The Dawn of a new World

Game Master Browman

Player-Gods create a new world
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Stay age 1


@Zanth... Thanks. But, I thought it was saying in the description that an Avatar can do one action; And separately the god can also do another. It would make sense that an Avatar would make an action cost less because you have to (A)spend the initial to make the Avatar, and (2)spend less energy as a god to accomplish something if someone is doing it for you.

A covers the game balance
2 covers the story concept

If that is incorrect, I am o.k. with that. But, I am curious, where in the rules does it cover that?

I vote to stay in Age 1


N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

Seems to me from the document that the point of Avatars isn't to save mana but to allow you to do two things in a turn where you would usually only be able to do it once. The doc is a bit unclear though on what can be done only once. Purify/Corrupt Civ/City can be done only once per target per turn for sure and having an Avatar would allow you to do it twice. You can only get a city to create one army per turn when you use Command City. But with an avatar you can get a city to create two armies in a turn.

A question I have is whether it really does cost more power to 'purify' rather than 'corrupt' I don't understand the reasoning behind that.


Init +5; Senses Perception +1, AC 20, touch 14, flat-footed 16, hp 10/22 Fort +2, Ref +1, Will +3 Human Oracle

My vote is for sale. If nobody's buying, I'll abstain.


I just read through the PDF again. I play magic the gathering so I am used to knowing what is implicit or not, not saying I am better at it, just that I wouldn't play MTG if I didn't like it. (One thing about this PDF to consider is this is not something that looks well market tested or even beta-tested too much.)

PDF, Command Avatar wrote:
An avatar can perform ONE of the following immortal or Many Mortal actions (such as leading an army) in a turn when commanded. Immortal actions which an avatar can perform include: Command City, Create Order, Command Order, Create City, Corrupt/Purify City, Create Race (ONCE) , gather an army. Through the use of an avatar, players may for example raise two armies in a turn from the same city, or execute two commands upon a race.

"An avatar can perform ONE of the following...when commanded." So, I command with two points and THEY carry it out. By their own power, not mine.

That makes sense story wise. Zeus didn't use his power for Hercules to do his thing, He created (if you know what I mean *wink) an avatar and the avatar carried out "Immortal or many mortal Actions."

It also makes sense in game balance. You can either create an order or an avatar to do your bidding. An order cost 8 points and then you spend power to do things that require an order. The avatar cost 10 points and then two to do things themselves. It can balance out, but avatars are also targets for catastrophes and the like.

Just my thoughts. Whatever the DM determines is 100% cool with me.


go with what the rules say. Which is the command action.


...so...I can command them to do one of those actions? 2 points to command race as long as I spend 10 points for an avatar?


Correct, but note that you can only have one Avatar in play at a time, Avatars can be killed (not easily but possible), and if the Avatar is commanding stuff contrary to what the race wants then he/ she could have issues with powerful members of that race opposing their actions.


Stay in age 1


Let's make this simple for me. I will always vote to stay age 1 until otherwise noted :) otherwise I WILL forget to give my vote haha.


Age 1, Turn 5

Sheher 1d20 ⇒ 7 Power 2d6 + 0 + 0 + 14 ⇒ (3, 4) + 0 + 0 + 14 = 21

Zanthreair 1d20 ⇒ 11 Power 2d6 + 0 + 0 + 5 ⇒ (2, 5) + 0 + 0 + 5 = 12

Shelayyen 1d20 ⇒ 5 tie 1d10 ⇒ 1 Power 2d6 + 1 + 1 + 1 ⇒ (4, 2) + 1 + 1 + 1 = 9

Ryazan 1d20 ⇒ 12 Power 2d6 + 1 + 0 + 6 ⇒ (5, 1) + 1 + 0 + 6 = 13

Shylar Power 2d6 + 37 ⇒ (4, 6) + 37 = 47

Kelnet 1d20 ⇒ 4 Power 2d6 + 0 + 0 + 9 ⇒ (4, 2) + 0 + 0 + 9 = 15

Fenii 1d20 ⇒ 16 Power 2d6 + 0 + 3 + 2 ⇒ (6, 2) + 0 + 3 + 2 = 13

Kawliga 1d20 ⇒ 5 tie 1d10 ⇒ 10 Power 2d6 + 0 + 0 + 8 ⇒ (5, 5) + 0 + 0 + 8 = 18

Aninga 1d20 ⇒ 5 tie 1d10 ⇒ 3 Power 2d6 + 1 + 1 + 3 ⇒ (1, 6) + 1 + 1 + 3 = 12

Orregr 1d20 ⇒ 14 Power 2d6 + 1 + 3 + 1 ⇒ (1, 5) + 1 + 3 + 1 = 11

Turn 4 order
Fenii

Orregr

Ryazan

Zanthreair

Sheher

Kawliga

Aninga

Shelayyen

Kelnet


Shylar is going to destroy us all with all that power lol


I am waiting for the right moment to "Balance" the world


o_0

Yup, we're screwed...


2 again!?

By the way, I played this in real life. Way...way...faster. Heh heh.


It's way better when you do this irl. That way you can see the malicious glares from people as you mess with their stuff ;)


Shelayyen wrote:

2 again!?

By the way, I played this in real life. Way...way...faster. Heh heh.

But real life gives you less time to craft and scheme.


Also I asked this earlier but didn't get any responses, what creatures do you think the Primal would domesticate?


Eh hem...never mind. I'm at work and I looked at the wrong thing.

Well, the Primal are massive, so something large. Like, packadoyms, or maybe some kind of magical creature, like buletts.


In my tribe I envision a few things.

Cockatrice serve a roll as guard dogs for tombs.

A few of them live as Nomads on the tundra of the Moontouched Plains and herd Mammoths for their fur and meat.

In the Star-Heart peaks large Billy goats are hunted for their horns which are valued by the warriors for helmets.

Many Eagles are tamed for their elegance and are seen as great pets for young girls.


Keep in mind that the only stuff from the monster manual that exists in the world right now are animals, no magic beasts, no dragons, etc.


Well, then elephants. After enough time, they learned to domesticate them. Now till the earth and haul luggage.


N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

Mastadons maybe. Can we see on the map where the Primals are?


The areas inside the dotted lines are where the Primals are.


N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

I think Ryazan missed his 24 hour window to post.


Sheher wrote:
I think Ryazan missed his 24 hour window to post.

This is true


Sorry. College is busy busy. Just storing power


My thinking is that the western Primal Civilization will split into two groups those within the city who are led by one Avatar. And the more chaotic evil ones in the forest to the north led by the other Avatar


Aninga are you doing anything this turn?

Kawlinga appears to not have been online since mid August so will be botted starting next turn.


Shelyyen are you acting this turn?


In order to keep things moving, this will be the last turn of age 1.


N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

Oh man :p. I think we got the map almost filled up though.


Man :/ two more turns and I would a had my race. Ah well.


It may take until Saturday afternoon/ evening for me to get turn summary/ rolls for next turn up.


No problem with me


I was looking to create a Primal sub race before Age 2, but I'm okay with it. I may have missed it, but is there a link to the race's stats?


Orregr wrote:
I was looking to create a Primal sub race before Age 2, but I'm okay with it. I may have missed it, but is there a link to the race's stats?

I haven't seen any stats for primal.

If everyone wants to we can stay in age 1 a bit longer, I am just wanting to avoid things stagnating and then dying.


I was going to try and fill the land out a bit more before we moved on. I think that it's not stagnating.


Age 1, Turn 7

Sheher 1d20 ⇒ 4 Power 1 + 1 + 0 + 2d6 ⇒ 1 + 1 + 0 + (1, 4) = 7

Zanthreair 1d20 ⇒ 8 1d10 ⇒ 1 Power 1 + 1 + 0 + 2d6 ⇒ 1 + 1 + 0 + (2, 4) = 8

Shelayyen 1d20 ⇒ 13 Power 0 + 2 + 3 + 2d6 ⇒ 0 + 2 + 3 + (5, 1) = 11

Ryazan 1d20 ⇒ 16 Power 0 + 1 + 0 + 2d6 ⇒ 0 + 1 + 0 + (2, 2) = 5

Shylar Power 2d6 + 25 ⇒ (5, 1) + 25 = 31

Kelnet 1d20 ⇒ 8 1d10 ⇒ 8 Power 0 + 0 + 15 + 2d6 ⇒ 0 + 0 + 15 + (6, 5) = 26

Fenii 1d20 ⇒ 11 Power 1 + 3 + 1 + 2d6 ⇒ 1 + 3 + 1 + (6, 4) = 15

Kawliga Power 0 + 0 + 15 + 2d6 ⇒ 0 + 0 + 15 + (4, 4) = 23

Aninga 1d20 ⇒ 5 Power 0 + 2 + 2 + 2d6 ⇒ 0 + 2 + 2 + (5, 1) = 10

Orregr 1d20 ⇒ 14 Power 0 + 2 + 3 + 2d6 ⇒ 0 + 2 + 3 + (6, 4) = 15

Turn 7 order
Ryazan

Orregr

Shelayyen

Fenii

Kelnet

Zanthreair

Aninga

Sheher


Saurian
N Large magical beast

Init +6; Senses low-light vision; Perception +4

DEFENSE
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 38 (4d10+16)
Fort +8, Ref +6, Will +1

OFFENSE
Speed 40 ft., climb 40 ft.
Melee bite +7 (2d6+4) or tongue +6 touch (grab) and 2 claws +2 (1d6+3)
Space 10 ft.; Reach 10 ft. (15 ft. with tongue)
Special Attacks tongue, pull (tongue, 5 ft.)

STATISTICS
Str 16, Dex 15, Con 18, Int 10, Wis 11, Cha 8
Base Atk +4; CMB +8 (+12 grapple); CMD 19
Feats Improved Initiative, Skill Focus (Stealth)
Skills Climb +15, Perception +4, Stealth +18 (+28 when still);
Racial Modifiers +12 Stealth (+22 when still)


Sorry for the absence guys. I gave my dad money to pay for the cable and phone bill and apparently he forgot to pay it the last four months. Had to wait until payday this last Friday and just got it all turned back on yesterday. And then I've had a hell of a weekend with work. I'm gonna look over the latest action and I'll be ready when my next turn comes up.


Kelnet, Broker of the Gods wrote:
Sorry for the absence guys. I gave my dad money to pay for the cable and phone bill and apparently he forgot to pay it the last four months. Had to wait until payday this last Friday and just got it all turned back on yesterday. And then I've had a hell of a weekend with work. I'm gonna look over the latest action and I'll be ready when my next turn comes up.

That sucks, but at least it all got sorted out.


Are we waiting on Ryazan still? Let me know if I'm up.


Go ahead.


Shelayyen are you acting this round?


N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

Browman did the fields I created south of the west river (Irish theme) start getting filled in? Should be about the same size as the plains on the West


Sheher wrote:
Browman did the fields I created south of the west river (Irish theme) start getting filled in? Should be about the same size as the plains on the West

Yes, I just didn't know what colour to use.


N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

I figure some sort of shade of green (Emerald?) and name it 'Fields' on the legend to distinguish from all the other green terrain.


N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

Are we down to Zanth now?


Yup

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