Brave New World
Dying swans, twisted wings, beauty not needed here
Lost my love, lost my life, in this garden of fear
Lost my love, lost my life, in this garden of fear

An ancient species, with technology far beyond the imagination of anyone else in the universe, began to abduct specimens of lesser species. They collected everything from sentients to animals to plants. Few ever noticed them. Those who did weren't believed, if they even believed their own eyes enough to tell others.
The specimens were taken to a massive space station where they were held captive. Their captors studied and catalogued them. The research went on for centuries with new species arriving continously as they were discovered. Eventually, the research went from simple studies and classifying to more advanced experiments like cloning and genetic engineering.
The specimens were taken to a massive space station where they were held captive. Their captors studied and catalogued them. The research went on for centuries with new species arriving continously as they were discovered. Eventually, the research went from simple studies and classifying to more advanced experiments like cloning and genetic engineering.

There were a few of the subjects that showed extraordinary promise. They were seperated into a smaller group that included everyone with potential, then given special attention and extra care. The study of them lead to new insights and breakthroughs in some fields.
When the experiments became more advanced there was what could be described as excitement among the ancients, for they wanted to see what could be done with the prodigy group. While the results from the experiments on the prodigies were considered successes or failures depending on who was asked, it was obvious it'd made them so much more than what they had been.
When the experiments became more advanced there was what could be described as excitement among the ancients, for they wanted to see what could be done with the prodigy group. While the results from the experiments on the prodigies were considered successes or failures depending on who was asked, it was obvious it'd made them so much more than what they had been.

Somehow, the prodigies managed to escape confinement on the space station after the experiments on them. The details regarding their escape were unclear and covered up. It seemed as if though not even the prodigies themselves could agree on how exactly they had gone about it. Nevertheless, they had procurred a spaceship with which they left the spacestation behind them in their pasts.
Their journey may have carried them to a far away galaxy, but there they crash landed in an arctic environment. They had no knowledge of their current whereabouts, no idea how to get back to their previous homes and no means of traveling. The spaceship was damaged beyond repair as it exploded.
Their journey may have carried them to a far away galaxy, but there they crash landed in an arctic environment. They had no knowledge of their current whereabouts, no idea how to get back to their previous homes and no means of traveling. The spaceship was damaged beyond repair as it exploded.

Mythology is defined as a set of legends, stories or beliefs, especially ones that have a religious or cultural tradition.
The planet that the prodigies crash landed on was not devoid of life, but what sentient species that lived on it was primitive. Similar to what they had once been, but far from what they now were. Their new powers made it possible for them to claim superiority over them if they desired too. They could be as gods walking amongst mere mortals. Of course, the opposite was a possibility as well. Perhaps they would be more inclined to aid life on the planet.
Either way, they were not particularly willing to leave the solar system they were in. They may end up floating through unexplored space for an eternity. The ancients that created them may find them. They may not be able to survive in deep space, even with their powers. Left with few options, the current circumstances forced them to stay on the planet.
This, is their story.
The planet that the prodigies crash landed on was not devoid of life, but what sentient species that lived on it was primitive. Similar to what they had once been, but far from what they now were. Their new powers made it possible for them to claim superiority over them if they desired too. They could be as gods walking amongst mere mortals. Of course, the opposite was a possibility as well. Perhaps they would be more inclined to aid life on the planet.
Either way, they were not particularly willing to leave the solar system they were in. They may end up floating through unexplored space for an eternity. The ancients that created them may find them. They may not be able to survive in deep space, even with their powers. Left with few options, the current circumstances forced them to stay on the planet.
This, is their story.
Introduction
There's one type of RP I wanted to GM, but never got around too before. That would be a godgame. I do have a planned story for this one that would be more sci-fi than fantasy, but I imagine that the two would be mixed a lot in any godgame that lasts long enough. I don't mind that. The idea is to allow the freedom of a regular godgame, while having a larger perspective and overarching plot as well. The Co-GM will be Lily, my current partner in crime.
There's one type of RP I wanted to GM, but never got around too before. That would be a godgame. I do have a planned story for this one that would be more sci-fi than fantasy, but I imagine that the two would be mixed a lot in any godgame that lasts long enough. I don't mind that. The idea is to allow the freedom of a regular godgame, while having a larger perspective and overarching plot as well. The Co-GM will be Lily, my current partner in crime.
Setting Player Expectations
You can have excellent players but the wrong kinds of characters. This is usually because players go into a game not knowing what the game is actually about or their missions/perceptions of what the game should and should not be are not in line with the GM's way of running the game. In fact, in some games it may become so detrimental that the GM and certain players will be in complete and total opposition, which causes the game to self-destruct in a prompt and messy fashion. Most of that can be avoided by keeping an open dialogue with the GM and other players.
To that end these are the following expectations of the players;
<spoiler=Guidelines>You can have excellent players but the wrong kinds of characters. This is usually because players go into a game not knowing what the game is actually about or their missions/perceptions of what the game should and should not be are not in line with the GM's way of running the game. In fact, in some games it may become so detrimental that the GM and certain players will be in complete and total opposition, which causes the game to self-destruct in a prompt and messy fashion. Most of that can be avoided by keeping an open dialogue with the GM and other players.
To that end these are the following expectations of the players;
Communication - Players must be able to communicate with each other in game. While it is virtually impossible to prevent meta-gaming, especially in a play by post environment, as long as the players are talking to each other is what counts. This also means that players must communicate their concerns to the GM in a constructive way. Please do this, be clear and concise when you do.
A skype group might be created if there's enough interest.
Teamwork and You - This is a Competitive Sandbox style game, player characters can co-operate with one or act in opposition to one another based off their natures and alliances. Unlike any other multi-player game, the majority of the time will be spent working to increase the player's personal power base and accomplish goals. This can be accomplished through teamwork or other means. This game requires interaction with the other gods and is not meant to be played with your god barely interacting with the other characters.
Meta-game - Planning long term projects and sharing information outside of the game is fine, as long as player knowledge and character knowledge remain separate. Ideally all interactions would happen in game in order to allow people the opportunity to discuss what to do and act accordingly in character. The idea behind this is that players are mature enough to actually play through with what their character knows and is expected to know rather than what the player knows.
Post Quality - Players should be interacting with each other and the game world frequently and dynamically. This is not to say that posts should not be long or short, but they should be well thought out. Players should always stay abreast of what is going on and clarify the situation before posting something that doesn't make any sense to anybody else because a player misunderstood what is going on. All other standard conventions and rules still apply.
Medium sized posts are preferred over short ones.
Note: Posts too long with little actual game content should be avoided. Most GMs don't want to have to read your novella just to learn, "I use +X to do a DC:Y action." Your post shouldn't be devoid of flavor either. Hitting the sweet spot is important.
Post Frequency - I'd expect people to post at least once a week, and that anyone should post when the GM tells them to go post. If people have to take breaks, etc. then that's fine and they may let the GM know what they're doing in "autopilot" while the game progresses forwards if they so wish.
Acceptance - Things will happen in the game that may not always be what players want. Some decisions may be made which may anger or frustrate players. Acknowledge that these things are going to happen but they are to service the game and to move the story forward - if there is really that serious of an issue over a decision that is made, then it can be brought up with the GM in private. If it's serious enough and no common ground can be reached, the player will be gracefully removed from the game and a replacement will be found.
<spoiler=Rules>
- No godmodding or controlling someone else's characters.
- No one liner posts. Good grammar. I want to see quality posts. I know it might be hard to do that all the time, but you should at least try too.
- Player knowledge and character knowledge are two different things. You might know something that happened or is going to happen, but that doesn't neccessarily mean your character does.
- My word is law.
Map of the Planet

The Character
Standardized Divine Qualities
One of the biggest problems about a game of this type is that people will often place their qualities into categories and then proceed to completely disregard them. There are also catch-all qualities that, when looked at by some players, would suggest that they pretty much may as well be used damn the consequences.
A Dominion(s) or Domain(s) [+X] - This is what composes your deity. This is their primary reason for being.
Domains / Dominions
This is your deity's realm of expertise. While all gods can use their relevant domains to modify this thing we call existence, they will find it more difficult to try and use their domain in a way which it wasn't intended. (Indeed they may find that their efforts may backfire completely.) The following is a listing of a few domain categories and domains. This by all means is not an all inclusive list! Some domains may even overlap such as the domain of "nature" and someone with a domain of "natural magic". Feel free to mix and match or come up with concepts of your own.
One of the biggest problems about a game of this type is that people will often place their qualities into categories and then proceed to completely disregard them. There are also catch-all qualities that, when looked at by some players, would suggest that they pretty much may as well be used damn the consequences.
A Dominion(s) or Domain(s) [+X] - This is what composes your deity. This is their primary reason for being.
Domains / Dominions
This is your deity's realm of expertise. While all gods can use their relevant domains to modify this thing we call existence, they will find it more difficult to try and use their domain in a way which it wasn't intended. (Indeed they may find that their efforts may backfire completely.) The following is a listing of a few domain categories and domains. This by all means is not an all inclusive list! Some domains may even overlap such as the domain of "nature" and someone with a domain of "natural magic". Feel free to mix and match or come up with concepts of your own.
FUNDAMENTAL FORCE : Life, Death, Creation, Destruction, Protection, Good, Evil, Light, Darkness, Order, Chaos, Law, Anarchy, Decay, Change, etc.
NATURE: Natural Phenomenon (Storms, Lightning, Volcanoes), Elemental (Earth, Fire, Wind, Water, etc.), Natural (i.e.Forests, Deserts, Mountain God, Oceans), Cosmic/Celestial (Sun, moon, stars), Disease, Toxicity, Pollution, Evolution, etc.
MAGIC: Shamanistic, Nature, Blood, Ritualistic, Runic, Lore, Hexes, Curses, Arcane, etc.
TECHNOLOGY: Steampunk, High-Tech, Magical Artifice, Biological, etc.
EMOTIONAL CONSTANT: Love, Hate, Strength, Compassion/Mercy, Justice, Vengeance, Sorrow, Joy, Pride, Corruption, Redemption, etc.
CIVILIZATION: War, Diplomacy, Architecture, Artistry/Arts/Inspiration, Education/Learning, Kings, Royalty, Government, etc.
SPIRITUAL and MENTAL: Oracle, Wisdom, Knowledge, Secrets, Dreams, Psionics, Insanity, Madness, Deception, Revelation, etc.
FUNCTION: Murder/Assassination, Hunters/Stalking, Trickery/Con-artistry, Thieves, Blacksmithing, Craft work, Merchants, Strife, Corruption, Redemption, Chance, Luck, etc
RACE: Humans, Sea People, Elves, Snakemen, Orcs, Halflings, Dwarves, Minotaur, Leonin, goblins, dragonkin/born, robot people, etc.
NATURE: Natural Phenomenon (Storms, Lightning, Volcanoes), Elemental (Earth, Fire, Wind, Water, etc.), Natural (i.e.Forests, Deserts, Mountain God, Oceans), Cosmic/Celestial (Sun, moon, stars), Disease, Toxicity, Pollution, Evolution, etc.
MAGIC: Shamanistic, Nature, Blood, Ritualistic, Runic, Lore, Hexes, Curses, Arcane, etc.
TECHNOLOGY: Steampunk, High-Tech, Magical Artifice, Biological, etc.
EMOTIONAL CONSTANT: Love, Hate, Strength, Compassion/Mercy, Justice, Vengeance, Sorrow, Joy, Pride, Corruption, Redemption, etc.
CIVILIZATION: War, Diplomacy, Architecture, Artistry/Arts/Inspiration, Education/Learning, Kings, Royalty, Government, etc.
SPIRITUAL and MENTAL: Oracle, Wisdom, Knowledge, Secrets, Dreams, Psionics, Insanity, Madness, Deception, Revelation, etc.
FUNCTION: Murder/Assassination, Hunters/Stalking, Trickery/Con-artistry, Thieves, Blacksmithing, Craft work, Merchants, Strife, Corruption, Redemption, Chance, Luck, etc
RACE: Humans, Sea People, Elves, Snakemen, Orcs, Halflings, Dwarves, Minotaur, Leonin, goblins, dragonkin/born, robot people, etc.
Time -Too hard to keep up with and do well both for the GM and the player. Also, it wouldn't do justice to the game or the player.
Inanimate Object style domains i.e. "I am a swordgod of godswords." -No one wants to worship a pet rock and it is just about as interesting.
Being multiple beings or constant shifting "I am a sentient dining room set, I am through states of being twins, I am a series or group of things. I am a baby then a man and then an old man." - It gets confusing.
Opposites, Balance, Equilibrium -They're never done well and the players who pick these never accomplish
anything other than being annoying to the other players.-
Plain Mindless or Mindless Destroyers -Gods without minds are like the pet rock example above. Mindless destroyers or destroyer gods that simply destroy have no character.
Atheism -Really? In a god game?
Pacifism - Just more trouble than it's worth.
Inanimate Object style domains i.e. "I am a swordgod of godswords." -No one wants to worship a pet rock and it is just about as interesting.
Being multiple beings or constant shifting "I am a sentient dining room set, I am through states of being twins, I am a series or group of things. I am a baby then a man and then an old man." - It gets confusing.
Opposites, Balance, Equilibrium -They're never done well and the players who pick these never accomplish
anything other than being annoying to the other players.-
Plain Mindless or Mindless Destroyers -Gods without minds are like the pet rock example above. Mindless destroyers or destroyer gods that simply destroy have no character.
Atheism -Really? In a god game?
Pacifism - Just more trouble than it's worth.
Examples:
A good domain description:
Death: There is an end to all that is living and it is the god of death, this domain ensures the natural end to all living things.
A bad domain description:
"The Cat Drops the Kettle in Hay": Being of the only living cats and last of the nine lives gives catgod the power over "The Cat Drops the Kettle in Hay" and "feet paws at the head of a sick man" (GM thoughts: WTF?)
A good domain description:
Death: There is an end to all that is living and it is the god of death, this domain ensures the natural end to all living things.
A bad domain description:
"The Cat Drops the Kettle in Hay": Being of the only living cats and last of the nine lives gives catgod the power over "The Cat Drops the Kettle in Hay" and "feet paws at the head of a sick man" (GM thoughts: WTF?)
Name: Your god's name and title(s).
Picture: Worth a thousand words.
Backstory: Tell about your god's personality, goals, the flavor of your god.
Domain: +4(starting) [Whatever] then a brief description of it. How would you use this domain to perform an action? To attack another ranked PC/NPC? To defend against another ranked PC/NPC?
Drawback: -2 [Whatever] Be careful of your wording.
Core Values: The most important things to your god. It can relate to your domain or your drawback. directly, tangentially, or hardly at all. I think it might help for character generation and direction.
What you want out of godgame: Basically your intended playstyle and what you expect/want out of the game.
Picture: Worth a thousand words.
Backstory: Tell about your god's personality, goals, the flavor of your god.
Domain: +4(starting) [Whatever] then a brief description of it. How would you use this domain to perform an action? To attack another ranked PC/NPC? To defend against another ranked PC/NPC?
Drawback: -2 [Whatever] Be careful of your wording.
Core Values: The most important things to your god. It can relate to your domain or your drawback. directly, tangentially, or hardly at all. I think it might help for character generation and direction.
What you want out of godgame: Basically your intended playstyle and what you expect/want out of the game.
Name: Taumel, The Reshaper
<spoiler=Picture>
Backstory: Taumel was born on a planet that was mainly aquatic in nature. Her people had gills, fins and other fishlike qualities. She was a young child when she was abducted by the ancients, but it took many years before they would see her true potential. Taumel was frightened out of her mind in the beginning, and held onto that initial fear for most of her time in capture.
Towards the end, when the experiments began and she gained true powers, she started to see herself in a new light. The fear grew into hatred and pain instead. Their escape and crashlanding made her cynical. She no longer expects anything to go her way. Taumel hides her thoughts behind a wall of sarcasm. She's reserved in her dealings with everyone except those she knows well.
Taumel isn't certain what she wants from the future, or what goal she should pursue. She had no free will for so long it seems strange to her that she could do anything now. One thing she would like to do is test her powers and push them to what limits there may be.
Domain: +4 Psionics: Taumel have strong psychic abilities, which allows her to use her mind to create paranormal phenomenons. She's fond of illusions and hallucinations. Any power a psionic might be able to use she can use to influence lesser species, defend herself or attack others with. She could potentially create new things with the use of her mind, or bestow minor powers on sentients.
Drawback: -2 Natural: Taumel is not interested in nature. She is generally only great at affecting anything with a mind, even if it's as small as an insect's or an animals. She would find it problematic to deal with plants, weather or climates.
Core Values: Design, Intelligence, Minds
What you want out of godgame: I want to GM my version of a godgame.
<spoiler=Picture>

Backstory: Taumel was born on a planet that was mainly aquatic in nature. Her people had gills, fins and other fishlike qualities. She was a young child when she was abducted by the ancients, but it took many years before they would see her true potential. Taumel was frightened out of her mind in the beginning, and held onto that initial fear for most of her time in capture.
Towards the end, when the experiments began and she gained true powers, she started to see herself in a new light. The fear grew into hatred and pain instead. Their escape and crashlanding made her cynical. She no longer expects anything to go her way. Taumel hides her thoughts behind a wall of sarcasm. She's reserved in her dealings with everyone except those she knows well.
Taumel isn't certain what she wants from the future, or what goal she should pursue. She had no free will for so long it seems strange to her that she could do anything now. One thing she would like to do is test her powers and push them to what limits there may be.
Domain: +4 Psionics: Taumel have strong psychic abilities, which allows her to use her mind to create paranormal phenomenons. She's fond of illusions and hallucinations. Any power a psionic might be able to use she can use to influence lesser species, defend herself or attack others with. She could potentially create new things with the use of her mind, or bestow minor powers on sentients.
Drawback: -2 Natural: Taumel is not interested in nature. She is generally only great at affecting anything with a mind, even if it's as small as an insect's or an animals. She would find it problematic to deal with plants, weather or climates.
Core Values: Design, Intelligence, Minds
What you want out of godgame: I want to GM my version of a godgame.
Actions and difficulty:
<spoiler=Keywords>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.
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.
<spoiler=Actions>
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 a one-off living sentient.
-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 2 Demigods per God.)
-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)
<spoiler=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.
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.
Game-Specific Notes
<spoiler=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 +2, for example, 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.
<spoiler=Other>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.
Interconnectivity: Should you choose to create a populated part of the game-world separate from a unified physical world(like the moon, as an 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, unless I get too busy. Exception: Should you get into a godbattle, I will update for you to resolve that in a timely manner.
Participation: 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.