Demiurge Destiny
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conantheghost
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Pony Tales: Aspirations of Harmony :: Developer's Corner :: Game Mechanics Discussion :: Destinies and Boons
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Demiurge Destiny
Demiurge
By conantheghost
Assisted by Pingcode and LoganAura
By conantheghost
Assisted by Pingcode and LoganAura
This was originally supposed to be a slight variant of Planeshaper. I was...upset with how ecclectic the original distiny was, and the recent buff seems like yet more odd and ends tacked on. The thing was a mess, and I wanted a personal plane to play with...and actually affect the game.
So here ya go! It's much more focused on the plane than the player and kinda treads on the ground of Boons, but I like how it turned out. Criticism and suggestions are welcome!
Note: as of now there is nothing left of the original Planeshaper left in Demiurge. The only remote similarity is the gain of your own personal extradimensional clubhouse, but even that is wildly dissimilar.
- Level 4 - Cosmic Shard:
You find yourself pulled to small corner of reality that folds in upon itself. This place feels oddly comfortable to you, like an old friend long forgotten. As you explore this “shard” of reality, you become familiar with it and can control it to an extent. It in return welcomes you and any guests you invite, and wards away intruders. This shard is approximately the size of a cosy studio apartment, and generally not much bigger. If you wish, it comes with some basic amenities, but nothing your character could not afford outside of the shard.
Your shard does not exist on this plane, and can therefore the entrance may be placed in a single fixed location you wish, and you may move the entrance with a day’s effort. It deflects attention away from itself, but is not totally impervious to forcible entry. The DCs to notice the shard’s entrance and pass through the door uninvited is 30. Your shard tells you when someone tries to enter against your will, even if you are far away. In addition, you gain the following Utility Talent:
Spectral Retainer - 1/Day
At the start of the day select one creature who has spent their last extended rest in your demesne. For the remainder of the day, they have one of your “attendants” helping them with tasks, giving them a +5 bonus to any checks 3 times per day. The shard assists those inside in the form of nebulous “attendants” who give you and any guests a +5 bonus to any checks within your shard 3 times a day. The selected creature may not make use of the bonuses the shard provides until the Talent has been used again.
- Level 7 - Pocket Demesne:
Your shard resonates with your power and begins to grow. It is now a fair-sized pocket dimension that conforms to your will, and feeds you power even outside your demesne. Your dimension grows to a mile in diameter and has a homogenous geological layout of your choosing, such as forest, plain, cave, etc. At the center is your original shard’s habitation, but it has grown in size and luxury to be a small mansion.
Your demesne now touches many points of reality simultaneously. You may take a day’s effort to add a new entrance to your dimension, and through this method have as many entrances as you wish. You may use this to travel great distances in the span of a minute, but you must create the new entrance from outside of your dimension. Every day you may spend an hour meditating in your demesne to increase the diameter by a hundred feet. You may meditate this way while taking an extended rest.
As your shard grows into a true pocket dimension, it also provides you with additional power. You feel you body start to grow in ways you never imagined as this power fills you, granting you 3 points to spend on Racial Traits. In addition, you gain the following Utility Talent.
Pocket Door - 1/Day
Preparation time: 10 Minutes
You create a temporary door that leads to your pocket demesne. It can be free floating or on a surface, and lasts up to 12 hours. If you have not crossed back through by the time it dissipates, you will need to go back to your previous location the long way. You may dismiss the door from either side at any time, and may use this ability to repeatedly visit a location to create a permanent door.
- Level 10 - Planemaster:
The synergy you share with your pocket demesne has grown so much that your it grows exponentially and makes you a god while on physically there. It now a full-fledged plane, and you are its master. The sudden growth of your plane is not entirely within your control, but you can guide the direction of this growth. You plane automatically grows at a hundred feet in diameter per day, using the existing geography as a base for what the new section will look like. You may concentrate for one hour per day to accelerate growth to instead add a mile diameter, manipulating what kind of terrain is created.
As your plane grows in power and size, your body completes its transformation into the Demiurge of this new world, and your body roars with power and light. You gain an additional 3 points to spend on Racial Traits, as well as the following utility talents for use in conjunction with your new home plane.
Eternal Renewal - 1/Year
As your plane sustains you, you are no longer affected by the effects of aging or bodily needs. If you ever die or are killed, your plane resurrects you in the heart of itself one year later. Your new body appears at the center of your original shard, and you are trapped in your realm while your plane helps you recuperate. This time is typically one year, but may be shorter in games with shorter time scales. If your death was the result of a conspiracy, it is likely the aggressor will come knocking at your door to finish the job.
Let There Be Light - 1/Year
Preparation Time: 1 Day
You create a new form of life. You give it all the features you wish, from wings to telekinetic ability to even sentience and sapience within the rules of the game. You create enough of these creatures to be genetically viable on your plane, along with a single “Eve” who embodies the race, and may follow you on your journey. This Eve is a fully-fledged first level NPC with the racial traits you chose for your race and the Eternal Renewal Utility Talent. You may only have a single Eve at a time, but she will follow you loyally anywhere inside or outside your plane.
Your plane will spontaneously generate life without your intervention at irregular intervals, and while you may specify general themes and forms to the life you need not exert explicit control using this utility talent, your plane will fill in ecological gaps that you create. Beware that these fillers, and possibly your direct creations, will not always be to your liking, and you may find your cheerful land of multicoloured equines develops buglike winged equines with swiss cheese legs that devour love.
Your direct creations may enter and exit your plane as any other creature can, as can the lifeforms that naturally spring up, but the exits impose the same difficulties on them that outsides face trying to get in. Know, however, that this does not mean your creations will do well on the outside world. Your new race is still young, and has much to learn. Your Eve will teach your new race, helping them to grow and flourish on your plane, and in time they may be ready to face the outside world.
- Flavorless Demiurge:
- Level 4 - Cosmic Studio Apartment
You gain an extra-dimensional apartment space. It can be placed anywhere you wish with a day’s notice, and can only be entered against your will with a DC 30 Perception check to notice the entrance and a DC 30 check of the appropriate action to break in. You are instantly notified of any break-in attempts. You gain the following Utility Talent:
Spectral Retainer - 1/Day
At the start of the day select one creature who has spent their last extended rest in your space. For the remainder of the day, they have a +5 bonus to any checks 3 times per day. Any creature inside your space may make any three checks per day at a +5 bonus. The selected creature may not make use of the normal +5 checks in your space until the Talent has been used again.
Level 7 - Spatial Fiefdom
Your extra-dimensional space is now a mansion with a few acres of land. You may have as many doors as you wish, created at a rate of 1/day, spread across the world, but you must create them personally. You gain 3 points to spend of Racial Traits. You gain the following Utility Talent:
Pocket Door - 1/Day
Preparation time: 10 Minutes
You create a temporary door that leads to your extra-dimensional space. It can be free floating or on a surface, and lasts up to 12 hours. If you have not crossed back through by the time it dissipates, you will need to go back to your previous location the long way. You may dismiss the door from either side at any time, and may use this ability to repeatedly visit a location to create a permanent door.
Level 10 - Astral Australia
Your extra-dimensional space starts growing like crazy, and you can make it grow faster. You gain 3 additional points to spend on Racial Traits. You gain the following Utility Talents:
Eternal Renewal - 1/Year
As your space sustains you, you are no longer affected by the effects of aging or bodily needs. If you ever die or are killed, your space resurrects you at its center one year later. You are trapped in your realm while your plane helps you recuperate. This time is typically one year, but may be shorter in games with shorter time scales. If your death was the result of a conspiracy, it is likely the aggressor will come knocking at your door to finish the job.
Let There Be Light - 1/Year
You gain a follower with all the stats of a normal Level 1 character, plus the Utility Talent Eternal Renewal. They will obey your every command. You may only have one at time.
As a byproduct, you now have a bunch of NPCs running around around your space. Deal with it, you’re their Princess now.
- Alternate Level 10 - Plainmaster:
Kangaroos invade your demesne. You are forced to abandon it in the face of their terrible kicking. On the bright side, you gain an additional magic point for having had and lost.
Additionally you receive a plane. Vrooom. This acts as the Flight School and Top Gun utility talents, even if you don’t have the prerequisites.
Last edited by conantheghost on Wed Sep 25, 2013 8:48 pm; edited 7 times in total
conantheghost- Very Special Somepony
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Re: Demiurge Destiny
While I do like the idea of this... Perosnally I think it also needs a travel-freindly enterece option to one's personal realm.
Re: Demiurge Destiny
Modified level 7 utility Pocket Door to better reflect the flavor and spirit of this destiny, and to have a travel-friendly entrance.
conantheghost- Very Special Somepony
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Location : Everfree
Re: Demiurge Destiny
The lvl 10 of "Creating life" is a big challenge on the DM and player to "create" creatures, especially the "gaps". It's not quite clear whether the creatures can exit your plane or just remain within it (in which case it's not much of a benefit). "Eternal life" is sort of useless, with its whopping one year duration (good luck finding a party or DM willing to keep watch over you or extending the adventure until you revive a year later).
The "weekly effort" bit is probably overkill as well - some campaigns can take its entire course in less than a month!
The "weekly effort" bit is probably overkill as well - some campaigns can take its entire course in less than a month!
Zarhon- Smile Smile Smile
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Re: Demiurge Destiny
'Eternal Renewal's' caveat that you can't protect yourself seems a little suspect, and it's a bit annoying that if you DON'T want a plane that's 100% trees you now have to spend a lot of time inserting some variance... Also, 25 seems like an ABSURDLY easy DC for breaking into your dimension. I might suggest a few alterations:
(Eternal Renewal)
...If you ever die or are killed(inside or outside your plane), your plane resurrects you in the heart of itself one year later. During the intervening year, your new body exists in a cocoon at the center of your original shard, vulnerable to any who may come to finish you off. You may not protect yourself or leave your cocoon during this time, but may psychically talk to any who touch your cocoon and ask for help.
Becomes...
If you die outside of your plane, you immediately return to the heart of your plane. Though you regenerate to full health, you cannot leave your plane for 1 week following your regeneration. In addition, if your death was the result of concentrated effort by a hostile party; they realize what has happened and may follow you to your plane, appearing 1 mile away from the heart after a 1d20 hour delay.
This way it becomes less debilitating, and can make for some decent drama as your party desperately rushes to your aid, and you consider what you can do to stand against whoever is coming to finish you off. '1d20 hours' might be an awkward choice, though, so that one might be subject to change...
Aside from that modification, the rest of it is probably a worthy replacement - if an occasionally awkward one.
(Eternal Renewal)
...If you ever die or are killed(inside or outside your plane), your plane resurrects you in the heart of itself one year later. During the intervening year, your new body exists in a cocoon at the center of your original shard, vulnerable to any who may come to finish you off. You may not protect yourself or leave your cocoon during this time, but may psychically talk to any who touch your cocoon and ask for help.
Becomes...
If you die outside of your plane, you immediately return to the heart of your plane. Though you regenerate to full health, you cannot leave your plane for 1 week following your regeneration. In addition, if your death was the result of concentrated effort by a hostile party; they realize what has happened and may follow you to your plane, appearing 1 mile away from the heart after a 1d20 hour delay.
This way it becomes less debilitating, and can make for some decent drama as your party desperately rushes to your aid, and you consider what you can do to stand against whoever is coming to finish you off. '1d20 hours' might be an awkward choice, though, so that one might be subject to change...
Aside from that modification, the rest of it is probably a worthy replacement - if an occasionally awkward one.
Z2- Equestrian Honor Guard
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Re: Demiurge Destiny
Made a few modifications.
-Shortened duration on gate placement requirement to 1 day.
-Increased passive level 10 plane growth to 100 feet in diameter.
-Eternal Renewal no longer leaves you vulnerable, but you are trapped in your plane for 1 year.
-Added clauses in Eternal Renewal to indicate that that 1 year can be waived/reduced in campaigns of a shorter duration, and added a clause to indicate that foes can and will come after you in certain circumstances.
-Let There Be Light now grants you an "Eve." This is an NPC helper with complete level 1 stats, and racials based on your created race. They have Eternal Renewal, but you may only one at a time, to indicate the dominant race on your plane. May nerf later.
-Specified in Let There Be Light that your race can leave your plane. Placed restriction that means they have to make a concerted effort.
The two level 10 powers, if you couldn't tell, are based on Celestia and Luna. The level 7s are primarily based on stuff from Equestria Girls. The whole thing is pretty much: "You get to be [Celestia] and create the [Ponies]. This also makes a [Luna], and you will over the centuries create an entire world for your [Ponies]. You get to create [Magical Mirrors] that lead to and from your old world in hidden locations such as [The Wondercolts Statue]."
-Shortened duration on gate placement requirement to 1 day.
-Increased passive level 10 plane growth to 100 feet in diameter.
-Eternal Renewal no longer leaves you vulnerable, but you are trapped in your plane for 1 year.
-Added clauses in Eternal Renewal to indicate that that 1 year can be waived/reduced in campaigns of a shorter duration, and added a clause to indicate that foes can and will come after you in certain circumstances.
-Let There Be Light now grants you an "Eve." This is an NPC helper with complete level 1 stats, and racials based on your created race. They have Eternal Renewal, but you may only one at a time, to indicate the dominant race on your plane. May nerf later.
-Specified in Let There Be Light that your race can leave your plane. Placed restriction that means they have to make a concerted effort.
The two level 10 powers, if you couldn't tell, are based on Celestia and Luna. The level 7s are primarily based on stuff from Equestria Girls. The whole thing is pretty much: "You get to be [Celestia] and create the [Ponies]. This also makes a [Luna], and you will over the centuries create an entire world for your [Ponies]. You get to create [Magical Mirrors] that lead to and from your old world in hidden locations such as [The Wondercolts Statue]."
conantheghost- Very Special Somepony
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Re: Demiurge Destiny
Really neat job so far. I'm looking forward to seeing how this develops.
Stairc -Dan Felder- Lead Designer
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Re: Demiurge Destiny
Hum. Looking to ditch the 4/day Fabricate. It fit with the orginally manipulation-based Planshaper Destiny, but Demiurge has lost almost all the things that made it that way. As much as I like having free fabricate uses per day, it no longer fits the theme or even the power direction of the Destiny.
Any suggestions for replacement powers?
For the record:
~Added the explicit ability to tell when someone has tried/is trying to break into your shard/demesne/plane.
~Added a short flavorless version for quick reference and reflavoring.
Any suggestions for replacement powers?
For the record:
~Added the explicit ability to tell when someone has tried/is trying to break into your shard/demesne/plane.
~Added a short flavorless version for quick reference and reflavoring.
conantheghost- Very Special Somepony
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Re: Demiurge Destiny
Sorry for the double-post, but this update is a good deal larger than the last. This one is a buff, but mostly to fill out level 4 and 10, and to get rid of the 4/day Fabricate.
~Moved Spectral Retainer to Level 4 and combined it with the other skill bonus ability.
~Specified that the exclusion of the recipient of the Spectral Retainer does not benefit fro the passive power until the Talent has been used again.
~Removed the abiltiy to alter your Demesne via "Shape reality" concentration, since you no logner get "Shape reality." You keep the ability to grow your demesne.
~Added a bonus of 3 racial trait points to both level 7 and level 10. The 7 fills out the gap the move of Retainer leaves, the 10 makes the final level a little more full. (Totally overestimated the "cost" of a time-limited slef-resurrection power.)
~Moved Spectral Retainer to Level 4 and combined it with the other skill bonus ability.
~Specified that the exclusion of the recipient of the Spectral Retainer does not benefit fro the passive power until the Talent has been used again.
~Removed the abiltiy to alter your Demesne via "Shape reality" concentration, since you no logner get "Shape reality." You keep the ability to grow your demesne.
~Added a bonus of 3 racial trait points to both level 7 and level 10. The 7 fills out the gap the move of Retainer leaves, the 10 makes the final level a little more full. (Totally overestimated the "cost" of a time-limited slef-resurrection power.)
conantheghost- Very Special Somepony
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Re: Demiurge Destiny
Looks interesting... But still say the year time limit for both of those level 10 features makes them worthless in my opinion.
Re: Demiurge Destiny
I'm not fond of pumping loose racial points into this thing like so much space putty. It treads on the Evolution destiny too much.
Pingcode- Technical Administrator
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Pony Tales: Aspirations of Harmony :: Developer's Corner :: Game Mechanics Discussion :: Destinies and Boons
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