To be honest, I have no idea why I'm making this, but be aware this is my first forum game. Also take note I live in Australia. Might not update at the times you are awake.
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Out of nothing you were formed. A being of power and might....But undirected...unfocused. Perhaps you are a god, perhaps a demon, perhaps you are simply the manifestation of some idea...What ever you are you are not the first, nor will you be the last.
What is your purpose? What is your name? What is your form?
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Some Game Mechanics and Ideas (constantly being added to)
Currency
Belief is used to change the mortal plane. It is acquired by simply being thought of in a mortal's mind.
Each mortal has a varying level of belief in us:
Very Weak Love/Fear- They know that we exist as an idea or myth(1pt)
Weak Love/Fear- They acknowledge our existance but do not truly worship us. (10pt)
Average Love/Fear- They worship but do not follow our every commandment. (50pt)
Strong Love/Fear- They are zealous in the worship of their god and will follow nearly every commandment. (100pt)
Power
Power is simply a spirit's way of manipulating the world. Power is required in huge amounts to do anything.
Very Weak Source- The source has insignificant energy (50pts)
Weak Source- The source is of little use (100 pts)
Average Source- The source is strong enough for a spirit to "live" comfortably (500pts)
Strong Source- The source is large enough for a spirit to act like a god (10000pts) (won't be seeing these much)
Other Personifications
We are not the only non-mortal around. Other gods and personifications exist. Some are more powerful and some are weaker.
Gods are simply personifications that have taken to using mortals as their source of belief. They are usually stronger and more powerful but much less flexible in abilities. Personifications take responsibilities and do not completely get belief from mortals, rather they get belief the more their attributes and traits are "pushed" upon their "sphere. Finally there are personifications that do not draw upon mortals for their beliefs, they are called spirits (can't think of a good name). They take their power from living things or by absorbing energy. They increase in strength as more and more of their energy source is available but require extremely large amounts of power to do anything but idle.
All of the above require belief or power or else they will either go into a sabbatical (gods), fizzle out (personifications), or explode (spirits)
You may also consume other personifications. Doing so has a chance of doing something very bad to you but you recieve a large amount of belief. You may also enslave them.
tl;dr:
A god can persuade a tribe to worship it. Belief is generated for each mortal.
A personification does not require mortals to worship to gain belief, they just need to associated with an idea or an object to gain belief.
A spirit takes power from energy sources such as stars, water, life, etc. They need almost continuous access to the energy source to stay alive.
If their is no belief/power for a long enough time, then the being goes unconscious or dies.
Mortals
We all know what a mortal is. Only explaining important parts.
Civilization level
Each group of mortals are at a specific level of advancement. These levels give a rough outlining of what the group has and what it does not.
0/Non-sentient- Mortals that are just about to become intelligent. They have extremely basic tools and may have shelter but nothing else. (Little more than animals)
1/Primitive- Have enough brains to group together, form deep relationships, make complex plans, and a language. (Cave dwellers and early nomads)
2/Civilized- Able to create structures, farm(not always necessary), use metal, understand the idea of government, may have a true religion. (Think of the beginning of civilizations)
3/Knowledgeable- Have the knowledge of writing, an idea of astronomy, complex customs and language, a dedicated government, and diplomacy. (Ancient and medieval times)
4/Enlightened- Have much knowledge in the sciences/magic, complex relations, advanced society. (Think Renaissance up to modern times)
Traits of Organis
Mad
- Unexpected results from actions
- -1/+1 to most actions (50% of options happening)
- Unpredictable
- -25% less chance of sane mortals worshipping you
- 75% more chance of insane mortals worshiping you
- Cost less to turn organisms insane
Mutator
- Cheaper to change an organism
- +1 to actions pertaining to non-sentient organisms
- Can create organisms for cheaper cost