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  1. Balanced (0)
  2. Caverns of the Expanse (1)
  3. >Fungus (+1)
  4. The Living Forest (-2)
  5. Isles in the Sky (-2)
  6. Clever Beasts (-3)
  7. Creatures of the Deep (-6)
  8. That Which Has Past (-6)
  9. >Treasuries (+3)
  10. >Treacheries (-3)
  11. Steampunk (-6)
  12. >Biopunk (+0)
  13. Reality is Perception (-6)
  14. >Angels (-6)
  15. >Mutants (+6)
  16. Supernatural Wildlife (-6)
  17. Periodic Elementalism (0)
  18. Uncanny Parallels (0)
  19. Spirits Manifest (0)
  20. The Shadow World (0)
  21.  
  22.  
  23. I almost took Giant World because I was worried that throwing so much extra shit around could lead to space issues. This probably isn't a real problem, and if it is it gives them something to fight about, so I took it out. I also took out Habitable, because I wanted to encourage them to fight amongst each other for my amusement.
  24.  
  25. The next bunch are just to fill the world out and make it more fantastic. Nothing meaningful except Steampunk. That's not actually meaningful either, I just thought it could be fun to have some biopunk stuff, and it does fit the general Alternian theme I was reaching for.
  26.  
  27. RiP is the same thing. Angels in Alternian culture were messangers of death and bearers of Hope. When Hope is the best way to kill someone, this isn't considered helpful. Mutants are just random weirdos with superpowers for no reason, like X-ray vision, flight, and super strength.
  28.  
  29. The next three are requisite fantasy staples. Wildlife fills in for Lusii (+) as well as whatever native creatures would have begun to spawn without my intervention, or due to that of others (-). Spirits Manifest continues that line of thought, being the will of the world that would like to set right what once went wrong - in other words, kick out the weird aliens. I figure this was entirely plausible for an early development high fantasy planet. Shadow World actually tackles the line of thought from the opposite angle, representing more legitimate aliens than me physically encroaching from other worlds, or whatever creatures they spawned.
  30.  
  31.  
  32. Sylvans (-3)
  33. >Hostile (-3)
  34. Neanderthals (-6)
  35. >Hostile (-3)
  36. >>ALLIANCE: Ugrish
  37. Stonefolk (-3)
  38. >Friendly (+3)
  39. Ugrish (-9)
  40. >Hostile (-3)
  41. >>ALLIANCE: Neanderthals
  42. Flitters (-6)
  43. >Friendly (+3)
  44. Merfolk (-9)
  45. >Hostile (-3)
  46. >>ALLIANCE: Piskel
  47. Piskel (-12)
  48. >Hostile (-3)
  49. >>ALLIANCE: Merfolk
  50. Avare (-12)
  51. >Neutral (+0)
  52. Sky Skimmers (-12)
  53. >Neutral (+0)
  54. Homo floresiensis (-9)
  55. >Friendly (+3)
  56. Centauric Tribes (-15)
  57. >Major Threat (-6)
  58. Taki (-21)
  59. >Major Threat (-6)
  60. Giants (-18)
  61. >Friendly (+3)
  62. Those Beneath (-16)
  63. >RACIAL OVERRIDE: Default
  64. >Born in the Water (+2)
  65. Monkeymen (-16)
  66. >Neutral (+0)
  67. Dragons (-16)
  68. >Guardian (+6)
  69. >Major Threat (+6)
  70. Xlitza (-19)
  71. >Hostile (-3)
  72. Humans (-19)
  73. >Neutral (+0)
  74.  
  75.  
  76. Assume every species gets its enhanced abilities, because I did. Sylvans are classic D&D elves, who view my species as a corrupted splinter of their own, as per Drow, and hope they'll redeem themselves, so don't want to wipe them out entirely. They are, obviously, completely wrong. The Xlitza also have a theological beef to pick, but this is because Angels in Alternian culture are fairly dragonlike, being long snakey magical creatures with wings and enormous, fanged maws. Kobolds revere dragons as being the origin of their species and an ideal lifeform, so the obvious conclusion is that we're haunted by divine spirits and they should follow in their ancestors' footsteps and kill us.
  77.  
  78. Stonefolk and Littlefolk are forced into siding with me because we're surrounded by enemies and take up roughly the same space, running mostly from the underground tunnels to the sea. Piskel convinced the Merfolk to join up against me, because they consider me an illegitimate invader; only the highest castes are aquatic, after all. The giants are easy to make use of and useful. They also fill a unique position in the Alterian theme, if you recall His Honorable Tyranny. Flitters are down with us because there's a lot of mutual respect and sympathy. Both Trolls and Faeries are dicks that love to cause drama, fuck with people lower down the totem pole, and are lunatics prone to violence for irrational and arbitrary reasons. Oh, and I got Born in the Water because royal Trolls are aquatic.
  79.  
  80. Avare aren't willing to get involved with my bullshit, and Sky Skimmers aren't willing to get involved with anybody's bullshit. This is ideal for the time being. Likewise, the monkeymen have too many problems to start fighting me, but we don't have enough innate commonality to strike up an alliance.
  81.  
  82. Bugminds hate almost everyone because they want to rule the world and don't understand it already belongs to me. Strictly speaking, I think these might have worked better as a Troll stand-in? But I didn't really care that much, especially since I'd have to buy telepathy anyway. They'll probably be the last group to die, and the most annoying. I figure centaurs probably have a decent association with elves and/or beastmen, though they'll still be rampaging around. I doubt they really have a problem with me so much as they want all my land, which will naturally be the choicest locales with the must abundant resoruces, as is my right. I'd like to say I'll kill them first, but they do have superpowers of their own, so who knows what will happen. On a meta level, they're always xenophobic asshats, and I'm a genocidal asshat, so I can't disbelieve we'll just spew shit everywhere.
  83.  
  84. The Ugrish work about the way they always do, with one exception. This is what really propels them to being dangerous. That would be the Neanderthals. Neanderthals are especially intelligent humanoids that take the form of rare, mutant Ugrish, having inherited the genetic memory of humans, and taking with them the best of both breeds. Those humans are [spoiler]nowhere to be found. The memory came from Voyager 1. Once I take over the planet, I'll figure out where it came from, and set sail for space. Of course, given the reference material I chose for my thematics, it's probably time bullshit, and I got a Voyager that hasn't been launched yet from the next timeline/universe over. I won't give up, though.[/spoiler]
  85.  
  86. Dragons just do typical dragon things. I take no responsibility for them. Nobody does, and they care not for the affairs of mortals. They are the greatest of monsters, born of the Primordial Chaos, that which predates Life. Their kind began without Time, outside of its influence, and so they always were, and always will be. But what matters is that they are here, now, and I will break them, and lay them out in chains, as the greatest, most terrible of my servants.
  87.  
  88.  
  89. Trolls (+5)
  90. >Enchanting, Minor, Major, Innate (+8)
  91. >Elemental, Minor, Major, Common (+4)
  92. >Beastmaster, Minor, Major, Rare (+2)
  93. >Telepathy, Minor, Major, Rare (+2)
  94. >Divination, Minor, Major, Rare (+2)
  95. >Stormsage, Minor, Major, Rare (+2)
  96. >Defiling, Minor, Major, Rare (+2)
  97. >Blessed One, Minor, Rare (+1)
  98. >Master of Motion, Minor, Rare (+1)
  99. >Spirit Singer, Minor, Rare (+1)
  100. >Shapeshifting, Minor, Rare (+1)
  101.  
  102.  
  103. Alright, this is balls so I really doubt I'll do it for every species. Enchanting is there because it's useful, and without Sburb mechanics to make use of it'll be hard for people to make magical items and weapons, so now they can do it anyway. Elemental there is a bit of a cheat; it's a blatant catch-all because I decided to use a 12 part elemental system instead of a 4-5 part one and wanted a discount. This will definitely sound more impressive, but it's not meaningfully different. For the normal Trolls, they get a random element that's suited to them. It doesn't have to be one of mine; it could be a classical one, or some wackjob one. It could be glass, paper, I don't give a fuck.
  104.  
  105. All the rare magics are there to represent actual psychic abilities different Trolls showed off. Defiling is less physical and more spiritual, and Stormsage is an effective equivalency that should actually do telekinesis, but my points check out. The rust blood TK gets umbrella'd under SS. Obviously, they only naturally occur in the appropriate castes. Divination might be a bit questionable, but just like the Giants, I'm erring on the side of personal benefit. I actually decided to come back and add a few Minors to this, which might fit better than Divination and can help emulate the Rainbow Drinker thing, but I'm still not taking out Divination.
  106.  
  107.  
  108. Xlitza (-4)
  109. >Spirit Singer, Minor, Innate (+4)
  110. >Illusion, Minor, Common (+2)
  111. >Divination, Minor, Major, Rare (+2)
  112. >Blessed One, Minor, Major, Rare (+2)
  113. >Illusion, Major, Rare (+1)
  114. >Master of Motion, Minor, Rare (+1)
  115. >Spirit Singer, Major, Rare (+1)
  116. >Binding, Major, Taught (+4)
  117. >Magic-Born (+1)
  118.  
  119. Centauric Tribes (-18)
  120. >Divination, Minor, Innate (+4)
  121. >Spirit Singer, Minor, Innate (+4)
  122. >Divination, Major, Common (+2)
  123. >Spirit Singer, Major, Common (+2)
  124. >Beastmaster, Minor, Common (+2)
  125.  
  126. Taki (-30)
  127. >Enchanting, Minor, Major, Common (+4)
  128. >Illusion, Minor, Major, Common (+4)
  129. >Binding, Major, Taught (+4)
  130.  
  131. Ugrish Alliance (-42)
  132. >Defiling, Minor, Major, Common (+4)
  133. >Blessed One, Minor, Major, Common (+4)
  134. >Enchanting, Minor, Common (+2)
  135. >Master of Motion, Minor, Major, Rare (+2)
  136.  
  137. Oceanic Alliance (-54)
  138. >Telepathy, Minor, Major, Common (+4)
  139. >Stormsage, Minor, Major, Common (+4)
  140. >Binding, Minor, Taught (+2)
  141. >Shapeshifting, Minor, Common (+2)
  142.  
  143. Flitters (-40)
  144. >Shapeshifting, Minor, Major, Common (+4)
  145. >Illusion, Minor, Major, Common (+4)
  146. >Spirit Singer, Minor, Major, Common (+4)
  147. >Master of Motion, Minor, Major, Common (+4)
  148. >Stormsage, Minor, Major, Common (+4)
  149. >Blessed One, Minor, Major, Common (+4)
  150. >Elemental, Minor, Major, Common (+4)
  151.  
  152. Giants (-34)
  153. >Beastmaster, Minor, Innate (+4)
  154. >Elemental, Minor, Major, Innate (+8)
  155.  
  156. Troll Blessings (-4)
  157. >Disease Resistance, Limited (+2)
  158. >Super Senses 0, Temperature Tolerance 0 (+4)
  159. >S&S 0, R&R 0, Regen 0, Diet 0, Impervious 0 (+20)
  160. >Extended Lifespan (+6)
  161.  
  162. Flitter Blessings (5)
  163. >Super Senses 0, Temperature Tolerance 0 (+2)
  164. >Disease Resistance, Limited (+1)
  165. >Extended Lifespan (+3)
  166. >Genius, Limited (+3)
  167.  
  168. Giant Blessings (10)
  169. >Temperature Tolerance 0 (+1)
  170. >Disease Resistance, Limited (+1)
  171. Extended Lifespan (+3)
  172.  
  173. I started stating out the relevant ones. Kobolds first 'cuz they OP, then the major threats, then I had too many points, so I threw in the races that will survive the culling. Faeries got a shit ton of powers, Giants got some bonus smack, too.
  174.  
  175. Everybody got blessings. Troll lifespans are seriously skewed, ranging from ~30 at the lowest end to potentially millions for the very top, and they're hardy as hell on top. I had the points and threw some around, though. The other races don't really matter, except Dragons, who could honestly get everything and it wouldn't matter, so statting would be a waste of time. They already have bullshit powers anyway. Stormsage for these guys can function normally, but the Elemental picks work the same; everybody gets an elemental magic appropriate to their personage.
  176.  
  177. I slapped Binding out as something to be learned. Hopefully one of the other races that I won't stat gets it or I'll have to take prisoners until somebody cracks. Well, they all will, in the end.
  178.  
  179. I gave the army teleportation for some reason. That is going to be a fucking blood bath.
  180.  
  181.  
  182. Vampires (-4)
  183. >Twilight (-3)
  184. >Without Weakness (-1)
  185.  
  186. Werebeasts (0)
  187. >Natural (-1)
  188. >Animal (-1)
  189.  
  190.  
  191. Vampires probably include actual vampires, but lycanthropes aren't a big deal. I would have taken the zombie hordes, but honestly, I don't want to still be dealing with that once I conquer the planet. Maybe if I command them, but not every time the kids start playing around.
  192.  
  193.  
  194. Troll (120)
  195. One Percenter (119)
  196. Genius (109)
  197. >Level 3 (-10)
  198. Memory of the Ages (106)
  199. >Level 1 (-3)
  200. Wellspring of Harmony (101)
  201. Strength & Speed (93)
  202. >Level 2 (-8)
  203. Reflexes & Reaction (85)
  204. >Level 2 (-8)
  205. Impervious (73)
  206. >Level 3 (-12)
  207. Pain Control (71)
  208. Non-Reactor (69)
  209. Regeneration (60)
  210. >Level 3 (-9)
  211. Endurance (52)
  212. >Level 2 (-8)
  213. Super Senses (48)
  214. >Level 2 (-4)
  215. Temperature Tolerance (42)
  216. >Level 2 (-6)
  217. Diet (37)
  218. >Level 2 (-5)
  219. Sanitary Convenience (33)
  220. >Level 2 (-4)
  221. Iron Gut (32)
  222. Mage Eye (30)
  223. Aspect Principality (-18)
  224. >Time (-4)
  225. >Space (-4)
  226. >Void (-4)
  227. >Light (-4)
  228. >Mind (-4)
  229. >Heart (-4)
  230. >Rage (-4)
  231. >Hope (-4)
  232. >Doom (-4)
  233. >Life (-4)
  234. >Blood (-4)
  235. >Breath (-4)
  236. Divination (-24)
  237. >Major (-6)
  238. Spirit Singer (-27)
  239. >Minor (-3)
  240. Shapeshifter (-30)
  241. >Minor (-3)
  242. A Powered Companion (-45)
  243. >Ilyana Rasputin
  244. >Misaka Mikoto
  245. >Alice Liddel
  246. >Slade Wilson
  247. >John Shepard
  248. Book of Knowledge (-50)
  249. Sanitary Pack (-52)
  250. Personal Omni-Weapon (-54)
  251. >Morphic (-1)
  252. Personal Omni-Wear (-55)
  253. Bag of Holding (-60)
  254. Nemesis (-40)
  255. Temporally Lost (-25)
  256. Shared World (-5)
  257. Rage (0)
  258.  
  259.  
  260. Alright, you've (not) been waiting for this, so here we go. One Percenter is actually really important, because I refuse to be a filthy lowblood and pass up on greatness. Genius level three is actually a very strong pick because it rules out the need for a number of the other options. I won't do as well, no, but I can damn well do better than most anybody else, even without thousands of years of experience to call upon. Wellspring was just there. I dunno, maybe I don't need it, but it seems like a decent security option.
  261.  
  262. There's a bunch of utilities after that. Flight can be skipped by means of telekinesis, and as royalty, I get gills pre-paid. I bank out here on the 12-part Elementalist scheme I mentioned before. After that, it actually is possible to gain access to lower castes' psychic abilities, so I don't need anything from them as long as I can take some time to experiment. As a natural supergenius and the absolute ruler of the species, I will succeed. I took Divination because I mentioned that that was not exactly included in normal psychic abilities, so it was pure magical happenstance or random mutation, and I kind of have to take it here instead of coasting by on my superior blood.
  263.  
  264. After that, I wanted to spend the last six points on something important, and all the fuchsia bloods are girls, so I took minor shapeshifting with the intention of checking out major with my quest rewards. Of course, Troll biology puts different stock on genders than mammals do, so it shouldn't be that bad. Minor shifting, by the way, was for Rainbow Drinkers, which are a biological quirk that incidentally resembles vampirism, and isn't really available to me, so I have to buy shapeshifting. Spirit singer was chosen because space magic already includes Teleport, so what the fuck do I care about Master of Motion for, really? I'd make the same argument with the classic elements, though, so it's mostly about saving points.
  265.  
  266. My companions were carefully selected based on the premise of "who is least likely to shoot me." Notable rejections include Elminster and the Blue Beetle. You can imagine why. I was similarly inspire to pass on the Wanderer's Journal, because I didn't care about the Book of Culture bonus from the quest, and to use those points instead on the Sanitary Pack. I don't actually know for sure if any of them will need it, but I feel it's a good purchase. I also took the Book of Accelerating Scientific Development, because I don't know what I'll need to do, but once I become a supergenius unmatched by mundane minds, I'd rather not waste any time.
  267.  
  268. The omni-tools are obvious, and if I'm the only one who doesn't have them, I'd be embarrassed. I mean, Slade doesn't have any magic bullshit for that, but he's a comic book ninja assassin, which means his skill checks are through the roof. Oh, right, and the Inventory. Everyone needs that.
  269.  
  270. Nemesis is very simple, obvious choice for more points. I don't know what his build is, but it's only theoretically more legitimate than mine. Probably specialized in Alchemy or a Naruto character or something equally stupid and OP. That is, stupid equally to my own build. I think Temporally Lost is probably the easiest Drawback to work with, to be honest. Shared World works with that theme I touched on earlier of alien influences and foreigners coming to take my shit. Rage is obvious.
  271.  
  272. For quest rewards, it depends on a few factors. Dragon Lord is in, assuming it does count against my limit of two Rewards. Sorcerer Supreme is also in, assuming that learning Binding in-game is sufficient for the qualifier of teaching a supernatural ability. If no to either of those, Dark God and/or An Empire Eternal would also be easily achievable. Then I'll try and snag some extra Uniques. I should be able to snag at least Singularity and God-Emperor.
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