to 0, you have Fallen. This is more like being KO-ed then dead. You are easy to capture in this state, and will not naturally regain Essence or Spirit (Or...do anything else at all) until someone frees you from it by donating their own Spirit to save you. Spirit is regained at a rate of 1 per Tick. Spirit can be transformed at a 1-1 ratio into Essence, allowing you to spend past your Essence cap, or at a 1-3 ratio into Power. Spirit Cap is increased over time, at a rate starting at 1 per 10 turns. Spirit Cap can be transferred to non-Divine creations at a rate of 3-1, likely qualifying them for Divine Status.
Death: While getting Fallen sucks, Death is worse. No second chances, no revives, no coming back as a void abomination bent on revenge, just gone. Only specialized entities can Kill a god, anything not explicitly designed to do so will inflict Fallen status instead.
for quick answers to questions. All IC character stuff will be done in the IC thread.