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  1. - Top - End - #1
    Barbarian in the Playground
     
    tsuuga's Avatar

    Join Date
    Jul 2005
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    Dayton, OH

    Default Lords of Creation, Thread 2

    The rules in these three posts were originally created by AlchemyPrime. Tsuuga has edited them for clarity and new content.

    This should probably be buried in the "Creating a God" section, but people oughtta see it: Your god is limited to a total of ten levels in classes that effectively advance two classes at once; for example, Mystic Theurge or Eldritch Knight.

    Thread 1

    The Revised Rules!

    THE GOAL
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    The goal of Lords of Creation is to create a living, breathing campaign setting by playing a game in 36 short weeks. In this game, we play the gods of a world made by the mysterious Creator, and we become a small pantheon in our own right.

    The administrator of this game, Alchemyprime, has planned a few large events to shape the world that is out of the hands of the deities, but that they can react to. By role-playing the gods of the world, we hope to make the world and it’s history feel just as organic as that of the real worlds.

    Of course, assuming that the real world had elves and +5 Vorpal Greatswords…



    CREATING A GOD
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    At this point, new gods need to create an application

    You start with
    1. A name. Be serious. Pretty much all the gods here took an epithet, too.
    2. A domain from the Available list. You may also take a domain from the Taken or Claimed list, but you'll have to convince the player who owns that domain to give it up.
    3. A portfolio element somehow related to that domain
    4. A Domain from the Alignment list, that matches your deity's alignment
    5. A holy (or Unholy) symbol
    6. An alignment
    7. A favored weapon
    8. Divine Rank 6 (or lower. If you want to walk among mortals, it must be 0 to 5. You decide your divine rank, unless you want a Taken or Claimed domain as your primary, in which case, your parent deity will beget you in the same way as an NPC god. This means they will decide your DR.
    9. Class levels equal to (16 + (2*DR)). You can take no more than 10 total levels in 'double dip' classes, that is, those like Mystic Theurge that count as two Divine Combat classes. You can distribute those double dip levels any way you choose between the two classes it counts as before a combat.


    Domains in the Available list are free for anyone to grab. Domains in the Claimed list are ones that deities have put some work toward claiming. Domains in the Taken list have been gained by a deity. Domains in the Contested list have been gained by two or more deities.

    3 players from the Council (Alchemyprime, Tialat, Faithless, Innis Cabal, Draken, Tsuuga, and Pyrefiend) must say that the new deity is allowed.

    If the domain is free, then you may create the deity, assuming that you gain the necessary votes.

    If you are approved no posting until a the following Thursday, after you are begotten. If you are begotten before the AP reset at 6 PST/9 EST, you don't get AP for that Thursday(Essentially, you already got it in the form of your starting AP pool).

    Please post your gods for approval in the following format, replacing the example in red with your own text:
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    <#>Name, Epithet
    Played By Player Name
    (DR:Divine Rank) Classes
    Symbol: Holy or Unholy Symbol
    Home: Home Plane
    Alignment: Alignment
    Domains: Primary Domain, Alignment Domain
    Portfolio: Portfolio Element
    Favored Weapon: Weapon
    Combat: Divine Combat classes, Divine Combat Modifiers (Optional, feel free to get help on this; but please don't just leave me hanging indefinitely!)
    Brief Description: A description of perhaps a couple of paragraphs. At least, cover your deity's goals/personality/motivation. Just give us an idea of who your deity is.

    An example:
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    <#>Kaern, the Steadfast
    Played By tsuuga
    (DR:6) Lesser Deity, Knight 17/Cleric 11
    Symbol: A clenched fist on a shield
    Home: Second Chance
    Alignment: Lawful Neutral
    Domains: Endurance, Balance
    Portfolio: Discipline
    Favored Weapon: Warhammer
    Combat: Warrior 17, Divinity 11, Aura of Endurance {A} x3
    Brief Description: Kaern appears as a tall human sculpted out of dark grey stone. He treasures all the creations of the playground, and does not want to see any of it annihilated. He does not take sides in mortal affairs unless a race is in serious peril of extinction.



    The In-Character Thread. Please at least skim it before you post for the first time. And please don't post until you're begotten, or told you can enter the game. Technically, deities are not supposed to be begotten until rollover, but often gods will be begotten earlier in the day, due to scheduling issues or the urge to post. Once you are begotten, you are free to act, but you do not gain AP at rollover a few hours later - essentially, your starting AP was your rollover AP, and you got it a couple hours early.

    PLAY

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    Every week of real time (Rollover is at 6PM PST/9PM EST on Thursdays) is a month of subjective time to the gods, and from 3-300 years to mortals (Narrative necessity determines how fast mortal time moves, AlchemyPrime has stated that many fewer years will pass in times of war than in peace)


    Overgods are odd, because they have ascended past worshipers. Instead, when they spend points, they do so to further some other god's goals or to make it look like some other god did something.

    Points roll over, to a max of 10 * your Divine Rank (meaning if you loose rank, you loose you Max points and possibly your caste goes down.)

    You can spend points on the following activities.

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    1 Point Activities
    • Teach populous Introduces a pre-existing concept to a populace, for instance, you could teach magic to the elves. However, knowledge tends to spread, and other groups will pick up on it quickly.
    • Nourish populous Directly provides food, or other good conditions to a group for a limited amount of time.
    • Nourish land Causes an area of land to be bountiful.
    • Mold land Creates or alters a land feature. You could create mountains, forests, a swamp, or split off part of a continent. Not needed on a plane which is divinely morphic with respect to your deity.
    • Pestilence Harms a group, with drought, famine, disease, or infestations. Counters or is countered by Nourish Populace
    • Create Subrace Creates a subgroup of an existing race, with enough physical or cultural differences to merit a change in racial abilities.
    • [B]Join Pantheon[B] Joins a pantheon; pantheons are described under two-point actions.



    2 points
    • Create populace Creates a single player race, up to three related monsters(For instance, Griffons, Hippogryphs, and Lammasu), a group of very closely related monsters (Chromatic Dragons, Elementals), or a whole category of "natural" animals (For instance, sea animals, domestic animals, birds)
    • Create land Creates new land where there was none (in the middle of the ocean, in an empty plane). This is not necessary on a plane which is divinely morphic with respect to your deity
    • Guide populace Vastly changes the beliefs or culture of your followers, declares war, or doubles the level limit for one of your mortal followers.
    • Create Organization Creates a country, religious sect, or other major organization. Create Organization can also create a Prestige Class, along with the organization that goes with it.
    • Create portal Creates a permanent connection between points on two planes. It can also be used to create Manifest Zones, as in Eberron.
    • Gain Domain Adds a Domain to your list. You must have a related portfolio element, and have done three other divine actions relating to the desired domain. You must get the approval of a referee, as well. To advance to Intermediate deity status, you must have at least 3 domains. To advance to Greater, you must have at least 5. You can use any of the spells on your domain lists as an at-will SLA.
    • Gain Portfolio Element This is required to gain domains, and helps to flavor your deity.
    • Gain Level It takes deities a lot of XP to level up.
    • Aid an Ally Allows you to come to the aid of another deity engaged in combat. Without this action, you can only add you {A} modifiers if you wish to help.
    • Lock/Unlock Plane You stop entry or exit from a plane you control for any deities or mortals you choose. However, if the deity has 4 or more DR than you do, they can make a DR check each week to enter (1d20+their DR vs DC 11+your DR). If the plane is strongly aligned, this DC goes up by 2 for deities of the opposite alignment. So if a Lawful Good deity tried to get into a Chaotic or Evil plane locked by a DR 1 god, the DC for him would be 14 instead of 12. If the Plane was Chaotic Evil, the DC would be 16.
    • Create Pantheon The god who uses this action and one other consenting god become members of a new pantheon. The god who uses this action becomes the ruler of the pantheon (He does not have special power over the other gods; but he does have admin rights to the pantheon). For every two members, a pantheon can have one purpose. The pantheon gains a special AP pool which can be spent to advance a purpose of the pantheon; the pool gains 1 ap a week for every two members of the pantheon.


    3 point

    • Attack another god Initiates a Divine Combat. Divine Combat is explained below
    • Beget god Creates a new DR1 deity under your control. For every 2 additional AP you spend, the new deity has +1 DR, up to a maximum of your DR-1. Creating a new deity for a new player to join the game does not cost AP.
    • Create Artifact Creates a Battle or Utility Artifact. Battle artifacts aid you in combat, as discussed in the Divine Combat section. Utility Artifacts can do almost anything else, but should be discussed before you create them, and may cost additional AP.
    • Create Avatar Not available to DR0 deities. An avatar is essentially a second body for your deity. Avatars are functionally your DR-1, except on the material plane where they are limited to DR5 or less.
    • Create Plane Brings a new plane into being. The creating deity chooses the characteristics of that plane.
    • Evolve Physically Permanently increases your weekly AP gain by 1. This is usable once per caste that your deity has obtained, and not more than once per week. For example, a deity that starts at DR 6 can evolve the first week, and again the second week, but after that, they must reach Intermediate Deity status before they can evolve again
    • Gain Divine Combat Modifier Allows you to choose an additional Divine Combat Modifier.
    • Gain Extra domain slot Adds a slot for an extra domain. By default, Demigods have a maximum of 4 domains, Lesser Deities 5, Intermediate Deities 6, and Greater Deities 8. Your Alignment domain counts toward these limits.
    • Create concept Creates a new idea that nobody has thought of before. You can create up to two closely-related base classes (For instance, Wizard and Sorcerer, Scout and Ranger, Psion and Wilder).


    Once you have done a certain number of godly actions (2 for Hero-Gods, 3 for Demigods, 4 for Lesser Gods, 5 for Intermediate Gods, 7 for Greter Gods and 9 for Overgods), an extra 3 point action is available:
    • Raise Divine Rank Increases your divine rank. You must then perform the number of divine actions listed above before this ability becomes available again.




    Please write point spending like this
    (New Total= Old Total - Expenditures(what it was sent on))

    EX
    (0= 3AP - 3 (Create Concept:Grilled Cheese Mage))



    DEIFIC COMBAT
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    Deific Combat is essentially a contest between Combat Ratings, or CR (… please, this is modified OGL, not d20... Don’t get angry…)

    The person that spends the points to start the combat is the Aggressor. The defender is the one attacked. Allies are anyone else in the combat. Allies spend 2 AP to enter combat. Defenders spend 0 AP. Aggressors spend 3 AP.

    Your CR is equal to:
    Your Divine Rank + The number of battle artifacts you have *.5 + 1 for every 5 points of Base Attack Bonus you have + Your Divine Class Abilities + Your Divine Combat Modifiers

    So a let’s look at Tanner for a minute
    DR 8
    Wizard 16/Psion 16
    Artifacts: 42
    Divine Combat Modifiers: Undead Hatred, Touch of Life

    What does this all mean?
    His DR is 8. He has one Artifact. So far, his CR is 8.5 (yes, fractions count!)
    His BAB would be 16. So he gets an extra 3 to his CR (11.5).
    His Divine Class Abilities are based off of having 16 levels in Wizard (a caster class) and Psion (another caster class). Casters may add half their CL if they give up all spell casting except domains for a week. So he can improve his CR from 11.5 to 27.5, but if he enters another deific combat that week, he can’t do that at again.
    Also, dependent on your caste, you get a number of Divine Combat Modifiers. Tanner has: Undead Hatred (against a god of Death, Undeath or a type of Undead, he gains +2 to CR) and Touch of Life (if Tanner did not initiate the combat, he gains +2 to CR.)

    Now, All Deific Combats must be roleplayed. This is for everyone’s entertainment.
    If Tanner and Ooulzoth fight, I don’t want to read
    Tanner Wins.
    I want to read
    Tanner extended his index finger and a beam of green light issued forth. The spell, one of his signatures, augmented by all of his arcane might, his psionic potential and his divine power, burnt forth through the god of Ooze and Slime.
    “That’s it Ooulzoth. I think I knocked you down a few pegs.”
    (OOC: I choose DR reduction as Ooulzoth’s Injury.)

    Combat takes up of 3 rounds. It’s that round’s CR + 2d6 versus their CR + 2d6. You can roll the dice here.
    If a combat is won, the winner may choose the loser’s Injury.

    Every round of combat, the winner gets 1 AP to spend on Mold Land.


    ALLIES
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    If a deity is in combat, another deity may come to their aid.
    Add the following to the CR of the combatant you are aiding:
    Your DR*.5
    Your artifacts * .5
    Any Aid abilities and Hatreds that apply.
    It takes 2 AP to help unless you have at least 1 Aid.
    You can help for free, but you can only add the points from Aid abilities.


    DIVINE CLASS ABILITIES
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    Warriors
    Warriors also gain an extra Divine Combat Modifier for every 10 levels.
    Any class with a full BAB is a warrior class (i.e. Barbarian, Fighter, Paladin)

    Strikers
    Strikers are classes that his hard and hit fast, and have a ¾ BAB.
    i.e. Rogues, Monks, Bards.
    Strikers gain a bonus equal to half their striker level when they initiate the Conflict.
    So if the god of thieves started a combat, he could add half of any striker levels he had to his CR.
    If you have at least 5 levels in any striker class, you gain an extra Aid Modifier. You only get one, even if you have more than 5 levels in two striker classes.

    Casters
    Casters are any class that is not Incarnum, Binding or Divine based and has casting or manifesting up to 9th. (Truenamers and Artificers are also in here, as exceptions to the rule.)
    Ie. Shadowcasters, wizards, psions, truenamers, wu jen.
    Each caster class counts separately, but you can use them together. So a Sorcerer 5/Wizard 5/Psion 5/Truenamer 5 can use each of their classes separately in different rounds or together in one.
    Casters may add ½ their Caster Levels to their CR if they give up the ability to use spells for the rest of the Divine Month. They can use this once per round per class.
    Think of the example of Tanner above.

    Divinities
    Divine casters, meld shapers and binders all have a decent idea of how the divinity of the world works. And so, they gain Divine Control.
    When they lose a combat, they may make a Divine Rank check, with a +1 bonus for every 5 divinity levels they posses.
    This is 1d20 + Divine Rank + (Divinity Level / 5).
    This is opposed by the winner’s Divine Rank check, with the same bonuses if they have divinity levels.
    If the Divinity that lost the conflict wins the check, they choose their Divine Injury instead of the winner doing so.

    Divinities also may add an additional +1 per 5 levels to their allies when aiding. This counts as 1 Aid ability (Divinity).



    DIVINE COMBAT MODIFIERS
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    Hatred: Choose something you hate, such as a concept, an element or a creature type. When fighting a deity of what you hate, you gain a +2 bonus to your CR. This must be a REASONABLE hatred. The suffix for a Hatred ability is {H}. Hatreds are always active. Hatred stacks with it self, and you can have multiples of the same hatred (such as Undead Hatred or Fire Hatred.) Hatreds stack with each other as well (so if you have Fire Hatred and Undead Hatred... well... you'll be cool against the God of Flaming Zombies...)

    Defensive Ability: Name this ability based off of a defensive portfolio element or domain you possess. So a god of life would call this “Touch of Life” while a god of protection may call it “Divine shield”. If you do not initiate the conflict, you gain a +2 to CR. The suffix for a Defensive Ability is {D}. You may only use a defensive for 1 round. So you can use Touch of Life in Round 1, but you’d need to use another in Rounds 2 and 3.

    Combat Ability: Name this ability something, like Divine Rage or Divine Strike. If you choose to use this ability, a once a week ability, you gain a +1 to your CR. The suffix for Combat Abilities are {C}. This ability lasts for all 3 rounds.

    Aid Ability: A Helpful Ability adds to the amount you can Aid another deity in a conflict. For every Aid ability you have, like “Divine Music” or “Holy Aura”, add +2 to their CR when being an Ally. Aid abilities are followed by an {A}.
    You can use help any ally without spending the Action Points to enter the combat, but you can only add points from your Aid abilities.
    If you are the Defender in the combat, your own {A}s add 1 to your CR.

    Offensive Ability: Name this ability something such as “First Strike” or “Divine Wind” or something cool. Add +2 to your CR when you initiate a conflict. All Offensive Abilities are followed by an {O}. You may only use an Offensive Ability for 1 round.

    Home Field Advantage: If the deity's home is a location they created themselves using AP, the gain an additional ability, marked as {Home}. This functions as a {C} usable only while in this location. Deities gain +1 to CR while in a plane they rule; representing the aid of petitioners, the (typically) similar nature of the plane itself, and the use of Divine Morphism. Both these bonuses apply if the deity rules their home plane.


    You gain DCMs based on your caste.
    Herogods don’t have any except from class levels.
    Demigods gain 1 for free.
    Lesser deities gain 2 for free.
    Intermediate deities have 3 for free.
    Greater Deities have 5.
    Overdeities have 7.

    These numbers do not stack!


    INJURIES
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    Choose one when you win!

    • A 1 point reduction in the loser’s DR.
    • The winner gains one of the loser’s portfolio elements. Any domains related on it are lost if the loser does not gain a new element to accompany them within two Months.
    • The winner may instantly spend the points required to share one portfolio element with the loser and Contest one of their domains.
    • If the combatants had a contested domain, the winner can officially claim the domain as his/her own. So if Nessius and Xam both had Water and Nessius beat Xam, Nessius could be the sole keeper of the Water domain.
    • Steal artifact and reform it (if you want...)
    • Break an artifact from loser and gain 1 AP.
    • Reduce enemies AP by 2d6. If they don't have enough, they loose half of their weekly AP until the debt is paid off.







    THE MAP OF PLAYGROUND


    THE GODLY LINEAGE OF PLAYGROUND


    THE PLANES OF PLAYGROUND:
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    Coirae
    The Playground (The Material Plane)
    The Void (The Astral)
    The Gray Void (The Ethereal)
    The Burning Void (Plane of Fire)
    The Dark Home of Eul (Negative Energy Plane)
    The Shadow of the Playground (Plane of Shadows)
    The Moon (A smaller Material plane, very verdant, with a black sky but always twilighty)
    The Sun
    The Eternal Swamp
    The World Web
    Second Chance

    The planes are detailed in the wiki


    THE RACES OF PLAYGROUND
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    Aegar
    Athiks
    Capsin
    Dwarves
    Elves
    Flameborn (Homebrew by Tialat)
    Glassborn
    Hachi (Homebrew by Innis Cabal)
    Halflings
    Lupins (See Dragon Compendium)
    Spiritfolk


    THE CLASSES OF PLAYGROUND
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    NPC
    • Adept
    • Commoner
    • Expert
    • Warrior


    PC
    • Cleric
    • Druid
    • Fighter
    • Incarnate
    • Ranger
    • Rogue
    • Soulborn
    • Wizard
    • Warlock
    • Dread Necromancer
    • Beguiler
    • Divine Bard
    • Wild Bard


    PrC
    • None so far.



    THE MONSTERS OF PLAYGROUND
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    Animals
    • Dogs
    • Herd animals
    • Sea life (any aquatic animal)


    Dragons
    • Gem Dragons
    • Lung Dragons


    Undead
    • Ghouls and Ghoulish Template
    • Ghasts and Ghastly Template
    • Nightshades (all)


    Vermin
    • Spiders
    • All manner of normal sized insects


    Templates
    • Deadborn
    • Lycanthrope




    Everything Homebrewed for the Playground can be found here.


    You can role-play what the mortals are doing in your flock only. However, remember, the power level won’t be astronomical.

    Until year 2, no having a mortal over what would be appropriate for a level 9 character unless a god uses guide populous on them specifically.
    Between year 2 and 3, no mortals over level 18.
    And in year 3… keep epic mortals to a minimum, please. I don't want more than a few Elminster caliber guys.

    Now a year is, of course, 12 of our weeks. This will last a long time. GO look at the original at gleemax to get an idea of how long this lasted. I joined halfway through year two and played for a good 5 real months.

    Oh, and if you need to leave for a while, that’s fine, but please tell someone. Gods disappear in pantheons all the time.

    This is a game to make a full campaign setting, with a full mythos, timeline, feel and cultures. I hope everyone is in it to win it. And I want this to be a campaign setting to rival Tears of Blood or Eberron when it is written up.
    Last edited by tsuuga; 2008-08-08 at 08:01 PM.

  2. - Top - End - #2
    Barbarian in the Playground
     
    tsuuga's Avatar

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    Default Re: Lords of Creation, Thead 2

    DOMAIN LIST:

    (More domains are added as Mortals discover things to beleive in and gods create things)

    ALIGNMENT:


    Balance and Indifference are mutually exclusive.
    [/spoiler]
    AVAILABLE:


    CLAIMED (You'll have to get the approval of the listed god's player to choose these)

    TAKEN

    CONTESTED
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    None So Far...


    Not Yet Available
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    • Glory
    • Community
    • Glory
    • Herald
    • Joy
    • Wrath
    • Bestial
    • Corruption
    • Greed
    • Pain
    • Devil
    • Celerity
    • Competition
    • Domination
    • Dream
    • Inquisition
    • Force
    • Liberation
    • Oracle
    • Mind
    • Pact
    • Mysticism
    • Pestilence
    • Purification
    • Summoning
    • Courage
    • Nobility
    • Wealth
    • Greed
    • Fury
    • Temptation
    • Cavern
    • Hatred
    • Illusion
    • Portal
    • Ocean
    • Renewal
    • Retribution
    • Trade
    • Ghost
    • Spite
    • Ancestor
    • Meditation
    • River
    • Stone
    • War
    • City
    • Destiny
    • Gluttony
    • Lust
    • Slaughter
    • Pride
    • Sloth

    Last edited by tsuuga; 2008-08-05 at 03:12 PM.

  3. - Top - End - #3
    Barbarian in the Playground
     
    tsuuga's Avatar

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    Default Re: Lords of Creation, Thead 2

    The God List
    Gods shown in italics are NPC gods played by the listed player. Gods shown in green are not native to the Playground. Entries that are struck through are dead gods. {A(#)} abilities are the special Aid modifier granted by Divinity classes.
    Last edited by tsuuga; 2008-08-08 at 12:58 PM.

  4. - Top - End - #4
    Titan in the Playground
     
    Rizban's Avatar

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    Default Re: Lords of Creation, Thead 2

    Lords of Creation in the Playground maintains a wiki which generally contains the most recently updated material for the game. This wiki can be found here.

    Like all wikis, the information is 'incomplete,' needing the players to contribute to it. It generally does have the most current and more detailed information than the main thread here does, and we generally try to ensure that only 'official' material is added and unofficial material is marked as such. Unlike normal wikis, not just anyone may edit it. Since this wiki is setup to run as a combination wiki and charactersheet database, only people who are actually playing LoC are given permission to make changes and new pages.

    Once you have been approved to play LoC, you will need to register on the Wiki and be placed in the "LoC Players" group before you may access the editing features of the wiki. I do apologize if this may cause any inconvenience to new players who wish to start editing immediately, but there has already been an instance of defacing that this is intended to protect against.

    When registering, I ask that you please use the same username that use use here on GitP and then shoot me a PM here telling me that you have registered. That'll expedite the process of getting you editing permissions. If you don't PM me, I'll have to contact you to verify that it really is you before I grant you editing rights.
    Spoiler: Links to my content threads
    Show
    Aldhaven - May 27, 2010 and ongoing.
    Aldhaven Rules and Homebrew (aldhaven.com)

    Character Repository
    Homebrew List
    Quod tibi vis fieri, facias.

  5. - Top - End - #5
    Ettin in the Playground
     
    AgentPaper's Avatar

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    Jun 2008

    Default Re: Lords of Creation, Thead 2

    Cool. You should update the domains, though. For one, I'm using the dwarf domain, so it's taken not available. As well, could I change my abilities so that I have Will of the Haradar {C} instead of one of the Stone Walls?

  6. - Top - End - #6
    Barbarian in the Playground
     
    tsuuga's Avatar

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    Default Re: Lords of Creation, Thead 2

    Hey, some people are at "work"... I'll update what I've got time for. Heh.

    And yeah, updating Haras is no problem.

  7. - Top - End - #7
    Barbarian in the Playground
     
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    Jun 2007

    Default Re: Lords of Creation, Thead 2

    Changes to my gods:
    Evadize is Dr 7 evo 2. he now has 30 levels of druid and 30 levels of divinity. He also has the life domain. His home plane is now Coirae.

    Calypso is now evo 1.

    Forget all the "created" section of the Deity index as that'll be changing rapidly for all gods.

    We need to add Hutter's god, Dragers god, Nefarion's god and Death's god which have all been accepted. Most of them have been unaware of the server return.

    By the way since when do the alien gods get to be in our pantheon. *Cough* Tanner *Cough*

    Edit: also Vadin's god Gliss. Not sure if I'm forgetting anyone. I know Fiona and your god should be added too.
    Last edited by Faithless; 2008-07-24 at 01:28 PM.

  8. - Top - End - #8
    Barbarian in the Playground
     
    tsuuga's Avatar

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    Default Re: Lords of Creation, Thead 2

    I was going to restructure the list a bit, so that NPC gods (and tanner is technically a DR - AP - NPC god, according to Alch) appear directly below the main god of the player, with an alphabetical addition... 1a, 1b, etc.

    Add in Urthadar and Gliss and Lossethir and Zlizkit, and Osric and Fiona too... Thanks for pointing that out.
    Last edited by tsuuga; 2008-07-24 at 01:48 PM.

  9. - Top - End - #9
    Ogre in the Playground
     
    Vadin's Avatar

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    Default Re: Lords of Creation, Thead 2

    Also the bard class and the wild bard and divine bard variants.
    Avatar by Linguini


  10. - Top - End - #10
    Ettin in the Playground
     
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    Default Re: Lords of Creation, Thead 2

    Wizard, Warlock, Beguiler and Dread necromancer should be added to the class list.

    Cut Air out of taken domains, as said before, Armin won't be playing anymore.

    Also... Hmm... Tanner's and Xam's descriptions are inverted (one has the other's).

    Eul has two Evos now.

    That's all.
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    Default Re: Lords of Creation, Thead 2

    And... we have a rogue god... Somber Requiem, you haven't been voted on or approved. You can't join in until after you've received votes and approval from alchemyprime.

    Edit: tsuuga, I read every post made and try to keep deities updated on the wiki. I'm not going to say it's 100% accurate all the time, but I do try to update it every time I log on.
    Last edited by Rizban; 2008-07-24 at 04:28 PM.
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    Default Re: Lords of Creation, Thead 2

    Go to the old thread, page 49

    Alch: If Tia, Pyre, Faithless or Innis say yes, then you're approved.

    Faithless: Faithless chips in a vote to a full three.

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    Default Re: Lords of Creation, Thead 2

    Those maus seem like at least LA: +2 to me. You might want to make them a bit less powerful. As they are now, they are just about THE perfect rouges. I mean, they can tri-wield, have +2 to int dex and charisma, and only a -2 to con and str to make up for it. If it was just the extra +'s or the tail, you could get away with +1, but both is pretty powerful. Not to mention they get bonuses perfectly suited for a rouge, and being small, they seem quite powerful. All of which makes them being typical wizards pretty silly. If this race went as planned, it would be the de-facto rouge class, and with the level adjustment, no spellcaster of any type would want to be one, especially a wizard. It sounds like a nice concept, but I think you need to tweak it a bit.

    And yes, he was approved, though technically he shouldn't have come in until 2 hours from now. (when the AP resets)
    Last edited by AgentPaper; 2008-07-24 at 04:53 PM.

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    Default Re: Lords of Creation, Thead 2

    Well, he could enter at any moment, but shouldn't have spent AP until the refill (not reset, since we keep the unused from last week).

    And yea, they look quite strong. Perhaps increase the strengh penalty to -4, and give another penalty of some sort, light sensitivity? Cowardice (-4 on saves against fear)? I also don't see why human mice have a bonus to charisma.
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    Default Re: Lords of Creation, Thead 2

    Hmm... I'm confused. The wiki and all other sources of rules I can find say you can only evolve once per caste( Like say, Lessser god, Hero God, Etc.) But I see people evolving left, right and center while they should be having to hit DR 10 first. What?
    Not forgetting Yldenfrei and the wonderful avatar she made.

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    Default Re: Lords of Creation, Thead 2

    You can evolve once per caste. But if you haven't evolved in the last caste(s) they acumulate.
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    Default Re: Lords of Creation, Thead 2

    Hi all. Just wanted to say that though I haven't posted for a while, I haven't forgot about all this, I've just been busy. I'm going to be gone for about a week on vacation, and you can expect me to start posting again after that. I'll be introducing psionics. (Is that teach populous or create concept?)
    Last edited by pyrefiend; 2008-07-24 at 06:46 PM.
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    Default Re: Lords of Creation, Thead 2

    Any gods who feel like chipping in an AP or 2 for the development of the playground's first flying/swimming mounted spellblades? Now that the Capsin are worldwide and mobile, they're just waiting to be approached by the first god/goddess and associated culture who wants to talk with them. Any gods who want to propose that the more powerful (as in, level 3+) wild bards should organize themselves and focus on combat (as in, organization/prestige class, full BAB, 2/3 casting progression) should feel free. All the Capsin can offer in return are cultural/geographic things, like skybeasts, the wild bard class, and a flying island in the Grin devoted to the organization (the donating god can pick the name of the group).

    If no gods decide to stake a claim (not really expecting anyone to take me up on the offer, but it never hurts to check) and get some flying mounts and training with them, then the Capsin will get them next week, but the actual mountedness and whatnot will remain proprietary Capsin information.

    The Capsin are more or less handing out the actual bard class, though. They're more than happy to spread the word and worship of Gliss.
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    Default Re: Lords of Creation, Thead 2

    Quote Originally Posted by pyrefiend View Post
    Hi all. Just wanted to say that though I haven't posted for a while, I haven't forgot about all this, I've just been busy. I'm going to be gone for about a week on vacation, and you can expect me to start posting again after that. I'll be introducing psionics. (Is that teach populous or create concept?)
    Create Concept, along with two classes.

    Vadin, Organizations and PrCs go with 2 points.
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    Default Re: Lords of Creation, Thead 2

    Quote Originally Posted by Vadin View Post
    Any gods who feel like chipping in an AP or 2 for the development of the playground's first flying/swimming mounted spellblades? Now that the Capsin are worldwide and mobile, they're just waiting to be approached by the first god/goddess and associated culture who wants to talk with them. Any gods who want to propose that the more powerful (as in, level 3+) wild bards should organize themselves and focus on combat (as in, organization/prestige class, full BAB, 2/3 casting progression) should feel free. All the Capsin can offer in return are cultural/geographic things, like skybeasts, the wild bard class, and a flying island in the Grin devoted to the organization (the donating god can pick the name of the group).

    If no gods decide to stake a claim (not really expecting anyone to take me up on the offer, but it never hurts to check) and get some flying mounts and training with them, then the Capsin will get them next week, but the actual mountedness and whatnot will remain proprietary Capsin information.

    The Capsin are more or less handing out the actual bard class, though. They're more than happy to spread the word and worship of Gliss.
    Hmm, I might have an AP for you. But you'll have to get it out of the back of my van... What are the Capsin ways? Can't go endorsing lawfuls now, can I? Wild bards... flying turtles... ok. I might even go avatar so he can touch down on the floating island... It's been about time.


    Hey, who moved my picture???
    Last edited by Maerok; 2008-07-24 at 07:41 PM.

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    Default Re: Lords of Creation, Thead 2

    Ding! It's AP turnover o'clock!

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    Default Re: Lords of Creation, Thead 2

    The Capsin are kind of like satyrs made of kangaroos instead of goats, and with a more even coating of fur. They've got big legs that are good for jumping and climbing and they jump around in the mountains singing and dancing and doing a little hunting ad gathering and worshipping of the gods and the ancients (demigods and gods outside the playground). Now that they're mobile, they're ready to teach their ways and spread their knowledge (with due compensation from the other culture, of course).

    And lawful? Oh, no, sir, the Capsin are anything but. Gliss is quite chaotic, much like the Capsin. Seriously, how many lawful people are multiple varieties of bard and live in magic flying sky island/mountains?

    So...the tan'rii might be getting some flying mounts and training if I get an AP from Elimanishon. Any other cultures want a piece of the pie in the sky? Maybe the Sacred Glade could use the capability to have massive flying mounts and druidic bards all in one?
    Last edited by Vadin; 2008-07-24 at 09:35 PM.
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    Default Re: Lords of Creation, Thead 2

    I would like, if I might, to propose some standards for the IC thread:
    1. Every post should have some IC content. Posts that just have a spoiler of "I'll agree to grant you 1 AP next week" are better left to this thread or a PM. And a note to Nefarion (Sorry to single you out >_>): godly actions should be roleplayed, even ones as slight as transferring AP should be roleplayed. For instance, instead of "Lossethir grants you 1 AP", you could, for instance, say "Lossethir waves his hand, and drops a dusting of snow into the quenching pool, which ices over and glows gently blue. "Quench your hammer here", he said (Transfer 1 AP)
    2.Try to remind people who you are roleplaying. With over twenty gods now, it gets hard to keep track of who's playing who, even with different text styles. People have the same avatars, and it can just get confusing. You don't need to put big headings on your posts or anything, but saying "Kaern" instead of "he" in the first paragraph subtly reminds people know who's acting. Klik'chak's untranslated speech serves the same purpose... And Enigma sure as hell doesn't let you forget who you're talking to.

    Anyone agree/disagree?

    And now, to update posts again.

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    Ogre in the Playground
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    Default Re: Lords of Creation, Thead 2

    Where is Enigma anyway?

    Gliss will get 1 AP from Eli for the Capsin. RPed, of course.
    Last edited by Maerok; 2008-07-24 at 10:13 PM.

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    Default Re: Lords of Creation, Thead 2

    Colored text for speech also helps, especially if you're having a convorsation. Actually, I'd like to put out a request for my own avatar, and probably my holy symbol as well. I really like the way Nefarion's avatar looks, and if I could get something of a similar style, but of Haras instead, that would be awesome. Perhaps just a figure of Haras, standing in the desert, with the profile of the city behind him. Haras probably looks like a typical dwarf in this world, I think tsuuga has a description of them around here. If someone could make that for me, I'd be greatly indebted.

    Edit: Been thinking of this for a while, but on Balance and Indifference as domains, I think that, instead of being generic neutral domains, balance should be the domain for those neutral on the law/chaos axis, and indifference for those neutral on the good/evil axis. So someone who is NG can get good and balance, while someone who is CN can get chaos and indifference. As well, the way I read the post you got access to the 2 domains that fit your profile, and not just a choice of whichever. So:

    LG - Good and Law
    NG - Good and Balance
    CG - Good and Chaos
    LN - Indifference and Law
    TN - Indifference and Balance
    CN - Indifference and Chaos
    LE - Evil and Law
    NE - Evil and Balance
    CE - Evil and Chaos

    So I, for example, would get the Law and Indifference domains, or a choice of one or the other if we really want to do that. (though it seems pointless)
    Last edited by AgentPaper; 2008-07-24 at 10:23 PM.

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    Default Re: Lords of Creation, Thead 2

    I meant to get back to my spoiler-box of a post in the IC thread, but I got ambushed by dinner plans, so I'll be correcting that presently. I just wanted to make sure Moose got his AP ASAP so he could go ahead with his plans before checking out (He said he'd be out for 2 days, right?)

    Paper, I just made my avatar in MS Paint, I could try to whip something up for you if you want.

    Edit: IC post fixed. Sorry about that. I really did mean to add the actual playing before I got kidnapped this evening.
    Last edited by Nefarion Xid; 2008-07-24 at 10:46 PM.

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    Default Re: Lords of Creation, Thead 2

    There's no way you made that cloak-swirly effect in ms paint! Anyways, no need to make it too complex, but yeah, I have been looking for an avatar, so if you could make me one I'd muchly appreciate it.

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    Default Re: Lords of Creation, Thead 2

    hehehe. Not a problem, Nefarion. I wasn't dictating rules, just seeing if other people agreed with those guidelines =P. Different colors helps out a lot, but there's only so many visually-distinct colors that you can see on a white background. People will have to start branching out into different fonts...

    Enigma is out of town, I believe. Dunno when we'll see Tia again...

    "Dwarves are short and stocky, fairly ugly... and utterly hairless. Instead, fine whorled lines of black stone cover their skin from head to toe, making them appear a mottled grey color - their actual skin is usually quite pale. Being a natural part of their bodies, the stone doesn't impede their movement, but it's too brittle to stop a blow."

    Bleah. I've gotten very little updating done tonight... been pretty busy. Oh, well...

    Say, when's Evadize going to show his face? Kaern is bored

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    Default Re: Lords of Creation, Thead 2

    Nice, though for desert dwarves, it would be near-black skin, with the lighter grey-white lines of stone. Think a short black dwarf, no skin, little clothing, (only enough to prevent censorship, as that's the only purpose of their clothing) and covered head-to-toe with weird white tattoos in strange twisting shapes.

    I think the mountain dwarves have finer lines that I like for my desert dwarves, so we can say that, over the generations dwarves with thicker lines have been seen as better looking than those with fine lines. (aka "pansy thin-line weakling!") So, thicker lines have become more common among the desert dwarves.
    Last edited by AgentPaper; 2008-07-24 at 11:08 PM.

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    Default Re: Lords of Creation, Thead 2

    Well, the ring of the avatar looks crude enough to be MSPainted. But if you did that inner part in MSN.

    ...

    Wow. Damn.

    Anyway... I think I am going to corrupt Wolfs and dragons into Worgs and Wyverns now. Anyone has a suggestion for a third option? Maybe take plantlife and make tendriculos. Or pulling out some sealife and spitting krakens, or Ixitachi... Uh... I don't know how to spell that.

    Edit: WHY DO KEEP WRITING MSN INSTEAD OF MSPAINT?
    Last edited by Draken; 2008-07-24 at 11:18 PM.
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