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Author Topic: Cthulhu mythos mod, WIP  (Read 10583 times)

django623

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Re: Cthulhu mythos mod, WIP
« Reply #45 on: January 11, 2011, 12:01:30 pm »

Hey this is my first post but I knew I had to comment on this because i'm a huge HPL fan. Your idea sound good so far but with peoples concerns of Azathoth, why don't you make him like a Bronze colossus but invincible (aside from limbs you can damage slightly) and he is on a time limit. Humans that are attacked by him have little to no chance of survival and if they aren't killed they lose alot of sanity. With the time limit he can have the building destroyer attribute (or whatever the name was) and once his time limit hits he returns back to his realm.


Also Yig should be easy to add if deon helps since he already added serpent people.


Let me know what you think i'll be glad to help you.


-Django
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Farseer

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Re: Cthulhu mythos mod, WIP
« Reply #46 on: January 11, 2011, 12:09:01 pm »

Also I would advise to call it Lovecraftian mod, since there's no such thing as "cthulhu mythos", but there's a lot of cool stories by H.Lovecraft.

Well, technically there is, but eh.

Please to god complete this. :3

Bohandas

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Re: Cthulhu mythos mod, WIP
« Reply #47 on: January 11, 2011, 12:33:54 pm »

I have a custom mod for 40d that adds in the Deep Ones as a race. When I get home (and can access the computer that it is saved on) I'll post the relevant creature and entity RAWs here (The entity raws should be relatively simple for you to adapt to 31.x, but I must admit I have no idea how to adapt some of the things that I put in the creature raws (particularly natural attacks; the new attack and weapon system has me stymied) (most of the basic tags should carry over though, (and, speaking of which I took a lot of the prefstrings from the song "The Insmouth Look" by Darkest of the Hillside Thickets)))   

(P.S. I also have 40d raws for several things relating to the Lovecraft inspired mythologies of the Church of the SubGenius and the heavy-metal rock band GWAR, which I can also post here if anybody wants to see them)
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Farseer

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Re: Cthulhu mythos mod, WIP
« Reply #48 on: January 11, 2011, 12:36:31 pm »

Deep ones should have several castes, but you'll have to make their homes marshland and swamps (things in the sea don't do crap, AFAIK).

The castes should be something along the lines of "normal deep one", "praetorian" (or something) which has greater size, strength etc and "great deep one" which is megabeast levels of awesome.

Bohandas

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Re: Cthulhu mythos mod, WIP
« Reply #49 on: January 11, 2011, 12:54:21 pm »

Deep ones should have several castes, but you'll have to make their homes marshland and swamps (things in the sea don't do crap, AFAIK).

My 40d Deep Ones were set to ocean biomes and they spawned in worldgen and interacted with other civilizations. What would happen is that they would simply build their cities on the edges of the oceans, which in my opinion is completely appropriate for them, given the seaside locations of Innsmouth, Imboca, and Ugarit.
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lastofthelight

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Re: Cthulhu mythos mod, WIP
« Reply #50 on: January 11, 2011, 05:58:37 pm »

Noonononononono!!!

Don't make deep ones an entity!

Make them a creature. Give one caste the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens and another the CONVERTED_SPOUSE token. That way you can make amphibious deep ones who actually mate with and convert humans. If I understand it correct. It'll be awesome!
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Bohandas

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Re: Cthulhu mythos mod, WIP
« Reply #51 on: January 11, 2011, 06:03:03 pm »

My deep ones were for 40d, which didn't have night creatures

Soooo....... here's my 40d version of the Deep Ones

Spoiler: Deep Ones (Creature) (click to show/hide)

Spoiler: Deep One (Entity) (click to show/hide)
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Starmantis

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Re: Cthulhu mythos mod, WIP
« Reply #52 on: January 11, 2011, 07:29:12 pm »

Noonononononono!!!

Don't make deep ones an entity!

Make them a creature. Give one caste the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens and another the CONVERTED_SPOUSE token. That way you can make amphibious deep ones who actually mate with and convert humans. If I understand it correct. It'll be awesome!

Cant a civilized creature have those tokens?
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Bohandas

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Re: Cthulhu mythos mod, WIP
« Reply #53 on: January 11, 2011, 08:18:14 pm »

Noonononononono!!!

Don't make deep ones an entity!

Make them a creature. Give one caste the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens and another the CONVERTED_SPOUSE token. That way you can make amphibious deep ones who actually mate with and convert humans. If I understand it correct. It'll be awesome!

Cant a civilized creature have those tokens?

I think that the CAN_CIV and/or INTELLIGENT tags generally associated with civilized creatures prevents them from spawning outside normally, but this can be remedied by making a second more-or-less identical creature differing from the normal version only in a lack of the aforementioned tags.
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Starmantis

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Re: Cthulhu mythos mod, WIP
« Reply #54 on: January 11, 2011, 10:04:32 pm »

Could someone make a mythos Language raw? there are alot of words to change and I would prefer to focus my efforts on the creatures and entities right now
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django623

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Re: Cthulhu mythos mod, WIP
« Reply #55 on: January 12, 2011, 03:19:35 pm »

I would make the raw if I knew how...if someone could PM me how to make Raws I would appreciate it.
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3

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Re: Cthulhu mythos mod, WIP
« Reply #56 on: January 12, 2011, 03:25:50 pm »

I would make the raw if I knew how...if someone could PM me how to make Raws I would appreciate it.

When it comes to language generators, there are two that I know of which work fairly well.

Shouldn't be too hard to get something suitably cultesque.
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django623

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Re: Cthulhu mythos mod, WIP
« Reply #57 on: January 12, 2011, 05:02:44 pm »

Thanks for the links. I'll start on the Raws now. What exactly do you want though? Names of the gods? Sayings? Locations?



Edit: There shouldn't be much to change from english, Just when there is a reaction.
« Last Edit: January 12, 2011, 05:17:17 pm by django623 »
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Bohandas

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Re: Cthulhu mythos mod, WIP
« Reply #58 on: January 12, 2011, 05:38:08 pm »

Could someone make a mythos Language raw? there are alot of words to change and I would prefer to focus my efforts on the creatures and entities right now

I don't think that I'm up to that task, but I can put together a lovecraftian custom language symbol set (as per the entires in the language_SYM raw). I'll hopefully have it for you later tonight...
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django623

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Re: Cthulhu mythos mod, WIP
« Reply #59 on: January 12, 2011, 06:53:37 pm »

Don't worry i'll do the raw but let me know what words you need changed.
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