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[ 5 posts ]
PaladinOfSune
Posted: Wed, Feb 23 2011, 22:26 PM
Player
Joined : 15 Dec 2004Location : England, UK
PaladinOfSune
Posted: Mon, Apr 04 2011, 12:12 PM
Player
Joined : 15 Dec 2004Location : England, UK
This is a useful link to each visual and their name used in scripting. Perfect for when making a custom request and telling the DMs exactly what you want it to look like!
Visual listing
_________________
"Let's unwrite these pages and replace them with our own words."
Silent2001
Posted: Mon, Apr 04 2011, 12:41 PM
Player
Joined : 19 Jun 2007Location : United Kingdomshire
Deity Cloak Appearances
How to make the symbols on the back of your shiny new cloaks look like they do in
the sourcebooks! These are just the colours to make the symbols look right. Any colour options omitted can be changed freely and won't affect the look of the symbol, just the rest of the cloak, such as the main background.
AURIL
Appearance: 37
Leather 1: 22
Leather 2: 83
AZUTH
Appearance: 38
Leather 1: 78
Leather 2: 65
Metal 1: 70
BANE
Appearance: 39
Leather 2: 76
Metal 1: 60
CHAUNTEA
Appearance: 40
Leather 1: 36
Leather 2: 76
Metal 1: 94
CYRIC
Appearance 11(31 to show Wings)
Leather 1: 55
Leather 2: 21
GOND
Appearance: 41
Cloth 2: 13
Leather 1: 117
Metal 1: 132
GRUMBAR
Appearance: 42
Leather 1: 60
Leather 2: 70
HELM
Appearance: 12(32 to show Wings)
Leather 2: 79
HOAR
Appearance: 43
Leather 1: 71
Metal 1: 83
ILMATER
Appearance: 44
Cloth 2: 61 for Tattered Appearance, or same as Cloth 1 for Solid Appearance.
Leather 1: 88
Metal 1: 74
KELEMVOR
Appearance: 45
Leather 1: 60
Leather 2: 94
LATHANDER
Appearance: 46
Cloth 1: 35
Leather 1: 172
Leather 2: 101
Metal 1: 94
LLIIRA
Appearance: 47
Cloth 1: 94
Leather 1: 76
Leather 2: 35
Metal 2: 88
LOVIATAR
Appearance: 48
Cloth 1: 90
Leather 1: 35
Leather 2: 120
Metal 1: 118
Metal 2: 83
MALAR
Appearance: 49
Cloth 2: 61 for Tattered Appearance, or same as Cloth 1 for Solid Appearance.
Leather 1: 74
Leather 2: 90
MASK
Appearance: 50
Leather 1: 132
Metal 1: 91
MIELIKKI
Appearance: 51
Cloth 1: 60
Leather 1: 72
Leather 2: 66
Metal 1: 68
MYSTRA
Appearance: 52
Leather 1: 20
Metal 1: 96
Metal 2: 83
NOBANION
Appearance: 53
Leather 1: 9
Leather 2: 68
OGHMA
Appearance: 54
Leather 1: 116
Metal 1: 94
Metal 2: 76
RED KNIGHT
Appearance: 55
Leather 2: 88
SELUNE
Appearance: 56
Leather 2: 166
Metal 1: 83
Metal 2: 82
SHAR
Appearance: 57
Leather 1: 22
Metal 1: 147
SHARESS
Appearance: 58
Cloth 1: 90
SHAUNDAKUL
Appearance: 59
Cloth 1: 66
Leather 1: 80
Leather 2: 83
Metal 1: 65
Metal 2: 76
SILVANUS
Appearance: 60
Leather 1: 68
SUNE
Appearance: 61
Metal 1: 90
Metal 2: 65
TALOS
Appearance: 62
Leather 1: 76
Leather 2: 164
Metal 1: 82
Metal 2: 72
TEMPUS
Appearance: 63
Leather 2: 37
Metal 1: 60
Metal 2: 94
TIAMAT
Appearance: 64
Cloth 1: 68
Leather 1: 164
Leather 2: 60
Metal 1: 89
Metal 2: 82
TORM
Appearance 13(33 to show Wings)
Leather 2: 79
Metal 1: 96
TYMORA
Appearance: 65
Leather 2: 93
TYR
Appearance: 66
Leather 1: 60
Leather 2: 82
Metal 1: 94
Metal 2: 89
VELSHAROON
Appearance: 67
Leather 1: 22
Leather 2: 91
Metal 1: 94
Metal 2: 75
WAUKEEN
Appearance: 68
Metal 1: 93
===
CORRELON LARETHIAN
Appearance: 71
Leather 1: 68
Leather 2: 60
EILISTRAEE
Appearance: 69
Cloth 1: 82
Leather 1: 164
Leather 2: 8
Metal 1: 83
Metal 2: 105
GARL GLITTERGOLD
Appearance: ?
Leather 1: 66
GRUUMSH
Appearance: ?
Cloth2 : 61 for Tattered Appearance, or same as Cloth 1 for Solid Appearance.
Leather 1: 65
LLOTH
Appearance: 70
Leather 1: 60
Leather 2: 164
Metal 2: 91
MORADIN
Appearance: 72
Leather 1: 127
Leather 2: 83
Cloth 2: 78
Metal 1: 84
YONDALLA
Appearance: ?
Cloth 1: 64
Leather 1: 80
Leather 2: 75
Metal 1: 66
Metal 2: 83
_________________
<3 Maryn We are going to die and that makes us the lucky ones.
Last edited by Jes on Wed, Sep 11 2019, 23:43 PM, edited 3 times in total.
Made it collapse for ease of scrolling.
Jes
Posted: Wed, Sep 11 2019, 23:46 PM
DM
Joined : 23 Aug 2006Location : Camriiole
Construction Guide for Job System Resources 1 Tile, Exterior20 units of stone, bricks, or wood logs (walls/buildings) 10 units of mortar (if stone/brick is used) 10 units of wood planks (scaffolding, supplies, tools, etc.) 10 units of wood logs (scaffolding, supplies, tools, etc.) 2 units of crystal for each exterior window 2 ingots of metal (nails, stakes, tools, fixtures, etc.) 1 Tile, Interior2 units of stone, brick, or wood planks (walls) 1 unit of stone or wood planks (floor) 1 ingot of metal (nail, fixtures, etc.) 1 unit of furniture for every 3 PLCs of same type 1 Tile, Water20 units of sand to stabilize seabed/riverbed 10 units of sandstone to form load-bearing foundation
Construction Time Walls1 week per 1,000 linear feet, rounded upAssuming 10-foot height Higher walls will be converted to linear feet with 10-foot height Example: 50-foot wall that's 20 feet high = 100 linear feet Buildings1 week per interior room Wall calculations will be added based on exterior tile usage
Adjustments, Etc. Wallsx1.5 for every ten-foot increment above ten feet of heightx1.5 for wall towers (such as corner towers)x2 for reinforced/fortified walls beyond a "simple" wall Buildings Water Tilesx2 for every height increment due to increased weight on the seabed Construction TimeTimes can be adjusted by various factors, including terrain, climate, and current events. The DM Team will determine final time requirements. ------------------ MagicYou can save on some resources by hiring a mage (or dedicating a PC) to cast spells to aid with construction, but the majority of work still needs to be done by trained professionals in their respective construction field. All adjustments resulting in decimals will be rounded up. These spells will be allowed for this purpose:Fabricate (-5%, but difference must be available in another single resource - can used for harder-to-acquire resources) Move Earth (-1 week from time estimates, site preparation) Soften Earth and Stone (-5%, only for creating sand or clay ) Stone Shape (-1 week from time estimates if building into an existing stone structure) Stone to Flesh (-1 week from time estimates if building into an existing stone structure) Transmute Mud to Rock (-5%, only for creating clay , sandstone , or limestone ) Transmute Rock to Mud (-1 week from time estimates if building into an existing stone structure) Wall of Iron (-5%, only for creating iron walls) Wall of Stone (-10%, only for creating granite walls) Percentages are for single-type applicable resources. You can use more than one spell, and the percentages stack. Examples for adjusting a requirement of 5,000 units of granite:Fabricate: 5,000 - 5% = 4,750 units (+250 units of other single resource used to convert) Wall of Stone: 5,000 - 10% = 4,500 units Using both Fabricate and Wall of Stone: 5,000 - 15% = 4,250 units (+250 units of other single resource used to convert) Additional NotesAll resource unit requirements must be single-type. "Single-Type" means that all resources for a particular requirement should be of the same kind. For example, 5,000 units of stone should be 5,000 units of granite OR 5,000 units of marble. (The only exception is with the Fabricate spell, which allows partial conversion from another resource.) "Building into an existing stone structure" means digging into the side of a mountain to create a cave base, or creating a basement or underground base. Each spellcasting resource discount can only be applied once. Multiple PCs cannot stack the discounts further. It is assumed that multiple PCs/NPCs are aiding with casting the pertinent spells over the construction time once a method is decided.
PC/NPC Jobs Requirements All construction projects will require Job System investment from a PC in the group/faction or from an outside source paid by the group/faction. This outside source can be another PC or an NPC at a DM's discretion. Depending on the project, this professional oversight (requiring three ranks for PCs) could be from a variety of fields, but the DMs will note them in the Resource Requirements presented. Professional jobs that can aid in various construction projects include:Archeologist Blacksmith (Armor or Weapon would qualify) Carpenter Engineer Geologist Goldsmith Inventor Miner Prospector Stonemason
Labor 25 to 100 NPCs workforce, dependent on project size (DM discretion) 1 NPC Foreman per 25 workers Wages to be determined by IC negotiations
PC Gold Cost Variable, dependent on materials used, number of NPC workers, and IC negotiation capabilities. -------------
Important Notes The Team reserves the right to make further adjustments where appropriate. Units for each requirement must all be the same type. No mixing granite and marble for walls, for example. This is an official requirement index. Feel free to use it to plan.
_________________
Login: The Copper Queen Cromlech - The Best Copper This Side of Ruathym Zelly Cys'dina - The Wounded Soul, Also Merchant Aelynthi Nor'alei - The Bubbly Winged Elf See me DM-side as:[DM] Hlal | [DM] The Voice
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