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

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    Jul 2005
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    Default Lords of Creation, Thread 3

    Attention, may I have your attention please? I have two announcements to make!

    Number 1: The council has been given the power to make temporary rulings. What a mod says about how the game works, goes, until Alch can be reached for an opinion. If a mod says Alch said something, believe them. This does not really apply on a mod's comments on themselves, if a mod tells you "Alch said I could do this", or rules that they can do something without paying AP, you've got the right to ask another mod for their opinion. When there's controversy among the mods on how something ought to work, a consensus of 3 decides.

    Number 2: It's time people claimed some more domains, folks. To facilitate this, Alch will be giving out 5 AP to whoever claims one of the following three domains: Pact, Domination, and Herald (Chosen by die roll in the dicerolling thread. Love domain was added after this, moving Pact from the spot in which it was chosen). Now, this is a slow-paced game played over the internet, we're not just giving the prizes away to the first people to post that they claim. You all are hardly on 24 hours a day. Instead, anyone who has that domain in a secondary domain slot at the end of the day next Sunday (exact time to be determined. In fact, Sunday is only a working date. It *will* be while after next rollover, though.) Yes, that means potentially more gods will be after a domain than can fit in it. Fight it out, or decide OOC. Heck, run a duel OOC to give the combat system a little workout.

    This contest will continue in some form in future weeks. Fewer prizes will be given out, or simply smaller prizes. I'm also thinking it would be better to roll domains and give points to the gods who have that domain, in essence, domains would be "lottery tickets".

    Currently, we are in Week 9.
    The wiki: When your god is approved, register here using your GiantITP forum name and message Rizban that you have applied. You will be added to the list of player shortly. The wiki is intended to be the most complete reference for this game – so keep it up to date! The information in the following posts is more of a quick-reference.

    The other links:


    New Policy: PM me with the relevant information when you do something that requires updating the god list or domain list. I am, apparently, not very competent at ferreting that stuff out of the IC thread.

    What new players need to know:

    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 your god:
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    Fill in the red parts of the following form, and post it to this thread.
    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.

    Explanation:
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    • Name. Just be serious. An epithet is a decorative title (and optional, though most deities here have at least one) similar to Richard the Lionheart
    • Primary Domain: Ideally, chosen from the ‘Available’ list in the next post. 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.
    • Alignment Domain: A domain from the Alignment list that matches your deity's alignment. If your deity is neutral on either axis, they may choose the Balance or Indifference domains.
    • Portfolio element: A (usually more specific) sphere of influence related to your primary domain. For instance, Thieves would be a portfolio element that goes with Trickery
    • Symbol: Your deity’s holy or unholy symbol
    • Alignment: The same as the regular D&D alignments.
    • Favored Weapon: Your deity’s weapon of choice. You can name it if you want, but you may want to save the name for an actual artifact weapon.
    • Divine Rank: Your godly power. Choose a number 0-6. DR0 deities are barely more than mortal (and not recommended for players.) DR 1-5 deities are able to walk the world; DR6 deities are unable to appear on the material plane without the use of an avatar.
    • Class levels: Any published base or prestige 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.


    3 players from the Council (Alchemyprime, Tialat, Faithless, Innis Cabal, Draken, Tsuuga, and Pyrefiend) must vote yes on your deity. Once you are approved, you should remind people that your god needs a parent (it is preferred but not strictly necessary). If nobody steps forward to beget your god; you may come into being as a coalescence of… whatever you represent, or a similar origin.

    If you are approved, you may post to the IC thread starting the following Thursday; either once you are begotten, or if you do not have a parent, after 6 PM PST. AP from the Thursday you come into existence is included in your starting AP.

    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, Stoneskin {A(2)}
    Brief Description: Kaern appears as a tall human sculpted out of basalt. He treasures all the creations of the playground, and does not want to see any of it destroyed. He makes a point of not taking sides in the affairs of mortals or gods; unless one side or the other is in danger of destruction.


    Gameplay:

    Basics:
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    Every week of real time (Divided at 6 PST Thursday) is a month of subjective time for the gods, and 3-300 years to mortals (Narrative license. Mortal time moves slower relative to real time in times of war than in times of peace).

    Each week, you gain AP according to the following table. You also start with that amount of AP as a new god.
    Overgods are odd; they have ascended past worshipers. When they spend points, they do so to further another god’s goals, or make it look as though another god did something. Points roll over from week to week, to a maximum of 10 * your divine rank.

    Free Actions:
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    • Cast Spell You may cast any spell from your domains, and any spell from your class list as often as you like.
    • Planar Travel It’s trivial for gods to travel between planes.
    • Control Followers You can roleplay what the mortals and monsters in your flock do.
    • Claim Plane Take ownership of an unclaimed plane. Note, The Material Plane, The Void and The Grey Void cannot be claimed.
    • Choose Home Choose your home location. If your home location is a plane you own, you gain +1 to your CR while you are there. If your home is a location you spent AP on, or were invited to live in, you gain a {Home} ability.
    • Beget Player God It's free to be the parent of a player god. Just roleplay making 'em. If it's PG-13.
    • Beget god-ish Creates a DR0 entity that does not gain AP, and does not have a primary domain. Otherwise, functions as a god, and counts against your NPC god limit. You can upgrade them to a full god with the Beget God action.


    Divine actions:
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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 themed 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 for a god 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 becomes the first and ruling member of a new 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 entity under your control, and you may spend 2 additional AP to increase this deity's DR by 1, up to your CR-1. If the creating god is DR1, the new deity must be DR0. You must provide this entity with its primary domain; you may either give or share one of your nonalignment, nonprimary domains with it, provided you do not go over the limit of gods per domain, or you may give it your primary domain. Alternatively, you may spend an additional 2 AP to buy your NPC god any domain you desire that is not full. DR0 deities do not get a primary domain, only an alignment domain; when they earn their first domain, they automatically become DR1 as well.
    • Create Artifact Creates a Battle or Utility Artifact. Battle artifacts add .5 to your CR (Combat Rating). This is discussed further in the 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, and is automatically the owner of it.
    • 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 with this action (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.

    Divine 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 during the first round of a conflict they initiate.
    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 have 1 base DCM
    Lesser deities have 2 base DCMs.
    Intermediate deities have 3 base DCMs.
    Greater Deities have 5 base DCMs.
    Overdeities have 7 base DCMs.


    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.


    Planes:
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    When you create a plane, use the descriptors here. You can choose specifically what deities the Divinely Morphic trait applies to, and the plane is always divinely morphic with respect to its owner.

    By default, the creator of a plane is the owner. They may pass ownership to another, or abandon it. If the owner of a plane abandons it or dies, the first deity to go there and claim ownership is the new owner.

    Mortals:
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    You can roleplay the mortals in your flock. However, the power levels are limited; in the first year, mortals cannot exceed level 9, in the second year, they cannot exceed level 18. In year three… just keep epic mortals to a minimum.
    Last edited by tsuuga; 2008-08-26 at 11:08 AM.

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

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    Default Re: Lords of Creation, Thread 3

    Please note: New gods can come into play using a domain from the taken, claimed, or contested list. They must first, however, convince all the gods listed to give up that domain - this both creates a power vacuum for the new god, who now has something unique to do; and ensures that the plans of existing gods wouldn't be ruined by the newbie. Feel free to say no, folks, you were there first.

    NEW:Every domain has three "slots" - one for a primary domain only, and two for secondary domains only. A god who attempts to go over this limit counts as contesting the domain, but does not actually receive it; whether they win the right to contest in combat, or use the Gain Domain option. They receive a rain check, as it were. Rain checks are filled in the order they were issued; if a domain slot opens up, the first to take a rain check fills said slot. A god with a rain check can take the domain in combat, however, and effectively "cut in line".

    An Example:
    Lossethir gains Strength
    Kaern gains Strength
    Evadize attempts to gain Strength, but receives a rain check.
    Lossethir creates the Valkyries, who gain Strength as their primary domain.
    Osric beats up the valkyries, and attempts to gain Strength; he recieves a rain check.
    Lossethir beats up Kaern and takes away his Strength domain; Evadize fills his rain check and gains Strength.
    Kaern beats up the Valkyries and contests Strength again; he recieves a rain check.
    Kaern beats up Evadize, and takes away Strength. Osric still has a rain check.



    DOMAIN LIST:

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

    ALIGNMENT:

    New gods should choose a domain off the following list. Ideally, you should choose a totally open domain, indicated with a bold domain name. Domains with a bolded deity in the first column are not available. Anything with no bolded entries is a possible choice for new players. (Hint: Click on the word Primary to sort by that column. After Zlizkit's domain, everything is available.)
    Last edited by tsuuga; 2008-08-24 at 09:18 PM.

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

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    Default Re: Lords of Creation, Thread 3

    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; 2008-08-24 at 09:56 PM.

  4. - Top - End - #4
    Ettin in the Playground
     
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    Default Re: Lords of Creation, Thread 3

    First!

    Well, fourth.

    Looking at the totals of soldiers I have. Not a full garrison probably, since the city isn't full yet.
    Excellent avatar by Elder Tsofu.

  5. - Top - End - #5
    Orc in the Playground
     
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    Default Re: Lords of Creation, Thread 3

    Quote Originally Posted by Matar View Post
    NEVAR!

    Loli loevs da Tentacals <3. Yesh?
    Japan is rather fond of tentacles too.
    May your last breath also be your mintiest.


  6. - Top - End - #6
    Troll in the Playground
     
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    Default Re: Lords of Creation, Thread 3

    Sheep exist. All herd animals were made in one go rather shortly after the begining of time...

  7. - Top - End - #7
    Barbarian in the Playground
     
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    Default Re: Lords of Creation, Thread 3

    yep. I made a race out of feral goats.

  8. - Top - End - #8
    Ettin in the Playground
     
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    Default Re: Lords of Creation, Thread 3

    Ok:

    3200-9600 soldiers total in the towers.

    800-2400 soldiers total in the fortresses.

    400-1200 soldiers in the citadel.

    So that's about 4400-13200 soldiers. Huh, I thought it would be more than that, really. I can probably get the full garrison of troops for each tower. Probably something like 1/10 soldiers is experienced enough to know what he's doing, the other 9/10 are "green". All have crossbows, spears, shields, and a helmet. (They wear a loincloth, I suppose, since you guys don't like nudity. )

    As well, there should be a few hundred Aegis Defenders, who would stay in the rooms around the Aegis itself (The artifact I built that makes the force walls and such) as well as a constant guard actually in the Aegis room. They would be tasked in defending the aegis from covert attack, so they would stick to the citadel. Equipment is the same as a normal soldier, but they also carry short swords and heavy armor for close-in fighting. All of their equipment is masterwork, of course. Let's say 147 of them in total. Full numbers will likely be around 500 or so, but I only founded them recently.

    As well, there would be citizens that could be "drafted" into fighting in an emergency, as is likely to happen. If the aegis goes down, all the women and children are evacuated to the citadel in the center of the city, and the rest of the city is handed a spear and a crossbow, or any other equipment they can find, and heads for the walls. I've made sure to give every single citizen a crossbow to use in defense, and they all know at least how to shoot in in some general direction. If the walls are breached, and it seems the city might be in trouble, the whole city starts to move through the portal to the Fortress. Haras personally sees every citizen get through, then goes through and closes it himself.

    I'm not sure what the fortress is like, though, so I don't have plans from there. Probably just some sort of defensive action appropriate to the layout of the city.


    So: Final force mock up is:

    147 Aegis Defenders (Level 5 fighters, with 1-4 levels in Aegis Defender PrC)
    1,320 veteran soldiers (Level 2 warriors, with 1-2 levels in fighter)
    13,200 green soldiers (Level 1-2 warriors)
    ~60,000 militia (Level 1-2 commoners)


    This probably won't matter too much, but since this is my main defense, I'd like to know what I have to work with.
    Excellent avatar by Elder Tsofu.

  9. - Top - End - #9
    Ogre in the Playground
     
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    Default Re: Lords of Creation, Thread 3

    Japan is rather fond of tentacles too.
    Oh, I know. In fact, a quick look through my Harddrive would show -anyone- that.

    >_>

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    Default Re: Lords of Creation, Thread 3

    Quote Originally Posted by Matar View Post
    Oh, I know. In fact, a quick look through my Harddrive would show -anyone- that.

    >_>
    Excellent avatar by Elder Tsofu.

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    Default Re: Lords of Creation, Thread 3

    ...umm...keep that kinda' stuff to yourself :P

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    Default Re: Lords of Creation, Thread 3

    Quote Originally Posted by AgentPaper View Post
    I get that reaction alot.

    I mean.

    -ALOT-

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    Default Re: Lords of Creation, Thread 3

    Allow me to quote George H. W. Bush - "Not prudent"

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    Default Re: Lords of Creation, Thread 3

    Quote Originally Posted by Matar View Post
    I get that reaction alot.

    I mean.

    -ALOT-
    You don't say.
    May your last breath also be your mintiest.


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    Default Re: Lords of Creation, Thread 3

    lolis and tentacles x_x

    ...not my cup of tea

    errrrr
    *changes subject*
    Does gaining a portfolio counts as one of the actions to getting a domain?
    Last edited by shadowxknight; 2008-08-23 at 10:48 PM.

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    Default Re: Lords of Creation, Thread 3

    Ummm. yeah. Loli may "loev" "tenticals", but lets not use the poor spelling memes, okay?

    Oh, wait, were you guys talking about the porn?

    Edit: Bugger if I know, Shadow.
    Last edited by tsuuga; 2008-08-23 at 10:43 PM.

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    Default Re: Lords of Creation, Thread 3

    Quote Originally Posted by tsuuga View Post
    Ummm. yeah. Loli may "loev" "tenticals", but lets not use the poor spelling memes, okay?

    Oh, wait, were you guys talking about the porn?
    ...I think that depends on how you define porn
    Last edited by shadowxknight; 2008-08-23 at 10:48 PM.

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    Default Re: Lords of Creation, Thread 3

    Quote Originally Posted by tsuuga View Post
    Oh, wait, were you guys talking about the porn?
    Delayed Blast Realization deals 50 innuendo damage to tsuuga.
    Last edited by Ominous; 2008-08-08 at 10:14 PM.
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    Default Re: Lords of Creation, Thread 3

    *Think happy thoughts think happy thoughts*

    Well you know Matar could be a marine biologist.

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    Default Re: Lords of Creation, Thread 3

    Quote Originally Posted by shadowxknight View Post
    ...I think that depends on how you define porn
    I think that depends on how you define 'on'. </clinton>
    Last edited by tsuuga; 2008-08-23 at 10:43 PM.

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    Default Re: Lords of Creation, Thread 3

    Oh, wait, were you guys talking about the porn?
    And this, my friends, is something we call "A question best left unasked".

    So.

    Yes.

    <_<.

    Weeeeell.

    Here's hopeing I get them awsome AP points~

    >_>

    Well you know Matar could be a marine biologist.
    *Don'tpostdolphinesexDon'tpostdolphinesexDon'tpost dolphinesex
    Don'tpostdolphinesexDon'tpostdolphinesexDon'tpostd olphinesex*
    Last edited by Matar; 2008-08-08 at 10:16 PM.

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    Default Re: Lords of Creation, Thread 3

    Quote Originally Posted by Matar View Post
    And this, my friends, is something we call "A question best left unasked".
    That was something we call "A subject best not brought up."
    Last edited by tsuuga; 2008-08-23 at 10:43 PM.

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    Default Re: Lords of Creation, Thread 3

    Quote Originally Posted by shadowxknight View Post
    Does gaining a portfolio counts as one of the actions to getting a domain?
    I don't think it's changed, but I could be mistaken about that. Per Alch's original rules, "Also must have a portfolio element related to the domain (doesn’t count as an action)."

    Also, let's get off any subject that can be considered as TMI.
    Last edited by Rizban; 2008-08-08 at 10:17 PM.
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    Default Re: Lords of Creation, Thread 3

    Quote Originally Posted by tsuuga View Post
    That was something we call "A subject best not brought up."
    There is never a bad time for tenticals

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    Default Re: Lords of Creation, Thread 3

    Quote Originally Posted by Matar View Post
    There is never a bad time for tenticals
    Marine biology, sushi, calamari... I can't think of any other good time for it at the moment...
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    Default Re: Lords of Creation, Thread 3

    x_x

    There's a logically explaination for all this.
    Matar is a marine biologist, who studies squids and octopi in the Japan area.

    There.
    Now change subject please
    Last edited by shadowxknight; 2008-08-23 at 10:48 PM.

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    Default Re: Lords of Creation, Thread 3

    So... Creation is a world of Sand and Death...
    Varr made a portal that goes there...

    Sounds like Klik'chak would gain tremendous power on Creation...
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    Default Re: Lords of Creation, Thread 3

    Yes. Let's get back on topic. If we continued this conversation, I calculate we would fill this thread by this time Sunday night. Let's make this one last until at least Tuesday.
    Last edited by tsuuga; 2008-08-23 at 10:43 PM.

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    Default Re: Lords of Creation, Thread 3

    Moving right along,

    how will mortal armies and attacks on them be handled?
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    Default Re: Lords of Creation, Thread 3

    Hmmm what if you have no mortal army?
    Last edited by shadowxknight; 2008-08-23 at 10:48 PM.

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