Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
paradox42's crazy cosmology
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="paradox42" data-source="post: 5222718" data-attributes="member: 29746"><p><strong>The Material Nucleus</strong></p><p></p><p>So, having crafted a "Shard template" for Moiranna, which included several Cosmic Abilities (something which alone, in my game, with the one-esoteric rule, was enough to make powergamers salivate), and furthermore included some abilities that players would seriously consider taking <em>even if they didn't fit the character</em> just because they were That Cool (Abrogate being the prime example), my other players started chomping at the bit to go get Shards (not just Seeds) of their own. So, I started to think about what other First Ones might do, if induced to grant extra powers to lesser being like mere deities. And of course, eventually most of the PCs in this party quested for (and won) Shards- including two who already had Seeds (the God of Secrets became an Independent Thought, while the Seed of Spirit was expanded to become the Karmic Messiah).</p><p></p><p>But that came later- after I made this one. This was the fifth Seed to be granted to the party, and from the beginning of the quest to get it, the player who eventually got it for his PC (the Goddess of Catastrophe and Necessity) was determined to get not just a Seed but a new template like Moiranna's. The fact that his character had, for years, had a <strong>rivalry</strong> with Moiranna as a "blaster mage" (this goddess was originally a standard Sorcerer) no doubt helped that motivation along. But of course, in the end she got it.</p><p></p><p>This was accomplished in Matter's own cosmos, at the edge of the Pit there- this was when the PCs traveled to reach that artifact. The Goddess of Catastrophe knew that the Pit somehow was her best chance to contact Matter and make a deal with It; she made the kitten as a test but then kept the cute little critter around and actually dismissed her old familiar with the intent to make the kitten her new one. One thing I didn't mention in the post regarding the Pit, see, is that when she made this kitten she didn't make just a normal kitten- she specifically requested that it be an Elemental kitten, and more specifically that it be made of the very Elemental Goo that was in the Pit. The Pit obliged her of course: her little green kitten with the slightly-slimy and wet appearance was plucked from the pseudopods of doom by a quick application of <em>Telekinesis</em>, and then the Goddess got to work.</p><p></p><p>Cutting a long story short, she eventually figured out how to contact Matter directly, and using the kitten as a conduit, managed to make a literal Deal With the Devil. Matter gave her a Seed by possessing the little kitten (she named it "Atom" in a moment of dark humor), and granting her special powers she had scarcely dreamed of before then. She became a Material Nucleus.</p><p></p><p><strong>Creating a Material Nucleus</strong></p><p></p><p>"Material Nucleus" is an acquired template that can be applied to any deity of at least Divine Rank 4 which has a Half-Elemental template and at least 100 caster levels in an Arcane spellcasting class. A Material Nucleus exactly resembles the deity's former manifestation with the Half-Elemental template, but the character's eyes turn a solid dark red (pupils remain, but there is no sclera or "white"), and remain so in any form assumed through shape-changing magic or effects. It uses all of the deity's abilities and statistics, except as noted below.</p><p></p><p>[As before, some of the specifications up there are really unnecessary if you want to use a template like this as a plot point in your games; Matter as a First One could probably grant this template to any being with 100 HD and DR 4 if it were so inclined- which is to say if the price is right. It just happens that the Goddess of Catastrophe in question was Half-Fire Elemental, and had over 100 Sorcerer levels.]</p><p></p><p><strong>Size and Type:</strong> The deity gains the Evil subtype if it did not have it already.</p><p><strong>Hit Dice:</strong> The deity does not gain any extra HD, but its hit dice change to d100s for all current and future hit dice. The deity continues to gain maximum hit points per hit die, as standard for its Divine Rank.</p><p><strong>Speed:</strong> The deity's speed values do not change further. [This was important to note, I felt, because the Entropic Shard got a lot faster- but I didn't see Matter as granting much if any speed bonus to a being- especially since I intended to grant the double-HD-natural-armor ability as you'll see below.]</p><p><strong>AC:</strong> The Material Nucleus continues to have a deflection bonus to AC equal to its CHA bonus (minimum +1), but natural armor increases to double its total hit dice. This natural armor bonus increases with all future hit dice gained or lost, keeping the total equal to double the deity's hit dice (whatever that number may be).</p><p><strong>Attack:</strong> The Material Nucleus gains a +24 gravitic mastery bonus on all attack rolls.</p><p><strong>Damage:</strong> All attacks made by the Material Nucleus, whether natural attacks or by weapon, gain a +24 gravitic mastery bonus to damage. This even applies to spells which deal hit point damage, and the bonus applies to each target of any such spell the deity uses (for example, a <em>Magic Missile</em> spell would deal an extra 24 points of damage to each target, whether or not any target was hit with more than one missile, while a <em>Fireball</em> would simply deal an extra 24 points of damage to creatures in its area before Reflex saves are rolled). Finally, all of the Material Nucleus's natural attack forms (if it has any) are treated as Epic and Evil for the purposes of overcoming Damage Reduction.</p><p><strong>Special Attacks:</strong> A Material Nucleus retains all special attacks it had before, and gains the following:</p><p></p><ul> <li data-xf-list-type="ul"><em><u>Gravitic Godspell (Su):</u></em> Whenever the Material Nucleus casts a spell that uses dice to determine the magnitude of its effect (for example, <em>Fireball</em>, <em>Magic Missile</em>, and <em>Cure Light Wounds</em> all qualify, but <em>Teleport</em> does not), the spell deals extra damage to each target based on the target's maximum healthy hit point total. This extra damage is equal to 1% of the target's maximum hit points, but always does a minimum of 1 extra point of damage no matter how low the target's hit points are. The Material Nucleus can choose to deactivate this ability as a swift action, and once deactivated all of the deity's spells will have their normal effects without this extra gravitational damage. If the ability is deactivated, it may later be reactivated as a swift action to "turn on" the gravity-based damage again.</li> <li data-xf-list-type="ul"><em><u>Gravitic Spellcharging (Ex):</u></em> The Material Nucleus gains a +24 gravitic mastery bonus on all checks against Spell Resistance.</li> <li data-xf-list-type="ul"><em><u>Spell-Like Ability:</u></em> At will- <em>Rapid Elemental Swarm</em>. The Material Nucleus is able to use <em>Elemental Swarm</em> at will, with a one-round casting time (i.e. as a full-round action). The Elementals so called arrive in their standard order, despite the greatly reduced casting time, and the Material Nucleus does not need to specify which element type is being called until casting time, so the deity is free to (for example) call Earth Elementals in one round, and then call Fire Elementals in the next, even while the Earth Elementals from the first casting are still arriving. There is no limit to the number of Elementals the deity can call this way, except that the creatures still disappear when the spell's duration runs out. The caster level of this spell-like ability is equal to the deity's highest level in any spellcasting class, regardless of whether or not that class can normally use the <em>Elemental Swarm</em> spell.</li> </ul><p><strong>Special Qualities:</strong> A Material Nucleus retains all special qualities it had before, and gains the following:</p><p></p><ul> <li data-xf-list-type="ul"><em><u>Damage Reduction (Ex):</u></em> The Material Nucleus gains Damage Reduction 50/-. All forms of attack are reduced by 50 hit points before being applied to the deity, except for attacks which specifically say they "ignore Hardness." This Damage Reduction does not change any other Damage Reduction the deity gets from other sources, unless that Damage Reduction is also of the "/-" (Hardness) form, in which case the existing number is increased by 50.</li> <li data-xf-list-type="ul"><em><u>Divine Inspiration (Ex):</u></em> The Material Nucleus gains a bonus Divine Ability, but the ability is not necessarily set: once per round, as an immediate action, the deity can change the Divine Ability to any other. The character must still meet all the prerequisites of the chosen ability in order to gain it, but otherwise there are no restrictions on the power to change this special bonus Divine Ability. Because the ability can be changed as an immediate action, it can even (for example) be used to grant bonuses to a saving throw just before the character makes one, by changing to a Divine Ability that grants a bonus to saving throws such as Unknowing Soul or Profane Soul. Note, however, that if the chosen Divine Ability has a lasting effect (for example, the actions stolen using Time Stealer, or the souls bound using Soul Stealer), then the ability cannot be switched until the lasting effect ends. Thus, if the character is using Divine Inspiration to gain Soul Stealer, and kills a creature, the character cannot then switch Divine Inspiration to Profane Mind, unless and until the creature that was killed under Soul Stealer is no longer soul-bound. Likewise, if the character is using (for example) Divine Sorcery to learn <em>Wall of Force</em>, and has one or more <em>Walls of Force </em>active, then the Divine Inspiration cannot be switched to Divine Architect instead to speed up that magic-item crafting.</li> <li data-xf-list-type="ul"><em><u>Fire Absorption (Ex):</u></em> The Material Nucleus gains Fire Absorption 500. The first 500 points of Fire damage that hit the deity in a given round heal it instead of hurting it.</li> <li data-xf-list-type="ul"><em><u>Gravitic Senses (Ex):</u></em> All of the deity's senses expand to 10 times their base range.</li> <li data-xf-list-type="ul"><em><u>Great Breath (Ex):</u></em> The deity can use its Quintessence to create creatures that are not of the Outsider type, just as easily as it can create Outsiders. All creatures the deity creates are capable of reproduction immediately, if conditions are otherwise appropriate for such (for example, a trio of male tigers will not be able to reproduce with each other unless the deity also creates a female, but an Ochre Jelly would be fully capable of growing and splitting/budding in the usual manner).</li> <li data-xf-list-type="ul"><em><u>Superior Spell Resistance (Ex):</u></em> The Material Nucleus gains SR equal to 34 + its hit dice. Furthermore, all spells used against the deity must check this special SR <strong>twice</strong> in order to function; if either check fails, the spell fails to overcome the SR at all.</li> </ul><p><strong>Saves:</strong> The Material Nucleus gains a +24 gravitic mastery bonus to all saves.</p><p><strong>Abilities:</strong> Change as follows: STR +24, DEX +36, CON +60, INT +60, WIS +36, CHA +72.</p><p><strong>Skills:</strong> The Material Nucleus gains both Maven and Omnicompetent, if it did not already have them; all skills are raised to their maximum possible ranks by hit dice. Furthermore, the deity gains a +24 gravitic mastery bonus on all skills.</p><p></p><p><strong>Challenge Rating:</strong> Same as the deity +53.</p><p><strong>Level Adjustment:</strong> Same as the deity's Level Adjustment +80.</p><p><strong>Alignment:</strong> The Material Nucleus changes to Evil alignment, if it was not previously Evil, but the Lawful/Chaotic alignment component does not typically change. </p><p></p><p></p><p>Yes, that last one really did get written into the template- you make a Deal with Matter, you pay for it. The Goddess in question became Chaotic Evil, and if the players by this time hadn't mellowed out a bit on the whole Good/Evil thing they might well have attacked her and/or cast her out for it. I'll also remark, here, upon the fact that I gave this template Godspell rather than Strike (as I had for Entropic Shard). By this time, I decided that I wanted each template like this to have three Cosmics chosen to fit this pattern: (1) one [Effect] ability, a different [Effect] type for each template, and of course doing damage based on which First One was granting the power. Entropy of course dealt Annihilating, Matter would grant Gravitic since that's Matter's "thing." (2) one "chase ability" that most PCs would jump at the chance to get even if they had to take it as their one and only esoteric power. (3) a more obscure ability that fit the theme of the First One, but was not necessarily a "chase ability."</p><p></p><p>In the case of Material Nucleus, the [Effect] type was Godspell both because it had already been pointed out that Godspell was a more useful [Effect] type for spellcasters than Strike, that having been the point of making it; and also because I wanted to be sure it wasn't Strike anyway. The "chase ability" in this case was Divine Inspiration; since every party member had at least one Anyfeat, it was pretty obvious the players would be very keen on getting the Cosmic version of it.</p></blockquote><p></p>
[QUOTE="paradox42, post: 5222718, member: 29746"] [b]The Material Nucleus[/b] So, having crafted a "Shard template" for Moiranna, which included several Cosmic Abilities (something which alone, in my game, with the one-esoteric rule, was enough to make powergamers salivate), and furthermore included some abilities that players would seriously consider taking [I]even if they didn't fit the character[/I] just because they were That Cool (Abrogate being the prime example), my other players started chomping at the bit to go get Shards (not just Seeds) of their own. So, I started to think about what other First Ones might do, if induced to grant extra powers to lesser being like mere deities. And of course, eventually most of the PCs in this party quested for (and won) Shards- including two who already had Seeds (the God of Secrets became an Independent Thought, while the Seed of Spirit was expanded to become the Karmic Messiah). But that came later- after I made this one. This was the fifth Seed to be granted to the party, and from the beginning of the quest to get it, the player who eventually got it for his PC (the Goddess of Catastrophe and Necessity) was determined to get not just a Seed but a new template like Moiranna's. The fact that his character had, for years, had a [B]rivalry[/B] with Moiranna as a "blaster mage" (this goddess was originally a standard Sorcerer) no doubt helped that motivation along. But of course, in the end she got it. This was accomplished in Matter's own cosmos, at the edge of the Pit there- this was when the PCs traveled to reach that artifact. The Goddess of Catastrophe knew that the Pit somehow was her best chance to contact Matter and make a deal with It; she made the kitten as a test but then kept the cute little critter around and actually dismissed her old familiar with the intent to make the kitten her new one. One thing I didn't mention in the post regarding the Pit, see, is that when she made this kitten she didn't make just a normal kitten- she specifically requested that it be an Elemental kitten, and more specifically that it be made of the very Elemental Goo that was in the Pit. The Pit obliged her of course: her little green kitten with the slightly-slimy and wet appearance was plucked from the pseudopods of doom by a quick application of [I]Telekinesis[/I], and then the Goddess got to work. Cutting a long story short, she eventually figured out how to contact Matter directly, and using the kitten as a conduit, managed to make a literal Deal With the Devil. Matter gave her a Seed by possessing the little kitten (she named it "Atom" in a moment of dark humor), and granting her special powers she had scarcely dreamed of before then. She became a Material Nucleus. [B]Creating a Material Nucleus[/B] "Material Nucleus" is an acquired template that can be applied to any deity of at least Divine Rank 4 which has a Half-Elemental template and at least 100 caster levels in an Arcane spellcasting class. A Material Nucleus exactly resembles the deity's former manifestation with the Half-Elemental template, but the character's eyes turn a solid dark red (pupils remain, but there is no sclera or "white"), and remain so in any form assumed through shape-changing magic or effects. It uses all of the deity's abilities and statistics, except as noted below. [As before, some of the specifications up there are really unnecessary if you want to use a template like this as a plot point in your games; Matter as a First One could probably grant this template to any being with 100 HD and DR 4 if it were so inclined- which is to say if the price is right. It just happens that the Goddess of Catastrophe in question was Half-Fire Elemental, and had over 100 Sorcerer levels.] [B]Size and Type:[/B] The deity gains the Evil subtype if it did not have it already. [B]Hit Dice:[/B] The deity does not gain any extra HD, but its hit dice change to d100s for all current and future hit dice. The deity continues to gain maximum hit points per hit die, as standard for its Divine Rank. [B]Speed:[/B] The deity's speed values do not change further. [This was important to note, I felt, because the Entropic Shard got a lot faster- but I didn't see Matter as granting much if any speed bonus to a being- especially since I intended to grant the double-HD-natural-armor ability as you'll see below.] [B]AC:[/B] The Material Nucleus continues to have a deflection bonus to AC equal to its CHA bonus (minimum +1), but natural armor increases to double its total hit dice. This natural armor bonus increases with all future hit dice gained or lost, keeping the total equal to double the deity's hit dice (whatever that number may be). [B]Attack:[/B] The Material Nucleus gains a +24 gravitic mastery bonus on all attack rolls. [B]Damage:[/B] All attacks made by the Material Nucleus, whether natural attacks or by weapon, gain a +24 gravitic mastery bonus to damage. This even applies to spells which deal hit point damage, and the bonus applies to each target of any such spell the deity uses (for example, a [I]Magic Missile[/I] spell would deal an extra 24 points of damage to each target, whether or not any target was hit with more than one missile, while a [I]Fireball[/I] would simply deal an extra 24 points of damage to creatures in its area before Reflex saves are rolled). Finally, all of the Material Nucleus's natural attack forms (if it has any) are treated as Epic and Evil for the purposes of overcoming Damage Reduction. [B]Special Attacks:[/B] A Material Nucleus retains all special attacks it had before, and gains the following: [LIST] [*][I][U]Gravitic Godspell (Su):[/U][/I] Whenever the Material Nucleus casts a spell that uses dice to determine the magnitude of its effect (for example, [I]Fireball[/I], [I]Magic Missile[/I], and [I]Cure Light Wounds[/I] all qualify, but [I]Teleport[/I] does not), the spell deals extra damage to each target based on the target's maximum healthy hit point total. This extra damage is equal to 1% of the target's maximum hit points, but always does a minimum of 1 extra point of damage no matter how low the target's hit points are. The Material Nucleus can choose to deactivate this ability as a swift action, and once deactivated all of the deity's spells will have their normal effects without this extra gravitational damage. If the ability is deactivated, it may later be reactivated as a swift action to "turn on" the gravity-based damage again. [*][I][U]Gravitic Spellcharging (Ex):[/U][/I] The Material Nucleus gains a +24 gravitic mastery bonus on all checks against Spell Resistance. [*][I][U]Spell-Like Ability:[/U][/I] At will- [I]Rapid Elemental Swarm[/I]. The Material Nucleus is able to use [I]Elemental Swarm[/I] at will, with a one-round casting time (i.e. as a full-round action). The Elementals so called arrive in their standard order, despite the greatly reduced casting time, and the Material Nucleus does not need to specify which element type is being called until casting time, so the deity is free to (for example) call Earth Elementals in one round, and then call Fire Elementals in the next, even while the Earth Elementals from the first casting are still arriving. There is no limit to the number of Elementals the deity can call this way, except that the creatures still disappear when the spell's duration runs out. The caster level of this spell-like ability is equal to the deity's highest level in any spellcasting class, regardless of whether or not that class can normally use the [I]Elemental Swarm[/I] spell. [/LIST] [B]Special Qualities:[/B] A Material Nucleus retains all special qualities it had before, and gains the following: [LIST] [*][I][U]Damage Reduction (Ex):[/U][/I] The Material Nucleus gains Damage Reduction 50/-. All forms of attack are reduced by 50 hit points before being applied to the deity, except for attacks which specifically say they "ignore Hardness." This Damage Reduction does not change any other Damage Reduction the deity gets from other sources, unless that Damage Reduction is also of the "/-" (Hardness) form, in which case the existing number is increased by 50. [*][I][U]Divine Inspiration (Ex):[/U][/I] The Material Nucleus gains a bonus Divine Ability, but the ability is not necessarily set: once per round, as an immediate action, the deity can change the Divine Ability to any other. The character must still meet all the prerequisites of the chosen ability in order to gain it, but otherwise there are no restrictions on the power to change this special bonus Divine Ability. Because the ability can be changed as an immediate action, it can even (for example) be used to grant bonuses to a saving throw just before the character makes one, by changing to a Divine Ability that grants a bonus to saving throws such as Unknowing Soul or Profane Soul. Note, however, that if the chosen Divine Ability has a lasting effect (for example, the actions stolen using Time Stealer, or the souls bound using Soul Stealer), then the ability cannot be switched until the lasting effect ends. Thus, if the character is using Divine Inspiration to gain Soul Stealer, and kills a creature, the character cannot then switch Divine Inspiration to Profane Mind, unless and until the creature that was killed under Soul Stealer is no longer soul-bound. Likewise, if the character is using (for example) Divine Sorcery to learn [I]Wall of Force[/I], and has one or more [I]Walls of Force [/I]active, then the Divine Inspiration cannot be switched to Divine Architect instead to speed up that magic-item crafting. [*][I][U]Fire Absorption (Ex):[/U][/I] The Material Nucleus gains Fire Absorption 500. The first 500 points of Fire damage that hit the deity in a given round heal it instead of hurting it. [*][I][U]Gravitic Senses (Ex):[/U][/I] All of the deity's senses expand to 10 times their base range. [*][I][U]Great Breath (Ex):[/U][/I] The deity can use its Quintessence to create creatures that are not of the Outsider type, just as easily as it can create Outsiders. All creatures the deity creates are capable of reproduction immediately, if conditions are otherwise appropriate for such (for example, a trio of male tigers will not be able to reproduce with each other unless the deity also creates a female, but an Ochre Jelly would be fully capable of growing and splitting/budding in the usual manner). [*][I][U]Superior Spell Resistance (Ex):[/U][/I] The Material Nucleus gains SR equal to 34 + its hit dice. Furthermore, all spells used against the deity must check this special SR [B]twice[/B] in order to function; if either check fails, the spell fails to overcome the SR at all. [/LIST] [B]Saves:[/B] The Material Nucleus gains a +24 gravitic mastery bonus to all saves. [B]Abilities:[/B] Change as follows: STR +24, DEX +36, CON +60, INT +60, WIS +36, CHA +72. [B]Skills:[/B] The Material Nucleus gains both Maven and Omnicompetent, if it did not already have them; all skills are raised to their maximum possible ranks by hit dice. Furthermore, the deity gains a +24 gravitic mastery bonus on all skills. [B]Challenge Rating:[/B] Same as the deity +53. [B]Level Adjustment:[/B] Same as the deity's Level Adjustment +80. [B]Alignment:[/B] The Material Nucleus changes to Evil alignment, if it was not previously Evil, but the Lawful/Chaotic alignment component does not typically change. Yes, that last one really did get written into the template- you make a Deal with Matter, you pay for it. The Goddess in question became Chaotic Evil, and if the players by this time hadn't mellowed out a bit on the whole Good/Evil thing they might well have attacked her and/or cast her out for it. I'll also remark, here, upon the fact that I gave this template Godspell rather than Strike (as I had for Entropic Shard). By this time, I decided that I wanted each template like this to have three Cosmics chosen to fit this pattern: (1) one [Effect] ability, a different [Effect] type for each template, and of course doing damage based on which First One was granting the power. Entropy of course dealt Annihilating, Matter would grant Gravitic since that's Matter's "thing." (2) one "chase ability" that most PCs would jump at the chance to get even if they had to take it as their one and only esoteric power. (3) a more obscure ability that fit the theme of the First One, but was not necessarily a "chase ability." In the case of Material Nucleus, the [Effect] type was Godspell both because it had already been pointed out that Godspell was a more useful [Effect] type for spellcasters than Strike, that having been the point of making it; and also because I wanted to be sure it wasn't Strike anyway. The "chase ability" in this case was Divine Inspiration; since every party member had at least one Anyfeat, it was pretty obvious the players would be very keen on getting the Cosmic version of it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
paradox42's crazy cosmology
Top