
In the Beginning, there was boredom. An Ultra-being comprised of the sum total of the previous universe languished for a timeless eternity, categorizing all knowledge--until that knowledge was all neatly sorted and known. ?What is there to do when there is nothing more to know?? it asked itself.

So it looked over its information, squeezing out everything that could be inferred by the connections it had. Magical theories, Divine quandaries, scientific breakthroughs, Elemental disputes, down to Psionic headaches until the being realized it missed debate. Then it began to go over the creation of all known creatures, and it knew loneliness.

Eventually it came up with a plan. Perhaps similar to the way the world had been created before it. It would divide itself up, with power for divine beings and much left over for the creation of New Worlds and New Life.

I will be attempting a Tabula Rasa Big Gods game. You will be a powerful god starting at the beginning of time, participating in creation and then the maintenance or ultimate destruction of that creation. You will have Action Points(AP) to pay for general actions, and Mythic Points which are intended to be used for actions that will enter the world?s mythology with lasting effects and providing for mortal faith in the future. Your gods will draw from an entire destroyed universe of information and power, but you have no past: you are coming into existence now.
Actions and difficulty:
Notes on Keywords:
Assist/hinder: A god may assist another god with an action, adding their domains to the action, which can insure success.
Avatar: The physical form you manifest as. Some games may limit you to actions in an avatar state. Only assume one avatar at a time, but can be nearly anything.
Bless- A lasting positive action performed on a mortal or group of mortals.
Create Magic Item(Mortal scale) These act as D&D magic items. From everlasting chalk to a Handy Haversack to a tricked out Vorpal sword, even the most powerful of these cannot be used to harm gods except in extensively-discussed GM-sanctioned unlikely events.
Create Race(non sentient)- Whether it be large medium or small, please be pretty clear about it?s form and habits. Carnivorous rabbits or beetles the size of a T-Rex for example.
Create Race(Sentient)- A mortal race roughly equivalent to humans in intelligence and ability. Take great care, as a god is only allowed 1 official patron race at a time.
Curse- A lasting negative action performed on a mortal or group of mortals.
Enchant: A sustained magical effect over an area. Break DC will always be 2 less than the DC used to create it. Can just be present or have a focal point like a physical object. Altering/Destroying an area by divine power falls under enchanting?s header.
Forge Magic Item(Ranked 1-4): Through increasingly considerable costs and effort you forge a magic item capable of wielding a fraction of the power of the gods. Please think carefully about these.
Hinder: A god may hinder the actions of another, where they subtract their applied domains from the success.
Inspire- A lasting change to the way of thinking of a mortal or group of mortals. Teach actions fall under this Keyword in the absence of other mechanics to handle them.
Scry- To use divine senses and powers to search over an area.
Note: Please ask 1-4 clear, concise questions you hope to have answered by the scry.
Effortless: no roll, not counted as actions
-Conjure up a small quantity of anything
-Listen in on mortal prayers to you.
-Talk to someone(across any distance if known or scried or receive prayers from.)
-Talk to another god(across any distance)
-Take on a physical avatar.(Gods may only possess one avatar at a time)
Difficulty: 5 Local Action Cost: 1 AP
-Affect(Bless/Curse/Inspire) a single mortal for the term of their natural life
-Enchant/Scry an area the size of a large room.
-Create a trivial mortal-scale magic item.
-Identify a magic item in your possession
Difficulty: 7 Villiage Action Cost: 2 AP
-Affect(Bless/Curse/Inspire) a small group of mortals (less than 50) for life
-Enchant/Scry an area the size of a village or neighborhood.
-Create a group of trivial(10) or one heroic mortal item.
-Creating or altering a single nonsentient creature smaller than an elephant.
Difficulty: 9 Town Action Cost 3 AP
-Affect(Bless/Curse/Inspire) a large group of mortals(500) for life.
-Enchant/Scry an area the size of a town or small city
-Create a Paragon-equivalent mortal item.
-Creating or altering a one-off living creature bigger than a blue whale.
-Creating or altering a non-sentient species smaller than an elephant.
Difficulty: 11 Area Action Cost 4 AP
-Affect (Bless/Curse/Inspire) a very large group of mortals(2000) for life.
-Enchant/Scry an area the side of a Large City or a town and surrounding countryside.
-Create an Epic Mortal Item.
-Creating or altering a sentient species (Limit one per god.)
-Creating or altering a non-sentient species larger than an elephant.
-Grant transmittable immortality of a sort to a small group of mortals. (One strain per god)(eg vampires; immortality with a major instant-kill weakness, basically)
-Grant genuine immortality and invulnerability to a single mortal. They will gain the quality Immortal +0 as long as their god still lives. This does not include superpowers (eg the ability to break out of a prison cell) Nor are they immune to attack by other gods or mortals with ranked items.
Difficulty: 13 Regional Action Cost: 5 AP
-Affect (Bless/Curse/Inspire) a huge amount of mortals(5000) for the rest of their lives.
-Enchant/Scry an area of many towns or a metropolis or small Kingdom.
-Forge a +1 Magic Item
-Reforge a +1 Magic Item into a +2 Magic item(Same conditions as +2, failure will destroy the item)
*Note: All gods are aware of DC 15 and above actions.*
Difficulty: 15 Continental Action Cost: 6 AP
-Affect (Bless/Curse/Inspire) an entire race or civilization.
-Enchant/Scry a large area of the game world.
-Forge a +2 Magic item(see Item Forging)
-Turn a mortal or creature into a demigod [+2 Quality, -2 Drawback](Limit 4 Demigods per God, is NPC under GM?s control.)
-Introduce a major change to the world?s structure or its atmosphere without causing any lasting damage to the world (eg adding a new moon, new islands etc)
Difficulty: 17 World Action Cost: 7 AP
-Affect (Bless/Curse/Inspire) the entire world(Other players will likely take issue with this)
-Forge a +3 magic item (see Item Forging)
-Create or alter a sentient species vastly superior to a human (GM and player to agree on any bonus/es, eg immunity to disease, invulnerable to certain types of weapons etc)
Difficulty: 19 Planar Action Cost: 8 AP
-Change one of the rules of the universe across the entire world. This is likely to have a catastrophic effect.
-Enchant/Scry an area equal to the entire game world and attached realms.
-Forge a +4 Item(see Item Forging)
Item Forging:
Note: Only 1 Ranked item may be forged per age by a player.
Difficulty: 13
Forging a +1 Item (For example: Excalibur)

Easy to create a god merely forges it magically. Item can be destroyed by another god. Can also reforge a +1 item to a +2 with the same conditions(see below)
Difficulty: 15
Forging a +2 Item (For example: The One Ring)

Item must be forged in an area where it may be destroyed. Gods can figure out where by identifying the magic item. Legends exist telling mortals where to do this as well. (Location cannot be out of reach of mortals)
Difficulty: 17
Forging a +3 Item (For example: The Rod of 7 parts)

Sacrifice an entire race or continent to create. Cannot be destroyed.
Difficulty: 19
Forging a +4 Item (For example: The Infinity Gauntlet)

Have part of a domain (+2) donated from a god, living or dead. Item cannot be destroyed, only imprisoned or placed beyond the reach of mortals and other gods.
AP (Action Points)
All gods will recieve 30 AP for the use of actions. At the start of each age the gods get a recharge. AP cannot be collected or banked.
MP (Mythic Points)
All gods receive 2 MP at the start of an age. Mythic points are intended for big, world-changing actions or dire situation last-ditch efforts in a style reflecting many other real-world and fictional-world mythologies.. Actions involving Mythic Points use half AP, rounded down. Mythic Actions are intended to enter the mythology of mortals and other lesser beings.
Worship and Power and YOU!
Mortal Worship will have no effect in the first age, but that can easily change in future ages.
Game-Specific Notes
Combat:
-As normal, the difference of the attack roll minus the defense roll equals the number of ranks lost.
-However, you cannot be destroyed outright by the outcome of a single skirmish. Instead, should a PC be dropped to 0 ranks they will lose all of the AP in their pool(basically out of play until the next age), the winner can choose to either:
-subtract a rank from the loser(first instance would drop a god to +10, note that this lost rank will work as a prerequisite for a +4 magic item)
-confer an additional drawback(to be discussed with opposing party and GM. Example: in D&D histories Corellon wounding Gruumsh?s eye).
-Attack/Defense for both sides will be resolved at the same time, so nobody has to jockey for attacking first. It will be possible for both sides to be reduced to +0, which I would find hilarious.
Imprisonment: Should a god run afoul of many others, if the opposition should so choose they can imprison the target in a demiplane(DC19 action, likely overwhelmed defender gets a free opposing roll or normal cost final action). This effectively ends a character?s run and is kind of a big deal.
Mythic Points: Actions using mythic points are intended to be in the style of the myths of many world cultures. As such these posts should have some distinct effort and flavor to them as befits your god. This is not to say that they should be especially long or complicated, just well thought out and decently executed. Really good attempts will likely get an upshift. Really bad ones will get a downshift.
Interconnectivity: Should you choose to create a populated part of the game-world separate from a unified physical world(like the moon, as an obvious example) it must be accessible to mortals under some fairly regular conditions(examples: a crossing forms under certain repeating predictable natural conditions, or a stable entrance portal or magic door etc) To make mortals in an absolutely separate realm is to remove yourself from the game.
Update Schedule: I intend to have regular weekly updates on Sundays, and maybe supplementary ones on Wednesdays if time and player participation allow. Exception: Should you get into a godbattle, I will update for you to resolve that in a timely manner.
Participation: Due to problems I?ve had in the past I?m instituting this rule: players missing two consecutive weekly updates without any notice will be considered to have dropped. I?m not hunting you down. So if work or school or real life gets busy, let us know so we don?t feel abandoned.
IRC- While not necessary, it does help.
It really helps to be in irc fairly often(we're in #escapistgods on Synirc), both to communicate with other players and have IC chats to speed things up should your schedules align. The absolute simplest way to do that is to click this link: http://webchat.synirc.net/, next to "Nickname" put your escapist username(preferably), and next to "Channel" type in "#escapistgods".