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Author Topic: Colonial Gods [OOC] [9/??]  (Read 8125 times)

micelus

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Re: Colonial Gods [OOC] [9/??]
« Reply #60 on: February 02, 2016, 09:29:54 pm »

How permanent are blessings/curses/artifacts? What kinds of things can we research? How does one go about convincing mortals to worship oneself?

EDIT: Er, to clarify, can infinite traits be applied to one action which then all multiplicatively apply to the whole thing? If I tried to make a +1 Speed, -1 Strength ring, for instance, would that be (2 * 0.5 * 0.5) = 0.5E, or ([2 + 0.5] * 0.5) = 1.25E, or something else?

Speaking of which, can pop points wield artifacts or are they an agent/god thing?
1. Until the mortal/artifact's destruction.
2. Anything. Don't expect all of it to be useful, however. You could do something mundane or something more esoteric. You're sphere would be an interesting topic of research. Actually, I'm inserting a sphere bonus to research right now.
3. Be creative. Or not. Like, you could just bless a pop or two and if they like what you did, they might just worship you. Also take note that certain strata of society might prefer the worship of certain gods. Currently, the colonists are just your basic workers, soldiers and administrators.
4. I don't see why you multiplied 0.5 twice if you used the +1Speed and -1Strength traits, but you could theoretically dump a large amount of negative traits to get the cost to near 0. Theoretically.
5. Pops can wield artifacts. That's all I have to say on the matter.

Hum, how long is a turn approximately?
5-10 years.
« Last Edit: February 02, 2016, 09:37:12 pm by micelus »
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Rolepgeek

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Re: Colonial Gods [OOC] [9/??]
« Reply #61 on: February 02, 2016, 09:38:25 pm »

So, I have a question, and I'm hoping no one copies the idea since a lot of it is about the thematic idea, but would I be able to make an Artifact that allowed me to use action points in place of essence points (1A-1E or 2A-1E ratio) when making Artifacts/constructing stuff?

Seems like it'd be a good way for Ged to use up his action points, and interesting.
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Bluexdog

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Re: Colonial Gods [OOC] [9/??]
« Reply #62 on: February 02, 2016, 09:42:29 pm »

red glow text= Normal insane Krieg, Green glow in italics= Krieg's sane self, that is in his head 
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micelus

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Re: Colonial Gods [OOC] [9/??]
« Reply #63 on: February 02, 2016, 09:45:58 pm »

So, I have a question, and I'm hoping no one copies the idea since a lot of it is about the thematic idea, but would I be able to make an Artifact that allowed me to use action points in place of essence points (1A-1E or 2A-1E ratio) when making Artifacts/constructing stuff?

Seems like it'd be a good way for Ged to use up his action points, and interesting.

We have secret actions for a reason~

But theoretically you could, it would just be very expensive.
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piratejoe

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Re: Colonial Gods [OOC] [9/??]
« Reply #64 on: February 02, 2016, 09:46:13 pm »

PTW also what does touched do?
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micelus

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Re: Colonial Gods [OOC] [9/??]
« Reply #65 on: February 02, 2016, 09:47:01 pm »

Also, could you kindly bold your actions all?

And if you need pricechecks, please post them in the OOC or PM them. Unless a creation is something very special, I would prefer if all creations go by the trait system. E.g, that tree Renadh made would require traits.

PTW also what does touched do?

Something magical.
« Last Edit: February 02, 2016, 09:49:31 pm by micelus »
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piratejoe

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Re: Colonial Gods [OOC] [9/??]
« Reply #66 on: February 02, 2016, 09:49:10 pm »

Define magical.
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micelus

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Re: Colonial Gods [OOC] [9/??]
« Reply #67 on: February 02, 2016, 09:49:52 pm »

The power of divinity and/or friendship conquers all!
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piratejoe

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Re: Colonial Gods [OOC] [9/??]
« Reply #68 on: February 02, 2016, 09:51:14 pm »

That really helps...
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micelus

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Re: Colonial Gods [OOC] [9/??]
« Reply #69 on: February 02, 2016, 10:45:24 pm »

Cript, the item itself is fun but I need its effects described in traits. Like for your item, a [Morale Booster] [1.5] would be sufficient.
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Do you hear that, Endra? NONE CAN STAND AGAINST THE POWER OF THE DENTAL, AHAHAHAHA!!!
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Marduk is my waifu
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Criptfeind

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Re: Colonial Gods [OOC] [9/??]
« Reply #70 on: February 02, 2016, 10:48:54 pm »

Ah, right. Okay then, is that correct?
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Playergamer

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Re: Colonial Gods [OOC] [9/??]
« Reply #71 on: February 02, 2016, 11:54:38 pm »

Well, that's certainly going all-in to start, heh. Uh, I got all that right, right?
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Roboson

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Re: Colonial Gods [OOC] [9/??]
« Reply #72 on: February 03, 2016, 12:16:19 am »

Hey Playergamer, for the sword to bind someone to your will, it would require the loyalty trait.
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Playergamer

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Re: Colonial Gods [OOC] [9/??]
« Reply #73 on: February 03, 2016, 12:22:14 am »

Hey Playergamer, for the sword to bind someone to your will, it would require the loyalty trait.
It doesn't actually do that, just fluff. According to the rules, agents are bound to your will, and I don't plan on anybody else getting their hands on it.
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Roboson

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Re: Colonial Gods [OOC] [9/??]
« Reply #74 on: February 03, 2016, 12:24:25 am »

Hey Playergamer, for the sword to bind someone to your will, it would require the loyalty trait.
It doesn't actually do that, just fluff. According to the rules, agents are bound to your will, and I don't plan on anybody else getting their hands on it.

Hmmm good point. I guess we know who's in charge of defense now.
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