If you plan to use your existing Kulthea character, you can ignore the "Create base character" bullet point, but still should pay attention to the note in that section about important skills.
Note that spheres of influence for demigods are limited in scope and are subject to GM approval. For example, reasonable spheres are Personal Combat, Doomed Love, Epic Poetry, and Freshwater Lakes. Spheres that are too broad are War, Love, Words, and Water; anyone with a sphere that broad is already a full deity.
Standard use of talent points will be use as per my existing campaign, but fate points will be extremely limited (start with 3 per character, no method of gaining additional ones). If you need help with this part or want a non-standard character, let me know.
Note that as your characters will be entering a new universe, one of your highest priorities will be to obtain new worshippers. As a result, certain skills are likely to be very important: Acting, Administration, Diplomacy, Public Speaking, Religion and other interaction type skills. I highly suggest getting at least Acting, Public Speaking, and Religion, plus anything else you find appropriate.
I expect there to be some combat, but not huge amounts of it. Your character should have something useful to do in a combat, but definitely does not need to be a combat monster.
Existing characters keep their current gear. Characters created from scratch start with the following:
Each character will be a Demigod, as defined in TPO. You start with 600 base and one divine ability. A divine ability is a special manipulation related to your sphere that overrides or affects things. For example, a demigod of personal combat might have a "Fair Fight" ability that forced two combatants to fight fairly (as defined by the god) for the duration of a single combat. You then choose one or more of the following:
You may combine choices that add up to 100 base total cost, for example, 50 points added to your personal total and a sphere ability that costs 50 base to obtain (not to power). The cost for extra sphere abilities depends on their usefulness and power. For RM purposes, raising a stat such that the bonus is 1 higher than before costs 2 base.
Derrick Kong / starflt@mit.edu