The system obviously needs to be HEAVILY re-tooled for the rebuild
Some notes on the new version:
- Druid - highly naturalistic
- Human - jack of all stats
- Augment - magic-tech augmented humans
- Strawman - completely artificial magic-tech beings.
Some races have the ability to trade for a specific Proficiency at Character Creation. There are also bonuses and special abilities unlocked within the Racial Pillar.
These are the playable races, all of which will eventually have mainline wiki articles with more background and history.
Renowned for their Genericness, human is a race for people who don't like decisions. Humans do not receive any specific benefits, nor do they suffer any penalties. A human may play any class.
Rowens are, conversely, not gifted where Strength is concerned, and receive a stacking loss of strength as follows:
Drack are granted a +2 bonus to Inteligence at character creation. However, they are by nature sickly creatures, and receive a stacking loss of Constitution as follows:
Atayans are known for martial prowess and deep knowledge of forgotten lore.
A Half-Berserker is a man who was sired by a father under the effect of the Berserker spell. They are effectively permanently under the spell themselves, having undergone profound physical changes. Half-bersker blood gives great strength, but at a cost. They are strong and able warriors, but live short lives and often experience health problems.
A half-berserker may choose to trade one of his proficiencies for Special Proficiency, Two-Handed
Description Strawmen are golems: artificial life-forms, created as soldiers.
By simply "being" a specific race, you gain no differences, aside from the ability to trade a handful of proficiencies for free. In order to gain any benfit, you must invest in the Racial Pillar.
Old notes to be deleted later:
That should be enough to start.
Ok, so lets get some general notes down:
Several of the races are basically just going to be humans with unique ethnicities. Rowens, Atayans, etc. The "Generic Human" should get its own name, maybe "Freelander" or something dumb to represent their lack of belonging to a specific group. Its in flavor since the ethnicities are more about culturual differences that improve their skills. The Atayans have the library, it gives them access to lost knowledge. The Rowens practice archery as a religion, etc.
We do now have 2 solid none-human races in the works: Strawmen and bipedal cat-people who's name escapes me. They are getting a regular wiki article when i get it figured out.
I am also keeping the druids, but they may not get an official release until I develop a class to go with them. Half-Berserkers are also solid.
Here's the gist of how classes will work:
- A set of +s and -s to different stats and skills, NO PROFICIENCIES, this keeps them viable for any class
- Some pre-set facets, these substract from the facet pool(E.G. if a race gets 2 preset facets, they only get 6 at character creation)
- Some races get the option to trade proficiencies for a specific racial proficiency. In some cases this is a specific one for one, in others its any. Example: The Rowens can trade for Special Proficiency, Longbow, reguardless of what class they take. Atayan Paladins can trade Blunt weapons for Bladed, etc.
- There is also a Racial Pillar. This pillar does not Arch with any others, but may have something cool at the top. The trade-off is loosing the Arch to get the thing.
For the sake of consistancy, lets start with +5 bonuses. Anything over 5 means a - to something else.
Racial Pillars still have 9 orders, but only get 5-6 bonuses total. There are no per-order bonuses.
What if I dont give any bonuses besides possible proficiency swaps and racial stuff, and all the stat/skill extras are contained in the trees?