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Author Topic: Divine Engines (Sign-ups Open)  (Read 2309 times)

IronyOwl

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Re: Divine Engines (Sign-ups Open)
« Reply #30 on: May 14, 2021, 05:17:27 pm »

Four different leaders squabbling over its "real" name is both highly amusing and does sound like everyone else calls it "The Chaos."

"The Maelstrom" or "The Elemental Dynamo" could also work. "The Elemental Pillars" would be a more traditional approach.
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

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Re: Divine Engines (Sign-ups Open)
« Reply #31 on: May 14, 2021, 05:20:59 pm »

The Ondine express no official position on naming, but a ballot saying "the Cosmic Egg" mysteriously turns up in the hat.
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Roboson

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Re: Divine Engines (Sign-ups Open)
« Reply #32 on: May 25, 2021, 06:06:24 pm »

Placing this here for reference, but it is now out of date.

Quote from: Old Cost Breakdown
Cost Breakdown

The Creation Forge uses Motes, small concentrated essences, in order to create new objects, effects, and life. Motes can be used to craft all kinds of things, and in some cases, can be used to craft anything.

Common items can be created from motes, generally at 1-2 cost per 10 item. For example, 10 iron swords could be created from 1 iron mote. Generally these create non-artifact level equipment for mass use, and are therefore mundane or only slightly magical.

Common items are crafted, either enmass by the Creation Engine, or by the citizens of your nation. Regardless, these are the bulk of all items created, and represent generic items. Metal weapons and armor from iron and other metals, medicines from herbs, and buildings from wood and stone.

Appropriate resources can be used to create buildings or sublocations. These are smaller locations within Lands, often with defining geographical locations (A forest, lake, river, mountain, so on) and in some cases, a geographically isolated magical effect. They appear slowly over the course of a turn. These can be used to change one of the Mote incomes in the area.

15 Material Type Motes: A set of buildings or a landmark of small size, used to transform two mote incomes into another type present in that Land.
15 Material Type Motes and 15 Appropriate Motes (30): A set of buildings or landmark of large size or complexity, used to transform two mote incomes into another of a type relevant to your input motes.
10 Material Type Motes and 10 Appropriate Motes (20): A set of buildings or landmark that combines two or more motes into a new kind of mote.




Creation Forges can also create all manner of powerful creatures, artifacts, and magical effects. The following lays out some general guidelines for these creations. As always, the Mote types used should align with what you're trying to create. Failing to take this into consideration may have strange and unexpected effects.

Effect Costs for Actions.
Spoiler (click to show/hide)

Disasters and Acts of God
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Artifacts
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Servants:
Spoiler (click to show/hide)

Creation of life:
Spoiler (click to show/hide)

Land  Creation
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Magic and Magic Branches
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