Things from my setting

Obly99

Hero
Also 2d6 minutes for starflight is like 5 times faster than a Time Lord who's only at 3d20 minutes which was supposed to be astronomically faster than anything else, which I believe was at 3d20 days, I can't help but feel that makes no sense.
Hell, I seemed to remember that your Sidereals have 3d20 minutes and your Time Lords have 1d3 minutes. I got confused, I fix it right away.
The only thing I'd alter is make their Rejected By Creation power only make them immune to Abrogate at a thousand HD.
The reason I gave him immunity to Abrogate and Evil Eye under the rank of Time Lord is because of how I conceived it and the line of text "Anomalies are extra-cosmic abominations, creatures otherwise superfluous to cosmic balance but possessed of power enough to give even a time lord pause ". My anomalies are practically the half-abandoned children of superficial rich parents who don't care about them. They are much weaker than their equivalents (Eternals) and for this they become bullies towards those weaker than them (Sidereals and below). If an anomaly enters a universe where the Demiurge is asleep it is not a disaster, it is a catastrophe. Being immune to Abrogate and Evil Eye and at the same time, however, applying it to others, is practically a one-way massacre. Would you say that applying it from 1000 HD would make more sense?
 
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Hell, I seemed to remember that your Sidereals have 3d20 minutes and your Time Lords have 1d3 minutes. I got confused, I fix it right away.
I think Thychen has 1d3 minute Starflight, or maybe the Aspects do but the Time Lords only have 3d20 mins. I appreciate it btw bro, ty.

The reason I gave him immunity to Abrogate and Evil Eye under the rank of Time Lord is because of how I conceived it and the line of text "Anomalies are extra-cosmic abominations, creatures otherwise superfluous to cosmic balance but possessed of power enough to give even a time lord pause ". My anomalies are practically the half-abandoned children of superficial rich parents who don't care about them. They are much weaker than their equivalents (Eternals) and for this they become bullies towards those weaker than them (Sidereals and below). If an anomaly enters a universe where the Demiurge is asleep it is not a disaster, it is a catastrophe. Being immune to Abrogate and Evil Eye and at the same time, however, applying it to others, is practically a one-way massacre. Would you say that applying it from 1000 HD would make more sense?
I think given that they gain a Time Lord's x1000 hp modifier at level 1000, I think it would be more in line with a sort of "Ascension" of sorts imo.

A thousand HD time lord-ish Anomaly moving into a Demiurge's domain unimpeded makes sense to me, but a level 300 one does not.
 




I'll be honest, I was afraid of Triggering you terrible with Predator of Gods.
I mean the power is strong af but no moreso than like Dominance. Predator of the Gods can be circumvented by just being a higher level, honestly it doesn't bother me. It's like a Sidereal with Cosmic String, if you're a God level being, no matter how hard you fight the thing or how many times you win, you can't actually win without being high enough level to fight a Sidereal as Cosmic String will always return it to life. I see this ability much the same way.

Lol also want to say, I don't mean to bust your chops man, I'm sorry. I just point stuff out, I really do like your work though for what it's worth. If I didn't want to implement it in my own games or didn't appreciate or like it I wouldn't comment honestly.

I wouldn't care.

Nonetheless I'm not trying to like induce PTSD in you brother. 😅😬
 
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Obly99

Hero
Lol also want to say, I don't mean to bust your chops man, I'm sorry. I just point stuff out, I really do like your work though for what it's worth. If I didn't want to implement it in my own games or didn't appreciate or like it I wouldn't comment honestly.

I wouldn't care.

Nonetheless I'm not trying to like induce PTSD in you brother. 😅😬
Don't worry, it was yesterday's sudden blast for the Nowhere King that got me half baffled by something I thought was pretty marginal all things considered.
However, I forgot to put the Charisma as a deflection bonus, standard Sidereal immunities, and removed Transcendental traits to checks. Edited.
 
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Obly99

Hero
What are the "multiversal hazards" mentioned under "predator of the multiverse?"
 

Obly99

Hero
Ok tonight I bring you a revisiting of my setting. User Beefermatic created Hyperboreans, powerful warriors who gained powers through spiritual growth (Enemies, Allies, and Ideas for Sidereals, Eternals, and above). His template is great and well done. For my setting I changed the cards on the table though: as the Elder Mythos / Helioeides of my setting are a separate and parallel system, so are the Hyperboreans from me. While in Beefermatic setting they are an expanding empire that assimilates various cultures, in my setting they are a terrorist group that does not even reach ten thousand members (of which only a hundred above 1000 HD). Their degree of power gain was even if not in some cases higher than that of normal deities. They are a brutal group who want to eliminate the gods to replace them, and they do so in the fastest and most brutal way possible. If this leads to the deaths of billions of innocent people (like killing a Time Lord by collapsing a universe with all its inhabitants) it doesn't matter to them in the least. The only thing is that a dirty deity is dead. Although they are so few (compared to an entire multiverse), they are extremely feared by the gods (for a more than fair reason since my template makes them god killer) and there have been many wars in the past with even Highlord coalitions to annihilate the empire of the Hyperboreans and exterminate them but without succeeding completely. It will greatly reduce the number and destroyed their empire, certain, but they never completely erased them. In fact, their story in my setting is very similar to that of the Sith from Star Wars: a group of dissidents with the current order of things that grows into a large empire that rules over multiple universes only to be crushed by multiple coalitions, to disperse into small groups that are difficult to trace.
Small clarification if you ever use it: DO NOT repeat DO NOT put a Hyperborean against your players if they are gods and he has more perfection bonus than them divine rank (especially if the Hyperborean is above 500 HD). The poor player will be slaughtered very badly with almost no chance of fighting back. Conversely, if your players are Hyperboreans expect that almost any Immortal will end up in the meat grinder and many fights will become useless. That said, the template is deliberately broken. It is actually an exterminator of gods. :)

Spike them
Poke them
Taunt and provoke them
Laugh and tease them
Mess with their heads
Score them
Gore them
Skin them and wear them
Burn them
Grill them
Rattle their bones
Bite them
Eat them
Torture and beat them
Maim them kill them
Cut of their heads
Slay them
Flay them
Kick them and roll them
Dance on their graves
Cos now they're dead!

Ode to the massacre of the immortals. Hyperborean Empire. Approximately ATW 23455

Hyperborean Code:
  • A battle of any kind is a battle regardless, I'll give my best.​
  • There is honor in a death in battle, but my companions would suffer, I can withdraw from a lost battle, but only after my companions have withdrawn.​
  • I will not accept to absorb Quintessence and become a "Divinity", they are cowards who have chosen the easy way to a false power that depends on others.​
  • Once an oath is made, my honor requires me to keep it, even if I can interpret it however I want if it is not formulated well.​

Hyperboreans template

Gained: Hyperborean is a template that can be applied to any being hereafter referred to as the "base creature". The creature's type and size remain unchanged, however it gains the "Augmented" subtype.

Alignment: Any, but almost always any Evil.

-Hit Dice: The base creature gain max Hit Points, at 30 HD their base Hit Dice become d20s, at 120 HD their Hit Dice change to d100s and their hit point multiplier increases by x4 (ie: a being with 120 HD of Spiritual Strength would have x4 health), at 160 HD their hit point multiplier increases to x6, at 240 HD their hit point multiplier increases to x8, and at 320 HD their base HD increases to d1000s. At 1000 HD, their hit point Multiplier increases to x1000 and every 1000 HD thereafter this multiplier increases by +1000. Finally at 10.000 HD their base HD increases to d10.000s.

-Senses: At 30 HD the base creature's senses increase x3. At 60 HD the sense multiplier increase to x10. At 120 HD the creature gains Cosmic Consciousness that extend to the borders of the current Layer they inhabit. At 160 HD this increase to the Plane they inhabit. At 240 HD this increase to the current Dimension they inhabit. At 320 HD this increase to the current Universe they inhabit. While outside an Universe (like in the Pleroma) the Cosmic Consciousness is limited to 50 billion lightyears in radius centered on the Hyperborean.

-Speed: At 30 HD the base creature's speed increases by x3. At 120 HD the speed multiplier increases to x10 and they gain standard Starflight with a speed of 3d20 days to reach any point in the Kosmos. At 320 HD they become Superluminal and their Starflight increases to 10d20 minutes. At 1000 HD their Starflight increases to 3d20 minutes, on par with a Time Lord. At 5000 HD this increase to 1d3 minutes. At 10.000 HD they gain Space Folding.
Space Folding (Ex)
The creature is able to fold space to instantly travel to any point in the universe at any time, this effectively makes the creature occupy all spaces for all positive benefits or effects, and not occupy any space that would be considered non beneficial. Essentially allowing the creature to target a foe without being able to be targeted itself. Only other creature with space-folding can target this creature.

-BaB: A Hyperborean has BaB equal to her HD, despite any class BaB or racial BaB.

-Spellcasting: A Hyperborean caster level, for all, is equal to her total Hit Die + Perfection Bonus unless is higher.

Armor Class
-Deflection and Insight: The base creature gains a Deflection bonus to their AC equal to their Charisma Modifier and an Insight bonus equal to their Wisdom Modifier.

-Perfection Bonus: They also gain a +1 Perfection bonus to their AC for every 5 HD.

-Cosmic String (Ex): A Hyperborean with 120 HD gains the Cosmic String Cosmic Ability as a bonus ability without the need to meet its prerequisite. A Hyperborean can be permanent killed everywhere (unlike Sidereals), but only by entities with divine rank or perfection bonus equal or higher than her perfection bonus. She reform in 1d10 minutes in the same spot if not killed by entities with divine rank or perfection bonus equal or higher than her perfection bonus. At 160 HD this time is reduced to 1d10 rounds. At 240 HD this time is reduced to 1d10 seconds. At 320 HD this time is instead instantaneous.

-Natural Armor Bonus: The base creature gains an amount of Natural Armor bonus that varies depending on how naturally tough they are (this replace the base natural armor of the creature, if lessere). If the base creature has little or no natural armor normally, they gain 1/4th their HD in Nat AC. If the base being is naturally scaly or tough, they gain 1/2 their HD in Nat AC. If the base creature naturally has heavy armor plating or is incredibly tough to hurt, they gain Nat AC equal to their Hit Dice.

-Butcher of the gods (Ex): A Hyperborean of 1.000 HD gain immunity to Abrogate and Evil Eye unless generated by a Time Lord or equivalent.

Special Attacks:

-Aura: This work like the divine aura with the following difference: The aura is range close with HD 1-14, Medium with HD 15-84, Long with HD 85-244 and extreme with 245+ HD. The save DC is 10 + the hyperborean Charisma modifier + the perfection bonus.

-God Sunderer (Su): At 320 HD, the Hyperborean is so mightily steeped in the lore of deicide that she can sever an Immortal from his powers without kill it. The Hyperborean can make, as a standard action, an attack against an Immortal for divide him from his divinity. If this attack hit (this particular attack deals no damage) the Immortal must make a Will saving throw with a DC 10 + ½ the HD of the Hyperborean + the higher mental modifier of the Hyperborean + any modifier that increases the DC (such as [X] Spirit) or have his divinity sundered. The Immortal lose his divine template and his divine power is devoured with Quintessence Bag. If a creature break the gem generated, he can chose to consume the power, gaining the total quintessence and correspondent divine template or let it return to the original divinity which regains his original divine template. For Immortal without divine template (like adamic dragon, abomination, entity, etc.) this ability removes the various divine trait (like the d20, d100, d1000 for HD; divine and cosmic ability; etc.). Alternatively, a Hyperborean can readied an action for sunder an attack or ability of an Immortal (any ability, not only divine, cosmic, etc.; even class abilities or spells): the Hyperborean must readied a God Sunderer against the attack/ability and make an attack roll against the attack roll of the attack/ability (if it has an attack roll required), or against the AC touch of the Immortal if the attack/ability has no attack roll, if the result is greater than required needed, the attack/ability is negated.

-Integrated Class Features: The base creature gains class features equal to ½ her racial HD (for creature with only 1 racial HD, no Integrated Class Features).

-Spell Like Abilities: At 10th HD, they gain Limited Wish 1/day (CL= 10 + Hit Dice + perfection bonus), at 30 HD this improved to Wish 1/day, and at 40 HD this improved to Wish Perfection bonus/day. At 120 HD they gain Alter Reality as the Sidereals ability.

-Prana Blast (Su): Treated as an "Effect" power, the base creature begins to be able to manipulate it's own life force to assault it's foes. The base creature radiates an aura of bright light (color of your choice) that can be extinguished at will. Initially it deals 1d3 prana damage per HD of the base creature, though it does not destroy magic barriers, and dazzles targets that fail a Will save DC 10 + ½ HD the Hyperborean + her Charisma modifier+ her Perfection bonus for 1 round per perfection bonus of the Hyperborean, and manifests as a single Effect type power of the Hyperborean choosing (ray, blast, strike, touch, etc), every 10 HD he gains an additional attack form and it grows in strength as per the Effect list in the Ascension handbook (each power grows in strength as if it were selected one more time). At 30 HD, it is treated as an Uncanny Effect with the Hyperborean gaining access to all Effect type attack forms, now destroy magical barriera as divine damage and dazzles targets for a number of rounds equal to the dice damage done and the -1 to attack rolls and sight based perception is replaced with a minus equal to the Hyperborean's Perfection bonus and also affects the armor class of an opponent reducing dodge and Dex based AC equal to the Perfection bonus of the Hyperborean to a maximum of the opponent's total dodge and dex based armor bonus (Treat the range increment as if they were an equal leveled Deity and with a divine rank equal to its perfection bonus). At 40 HD the damage increase to d10's. At 120 HD the damage increase to d20's and count as cosmic. At 320 HD the damage increase to d100's and count as transcendental. At 1.000 HD the damage increase to d1000's and count as omnific. At 10.000 HD the damage increase to d10.000's and count as metempiric.

-Terminus (Ex): A Hyperborean count her perfection bonus as divine rank for overcome the Cosmic String. When a Hyperborean kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died. A Hyperborean attacks, effects, and spells always count as epic for the purpose of overcome the DR and affect gods (immortals have DR/epic and Sidereal and above are immune to non epic effects). A Hyperborean of 320 HD, ignore the Transmortality Trascendental ability of enemy if her perfection bonus is equal or greater than her opponent divine rank.

Special Abilities:
-Ageless (Ex): The base creature at 15 HD takes no penalty to her physical ability scores from advanced age. If she is already taking such penalties, they are removed at this time. The base creature stop aging and gains immune to aging affect. An Hyperborean can live forever. They do not need to breathe, eat or sleep.

-Challenge to the Heaven (Ex): A Hyperborean does not tolerate being subject to universal rules that are imposed only because someone is higher than her. A Hyperborean ignores the maximum limit of 998 HD for creatures that are not Time Lords or equivalent in power. Other limits that she ignores are at the GM's discretion but is generally able to ignore limits set by Immortals (ex: Mystra preventing time travel prior to the fall of Netheril is a limit that would be ignored). This not allow to overcome absolute rules or limits imposed by the Supreme Being.

-Damage Reduction (Ex): The base creature gains DR/— equal to ½ its HD. At 30 HD this increases to equal its HD. At 120 HD DR is increased to 10xHD, and at 1000 HD to hp multiplier x HD (1,000,000 at 1000 HD).

-Quintessence Bag (Su): Even if the Hyperborean kills an Immortal, she cannot absorb quintessence as this would deprive her of her status but can put quintessence away for other moments. The Hyperborean gains the Spirit Stealer Cosmic Ability as a bonus ability at 120 HD. The Hyperborean can trapped the divine power inside a gem made of quintessence which appears in her possession. The gem has hardness 50, 100 hit point x divine rank of the correspondent divine template suited to that amount of quintessence and a break DC of 10+ ½ Hyperborean HD. If a creature break the gem, it consume the power, gaining the total quintessence and correspondent divine template without having to take the test of faith. For Immortal without divine template (like adamic dragon, abomination, entity, etc.) calculate the corresponding divine template to know the amount of quintessence.

-Perfection (Ex): The base creature gains a Perfection Bonus equal to 1/5 his HD on AC, Attack Rolls, all Checks, DCs, Initiative, Saves, and PR/SR.

-Purity of Body (Ex): A Hyperborean is immune to disease and poison.

-God Hunter (Var): A Hyperborean of 20 HD gains the Deicide portfolio without the need to meet its prerequisites using her Perfection bonus as Divine Rank for calculate when they gain the powers but unlike the normal Deicide portfolio in which the bonus are obtained at minimum rank, the bonus are obtained at maximum rank (8 rank for Lesser Deity, 16 for Greater Deity, 48 for First One, etc.). At 240 HD this increase to double Deicide portfolio.
A Hyperborean can choose to take another Portfolio other than Deicide but in this case the Test of Faith must be performed and the prerequisites of the Portfolio must be met as usual.

-Might (Ex): A Hyperborean of 30 HD deals d10's for base damage dice of all melee, ranged weapon, natural weapon, and unarmed attacks with virtual size categories, and their damage dice cannot go below this dice but they cannot deal more dice than their HD (Ie: a dagger wielded by a Hyperborean with 60 HD and 500 Str would deal 60d10 damage). An Hyperborean of 120 HD increase this to Cosmic Might and the d10's to d20's. An Hyperborean of 320 HD increase Cosmic Might to Transcendental Might and the d20's to d100's. An Hyperborean of 1000 HD increase Transcendental Might to Omnific Might and the d100's to d1000's. An Hyperborean of 10.000 HD increase Omnific Might to Metempiric Might and the d1000's to d10.000's.

-Mythic (Ex): A Hyperborean has Mythic Power (X/day, Surge +Y) and counts as a X-rank Mythic creature. A Hyperborean can use any of their spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. They can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. X his equal to the Perfection bonus of the Hyperborean and Y is the Surge suitable for the rank.

-Power and Spell Resistance (Ex): Gain PR and SR equal to 10 + HD + their Perfection Bonus. At 120 HD they become immune to non-epic spells (unless the Hyperborean want to suffer the effect) and any power or spell which fails to penetrate the Hyperborean’s power/spell resistance is reflected back upon the caster.

-Adaption (Ex): At 20 HD the base creature's form has grown tough enough to survive the test of space and time. They gain resistance* to Terrestrial Hazards: Volcano High temperatures, Arctic Freezing Temperatures, Sea Trench Pressures, Lightning Storms, etc. At 40 HD they gain immunity to Terrestrial Hazards and resistance to Stellar Hazards: Surface of the Sun, Outer Space, Extreme Pressure Environments (Planetary/Stellar cores), Heavy Gravity, Cosmic Storms, etc. At 120 HD they gain immunity to Stellar Hazards and resistance to Dimensional Hazards: Black Holes, Worm Holes, Quasars, Gamma Rays, Time Storms, etc. At 320 HD they gain immunity to Dimensional Hazards and resistance to Universal Hazards: Big Bang (planck) effects, Tears in Reality, Cosmic Cysts, Star Plagues, Collapsing Space, etc and to the effects of the Pleroma Space. At 1000 HD they gain immunity to Universal Hazards, to the effects of the Pleroma Space and resistance to Multiversal Hazards: Probability Crack, Logic Paradox, Anti-Maxim, etc. At 10.000 HD they gain immunity to Multiversal Hazards.

*Resistance is different from immunity and the GM’s is the judge to how they are affected by a given phenomenon (to give an example, Sidereals are resistant but not immune to Dimensional Hazard: a black hole might be used to imprison a sidereal with the high EMF essentially functioning as dead-magic zones).

-Antimagic Resistance (Ex): At 20 HD the Hyperborean gains immunity to antimagic effects (like antimagic field) and can freely cast spell, spell-like abilities and use supernatural abilities but non-epic items, even when used by an Hyperborean, are affected by anti-magic.

-Maven (Ex): At 20 HD the Hyperborean gains maximum ranks in all her class skills.

-Omnicompetent (Ex): At 120 HD all skills become class skills for the Hyperborean.

-Divine Power: The base creature gains 1 Divine Ability for every 5 HD it has (Treat the range increment as if they were an equal leveled Deity and with a divine rank equal to its perfection bonus) and every time they gains a HD/level they can change feats with divine abilities with a ratio of 6:1.

-Multifaceted: At 30 HD a Hyperborean is considered to have effectively mastered mortal and epic techniques and gains Mutifaceted as a bonus Divine Ability.

-Cosmic Power: At 120 HD, they gain a single Cosmic Ability of their choice and every time they gains a HD/level they can change divine abilities with cosmic abilities with a ratio of 6:1.

-Transcendent Power: At 320 HD, they gain a single Transcendental Ability of their choice and every time they gains a HD/level they can change divine abilities with cosmic abilities or transcendental abilities with a ratio of 36:1.

-Omnific Power: At 2000 HD, they gain a single Omnific Power of their choice and every time they gains a HD/level they can change divine abilities with omnific abilities with a ratio of 200:1.

-Metempiric Power: At 10.000 HD, they gain a single Metempiric Power of their choice and every time they gains a HD/level they can change divine abilities with metempiric abilities with a ratio of 2000:1.

-[Dimensional] Mastery (Var.): At 240 HD and again at 320, 480, 640, 800, and 999 HD a Hyperborean gain any one of the following abilities. A single ability can be selected only once.
  • Evil Eye (Fate): You can manipulate the destiny of any beings within your divine aura. For instance you could choose to always gain the best dice rolls for you and your allies and bestow the worst on your enemies. Any being with the Inner Eye cosmic ability cannot have their destiny tampered with in this manner, however, they themselves would no longer always gain the best dice rolls (as per the benefits of the Inner Eye ability).

  • Transcorporeal (Matter): You cannot be physically injured by any matter native to this universe (with the exception of one artifact). If you have the Cosmic String ability, you must select the object that overcome it with this ability (or multiple if with a double Portfolio).

  • Transfinite (Spirit): You can add the inherent power of your opponent to that of your own. You can choose any opponent within your divine aura and further increase your perfection bonus and ability scores by an amount equivalent to the benefit given by their hyperborean or divinity template (increasing your perfection by a value equal to their divine bonus).

  • Transmortality (Entropy): You are truly immortal and cannot be permanently destroyed, even by beings of a higher divine status (except by one specific individual).

  • Transtemporal (Time): You can travel freely in time. Any being with the Slipstream cosmic ability cannot be undermined by time travel. However, a transtemporal being still gains triple actions against such opponents simultaneously acting from the immediate past, present and future.

  • Unreal (Thought): You cannot be affected by magic from your universe (with the exception of one spell/ritual).

-Saves: The base creature adds it's Perfection bonus to all Saving Throws.

-Abilities: Add +2 to all ability scores for every 5 HD the base creature possesses.

-Skills: The base creature gains it's Perfection bonus to all Skills
 

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