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Messages - Sodalite

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Legend Homebrew / Re: Request a Legend Homebrew
« on: June 20, 2013, 08:00:41 AM »
Is this the type of thing you were thinking of?

Other than that, I think fire elemental/celestial does a good job of that concept.

Yes, that's basically exactly what I was looking for. Thank you for bringing it to my attention.

Legend Homebrew / Re: Request a Legend Homebrew
« on: June 19, 2013, 10:40:07 PM »
R7: I would like to request a track representing the powers thematically present with becoming a star, specifically the fusion-reactor kind. I would hope to see a number of defensive abilities, such as being harmfully hot to the touch or emitting subtly harmful levels of radiation, and I would be exceptionally pleased if the final circle of track involved one of the forms a super-giant star's remnant can take, such a large mass of diamond, or a black hole. A mere, and only slight suggestion, should the final circle be related to a black hole, I believe the name Schwarzekind may have interesting sound to it, but I would be unsurprising and not unhappy if that name were not used.

This request may bear a resemblance to my own attempts several months to more than a year ago, which is indeed the case, since I feel my own attempt on the matter was a horrible failure, and do not feel I would be able to do a significantly better job now.

Thank you for your consideration, and if applicable, your response to this request.

Realms of Adventure / Re: Elemental Empires (Open Game)
« on: February 20, 2013, 08:38:16 PM »
I Link (1) Caloric to the Atomic Arrangement.
I create Spherite (2), the icy, dense stone which forms the outer shells of the terrestrial world.

Realms of Adventure / Re: Elemental Empires (Open Game)
« on: February 16, 2013, 03:13:44 PM »
I create Caloric (2), the liquid heat of terrestrial objects.

Realms of Adventure / Re: Elemental Empires (Open Game)
« on: February 13, 2013, 06:10:09 PM »
I make the Atomic Arrangement a Great Work (2).
I link Salt to the Atomic Arrangement (1).
I link Sulfur to the Atomic Arrangement (1).
I link Lead to the Atomic Arrangement (1).

Realms of Adventure / Re: Elemental Empires (Open Game)
« on: February 09, 2013, 06:54:33 PM »
(No, I've been assuming that all the other stuff that people have been making is supernal, just sort of made-of-itself rather than from terrestrial stuff. I am apprehensive, though, and am tempted to leave. I'll try not to be nuisance.)

I create Lead (2), lowest metal and aspected by Hêlēl, in the atomic arrangement.

Realms of Adventure / Re: Elemental Empires (Open Game)
« on: February 09, 2013, 02:22:36 PM »
I create Salt (2), the base of terrestrial matter, within the atomic arrangement.
I create Sulfur (2), the essence of terrestrial animation, within the atomic arrangement

(Does that still qualify as sciencing the game?)

Realms of Adventure / Re: Elemental Empires (Open Game)
« on: February 09, 2013, 02:28:37 AM »
I am Sodalite, Lord of Order
I create the Atomic Arrangement (3).

Legend Homebrew / Re: The challenge of a new Class.
« on: October 17, 2012, 06:34:11 PM »
Rise from your grave!

Anyway, here is a numbered prototype of The Inner Sun.

Note, all DCs are 10+1/2 of your level+KOM

1st Circle - Heart of SunsSu: You're KOM is WIS, unless stated otherwise. As a swift action, you can become [Ablaze], gain 1 temporary hitpoint for each Circle you possess, and cease being [Ablaze] when none of these temporary hitpoints remain.These temporary hitpoints are naturally lost at the end of the [Encounter]. While [Ablaze], you may not become [Ablaze] again, shed light out to 5 ft. per level with shadowy illuminate out to twice that, and may make a special melee attack in place of a normal one, which either functions as a Special [Melee] weapon which deals [Fire] damage, or may force the target to make a Fortitude save or be [Blinded] for a number of rounds equal to the highes Circle you have in this track, halved if they succeed, if it is succesful. The light you shed functions as sunlight in every way, except that it also pierces magical darkness as a spell of your highest Circle in this track.

2nd Circle - Spectral AnalysisEx: With a move action, you observe any creature or object in direct sunlight and learn a variety of non-mechanical things including but not limited to; its composition, temperature, and mass, as well as all Conditions currently effecting it and its current hitpoints.

3rd Circle - Elemental CrucibleSu: You gain [Resistance] to [Fire], which doubles while you are [Ablaze]. In addition, while [Ablaze], you deal 1 [Fire] damage to everything within melee range, and if you allow yourself to hurt by this damage, you may purify any material you ingest, for example, magnetite becomes liquid iron, while seawater becomes hot steam and liquid salt. In addition, you may consume anything and game sustenance from it. Alternatively, if you allow yourself to be hurt by this damage, you may can gain the effects of an Antidote spell. In addition, while [Ablaze], you may use move actions to move vertically, and do not fall unless you are unable to take a move action on your turn.

4th Circle - Guiding LightSu: You gain a bonus, equal to your highest Circle in this track, to all d20 rolls, as long as you are in direct sunlight. In addition, you may use Spectral Analysis to view a creature's stats, including but not limited to its Ability scores, it's level, and what tracks it has, if any.

5th Circle - Solar FlareSu: While [Ablaze], you may spend a Standard action to attack a straight line, beginning in your space and ending anywhere within [Close] range. Everything the line crosses takes 1d8 per level plus KOM damage, half of which is [Fire], with the other half not subject to [Resistance] and only halved by [Immunity]. Anything which is crossed by the line, or is adjacent to it, is [Blown Away] from it, and must make a Fortitude save or be [Blinded] permanently, success reducing the duration to a number of rounds equal to your highest Circle in this track. In addition, while [Ablaze], your [Resistance] to [Fire] is replace by [Immunity] to [Fire], rather than doubled.

6th Circle - Super NovaSu: While [Ablaze], you use a Full-round action to go Super Nova. This entails a variety of effects. Firstly, everything in between [Extreme] and [Long] range must make a Reflex save or be [Blinded] permanently, instantly, including things at [Extreme] range. Secondly, everything in between [Long] and [Medium] range is subject to 1d4 per level plus KOM [Fire] damage, which is not subject to [Resistance] and is only halved by [Immunity], and is [Blown Away]. Fourthly, everything in between [Medium] and [Close] range is subject to 1d8 per level plus KOM [Fire] damage, which is not subject to [Resistance] and is only reduced by one fourth by [Immunity], and is [Blown Away] twice. Finally, everything within [Close] range, including you, is subject to enough [Fire] damage to kill them, or are reduced to 0 hitpoints if they are [Immune], and is [Blown Away] thrice. In addition, you may not become [Ablaze] again for the remainder of the [Scene].

7th Circle - Diamond RemnantEx: After using Super Nova, you may optionally  become [Unconscious] for the remainder of the [Scene] and gain [Immunity] to the [Dead] condition for the remainder of the [Scene] as well.
   7a: Black Hole: Alternatively, after using Super Nova, you may become [Extremely Dense] for 7 [Rounds]. While [Extremely Dense], you draw everything within [Close] range a number of feet equal to your [Close] range minus       their current distance from you. If anything enters [Melee] range subject enough damage to kill them, or enough to reduced them to 0 hitpoints, or are reduced to 0 hitpoints if they are [Immune].

Legend Homebrew / Re: Collaborative setting
« on: September 06, 2012, 06:23:03 PM »
I would like to note that the name of Zho-Wen-Dak is not the traditional form of name in their language. The country is called that because the largest families within it are the Zho, Wen, and Dak. Most words aren't made of three distinct parts like that, so I imagine it would be closer to Ternochak. I've tried to base Zho-Wen-Dak sort of after China, if that wasn't obvious, and China got its common English name from its last dynasty.

Also, given the only described Lemma city is Wasserburg, I imagine their word for the world is something more German sounding, like Homewelt, or probably something less Google translate-y.

Also also, is Aloqciri really that hard to remember? It seems like it's being spelled differently left and right.

Now for some mildly original content.
There is another lang-bound invention that might rival the GDTN in it's achievement. Being tested deep underground, so deep as to beyond even the reach of the Gregemites, so deep that the rocks are hot enough to boil water, a weapon of mass destruction is being tested. An Atom Bomb is being tested. A deposit of highly unstable metals, found through ancient tales of a lake of poison water somewhere in the second continent, lies directly over the underground base, and is the source of the source of the material used to create these atom bombs. Perhaps even more surprising than the destructive capabilities of these bounds, is the curious effect they have of most electric devises, namely, the almost completely destroy the circuitry, even in devices far outside the blast radius. These weapons, developed together in a collaboration between many of the land-bound nations, are what they believe to be their last resort against both the Gregemites, should they somehow become an even greater, as well as the Lemma, should they grow dissatisfied with their stagnation and attempt to conquer the land-bound in hopes of absorbing their inspiration.

Legend Homebrew / Re: Collaborative setting
« on: August 31, 2012, 10:21:27 PM »
Well gee, it's almost like us talking about their being so few people practically summoned them. Anyway, here's a mythical flora for the newly conceived Quick-forest.
Chandelier vines are one of the strangest plants which grow in the Quick-forest, so strange, in fact, that their existence is often questioned by skeptics. They are described as hanging down from the thick canopy, growing tendrils radially into 5- to 11-pointed star shapes. At the end of each tendril is a hard, round, and extremely flammable, yet slowly burning, bulb. These bulbs, when lit by a symbiotic species of beetle, cause the limbs of the plant to curl into its nominal chandelier shape, as well as attracting a variety of nocturnal insects, which the plant and its symbionts feed on. Eventually, as the plant ages and its fires die out, leathery flowers form around the base of the bulb, utilizing whatever insects are still attracted to the embers as carriers for its pollen. Many who become lost and yet find their way out of the Quick-forest describe the chandelier vines as having guided their way, but this claim only makes the entire idea seem more like a legend and less like a botanical curiosity.

Legend Homebrew / Re: Collaborative setting
« on: August 31, 2012, 02:33:19 PM »
Just a thing I'm curious about. How, exactly, are they extracting significant amounts of salt from a lake? Is it actually an inland sea, or something else?

Legend Homebrew / Re: Collaborative setting
« on: August 30, 2012, 11:36:30 PM »
Small addition, the 'black' in black wall is what makes it effective. The inside's made of stone because it's cheaper that way. Gregemites can hardly scratch the black stuff, and it'll kill them if they eat enough of it.

Legend Homebrew / Re: Collaborative setting
« on: August 30, 2012, 10:51:02 PM »
I'm a little sad that no one else has started being a part of this. Anyway, here is another race and accompanying nation.
The Zho-Wen-Dak are the indigenous culture of the fifth continent, a people who have become renown as having taken what might be the most extreme measures to fortify themselves against the Gregemites. The entirety of the fifth continent is surrounded by the mega-structure known as the Black Wall, so called because of its pitch black color. Internally, the wall is composed of heavy, interlocking stone blocks, covered in a solid, black coating devised by the chemist Wen Guitong. This coating is incredibly durable, and by a stroke of luck, repulsive to Gregemites. The wall, at its thinnest, is a meter in thickness, and stretches upwards about 4.5 meters in same location. At its thickest, it is nearly 12 meters, and stretches almost a hundred meters into the air, stopping only just above the highest recorded altitude that Gregemites have been seen to fly. The people of Zho-Wen-Dak are so called because of three greater families of their nation, who, in total, make up approximately two fifths of the population. For many decades their culture was highly insular, but has since grown a new generation, one with contact to the GDTN, thus a generation part of a culture far wider than only their own nation's. Zho-Wen-Dak is ruled by an oligarchy, a counsel of 7 men and women, elected every decade by the heads of every household, and whose judgments are likewise voted on by the heads of each household. Zho-Wen-Dak is often abbreviated to ZWD when the country as a whole is being spoken of by foreigners.

Legend Homebrew / Re: Collaborative setting
« on: August 29, 2012, 09:44:15 PM »
The Aloqcirians are a relatively people to the Veracians, and so related because they are the descendants of an ancient party of Veracians who travelled to the seventh continent and founded their own nation there. They have since lost much of their sea-faring ways, being far safer from Gregemites due to the seventh continent's distance from the others. The seventh continent still holds many of its own dangers, including a wide variety of intensely venomous creatures, ranging in all sizes and shapes. The Aloqcirians are still talented merchants, and are the largest exporters of lime, thanks to the many and large deposits of lime present on the seventh continent. Though they are not the largest nation to be a part of the GDTN, they are yet the largest user of it, most likely due the security within Aloqcirian settlements allowing their inhabitants greater time to spend on luxuries such as the GDTN.

Also, so far, I've figured the actual names of the countries are Veraci and Aloqciri, Veracian and Aloqcirian then being the adjective forms.

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