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14:48, 25th April 2024 (GMT+0)

[OOC] Miracle Designing.

Posted by FateFor group 0
Fate
GM, 47 posts
Mon 21 Mar 2022
at 20:43
  • msg #1

OOC: Miracle Designing

Use this thread to design miracles that you don't want to design in the IC thread. If you want to calculate miracles that you might not actually cast, this is the space to do it in.
Iridiana
An Untethered, 25 posts
I got my lifetime, but
i snuck back in line
Sat 2 Apr 2022
at 14:42
  • msg #2

OOC: Miracle Designing

Okay, so let's see if i understand correctly:

Miracle:

Legendary Alteration (Base 6)
High in Spirit and Mind, +1 step to Base 7

Swimming down the river: Set multiplier to Tier 1 (x1)

Duration: Length of the Everstorm, +1 step

Domain: +0

Inclination: Harmony, -1 step

Size: Village, +2 steps

The above Miracle would cost 7 Belief, correct? Base 7, and the x4 multiplier (1 +1 (duration) -1 (inclination) +2 (scale) = Tier 3) wouldn't apply from being fueled by the Everstorm?
Fate
GM, 58 posts
Mon 4 Apr 2022
at 10:05
  • msg #3

OOC: Miracle Designing

Yep, you got it. The game-mechanic term is Factor, not Tier, but I'm happy to change the lexicon if folks find that confusing, so long as we maintain consistency.

The other thing is that it's important for you to summarize the miracle you're trying to create, which inclination you're using, and how the miracle is in harmony with it. That's mostly important for RP reasons, and for being nice to the GM -- if I don't have to open several windows to check your math, that'll speed up my adjudication time (and that obviously needs all the help it can get).
Iridiana
An Untethered, 26 posts
I got my lifetime, but
i snuck back in line
Mon 4 Apr 2022
at 12:01
  • msg #4

OOC: Miracle Designing

Thanks, needed to confirm something.

That said though, since the Everstorm defaults the Factor to x1 automatically, and Scale is a modifier to Factor, wouldn't that mean i could have hundreds of thousands of Legendary Souls at the same base cost if i let the Everstorm pay up for it?

Obviously not from a GM point of view, but pointing it out in case there's something i'm overlooking since a mechanic like this seems to be a fairly OP thing.
Fate
GM, 60 posts
Mon 4 Apr 2022
at 23:36
  • msg #5

OOC: Miracle Designing

To be clear, the Everstorm's mechanics are being provided to help ease folks into the system, to offset the reduced starting position, and I have explicitly told you all that there is an narrative penalty for taking advantage of it. It's certainly not part of the base NGoM rules.

We're essentially in the 2nd or 3rd round of "combat," though "conflict resolution" would be a more accurate phrase.
Skelos
Ghost, 23 posts
Sage of Salvanas
Thaumaturgical ghost
Fri 8 Apr 2022
at 21:11
  • msg #6

OOC: Miracle Designing

Note, as reflective of Skelos’ character, & his nature as a spirit strongly associated with the city,  all his miracles will reflect a dualist approach, either associated with the living beings, and the eco-system of the city and its surrounding environments, or the cold unliving mechanistic elements of urban life. Combined these two types will form the synthesis of Skelos’ driving purpose. This will be first, a basic summery of what Skelos will try to do,   and how it reflects aspects of his nature, and how the miracle reflects aspects he is in harmony, or in balance with. The second part will  be the actuall mathematical breakdown  of the miracle.

This miracle is designed to begin leading to a congenial  eco-system that is the city. The structure that Skelos has found largely intact, is a  manufactory, which produces synthetic textiles, industrial chemicals, plastics, and paints,  with the majority of the facility below, distribution centers on the first floor, and living quarters and a green house taking up the upper three floors.

As part of the workings of the factory, as partners to join with the storm brought beings, and in-keeping with Skelos’ chemical nature — his ability to alter his very being to produce chemicals that can impact and transform his environment, he will transform some of the Mourners Moss, along with the fungi and bacteria closest to it, into ten (10) “Bea People”. They will have aspects of little people no more than ten inches in height, and will otherwise have combined features of both people and Beas, with nine males, and one egg laying female queen. These Hive-people, will have the ability to make a number of ‘honey’ like chemical products via combining plant life with the adaptive bacteria inside of them, and can help in chemical manufacturing, agriculture, healing, and serve as companions and   psychological support to  Skelos & other  Kamis’ followers (if you really want to think of these things as my take on fairies, I won’t stop you, but honestly that’s not entirely what I’m going for).


The calculation:
  1. Scale +1, to make 10, with an expectation of them having D4 body, but D6 for spirit, and mind
  2. Transmutation, in Harmoney with, 14+-3=1, 1 for the transmutation of the moss into their bodies, 1, for their bacteria internals, 1 for their wings, and 1, to give them life.
  3. Control +1, to provide them with the understanding of how they can take in plant material and nector from plants and change it into chemical substances.

Total =3.

Let me know if I did anything wrong here.
This message was last edited by the player at 14:53, Sat 16 Apr 2022.
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