A new day rises on an idyllic land, filled with gentle hills, light forests, and winding rivers. The sun brings something else along as well- changeling spirits, eager to improve and adjust. Some may be thoughtful or impulsive, gentle or malicious, capricious or wise... but whatever they are, it seems the fate of this land lies in their hands now.
Spirits of Creation are incorporeal, normally difficult to detect spirits of great power. Their qualities vary wildly, and just like living things, may change with time.
Personality and Outlook
One of the most important aspects of a Spirit is their personality and outlook. Unfortunately this varies at least as much as with living things- it's difficult to generalize them in a useful manner. Some view the whole world as a game, others view it as a duty. Some are cheerful and optimistic, others are dour and grim. Some carefully weigh each move, others act from moment to moment with nary a thought.
There are, however, a few general tendencies that show up fairly reliably, at least in Spirits that get noticed at all.
Above all, Spirits like to change things. Most consider the world through the perspective of their ability to alter the world around them- playful Spirits consider alterations to be the game, serious Spirits consider it their duty.
Perhaps in relation to this, Spirits tend to view themselves and others (both Spirits, living things, and nonliving things) in terms of what Spheres they command or belong to.
Spirits are malleable. While some may remain static, it is not necessary to do so- Spirits can alter their appearance, personality, and even Spheres much as any other living thing (or artist, in the case of appearance).
While normally difficult to detect, Spirits can make themselves known. How well they do this tends to depend on a variety of factors- the worst are uniformly misunderstood, while the best can act much like whatever they're attempting to deal with. A Spirit's Spheres tend to come into play strongly regarding their ease of communication.
Finally, Spirits tend to be strangely ignorant and knowledgeable. They routinely display knowledge of things no living creature could know, while displaying ignorance of things no living creature could miss. As with most traits, a Spirit's Spheres tend to be relevant here, but there's another interesting tendency- things touched by Spirits tend to be far more "visible" to them than things untouched. Spirits often display encyclopedic knowledge of their rivals' creations miles away in a place they've never seen, while not having the slightest clue on what exactly their own works rely on for food even while it crawls beneath their feet.
Cautions and Methods
While Spirits of Creation are powerful, their power is not unlimited... and attempting to overreach it can have dire consequences. Successful Spirits tend to obey the following rules:
Firstly, Spirits of Creation very seldom attempt to create something from nothing, or from grossly inappropriate materials. Altering a thing's nature is far easier and more plausible than attempting to create it outright, and Spirits that attempt the latter are almost always Devoured by the attempt.
Secondly, Spirits almost always attempt to alter only one aspect of a thing at a time- one quality or trait they wish the thing to gain or change. Attempting to alter multiple things at once is far more difficult, and Spirits that attempt such things often regret it.
Third, Spirits usually make sure their attempts are reasonable. Attempting to wildly modify something's traits, even one at a time, usually requires more power than a Spirit has, and Spirits that overreach themselves in this manner often suffer the same fate as those that attempt creation from nothing, albeit far less severely.
Overreach and the Devouring
When a Spirit attempts something beyond its reach, its fate is usually to be Devoured in the attempt. Being Devoured means that the Spirit puts so much of themselves into an attempt that they become part of it, trapped within their own creation.
Traits that Devour a Spirit to create do have the advantage of their patron's influence- a Spirit can achieve far more by being Devoured than they could otherwise. This is not to say that anything is possible, however- even sacrificing themselves in this manner, there are limits to a Spirit's power. There is also no guarantee that the result will be much better-aimed than any other act- while the result will certainly have power and the influence of its creator's nature, the grace with which it expresses that power and the accuracy with which that nature fulfills its creators intent is subject to the same forces as any of a Spirit's works.
Escape and Punishment
When a Spirit is Devoured, they are rendered trapped in an object until they can recover their strength. Naturally, this means that the minimum period of imprisonment is higher for more ambitiously overreaching works, and lower for more modest acts of hubris.
Once this period is over and a Spirit is at full strength, however, they still cannot escape automatically, nor without consequence. They must generally influence the outside world in such a way as to engineer their escape, and the results of doing so may be disastrous for whatever they were lending their essence to. Preserving their creation upon escaping from it is no more likely to succeed than any other act, and should things go poorly, their creation may be annihilated or crippled in the process. Even fairly successful attempts will generally rob the subjects of the divine qualities they enjoyed from their patron's influence, and only the most successful of efforts can maintain roughly the power and status they had with their creator making up a part of them.
Player Cap and Thunderdome
There is only room for so many Spirits in this land. When too many accumulate, they tend to bicker until only a few are left.
When the player cap is exceeded, Spirits start suffering a decay in power until they can dispose of one another. As Spirits are incorporeal and immortal, this is rather difficult. Most Spirits attempt to dispose of their rivals by tricking or besting them into objects- ideally objects that benefit the victor, but simply getting them out of the ring will suffice in a pinch. If successful, this tends to effectively Devour them.
Usurpers and Honor
Aside from these primary Spirits, there also tend to be Usurpers roaming around. Usurpers are Spirits who are unable to muster the full power of a Spirit by exclusion- there isn't any space for them to get a good grip. The natural solution for this is to dispose of an extant Spirit and claim their place, from which position they can branch out as they please.
Usurpers can perform relatively minor actions- generally they can modify the traits of traits, like a full Spirit only an order lower. More importantly in the long run, they can initiate Challenges.
A Challenge is essentially a trick or trap intended to lure a Spirit into ruin. This can be anything relevant, and can be surprisingly trivial in nature- the point is the honor and nature of the Spirit in question. Assuming a successful Challenge, the Spirit(s) in question generally have two options: Walk into the trap, or walk away.
Spirits who ignore a Challenge run the risk of losing some of their divine influence based on their actions, or lack thereof. If the Challenge is meaningless ("Bet you can't jump in this hole") or ignoring it works well with the Spirit's established Spheres ("Hey God of Painful Disease, I'm making one of your non-disease creatures suffer!"), there is generally no penalty for doing so. If the Challenge has some significance ("Hey Bird God, I'm messing with your birds," "Hey Fish God, bet I can outswim you"), failing to meet it may immediately cost them their influence in that sphere, and may grant it to the Usurper as a result. This is often enough to raise the Usurper to the level of a full Spirit, which often means the player cap has been breached and all hell is about to break loose.
Spirits who accept a Challenge, on the other hand, then have to deal with walking right into the Usurper's trap. If they succeed, they generally banish the Usurper- an ideally Devour it into something useful. If they fail, they're usually Devoured themselves, though less elaborate traps may simply shame them into losing their Spheres, as with ignoring a Challenge.
Spirits have Spheres, which are measures of what the Spirit is "in charge" of. They also have a measure of power, appropriately (if confusingly) called Spirit.
A Spirit acquires Spheres by making a claim to them and having a good case for it. With little or no competition, this can be a simple affair; having modified anything at all from the category may be enough to qualify. As competition heats up and claims expand, this becomes progressively more difficult- to gain or keep a Sphere, you need to display that you have a considerably better claim to it than any other Spirit, and that your works speak of a broader category than a more narrowly focused claim.
Spirit is a resource that is acquired by performing well in your attempts to create things. Statistically, every third action you take should grant you a point of Spirit. Spirit is spent on the following items:
Movement: It costs 3 Spirit to move from one Area to another, and 1 Spirit to move into or out of a Region. This Region cost is waived if the Region in question possesses something well-suited to your Sphere, which typically means one of your non-trivial creations. You can move directly from one Region to another, but you must still pay for both entry and exit.
Power: This use of Spirit may only be used on things within your Spheres. It costs a variable amount of Spirit to attempt things normally beyond your ability. 3 Spirit can make an effect weakly but innately magical, such as a bird that flies better on magical feathers. 5 Spirit can make it more noticeable, such as a snake that can sense prey through walls. More powerful effects are difficult to predict the costs of, but may be estimated by considering them in detail.
Success: This use of Spirit may only be used on things within your Spheres. Spirit may be used to empower a die roll, reducing its chances of failure and increasing the odds of a crit. The amount of Spirit needed for a given bonus is an amount equal to the bonus plus the cost of the bonus before it. A +3 would cost 3 + the cost of +2, which would be 2 + the cost of +1, which would be 1 plus 0, making the total cost of +2 2+1=3, and the total cost of +3 3+3=6. A table is provided below.
If an attempt crits, which becomes increasingly likely with higher bonuses, the crit roll is not affected by the bonuses to the normal roll. You may empower a crit roll, either on its own or in addition to a normal roll, but this costs the same as empowering a normal roll and is still consumed if the action does not crit in the first place.
Spirit may be pooled to perform actions. Spirits may also work together to mimic the effects of Spirit- each participating Spirit beyond the first may provide 1 Spirit worth of effect without actually expending anything except for their action. Unlike some Spirit expenditures, this is not limited to things within your Spheres.
| Bonus | Cost | Effect |
| +1 | 1 | 20% Poor Result, 20% Crit Chance |
| +2 | 3 | 10% Poor Result, 30% Crit Chance |
| +3 | 6 | 0% Poor Result, 40% Crit Chance |
| +4 | 10 | 20% Normal Result, 50% Crit Chance |
| +5 | 15 | 10% Normal Result, 60% Crit Chance |
| +6 | 21 | 0% Normal Result, 70% Crit Chance |
| +7 | 28 | 80% Crit Chance |
| +8 | 36 | 90% Crit Chance |
| +9 | 45 | Action Crits |
There are two measures of location: Areas and Regions.
Areas are massive locations that share a roughly common climate and topography. If a place can be generalized fairly easily ("arid deserts and scrublands," "tropical jungles," "temperate forests and hills"), it is probably a single Area. Moving from one area to another costs 3 Spirit.
Regions are less formal designations that denote local differences. If a place is large and noteworthy enough to have its own name ("The Dark Forest," "Highpeak Mountain," "Windy Valley"), it is likely a Region. Moving into or out of a Region costs 1 Spirit, but it does not cost Spirit to "enter" a Region by creating it around yourself (as tends to happen). In addition, it costs nothing to enter or exit Regions that match your Spheres in some manner.
Modifying Regions is very simple- you simply reside within them while altering things. This can also create Regions where there were none previously, as you alter the world around you in a recognizable, localized fashion.
Modifying Areas is far trickier. It generally costs Spirit to shape ambiguous, poorly-explored Areas, and extant Areas are usually impossible to shape directly; they must be altered by altering their Regions, if at all.
Signup Sheet[b]Name:[/b] What you call yourself.
[b]Appearance:[/b] What you look like. Bear in mind that shape and form are meaningless to Spirits unless they manage to acquire an Avatar.
[b]Personality:[/b] Your general mental state. Bear in mind that Spirits may change their minds or grow just like living creatures.
There is no player limit at the start, but we'll quickly Thunderdome our way through any extras. I'm assuming 8 players will be the maximum, but this may change depending on how easy or difficult it is to deal with that many.
At game start, there is a sun and a fairly lush river-heavy location of light forest and gentle hills. It is inhabited by a variety of plants and animals, but you don't know much more than that- concepts involving the world are a bit fuzzy to you in peculiar ways.
As a general rule, you can rely on mostly normal-ish inhabitants for the climate and terrain, but if you need a specific trait, you should attempt to create that before trying to work with it. A good rule of thumb for this is to imagine getting a distant cousin of what you wanted- squirrels instead of rats, cows instead of moose, ferns instead of roses. If that's fine, you can probably work with whatever you've got. If that's not fine, you should probably start more basic ("clever nocturnal rodents," "really large herbivorous quadrupeds," "spiky plants") before trying to grant them specific features (or worse yet, rely on them already having them).
Oh, and as an advanced warning: There will be Fun. Not right away, but not just what the players bring either.