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<title>Epidemic Books - Fan Content - Odds and Ends - Messages</title>
<link>https://forums.epidemicbooks.net/topic44-odds-and-ends.aspx</link>
<description>Epidemic Books - Fan Content - Odds and Ends - Messages</description>
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<pubDate>Tue, 23 Sep 2014 05:18:19 GMT</pubDate>
<lastBuildDate>Tue, 23 Sep 2014 05:18:19 GMT</lastBuildDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[The variety of animals found on the Forge provide a rich resource for a race that I have seen little used outside of Asian settings- hengeyokai. They are animals that can take human form. The only places I have seen them written up are the 1e and 3e version of Oriental Adventures and a 2e Dragon article.<br/><br/>So that means there is plenty of room to design new species, esp for an alien world like the Forge.]]></description>
<pubDate>Tue, 23 Sep 2014 05:18:19 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Homunculi are a creature I think need an upgrade. They could be enchanted as magic items, as a foci for summon monster spells (i.e. they transform into the monster) or there should be spells that allow them to take class features without taking levels. In this case, features from the channeling classes as they tap into the power of the Forge.]]></description>
<pubDate>Mon, 17 Mar 2014 06:02:47 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[There are several resources that use magic to enhance technology. My favorite is GURPS Technomancer. But I have yet to see anything about technology that enhances magic. I did write an article for d Infinity on artifacts that enhance mutations for Mutant Future and for those who don't know MF mutations are mostly supernatural ala X-men or Gamma World mutants. But that was a 3 page article that has about 2 dozen examples.<br/><br/>On the Forge, I would expect craftsmen to be hired by spellcasters for so much more than construct bodies. Not all spells can be enhanced with mundane objects, but there are plenty that can. Just think about it.]]></description>
<pubDate>Sun, 10 Nov 2013 07:26:35 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Outsiders of many stripes could arrive to interbreed with the inhabitants of the Forge. I was thinking of nightmares initially breeding into the equine (not just horse) population, but there is so many more possibilities. Everything from devas to fire elementals could make the "melting pot" of genes that much more diverse.]]></description>
<pubDate>Mon, 04 Nov 2013 07:43:01 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Here are some thoughts on hidden functions in magic items (and superscience items for science fantasy): <br/><br/><a href="http://skirmisher.com/node/18116" target="_blank" rel="nofollow">http://skirmisher.com/node/18116</a><br/><br/>A magic item in the possession of a PC may be much more than the character assumes.]]></description>
<pubDate>Sun, 24 Mar 2013 06:42:16 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Though gods can not enter the Forge's universe, that does not prevent them sending their unwanted offspring. Abominations (from the ELH) are not common on the Forge, but they are not unknown either. The Forge is considered a dumping ground for some pantheons and abominations and demigods are among the things so dumped.]]></description>
<pubDate>Wed, 21 Nov 2012 06:03:30 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[The Forge Compass is a rather expensive item that can be created for any visitor to the Forge. It points to the closest item the character needs to create his/her key of binding. Each compass is for a specific individual and thus is useless for everyone else.]]></description>
<pubDate>Thu, 13 Sep 2012 04:18:39 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[The focus of the lodes (and other supernatural power sources) could have a lot more potential. Instead of affecting one character, it could be tweeked to allow a chain of power. The creature with the shard would use the rules as written (or updated to PF), the first circle would use a weaker form of those rules, the second circle (those who gain their power from one of the first) have even weaker powers, etc.]]></description>
<pubDate>Sat, 28 Jul 2012 03:41:28 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Though it is very dangerous and rare, goddust is one of the few things that is traded to other planes. It is still a mutagen where ever it goes but it does have one advantage- it works in planes where magic does not exist.<br/><br/>You want a Top Secret campaign that moves to the Forge, this is one way of doing it.]]></description>
<pubDate>Sat, 02 Jun 2012 03:01:27 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[A new form of transportation has come onto the scene in Eclipse. Dreadnoughts are flying fortresses (using Airships) that can haul 500 tons of cargo. It has a small crew, only 20, because the ships are intelligent and can cast Scorching Ray and its other energy variants- 10 rays per round. Unlike most travelers, the fortress is lit up like a Christmas tree. It draws monsters on purpose- to kill them in great numbers so they will be less of a problem for other merchants and explorers. What makes Dreadnoughts unusually dangerous (to monsters) is their capacity to produce sunlight at will. Vampires (young ones at least) can't attack without being incinerated.<br/><br/>Each costs several million gp so there will not be a lot of them and their prices for transport are quite high, but as almost nothing can destroy one (except the queen and the dragon), they provide almost perfect protection.]]></description>
<pubDate>Sun, 27 May 2012 03:12:14 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[The Forge is all about accelerated evolution, so how much life is there in the Vault? Could there be forests where the trees were saved by druid intervention, filled with weird cold adapted creatures that have survived since the ice age began?<br/><em>edited by Derek Holland on 11/21/2012</em>]]></description>
<pubDate>Fri, 27 Apr 2012 01:52:49 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Though the Flock can not affect other domains usually, there are some exceptions. Haiel created weed storms. These have red lightning that cause magical plants (Alchemy and Herbalists, Occult Lore) to sprout. People go out in the storms to harvest plants that may be worth 10 years of income. Of course there is the danger of being hit by lightning- those people die as the plants force their way out of the victims' skin.<br/><br/>Any suggestions for other members' creations that have planet wide effects?]]></description>
<pubDate>Tue, 03 Apr 2012 05:04:56 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Creation spells are unusually powerful (the spellcaster can apply 3 free levels of metamagic feats that increase or otherwise affect the amount) on the Forge but they do have one significant limitation- such created material can not be taken away, even to the point of the local ethereal and other coexistant planes.]]></description>
<pubDate>Fri, 16 Mar 2012 05:58:54 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[The oceans are completely seperate from each other, thus allowing them to be very different. One could have sodium cloride as its main salt (like Earth) and the others could have salts of iron and nickle for one and salts of copper for the other. This means creatures can't go between them easily (they are poisoned) and the biospheres of each will be significantly different.]]></description>
<pubDate>Wed, 07 Mar 2012 05:51:25 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[I was watching Dark City and it hit me that OB can be used in a similar manner. The players are not told their characters are going to the Forge and have no initial access to the books. They start in another setting and adventure for a level or four and then are taken (it may be a good idea to have an enemy wizard on hand that seems to have teleported them). They are dropped into one of the regions where there isn't anyone to explain what is going on- deep in WW, the plain of Penance, the wilds of Eclipse, etc. And only after several sessions do they start to get some idea of what has happened and how the Forge is very different from their old world. It would be survival horror initially as there are no people to interact with. The PCs have to survive without any assistance at all. Heck, I would include some depopulated villages (or ruins in WW) for them to explore. They could pick up a little info, but nothing that gives away the important stuff. I am not sure if I am willing to give any evolutions as they would have to be without the player's consent. Eventually they enter a town or city and find they can't understand anyone (this isn't Star Trek), but the locals are not unfriendly either. A spellcaster with Tongues helps them learn a lot about the Forge, though some of the information may not be accurate (urban legends, myths, etc.). And then the party can start to look fo a way home or high adventure.]]></description>
<pubDate>Sat, 03 Mar 2012 04:14:29 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[One way to show how strange the Forge can be is domestication. Almost all creatures can be found as both master and livestock/pet. Some examples:<br/><br/>There are dwarves who are breeding gricks in Eclipse, turning one species into three breeds (land, underground and sea). And in undercity of Penance there are sapient gricks* that domesticated dwarves, producing five breeds (adapted to the various hazards, having +6 bonuses to the saves against them).<br/><br/>In the wilds of Penance (the plains around the city), there are sapient elephants that have domesticated kobolds, using them as tiny hands as well as a source of easy magic. In the jungles of Arena there are kobolds that have Medium sized elephants as livestock- small enough to allow underground.<br/><br/>In the undercity there are jaggons** that are breeding green dragons, making them much smaller as well as removing their wings. In Wildwood there is a green dragon that lives near a ruin and has started to domesticate the jaggon population there.<br/><br/>Orts*** are very common in the undercity and some have taken to breeding human wereflies. The insectoids are useful in finding food and danger. In another part of the city, the reverse is going on.<br/><br/>To get really weird, I was thinking also of water elementals/giant squid, vrocks/cranium rats and illithids/intellect devourers (it almost PB&J for the last one).<br/><br/>* The civilized template from Rite's Book of Monster Templates.<br/>** Lovecraftian monsters that are a mouth and tentacles.<br/>*** Walking trash piles<br/>**** The monstrous lycanthrope template from Advanced Bestiary]]></description>
<pubDate>Thu, 23 Feb 2012 04:21:42 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Limitations for magic items (e.g. potions being limited to 3rd level or less) doesn't exist on the Forge. All the magic emerging from the prison allows people to break many, if not all, the rules.]]></description>
<pubDate>Tue, 07 Feb 2012 05:48:34 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[The laws of physics in the Forge's universe are different from those of Earth. This might allow a skill or set of skills, fantasy physics, that characters could use to create oddities such as technomagic, advanced alchemy, impossible architecture and influential artwork (sculptures that affect the mind and such).]]></description>
<pubDate>Mon, 06 Feb 2012 04:12:22 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[In Spells and Magic (the Bastion supplement), there is a section on how some dragons use their hoards to supplement their power. The basis of this is the idea that desire for an object gives them a little spark of energy. The more valuable an object is to more people, the more power it contains.<br/><br/>It makes me wonder if there is a place for Wilson (from Cast Away) and similar object familairs. Things that are not valuable to anyone but the owner. They would not be sources of power like dragon hoards, but they could be a personal relic, one that can only be used by the creator and, possibly, his or her family. This makes family heirlooms that much more useful in game play and mcguffins for the PCs to hunt down.]]></description>
<pubDate>Sun, 05 Feb 2012 05:18:41 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[I was thinking of how technologically advanced societies might incorporate magic into their technology and was listing a bunch of engineering ideas (materials, armor, cybernetics, sensors, etc.) and suddenly I realised that the most important thing they would bring isn't engineering, but rather theoretical science.<br/><br/>A culture with advanced biotechnology could study genetics on the Forge and develop new evolutions. Evolutions that could be used long after they go extinct.<br/><br/>A culture with a stong emphasis on archeology could study the past of the Forge and find all kinds of hidden treasures, both loot and knowledge.<br/><br/>A space faring culture could find out if there is anything beyond the system of the Forge. It isn't so much searching with ships as knowing the tricks to finding mass without seeing it. They may even find a way to use the Forge as a waystation via the star gates.]]></description>
<pubDate>Wed, 18 Jan 2012 04:17:37 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Going back to intelligent rocks and other awakened objects- sapient buildings (and ships, bridges, etc.) . They are not animated objects, at least not initially. They would have to earn xp by using their brains and eventually taking evolutions that allow them motion internal and external. Advanced Bestiary has the transforming construct template, something that might be very handy for these beings.]]></description>
<pubDate>Mon, 09 Jan 2012 04:35:26 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Feyrs (or fihyrs in 3e) are closed content but the idea of living emotions, much more than just fear, could make life on the Forge much more interesting. Joys appear during celebrations. Melancholy appear after lost battles or disasters. And so on. Living emotions, powered by the magical field of the Forge, could be a creature like the astral construct, something built with menus. Why menus- mixed emotions.]]></description>
<pubDate>Mon, 02 Jan 2012 06:37:53 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[There are no black birds found on the Forge except those who are avatars of the flock. Those birds that were black are now some other color. Shapeshifters and spellcasters who try to break this rule fail (and possibly become a strangely colored bird until someone else changes them back).]]></description>
<pubDate>Sun, 01 Jan 2012 04:45:41 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[An idea to expand lunars and similar shapeshifters. They can advance via monstrous humanoid levels and each level gained provides a new alternate form. In the case of lunars, dolphins and eagles are common choices but any Small or Medium animal is fair game.]]></description>
<pubDate>Sun, 18 Dec 2011 05:48:10 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[<strong>Derek Holland</strong> wrote:<br/><div class=quote>A subset of the chaos storms are those that provide life or sapience. They either create elementals or provide a mass version of awaken. In either case the resulting creatures are intelligent, get the evolve feat for free and have a 50% discount on the xp costs for evolutions. This means there are a lot of intelligent rocks and trees out there that are using a form of Lamarkian evolution to improve themselves.</div> <br/><br/>I have been thinking about this idea for a while and I wonder what creature type an intelligent rock would be. Elemental doesn't feel right, so that leaves aberration. And, like awaken, this effect (the intelligence) is not heritable, at least until one of them discovers a new evolution that allows them to reproduce and have intelligent offspring.<br/><br/>And the whole idea can make for a variant of spirits of the land, one where the creatures are much more interactive with the characters.]]></description>
<pubDate>Wed, 14 Dec 2011 05:52:15 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[I mentioned Morningstar in the resources thread. It has, among other things, a well written section on how magic warps the land. These are called signatures because in that setting, creatures are the major drivers of their formation.<br/><br/>I was thinking of ways to incorporate signatures into OB and it hit me that megarunes (or glyphs or whatever) could be the answer. People who make them would be called reality engineers and the results can be quite impressive. Of course they could also be targets so trying to convert some land so that flying creatures and air elementals reign supreme might be hampered or stopped by landlubbers.<br/><br/>Some other engineers are those who create living structures (including mobile villages), art on a large scale (some that morphs with the viewers' or creator's emotions) and those that make magic collectors (must be a specific type and have a specific function, e.g. collecting air magic to make pleasant weather).]]></description>
<pubDate>Sun, 20 Nov 2011 06:07:26 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[<a href="http://www.sciencenews.org/view/generic/id/334133/title/Earthly_riches_heaven_sent" target="_blank" rel="nofollow">http://www.sciencenews.org/view/generic/id/334133/title/Earthly_riches_heaven_sent</a> <br/><br/>Red moss and sparks were partially inspired by that article (see the critter thread) but it can be used for more. <br/><br/>Even though the rest of the universe's stars and planets were demolished after the bound god fell, that doesn't mean all their mass is gone. Asteroid impacts may be common from time to time as the gravity of the Forge and two suns draws the mass in. <br/><br/>And then there are the two suns themselves. I have life (spores, seeds and eggs) being ejected from Storm and non-living matter (minerals, metals and even hydrocarbons) being ejected from Crux. Stars are the furnaces that make heavy elements in our universe, why not use that in Oathbound? All kinds of weird matter can be mined from impact craters and used for magic and technology.<br/><em>edited by Derek Holland on 12/9/2011</em>]]></description>
<pubDate>Sat, 19 Nov 2011 07:05:22 GMT</pubDate>
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<title>Message from ShadowcatX</title>
<description><![CDATA[I meant take over as a generic sense, more over run, than to take rulership. But yes, the orks could definitely slaughter enough seeds to **** off the flock.]]></description>
<pubDate>Thu, 15 Sep 2011 08:46:08 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Not so much take over, but orks could slaughter enough seeds and bounders to make the Flock unhappy. Being fungi, they could make the vampires' lives esp difficult if all the prey is slain and replaced by orks.<br/><br/>And also note that orks can be effectively extinct and still come back. All they need is someone bring up hundreds of year old spores from the undercity of Penance and starting the cycle all over.]]></description>
<pubDate>Thu, 15 Sep 2011 03:24:59 GMT</pubDate>
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<title>Message from ShadowcatX</title>
<description><![CDATA[I think the orks would find more of a home in arena than in wildwood. 'Nids in wild wood though, that would be scary. <br/><br/>Still, I think you are by far discounting how powerful people on the forge can be. With 2 gods present on the forge, 2 beings who are arguably more than gods, and 5 other beings that can slaughter dozens, if not hundreds, a day, perish, and return the next day at full strength, a dragon that everything should fear, undead that are thousands, if not millions of years old, the forge is not an easy place to take over.]]></description>
<pubDate>Tue, 13 Sep 2011 06:41:11 GMT</pubDate>
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<title>Message from greg</title>
<description><![CDATA[<strong>Derek Holland</strong> wrote:<br/><div class=quote>One thing I am waffling about adding to the Forge is the Warhammer 40K ork. Thoughts?</div><br/><br/>A good way to do this might be as a recent arrival (aka an invasive species).  They will have a very limited area, but a great effect on the game and potential for future danger.  If the PCs don't stamp them out immediately, they could start spreading.]]></description>
<pubDate>Mon, 12 Sep 2011 21:47:07 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[There are some biological changes that look like evolutions but are not. Curses and other spell driven changes are the most common but there are a few based on biology. Xenografts and symbionts that merge with their hosts, causing phenotypic changes (as a result of plasticity or flexibility) are fairly common in Wildwood and can be seen all over the Forge. Unlike true evolutions, a xenograft change has no options and is driven by time rather than xp spent (so like an Ancient from Eclipse).]]></description>
<pubDate>Sat, 10 Sep 2011 05:28:14 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[One thing I am waffling about adding to the Forge is the Warhammer 40K ork. For those who don't know, they are actually a rather complex (biologically) species of fungi. There are several stages to their lifecycle and it would be easy to give them some biotech weapons and armor. The problem is they are very difficult to permanently kill off (in the WH 40K universe, a planet is easier to burn than to invade if orks are there). A dead ork releases spores and as long as there is something for the fungus to grow on, orks can appear anywhere. On the Forge, I would think they would have permanet holdings on the islands of Wildwood and constantly invade the main land (in ork and spore forms).<br/><br/>They aren't zerg or clockwork horrors (who I think would consume the entire planet in a matter of months), but they aren't a push over like D&D orcs.<br/><br/>Thoughts?]]></description>
<pubDate>Wed, 07 Sep 2011 04:37:08 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[A subset of the chaos storms are those that provide life or sapience. They either create elementals or provide a mass version of awaken. In either case the resulting creatures are intelligent, get the evolve feat for free and have a 50% discount on the xp costs for evolutions. This means there are a lot of intelligent rocks and trees out there that are using a form of Lamarkian evolution to improve themselves.]]></description>
<pubDate>Fri, 05 Aug 2011 03:48:41 GMT</pubDate>
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<title>Message from greg</title>
<description><![CDATA[<strong>Derek Holland</strong> wrote:<br/><div class=quote>Another idea for the chaos storms is tapping the power of the Forge through the canton lines. They could act as ley lines that have a tendancy to mutate spells (and spellcasters).</div><br/><br/>That works.  Don't know if this has been mentioned yet, but these lines were originally supposed to coincide with invisible lines of the mystical net of energy that encloses the prison of the world.  They are also the veins where goddust can occur in places.]]></description>
<pubDate>Wed, 29 Jun 2011 23:15:06 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Another idea for the chaos storms is tapping the power of the Forge through the canton lines. They could act as ley lines that have a tendancy to mutate spells (and spellcasters).]]></description>
<pubDate>Fri, 10 Jun 2011 03:40:18 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[I was going to mention ferrin as lava alchemists but it turns out they are resistant to electrical attacks, not heat. Still, whatever races that can work with lava have access to materials that may not exist otherwise on the surface. There is no reason that minerals can't morph their essence (atomic structure for more science based games) in such a high magic setting.]]></description>
<pubDate>Mon, 06 Jun 2011 03:21:37 GMT</pubDate>
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<title>Message from greg</title>
<description><![CDATA[<strong>Derek Holland</strong> wrote:<br/><div class=quote>Once a month the water moon eclipses Crux. This could be a time where fire magic works underwater or the time unique spells based on fire and water function.</div><br/><br/>Heck, why not!  The more cool unique stuff like this you throw into your game the better, as far as I'm concerned.]]></description>
<pubDate>Thu, 19 May 2011 16:40:15 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Once a month the water moon eclipses Crux. This could be a time where fire magic works underwater or the time unique spells based on fire and water function.]]></description>
<pubDate>Thu, 19 May 2011 03:28:10 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Yeah, wouldn't that be a bad thing?]]></description>
<pubDate>Sun, 01 May 2011 04:04:49 GMT</pubDate>
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<title>Message from greg</title>
<description><![CDATA[Good start.  I don't have the book (Seven) in front of me right now, but there was a way to roll the dice on any spell to gain the forge's favor.  (I know I wrote that, but can't remember the details atm).  That could increase the chances of this happening.]]></description>
<pubDate>Wed, 27 Apr 2011 15:38:54 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic44-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Basic 3.X rules for chaos storms.<br/><br/>It only happens with spells above 5th level.<br/>There is a 1% chance per caster level of this happening and it only occurs in specific areas (like near the fortresses and other magical hot spots).<br/>Everything within a distance of caster level X spell level in feet is potentially affected.<br/>Those objects and creatures must make a fort save. DC = SL + CL (unattented objects have a CL % to be affected).<br/>Those failing the save are transmuted into something else. The GM must write up his or her own chart(s) as each location should be unique.<br/><br/>Good?]]></description>
<pubDate>Sun, 24 Apr 2011 04:56:17 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic44-.aspx</link>
<title>Message from greg</title>
<description><![CDATA[Both of these are excellent ideas.  I think they add some cool flavor to Oathbound that sets it apart from other settings without being too annoying to deal with.  Let us know if you figure out the chaos magic.]]></description>
<pubDate>Fri, 22 Apr 2011 16:31:25 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic44-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[I am considering making the Oathbind spell (the greater version) a universal law. IOW it applies to everyone making a promise (only those not under duress to do so). The Forge was based on oaths, why not make it apply to everyone?<br/><br/>And then there are chaos storms. The Forge is just awash in magic. Every once in a while, spell casters cause major destruction by accident as their magic interacts with the magic leaking from the prison. I am not sure exactly about how I would do this but 2e chaos magic is a place to start.]]></description>
<pubDate>Fri, 15 Apr 2011 04:12:02 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic44-.aspx</link>
<title>Message from greg</title>
<description><![CDATA[<strong>Derek Holland</strong> wrote:<br/><div class=quote>Some materials are naturally magical. They form the basis of 3.0 alchemy (back when you didn't have to be a spellcaster to use it) and may be in larger quantities on the Forge than other worlds due to its origin and the constantly leaking divine power. What does this mean, there might be a lot more alchemists, even some that treat it as a hobby, and their creations should be cheaper than on other worlds (ie there should be a lot more of it).</div><br/><br/>I like that idea.  BTW, my friend Sig put together a cool Pathfinder sourcebook on alchemy recently.  I haven't had a chance to read it, but knowing him, it's probably worth the 4 bucks:<br/><a href="http://rpg.drivethrustuff.com/product_info.php?products_id=83907" target="_blank" rel="nofollow">http://rpg.drivethrustuff.com/product_info.php?products_id=83907</a>]]></description>
<pubDate>Thu, 24 Mar 2011 11:44:36 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic44-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Some materials are naturally magical. They form the basis of 3.0 alchemy (back when you didn't have to be a spellcaster to use it) and may be in larger quantities on the Forge than other worlds due to its origin and the constantly leaking divine power. What does this mean, there might be a lot more alchemists, even some that treat it as a hobby, and their creations should be cheaper than on other worlds (ie there should be a lot more of it).]]></description>
<pubDate>Mon, 21 Mar 2011 05:01:04 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic44-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Would you allow that? Or a dragon taking the focus of the wyrm? It would almost be like a paragon race.<br/><br/>One of the niftier things about the Forge is new blood. A race can go through evolution, changing over generations and yet have infusions of new blood from the home planes every once in a while. For those who like designing monsters and races, this provides an almost unique situation that can result in all kinds of sub and sister species.]]></description>
<pubDate>Sat, 19 Feb 2011 05:12:33 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic44-.aspx</link>
<title>Message from greg</title>
<description><![CDATA[How about if we gave them a discount for taking the Focus of the Shadow?  Like half off?  Fire sale! <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Mon, 14 Feb 2011 17:50:40 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic44-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Okay. I was just had the thought if they were shadows, why not make them as maliable.]]></description>
<pubDate>Tue, 08 Feb 2011 05:10:56 GMT</pubDate>
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<title>Message from ToddM</title>
<description><![CDATA[i would not say that they are made completely of shadow, when they die there horns remain and it is certain that there is a solid structure not unlike a skeleton beneath there shadowy surface, if touched in one spot to long by a living being, (plants, fungus and such not included) they crust over in that spot becoming solid this would be like a server burn to us, (though if given time they can heal completely from prolonged contact) light of an intense nature harms them even faster,  i would not doubt that some deep fey wizards can shift and shape there shadowy form, but for the rest, its like saying since we are mostly made of water we should be able to reshape are selves, using jello molds.]]></description>
<pubDate>Mon, 07 Feb 2011 06:13:15 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic44-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[The shadow fey are made of shadow. Why not give them racial feats that allow themselves to change their dimentions using light? A sort of morphing ability rather than shapeshifting. It wouldn't be fast but it would highly useful in the right conditions.]]></description>
<pubDate>Sun, 06 Feb 2011 05:16:42 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic44-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[I think you have that in the wrong thread, Paul.]]></description>
<pubDate>Thu, 03 Feb 2011 04:55:14 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic44-.aspx</link>
<title>Message from nylanfs</title>
<description><![CDATA[I would suggest Rite Publishing's Book of Monster Templates<br/><br/><a href="http://paizo.com/store/byCompany/r/ritePublishing/pathfinderRPG/templates/v5748btpy8hf3" target="_blank" rel="nofollow">http://paizo.com/store/byCompany/r/ritePublishing/pathfinderRPG/templates/v5748btpy8hf3</a>]]></description>
<pubDate>Wed, 02 Feb 2011 06:20:59 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic44-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Parasite mutations are something that I created for Mutant Future so that characters can customize themselves. Each costs a serious defect or 2 or more ability points. In effect the price makes the parasite almost not worth getting (which is why it is parasite mutation rather than mutualist mutation). With parasites that can cast spells or provide other magical effects, the same should apply.<br/><br/>Something I have been waffling about making for LL/Oathbound are aggregates. They are symbionts (all types) that fuse with their hosts into one species. The first one I created was the crusty bunny- a rabbit that survives the wastelands by fusing with a tapeworm (to broaden the diet) and ringworm (a shell that shields the flesh from radiation). Another example was a rabbit humanoid and a parasitic plant. The humanoid ended up gaining a few plant mutations as well as the ability to photosynthesize. The reason I am waffling is that with magic there can be so much more but the end results may defeat the purpose of the concept entirely. Fusion of two or more species has been done in D&D to death (the best may be a template in Advanced Bestiary) but so far I haven't seen where the fusion provides changes beyond that of the stock species (which is what the bunny is all about). Still the idea is a great one and I hope that others use it.]]></description>
<pubDate>Tue, 01 Feb 2011 06:47:53 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic44-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[A place to put those ideas that don't belong in other threads.<br/><br/>Magically enhanced diseases are common on the Forge. They require powerful divine magic to cure (cure disease with higher caster levels) but aren't self sustaining. A person who resists the disease isn't a carrier- the disease isn't in his system at all. Those who die likewise do not spread the disease.<br/><br/>Goddust has several uses beyond random mutation and life extension. One allows a mother to shape her offspring. Effectively this allows a female creature to apply a template with a CR modification of +1, +2 or +3 (or up to 3 +1 templates). Attempts to warp the child further results in a roll on the chart in Mysteries of Arena.]]></description>
<pubDate>Mon, 31 Jan 2011 04:36:50 GMT</pubDate>
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