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Hidden 7 yrs ago Post by WrongEndoftheRainbow
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@BBeast I was actually working on a prettier map. I'll see it complete asap.
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Hidden 7 yrs ago Post by BBeast
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@WrongEndoftheRainbow, no problem. Use my map as a template for the changes that need to happen (plus the other things mentioned).
Hidden 7 yrs ago Post by Oraculum
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<Snipped quote by Oraculum>

They are specified as 'Forest Creatures'. While, yes, originally this meant around the Deepwoods, they were created before sentient life, so would have had plenty of time to travel. And since the early days Galbar has been covered in trees (in most places on Earth that aren't deserts, if there aren't lots of trees it's because Civilisation has cut them all down), these forest creatures would have probably spread quite far.


Makes sense. Believe it or not, Violet Slug population growth is now responsible for the reworking of some character arc plans, though this is certainly not an unwelcome development.
Hidden 7 yrs ago Post by SrslyAnArtist
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@Slime, The events surrounding the Xerxes battle haven't been posted in their entirety to the IC (because we needed to move on and they weren't getting written). The details are here and here. The latter link is particularly pertinent: Xerxes is no longer on Galbar. The other parts of Amestris are still around, although I'd imagine that there'd be a bit of geopolitical unrest.

As for time, unless you have a compelling reason to be before the Xerxes battle, you are now chronologically after the Xerxes battle.

As for the Portfolios, the GM team will get back to you on that.

@Rtron, what's left of Xerxes on Galbar? A crater? Regular ground?

@IrishAngelQueen Athanasios is still around, yeah?


Yeah, sorry. Life got ahold of me there for a minute but i'm back. Did i miss anything important? I'm also creating my minor goddess right now. Hey, isn't the ability to shapechange (i.e, change into an animal, appear as another person, switch genders) a typical divine power? I'm thinking i want her to be able to do all of the kinds of shapechanging i mentioned in the parentheses.
Hidden 7 yrs ago Post by Slime
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@IrishAngelQueen The OP mentions that all gods have the ability to alter their forms, the same for demi gods in a lesser scale I assume, but a god that focuses on shapeshifting will be much better at altering their bodies.
Hidden 7 yrs ago Post by SrslyAnArtist
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@Slime
Just making sure. So what domain would that fall under? Also, seems to me that someone need to update the list in the first post of the first page of the character tab.
Hidden 7 yrs ago Post by Slime
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@IrishAngelQueen That's a tough question... Shapeshifting would fit on an abstract domain. Trickery is the first thing that comes to mind with the Shapes or plain out Shapeshifting portfolios, if those weren't claimed yet.
Hidden 7 yrs ago Post by Muttonhawk
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<Snipped quote by BBeast>

Yeah, sorry. Life got ahold of me there for a minute but i'm back. Did i miss anything important? I'm also creating my minor goddess right now. Hey, isn't the ability to shapechange (i.e, change into an animal, appear as another person, switch genders) a typical divine power? I'm thinking i want her to be able to do all of the kinds of shapechanging i mentioned in the parentheses.


Uh, I can't remember when you were last here, so I'll just riff off what comes immediately to mind:

- We are on a new turn. We actually have a timeline and a soft restriction on the window of time of our turns. Read the bottom of the turn update post for all the new info thereof.
- The 0th post of the IC thread has links to many major events, as curated by BBeast.
- The Knight Protectors are a thing. Them and their leader, Aeramen, are up for adoption. See the writing prompt post here. The full details are in the summary section.
- Amartia lost his divinity and is being a sook.
- Teknall is hunting Heartworm by mapping the submaterium with swarms of mini quadcopter drones.
- SPACE DWARVES. They have interplanetary travel with space blimps now but it only works if no one knows how it works (including them) so it's got pretty hard limits.
- Tauga and her island biddies have worked out how to make proper iron and are good at sailing. This may spread eventually.
- Helvana continues to commit the cutes.
- Toun wants to trap the evil god Xos in the universe's most infinite crochet scarf and is doing various things to investigate and conspire with his buddies.

That's about all I can think of right now. Probably best to go back to where you left off and just skim summaries.

And yes, Demigods can technically change shape. Not everyone does it, though. I imagine it requires a concerted effort to maintain another form. Do do it naturally, quickly, freely, and easily, you'd want a relevant domain or portfolio.

As to what that domain or portfolio is, it's really up to your imagination. You could straight up have a (shapeshifting) portfolio that falls under the domains of trickery, chaos, evolution, change etc. Or you could have something like a (disguise) portfolio under the domains of darkness, mystery etc. Or you could a combo like Travel (Transience), which could give you an argument for shapeshifting. It's probably easier to make a portfolio and domain that stem from your character's aesthetic and connect what you want together via that origin.
Hidden 7 yrs ago Post by Cyclone
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Do any of you all have a preference for Xos stuff, ogre stuff, Vetros stuff, random djinni stuff, or me actually writing wiki articles for the aforementioned things?

So many miscellaneous ideas for posts are flying through my head :$
Hidden 7 yrs ago Post by Muttonhawk
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https://www.roleplayerguild.com/rolls/4593

1 = Xos, 2 = Vetros, 3 = Random Djinni Stuff, 4 = Wiki Articles

My vote is now cast. I omitted ogre stuff because that's what you last posted.

I know how you feel, though I have a list of things on the backlog.
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Hidden 7 yrs ago 7 yrs ago Post by Vec
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@Cyclone Even better, I have created this handy contraption to let everyone decide on your part.

EDIT: On another note, I have started work on my next post. I hope to finish it by the end of the weekendhope.
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Hidden 7 yrs ago Post by BBeast
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@IrishAngelQueen
Unlike gods, demigods are purely physical beings, although as their level and power increases, it may result in a change to their form
The Rules

Demigods cannot, by default, change their form to whatever they wish at will. A small number of predetermined forms is acceptable (for example, Lifprasil/Vesamera, or Athanasios' human, stag and human-stag forms), although shapechanging to arbitrary forms requires some specific magic or Portfolio.

@Cyclone Do Zephyrion's wiki page.
Hidden 7 yrs ago Post by Muttonhawk
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@IrishAngelQueen
<Snipped quote by The Rules>
Demigods cannot, by default, change their form to whatever they wish at will. A small number of predetermined forms is acceptable (for example, Lifprasil/Vesamera, or Athanasios' human, stag and human-stag forms), although shapechanging to arbitrary forms requires some specific magic or Portfolio.


Aye, this is more accurate than what I said.
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Hidden 7 yrs ago Post by LokiLeo789
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LokiLeo789 OGUNEATSFIRST

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The Banana, bringing humanity to flavortown since the dawn of time.
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Hidden 7 yrs ago Post by Slime
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>tastes more like a banana

You don't say, sir!
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Hidden 7 yrs ago Post by BBeast
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It has come to my attention that there were written specific rules regarding repairing destroyed Holy Sites.

A player must wait four turns after creating a Holy Site in order to create a second, and another four to create a third. After the third one must wait eight turns, and after the fourth one must wait twelve. One cannot create more than five holy sites unless one of the five is destroyed in which case it can be repaired or a new created. If a holy site is destroyed then repaired, the Might used on its creation will be lost, and the Might used to repair it will replace the original creation figure. For instance, if you create a Holy Site for 10 Might (meaning you get 5 Might per turn from it) and then it is destroyed and you repair it for 12 Might, you will now get 6 Might from it per turn. The rule applies if you build it for 10 Might and repair it for 6 Might.


When repairing Teknall's half of the Celestial Citadel, I just spent 1 Might to fix it and kept the original Might Cost (5). While one could argue that the Citadel hadn't been completely destroyed, one could also argue that it had been destroyed, and would thus be subject to this rule.

Does repairing a Holy Site count as creating a new one for the purposes of time limits etc.? Should I change the Might spent? If repairing Holy Sites isn't affected by the time limit, would I get retroactive Might because the repair took place last Turn? (It's a good chance to upgrade it, so that the Might-per-turn is a whole number)
Hidden 7 yrs ago Post by Muttonhawk
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I would err on the side of simplicity and treat repairing a destroyed holy site in all ways the same as creating a new holy site.

The rules left the question open on whether repairing is different to building from scratch. However, granted that the might investment works the same way between building and repairing, there's a precedent for all the other mechanics to follow a similar pattern.

Of course, if we want to lay down a new ruling as errata, I'd be willing to hear cases. It might be fairer to relax or remove the timer when repairing holy sites. I mean, that's the best case I can think of for repairing existing holy sites being its own mechanic.
Hidden 7 yrs ago Post by Double Capybara
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Actually I talked about this topic with Kho, considering I did rebuild my HS last turn and I do plan on getting my third one on the next. At the time there were no objections, but I see how it might be seen as overpowered.
Hidden 7 yrs ago 7 yrs ago Post by BBeast
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Actually I talked about this topic with Kho, considering I did rebuild my HS last turn and I do plan on getting my third one on the next. At the time there were no objections, but I see how it might be seen as overpowered.


Tell me more about that. The post where you did that didn't say exactly how much Might you spent on upgrading Arpeggio or the mechanical effects of that.

P.S. Although, cross-checking the stats sheet and your other Holy Sites, I infer that 32 Might was spent on the upgrade (which is all the Might spent in that post), and that replaced the existing Holy Site cost.

I am interested in any rulings the past GMs have made regarding the rules, though. I'm trying to aggregate them all into a central location.
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