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Post by TG Barighm on Nov 13, 2007 19:26:41 GMT -5
Not exactly the same. The soul harvester has to maintain a level of awe-inspiring villainy. The version available for play is much more balanced, but still really cool. I mean, come on, you get to steal souls and eat them. How awesome is that? ;D
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Post by Soulweaver on Nov 14, 2007 19:08:00 GMT -5
Now I wish I had the time to join this game. >_<
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Post by TG Barighm on Nov 14, 2007 22:43:53 GMT -5
Soulweaver the Soul Harvester...rolls off your tongue rather nicely, doesn't it? ;D
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Post by Dremmy on Nov 15, 2007 11:20:39 GMT -5
Now I wish I had the time to join this game. >_< Same here. Got a character all set up in my head and everything.
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Post by TG Barighm on Nov 15, 2007 11:47:18 GMT -5
Well, you clearly have time to track the game and post in this thread. Is it the actual character creation process you don't have time for? Because I can whip up your characters for you.
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Post by Dremmy on Nov 15, 2007 12:04:30 GMT -5
Nope. I have the time to do it. I just decided to use the time I spend on the internet for other things. After November I will pretty much be gone (except to finish the Hero Quest game, then im completely gone). Im enjoying what Im reading in that game so far. A little sad that Im gonna miss out.
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Post by TG Barighm on Nov 16, 2007 16:04:35 GMT -5
ANYWAY, this post is about the new way I'm going to handle Quests and Propositions. I originally designed the two as chains and jobs. I left the "evilness" of these tasks up to the characters. I won't be doing that anymore.
From now on, all QUESTS will be opportunities to commit a crime or perform some other evil task, and all PROPOSITIONS will be an opportunity to earn treasure.
In other words, quests == chance to earn an Evil Point, and propositions == chance to earn some money or equipment.
Go back and check the quest summary on the first page of the Evilution thread. You will find the look a little different now.
Note it is still possible to turn any propisition or seemingly mundane quest into an opportunity to be evil.
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Post by TG Barighm on Feb 26, 2008 15:32:30 GMT -5
Looks like we may be coming back online. Everyone still, or becoming, interested post here.
If we do return, I'm going to convert the skills system back to the original D&D skill system. I like my version, but if new blood joins the game, it may be better to go with the established rules.
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Post by TG Barighm on Mar 31, 2008 11:35:36 GMT -5
Okay, here we go. Don't forget to read through the rest of the set-up thread.
CHARACTER CREATION GUIDELINES FOR THIS GAME:
-Allowable alignments: all evil (duh), True Neutral, Chaotic Neutral
-Character Interaction: Please don't kill eachother if possible. Hate eachother, but don't kill eachother. I won't create a branching plotline for characters who leave the group.
-Evilution: You may eventually turn yourself into a Lich or other evil monsters.
-Levels: Starting Level is now 4. LA is now +3, but again, nothing too weird or too powerful.
-Ability Scores: 34 point buy; all of your starting scores are 8, then you spend the 34 points as you please. The cost increases as a score increases: 1 point to buy up to 13, 2 for 14 and 15, 3 for 16 and 17. 4 to buy up to 18. Can't buy over 18. For reference, the point cost is equal to the mod. score.
-EVIL points: You can trade 2 of your point buy points to buy EVIL points. EVIL points affect the evil curse you're under, and this in turn affects other rewards you gain later on. The more evil points you start with, the faster you gain these rewards. What are these rewards? They were explained earlier in the set-up thread. -For the most part, EVIL points are granted when you do something truly nasty or despicable. If you buy a lot of evil points, just add these events to your backstory. They are explained in more detail earlier in the set-up thread.
-Starting money is 1800gp (or 1700 if you're a monk).
GAME CHANGES:
-Skills have been reverted to the original skills system.
-The "curse of body and soul" thing has been removed. Evilution is still in place, but the curses were lost over the hiatus.
-The game will start where it left off and where it began at the same time: the party has been arrested and is currently under armed guard in the Holy Knights outpost. Blaine has been removed from the game.
-Dag will be changed into a "claymation" character meaning his role in the party will now be determined by YOU. Need more healing? Tell him to practise his first aid abilities. Want more stealth? Tell him. More damage? Tell him. The next time he levels, these changes will take place. These changes will add on to his existing abilities, so don't expect to get a brand new Dag every level, so you will want to be consistent. Right now, Dag is a bard, so he can go in any direction.
All right, here we go! Cealia is already ready to go. The rest is up to the new players.
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Post by Soulweaver on Apr 2, 2008 11:40:52 GMT -5
I'm probably going for a Wilderness Rogue, heading toward the Cancer Mage from the Book of Vile Darkness. Which means we'll likely need a healer in Dag.
TG: I remember seeing a blowgun in one of the books, but I can't seem to find it now. Any idea where it is?
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Post by TG Barighm on Apr 2, 2008 12:12:04 GMT -5
I found the blowgun in the old DMG: 1 hp, x2 Crit, 10 ft. range. Practically weightless. Same with a bag of 20 needles. GP cost is practically free. A wilderness Rogue is just a regular rogue who exchanges urban elements for wild ones? Can you give me a link or at least list the differences?
(I'm working on something here, so ignore this) SUMMER---
| FALL--- | WINTER--- | SPRING--- | Trails in the Sky: Second Chapter (2015) | Trails in the Sky: Second Chapter (2015) | Trails in the Sky: Second Chapter (2015) | Trails in the Sky: Second Chapter (2015) | | Row 3 column 2 | Row 3 column 3 | Row 3 column 4 | | Row 4 column 2 | Row 4 column 3 | Row 4 column 4 | | Row 5 column 2 | Row 5 column 3 | Row 5 column 4 | | Row 6 column 2 | Row 6 column 3 | Row 6 column 4 |
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Post by Soulweaver on Apr 2, 2008 17:47:46 GMT -5
Oh, sorry. Wilderness rogues are here, or Unearthed Arcana pg. 56. Mostly just swaps out some class skills. Edit: Crap, nevermind. Cancer mage needs Fort +5, and I'm really not willing to wait around for a 15th level rogue to do that.
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Post by TG Barighm on Apr 2, 2008 19:46:51 GMT -5
Hmm...I don't see any serious imbalances within the cancer mage's set-up when applied to a rogue. You're gaining a debuff/dot class and adding it to a lightly armored, instant damage class.
Tell you what, you manage to get your Fort. to +5 by ANY means (ie. Great Fortitude), you can take the class.
You could also just gain the appropriate number of Evil Points. Cancer Mage works with the Evil Class Evilution trait.
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Post by Soulweaver on Apr 2, 2008 22:05:58 GMT -5
Ooh, awesome. The rogue was perfect except for that one thing. That makes my job a lot easier. So, to sum up what we know about Evil Points so far: 6 points might grant a powerful evil template, like lich or death knight. 6 points could stand in for some prerequisites of evil-centric prestige classes. 6 points qualifies you for the soul harvester prestige class. ...I think I'm seeing a pattern here. ;D ************** A couple questions. 1) What kinds of poisons would be naturally occurring in this area of Tanzkara? Whether it's from plants or animals. I plan on collecting and brewing my poisons instead of hunting the stuff down in the black market. 2) Any chance we could use Keno's variant rules for crafting poisons? With the current rules, even a single dose of the simplest poisons would take three to four weeks to brew.
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Post by TG Barighm on Apr 3, 2008 11:37:43 GMT -5
Yes, I agree it takes way too long to craft poisons, although you will find it's very easy to purchase poisons in this game. A herb list will be created once the game actually starts.
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Post by Soulweaver on Apr 7, 2008 16:29:08 GMT -5
Still have some things to iron out, but here's what I have:
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