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91
That is fantastic.  I've read through the info twice.  Very impressive.
92
The following is a starting point for a number of new magic guilds I intend to use in the rpg setting. This information was generated with the help of Chat GPT in about an hours work. Considerably faster than I could have done it on my own. These factions still need some more fleshing out, for example I am still searching for the sigil art, NPC art and  afew maps for key locations in the city where the factions are based. Interested in hearing if other GMs are using AI to support their world building and as a tool to cut down on prep.

The Astral Syndicate: A secretive group of powerful illusionists and telepaths who manipulate perceptions and dreams. They control information flow within the city, using their abilities to spy on residents and maintain their influence over politics and commerce. Rumors abound that they possess forbidden knowledge of astral projection and mind control.

The Elemental Masters: Masters of elemental magic who draw their power from the natural forces surrounding the floating city. Each member specializes in harnessing a specific element—earth, air, fire, or water—and they are responsible for maintaining the city's magical infrastructure. However, their rigid adherence to their elemental principles often leads to conflicts with other factions.

The Artificers Guild: Inventors and craftsmen who create magical artifacts and constructs to serve the city's needs. They are highly sought after for their ability to imbue objects with powerful enchantments, but their creations often have unintended consequences. Some suspect the guild of dabbling in forbidden magic to achieve their results.

The Shadowstorm Nexus: A clandestine group of necromancers and dark sorcerers who tap into the power of the Shadow World itself. They operate in the shadows, practicing forbidden rituals and experimenting with the forces of undeath. Many fear their influence, believing that their ultimate goal is to plunge the floating city into darkness and chaos.

The Celestial Sanctum: Mystical scholars and seers who study the cosmic energies that govern the universe. They believe in the balance of light and darkness and seek to maintain harmony within the floating city. While they are often seen as aloof and enigmatic, their wisdom is highly valued, and many seek their guidance in matters of prophecy and fate.

Each of these factions offers opportunities for intrigue, conflict, and adventure.



The Astral Syndicate:
Leader's Name: Miralyn Starweaver

The Elemental Masters:
Leader's Name: Thalorin Stormcaller

The Artificers Guild:
Leader's Name: Archmagus Arcturus Forgeheart

The Shadowstorm Nexus:
Leader's Name: Malakar Voidwalker

The Celestial Order:
Leader's Name: Elara Sunseeker



The Astral Syndicate:
God of Worship: Lyra, the Goddess of Illusion and Dreams.
Benefits for Initiates: Initiates gain access to training in advanced illusion magic, telepathy, and mind manipulation techniques. They also receive mentorship from senior members and access to the Syndicate's extensive network of information.
Skills Mastery: Illusion Casting, Mind Reading, Telepathy, Stealth, Perception.
Sigil: A swirling pattern of stars and nebulae, representing the manipulation of perceptions and dreams.
Spell Lists: Illusions, Mentalism, Mind Mastery.

The Elemental Masters:
God of Worship: Aetherius, the Elemental Primordial.
Benefits for Initiates: Initiates receive training in elemental magic, attunement to one of the four elements (earth, air, fire, water), and the ability to commune with elemental spirits. They also gain access to the Keepers' vaults of ancient knowledge.
Skills Mastery: Elemental Magic, Elemental Lore, Elemental Control, Elemental Summoning, Alchemy.
Sigil: A stylized representation of the four classical elements intertwined in a circular motif.
Spell Lists: Essence Manipulation, Elementalism, Elemental Summons.

The Artificers Guild:
God of Worship: Hephaestus, the God of Craftsmanship and Invention.
Benefits for Initiates: Initiates receive training in arcane crafting, enchantment techniques, and the creation of magical constructs. They also gain access to the guild's workshops and resources.
Skills Mastery: Enchantment, Artifice, Runecrafting, Artisanry, Arcane Lore.
Sigil: An intricate rune encompassed within a gear, symbolizing the fusion of magic and technology.
Spell Lists: Artifice, Rune Mastery, Constructs.

The Shadowstorm Nexus:
God of Worship: Nihilus, the God of Darkness and Decay.
Benefits for Initiates: Initiates gain knowledge of forbidden magic, necromancy, and shadow manipulation. They also receive protection from the cabal's enemies and access to secret libraries of dark lore.
Skills Mastery: Necromancy, Shadow Magic, Forbidden Knowledge, Stealth, Assassination.
Sigil: A twisted, serpentine shape engulfed in darkness, representing the manipulation of shadows and death.
Spell Lists: Necromancy, Shadow Mastery, Dark Summonings.

The Celestial Order:
God of Worship: Selene, the Goddess of Light and Wisdom.
Benefits for Initiates: Initiates receive training in celestial magic, divination, and spiritual enlightenment. They also gain access to the order's celestial observatory and guidance from the order's sages.
Skills Mastery: Divination, Celestial Magic, Healing, Meditation, Lore.
Sigil: A radiant sun surrounded by stars, symbolizing enlightenment and cosmic balance.
Spell Lists: Celestial Magic, Divination, Healing.
93
Let us know if that works ok for you.

Yes, that's working. Thank you.
94
Rolemaster / Rolemaster Unified in Fantasy Grounds
« Last post by deer_buster on April 07, 2024, 03:43:05 PM »
Please go here and vote for Rolemaster Unified to be added as a supported ruleset by Fantasy Grounds.  If you don't have a fantasy grounds forum account, please take the time to create one, search for Rolemaster Unified from the list of rulesets in the feature request and vote.  We are currently at 136 votes, but we should be in the thousands by now.

This will help to show Fantasy Grounds leadership that Rolemaster community is indeed large enough to justify having a dedicated ruleset developer create and support the ruleset.  Even if you don't use Virtual Table Tops for your game sessions, it will help those of us that do.  Thank you for your help and support.

https://www.fantasygrounds.com/featurerequests/featurerequests.php?category=7&status=All&btnSearch=Search
95
Rolemaster / Re: [RMU] Charging items
« Last post by Thot on April 07, 2024, 01:05:31 PM »
So in essence, is the following table how it is intended?
Re-Charging items               
Level of Item   Type of item   recharging PP per day   Days to recharge   Material Cost of recharge   Market price of recharge
1   Wand   4   1   2   4
2   Wand   4   2   4   8
3   Rod   8   3   6   12
4   Rod   8   4   8   16
5   Rod   8   5   10   20
6   Staff   12   6   12   24
7   Staff   12   7   14   28
8   Staff   12   8   16   32
9   Staff   12   9   18   36
10   Staff   12   10   20   40
11   Half-Bole   16   11   22   44
12   Half-Bole   16   12   24   48
13   Half-Bole   16   13   26   52
14   Half-Bole   16   14   28   56
15   Half-Bole   16   15   30   60
16   Half-Bole   16   16   32   64
17   Half-Bole   16   16   32   64
18   Half-Bole   16   16   32   64
19   Half-Bole   16   16   32   64
20   Half-Bole   16   16   32   64
21   Bole   20   20   40   80
22   Bole   20   20   40   80
23   Bole   20   20   40   80
24   Bole   20   20   40   80
25   Bole   20   20   40   80
26   Bole   20   20   40   80
27   Bole   20   20   40   80
28   Bole   20   20   40   80
29   Bole   20   20   40   80
30   Bole   20   20   40   80
40   Bole   20   20   40   80
50   Bole   20   20   40   80
96
Shadow World / Re: Misc SW material
« Last post by Hurin on April 07, 2024, 10:24:57 AM »
That is a super cool project! Those images are quite high quality.
97
Shadow World / Shadow World AI Project
« Last post by B Hanson on April 07, 2024, 09:54:31 AM »
Starter post on AI and Shadow World languages:

https://www.rolemasterblog.com/shadow-world-ai-project-kugor/
98
Rolemaster / Re: [RMU] Charging items
« Last post by jdale on April 06, 2024, 06:07:22 PM »
It's covered in the description of charged items in section 3.3.
99
Rolemaster / Re: [RMU] Charging items
« Last post by rdanhenry on April 06, 2024, 03:40:45 PM »
Twelve days. There are allowances for breaks, so alchemists can go take care of urgent business elsewhere, shut down when seriously ill, and observe local holy days, but they aren't required.
100
Rolemaster / Re: Cantrip advice
« Last post by netbat on April 06, 2024, 02:33:46 PM »
Not sure about RMU, but for RMC/RMSS couldn't you just create a cantrip/low magic skill in the power manipulation category and just use the HARP rules(i.e one cantrip spell per rank, casting cost 1 or 2 pp and uses the skill bonus against the HARP spell casting chart)?
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