In the beginning, this Reality was filled with Nothing. This rather unstable existence was soon frayed. Holes had begun forming immediately to other Realities where, for the most part, there was Something. It was here that the Gods where born. Beings of great power, stewards of this Reality, set to either shut away the foreign entities or embrace and use them for their power purposes. More and more gods began to form - some simply jumping from a foreign reality fully formed.
Now there is Nothing, Gates, and Gods. Its a start at least. The Gates and Gods certainly have their work cut out for them.
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This game has three stats, known as Influences.
Outer Influence: Influence over things from Other Realities. You raise this influence by capturing and controlling Gates. Outer influence is what you use to drag things through the Gates. You have comparatively little control over what the target is, you must be general with what you wish to bring in. For example if you where to summon a new race, you could specify their environment and temperament (a warlike aquatic race!) but would not be able to specify they have the ability to shoot lightning from their fins or that they all have green eyes. In return for this ambiguity Outsiders tend to be
more powerful than an equivalent expenditure of Inner influence. They are also more difficult to control - as you simply invited them in rather than creating them.
Inner Influence: Influence over This Reality. You raise this influence by receiving worship from Mortals, tied to the number of mortals and their quality of worship. Inner influence is used to do all standard God things like making planets, races, and lightning bolts to smite those who look at you funny. As your creations anything made with Inner influence is much easier to control, and you can get as arbitrarily detailed as you want. Prices are based entirely on GM will and $$$Pricechecks, but in general spending more means a creation will either be better at what it does or more numerous.
Self Influence: Influence over the relatively stable energy mass known as you. You use this to hold yourself together. Mainly acts as hit points, you fall apart unable to control your own Self if it hits zero. Recovers at a rate of one per turn up to 10.
There are three known types of gates:
Major Gates: 3 Outer points per turn. Permanent, large, and connecting to a diverse array of other Realities Major Gates are a useful resource for the Gods to squabble over. Rare as a result.
Medium Gates: 2 Outer points per turn. Last for 2d6 Ticks, shown next to the gate. Less powerful, adaptable, and stable than a Major Gate but still a valuable resource for those looking for Outside help.
Minor Gates: 1 Outer points per turn. Last for 1d6 ticks, hidden from players by default. Often connecting only to a single world, Minor Gates are comparatively common place and transient holes in reality that nonetheless can offer considerable strength to a god that is diligent enough to gobble up control of enough of them.
Gates are physical locations and must be physically controlled by a God for the God to have control of the gate. If there is no opposition this can be done simply by spending a point of Inner Influence to take control of the surrounding area and bend the biome to something appropriate, or by sending Mortals to take the location if they happen to be near it. If there is opposition control will go to whoever ends up having control over the physical location at the end of the Tick. Control can be given away freely to others or shared among individuals (so long as it is at least a Medium Gate).
Every Tick, an Outsider will enter reality through one of the Gates. This will be a random Gate weighted toward the higher tiers and ignoring Sealed gates. The Outsider's identity will also be random. It could be a new race of mortals, a weapon, a technology, new magic, or anything else. Including an Invader. Invaders are Godlike beings with similar powers to your own, but with a hatred for every one of you and everything you stand for. Invaders tend to try and do as much damage as possible before they either dissipate or are put down, while everything else will be neutral regardless of who owns the gate. Higher tier gates will have stronger Outsiders. Invaders will vanish when their gate does as they no longer have energy pouring in from back home, meaning Invaders from Major Gates are permanent.
If you do not want an Outsider coming through your gate you may Seal it. Sealing a gate costs Inner Influence and reduces the income of the gate by one. You only need to spend a single point of Influence to seal the gate, but breaking a Seal costs as much Influence as making the Seal had cost. Sealed gates may still be used to spend Outside Influence as usual, unless they where Minor Gates.
Your Sphere influences both Inner and Outer Influence spending by increasing the relative power of things close to your Sphere. Things summoned using Outer Influence are likely to have some relevance to your Sphere.
Name: What your followers shout during church time.
Sphere: What you have dominion over. You have one single Sphere that can be just about anything.
Primary form/associated symbol: What is your typical "Body", and what do your followers like to draw everywhere?
Description/Background: Things like personality, goals, and everything else that makes your character a character.
OI: 0
II: 10
SI: 10/10