You start the game with a full 10/10/10, which can be freely spent immediately. This can be (and will be pretty quickly) increased or decreased in play.
Essence: Energy of creation. Perhaps the most often used of the three energies, this is the power that allows gods to create. Any permanent object requires essence to take form, from planets to mortal's souls to whatever your imagination can come up with. You regain essence through Influence and Worship. Influence is how much of an effect your sphere has on the world, modified for its broadness. Worship is how many followers you have, and the quality of those worshipers. Raising the essence cap is random, with the chances increasing the lower your cap already is and with high income and decreasing with high cap or low income.
Power: Energy of destruction. Used to fight and smite, usually at least. Power is the ambient energy that exists in all locations in the Void, abundant and potent but unstable. It can be used for most things that essence can, with the unfortunate effect that everything made with it vanishes in a single tick. It does, on the other hand, take less power to do an action then it would essence. The end effect is that it is incredibly useful for things that would be temporary anyway, such as a bolt of lightning, empowering a favored follower for a war, or anything your mind can come up with! Another benefit of Power is that, as an ambient source of energy, it naturally refills at a much higher rate. Power cap is raised by training, simply using it for something, which also increases the amount of Power regenerated.
As a note, Power Training can no longer be increased by simply spending Power on a "Train Power" action. How the mechanics of increasing work are hidden to prevent abuse.
Crux: Energy of Life. Used to live, for gods at least. This is the equivalent to your health points, usually lowered by attacks or other assaults. If you aren't getting into fights, it can instead be used as a single point of Essence point or two points of Power. As there *probably* isn't anything capable of actually harming you at world creation, you could likely spend a bit of it to solidify your power base. Crux naturally replenishes itself with itself, healing slooowly over time. There is no known way to increase Crux cap naturally, but you all feel that *something* can do it....
To make a creation, simply Price Check it in either the OOC thread (for public creations) or via PM (For private ones). The GM will reply with the cost of whatever you want to make. You should be able to get the general idea of your creation by basing it around similar creations. For example, a Base Race costs 4E for 1000 worship-capable followers. The GM reserves the right to change the price on anything at any time for balance reasons. Please describe what you want to create, with at least a vague outline. For example, "I create 1000 Dwarfs. Dwarfs are short humanoids with beards, increased strength, endurance, and intelligence." is perfectly acceptable. "I create 1000 Dwarfs." is not, unless Dwarfs have been created already and you are adding to their numbers. After all, there is a verity of Dwarfs ranging from Tolkien to Norse Myths to Dwarf Fortress, just a name doesn't tell us anything. Doing this too often (or annoying the GM with it
) is liable to cause him to add details himself, the "Dwarfs" could very well end up being seven-foot tall hairless humanoids who walk on all fours and are obsessed with jelly rolls (until you add the description you actually wanted, at least
).
That should be all the major stuff. Many of the players have gone through six versions of this thing, if something confuses you just ask. With that, lets begin!