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- the setting:
- you are a wandering deity, you find a suitable people with no (real) patron god and feed off their worship. your power is directly linked to the worship you receive.
- a people will almost always be religious, whether their god is real or not
- before you start, decide what your goal is. to create a fascinating story for your people? an intrigue or tragedy, horror, romance, odyssey etc. to have your power grow and conquer the known world? simply for sport?
- gain points with a plus sign, points are used to amplify your abilities.
- choose your people, select from a pre-established culture:
- warrior cult, will to power, praises athleticism and courage, physical aesthetic
- meekness cult, the victims are divine, the opposite of the strong oppressors are good, their souls like hiding places, scurrying and deceit
- logos cult, scientists, mathematicians, the truth holds all value, relativism is shunned, will always debate but sometimes violently disagree over "objective truth"
- construction cult, to build is to thrive, to create, plan, aqueducts, foundations, always convoluting, always stacking complexity. many ritual traditions
- peoples traits:
- your people are tall and fair but naive
- they are short and sturdy, strong but have difficulty moving
- dark and putrid, inbred and often ailed (illness, mutation) +
- towering giants long life and few, reticent and solitary
- method of worship (you gain power through this)
- statues
- thought/feeling (prayer)
- action (e.g. fighting, training, creating art etc)
- sacrifice (of something owned, animals and humans count)
- image: (your appearance)
- nature, something physical in nature or a combination naturally occurring themes
- replica (people see you as an idealised form of their own)
- abstract (non physical like a glowing light etc)
- eldritch (you are truly terrifying, hide yourself or use it to your advantage)
- authority (how you get people to follow you)
- fear
- love
- barter, offer them something in return
- self, they think you are one of them who reached divinity
- self:
- monotheistic, you are the only true god
- you are the skyfather with 3 daughters who spin the fates of the world
- full roster, they are all technically parts of you, sometimes the people will infight about which is better
- antagonist, there is you and there is your opposite. +
- religious traits
- adherence to nature, god/nature gave us all we need to live well. what is natural is what is good
- adherence to philosophy, virtue is divine, to be well is to be closer to the gods
- adherence to results. the only thing that matters is the outcome, by any means
- adherence to authority, to serve is to live best. the rulers are chosen by god
- expansionism tendency
- evangelism, to convert others to worship you
- conquer, to subjugate
- to colonise, to spread
- no tendency, they rely entirely on your power to spread your message +
- communicate your will
- dreams
- physically appear before them
- messengers (angels, hermes etc)
- reward, you wordlessly reward good conduct and piety with increased luck.
- vices
- vengeful, you are unforgiving and cruel and your people will know it
- obscure, your influence is a vague riddle and can be misinterpreted (perhaps intentionally)
- vulnerable, you can be killed/wounded by other gods you anger and perhaps rarely even by mortals
- dubious, your people often doubt you exist and have a higher rate of converting away unless reminded
- abilities: (if you have points you can apply them to your abilities to make them stronger up to a maximum of three stages)
- imbue/buff (apply an attribute strength, intelligence, frailty, etc to something.
- nature/elements, control water/fire, etc if they are present
- influence will, you can absolutely decide what one of your followers does, cooldown and duration apply
- create, spawn anything, have limited control over it
- write an account about how you achieve your goal given the parameters, or alternately just post your loadout and your ideas
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