Difference between revisions of "MRPG Races"

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Initially, all races were planned to essentially be human. This has, since, been revised(with the canonization of [[Druid]]s as a race). Originally the game included [[Ataya|Atayan]], [[Drack]], [[Ebeta|Ebetan]], and [[Rowen]]. This list is now being revised as new races are created, and the poor Ebetans are just gone forever.
+
The system obviously needs to be HEAVILY re-tooled for the rebuild
  
Each race gets a few bonuses and penalties to [[MRPG Stats|stats]] and [[MRPG Skills|skills]] that only apply at character creation. In general, race/class combination makes very little difference; race has more impact on play-style. For example: Atayans gain a major bonus to the Comprehension skill. This does not make them better mages, but it does make them better at [[MRPG Magic#Obtaining Spells|copying]] spells out of tomes and learning spells from scrolls. Hence, the Atayan will be able to gather a wider variety of spells than other races.
+
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.
  
==Generic==
 
The generic, uninteresting human race. Otherwise known as the "I don't understand this game yet" race. Humans have no bonuses or penalties to speak of. Just... proceed to the next step of character creation, ok? You sicken me...
 
  
Humans get 1 bonus Facet Point at character creation.
+
'''Races:'''
<!--
+
*Human
==Atayan==
+
*Rowen
[[Ataya|Atayans]], also known as the Mountain People, live on the slopes of the [[Stormreaver Range]]. They are the secret guardians of the fabled [[Library of Arindell]], and above all value knowledge. All characters of Atayan heritage gain a +2 Intelligence. Being well-read, they have a +5 to Comprehension checks and +5 to charisma. However, their laser-like focus on information leads to a -5 in Perception.
+
*Drack
 +
*Atayan
 +
*Dakriel
 +
*Half-Berserker
 +
*Strawman
  
'''Recap:'''
+
Some races have the ability to trade for a specific Proficiency at [[MPNP Character Creation|Character Creation]]. There are also bonuses and special abilities unlocked within the Racial Pillar.
*+3 Intelligence
 
*+5 Comprehension
 
*+5 Charisma
 
*-5 Perception
 
  
==Rowen==
+
==Playable Races==
The [[Rowen]]s are the masters of the bow, skilled with all things ranged. Being a Rowen grants you a 10% bonus to AV and [[MRPG Threat|Threat]] whenever you use a ranged weapon. Specifically while using longbows, a Rowen gains an additional 5% bonus to weapon damage.
+
These are the playable races, all of which will eventually have mainline wiki articles with more background and history.
  
However, intense focus in one area can lead to uneasiness and lack of confidence. Rowens loose 10% to AV whenever they are not wielding a ranged weapon.
+
===Human===
 +
<table cellpadding="10">
 +
<tr><td>
  
'''Recap:'''
+
<table border="1">
*No Stat/Skill bonuses or penalties
+
<tr><td>
*+10% AV and Threat when using a Ranged Weapon
+
'''Order I'''
*+5% Damage when using a longbow
+
*+1 Free Facet
-->
+
</td></tr>
==Drack==
+
<tr><td>
The [[Drack]] are tinkerers, and putterers, and fixers of things. To the Drack, all things are governed by a physical law and thus have a logical organization. The Drack excel at both mechanical and magical. As survivors of of an apocalypse in their homeland, the Drack now have improved resistance, with an inherent +5 per rank to all [[MRPG Magic#Spell Resistance|Resistances]].
+
'''Order II'''
 +
*+1 Generic Cool Downs.
 +
</td></tr>
 +
<tr><td>
 +
'''Order III'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order IV'''
 +
*+1 Free Facet
 +
</td></tr>
 +
<tr><td>
 +
'''Order V'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order VI'''
 +
*+1 Free Facet
 +
</td></tr>
 +
<tr><td>
 +
'''Order VII'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order VIII'''
 +
*+1 Free Facet
 +
</td></tr>
 +
<tr><td>
 +
'''Order IX'''
 +
*+10 Hit Points
 +
</td></tr></table>
  
Due to their ancestry, Drack characters have a -2 to Strength and Stamina, but gain a +3 to Intelligence and +1 to Dexterity.
+
</td><td valign="top">
 +
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.
  
Additionally, their increased intelligence gives them a +10 to all Tinkering checks and a +2 to all Comprehension checks. The damage to their Stamina causes a -6 to all Medicine checks.
+
</td></tr></table>
  
'''Recap:'''
+
===Rowen===
*-2 Strength
+
<table cellpadding="10">
*-2 Stamina
+
<tr><td>
*+3 Intelligence /+1 per rank
 
*+1 Dexterity
 
*+10 Tinkering
 
*+2 Comprehension
 
*-6 Medicine
 
  
==Druid==
+
<table border="1">
[[Druid]]s are some mixture of elven and human. The exact ratio varies from family to family, but it is usually somewhere between 60/40 and 50/50.  Being a druid does NOT mean that your mother was an elf and your father a human; it means your parents, grandparents, and probably more generations back than anyone can count were also druids.
+
<tr><td>
 +
'''Order I'''
 +
**You gain the spell '''Flare Arrow''' as a Talent. This can be used alone or combined with a regular longbow attack. For Junction points you may spent HP.
 +
</td></tr>
 +
<tr><td>
 +
'''Order II'''
 +
*Spells and Talents that you cast using a longbow gain an additional * (Refer to spell rules that mention bows. Stacks with Star Bonuses listed on spells.)
 +
</td></tr>
 +
<tr><td>
 +
'''Order III'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order IV'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order V'''
 +
*You gain the spell '''Keen Arrow''' as a Talent. This can be used alone or combined with a regular longbow attack.
 +
</td></tr>
 +
<tr><td>
 +
'''Order VI'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order VII'''
 +
*+1 Generic Cool Down
 +
</td></tr>
 +
<tr><td>
 +
'''Order VIII'''
 +
*You recieve the '''Aim on the Run''' Activated Ability.
 +
</td></tr>
 +
<tr><td>
 +
'''Order IX'''
 +
*The '''Multi-Shot''' Activated Ability now fires +1 additional arrows.
 +
</td></tr></table>
  
Druids take a -2 hit to Strength as well as a -3 to Stamina. However, they gain a +2 to Speed and +2 to Dexterity. They also take a -5 hit to Tinkering (because of their stubby fingers), -3 to Medicine because of their mixed ancestry, and gain +3 to Charisma and Perception.
+
</td><td valign="top">
 +
[[Rowen]]s hail from a large rift valley to the northwest of the [[Lowland Plains]]. Rowens are lith and dexterous, they make excellent mages or rogues. But archery is where the Rowen people truly shine.  
  
'''Recap'''
+
Characters who are [[Rowen]] or their descendants may decide at character creation to trade one [[MRPG Proficiency List|proficiency]] for Special Proficiency: Longbow.
*-2 Strength
 
*-3 Stamina
 
*+2 Speed /+2 at Rank II
 
*+2 Dexterity /+2 at Rank II
 
*-5 Tinkering
 
*-3 Medicine
 
*+3 Charisma
 
*+3 Perception
 
  
==Tainted==
+
Rowens are, conversely, not gifted where Strength is concerned, and receive a stacking loss of strength as follows:
You are not quite human. Your physical makeup includes some small amount (perhaps 10 or 15%) of something... else. Usually a mystical creature; you may not even know what your taint includes. People call you "tainted" to insult you, but you have found a way to use your "difference" to increase your power.
+
*-1 at Rank 1
 +
**-2 at Rank 2
 +
***-5 at Rank 3
  
As a tainted, you may choose 1 stat to increase by +5, but you must also decrease a stat by -3.
+
</td></tr></table>
  
Similarly, you must do the same with skills. Note that you cannot decrease any skill bellow 0.
+
===Drack===
 +
<table cellpadding="10">
 +
<tr><td>
  
==Strawman==
+
<table border="1">
You are a construct of living clay, clinging to metal bones. You were created, perhaps even recently, by the hand of man(/drack/Atayan/Rowen/Druid/Tainted/no one really knows). Made to serve, you have broken free of your bonds and seek to live for yourself.
+
<tr><td>
 +
'''Order I'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order II'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order III'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order IV'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order V'''
 +
*+3 to '''Special Proficiency, Guantlet'''
 +
</td></tr>
 +
<tr><td>
 +
'''Order VI'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order VII'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order VIII'''
 +
*+1 Tinkering
 +
</td></tr>
 +
<tr><td>
 +
'''Order IX'''
 +
*+1 Medicine Skill
 +
</td></tr></table>
  
Because you are made of clay and metal(which are stronger than flesh and bone), you gain a 10% bonus to Armor Class and 5% per rank Earth-type damage reduction. However, because you were made to be less than mortal, you loose 1 point to all stats and skills.
+
</td><td valign="top">
  
'''Recap:'''
+
The [[Drack]] hail from the southern-side of the [[Erum Range]], and cannot go back there. Drack characters may trade a proficiency for '''Special Proficiency, Guantlet''' at character creation.
*10% AC bonus
 
*5% per-rank Earth Resistance
 
*-1 all stats
 
*-1 all skills
 
  
==Half-Berserker==
+
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:
It is best not to [[Sol#Early Life|dwell]] on your origins. Suffice it to say, your father was a spellsword-mage in [[Berserker|berserker-mode]], and your mother was probably human when it started. You are big, tall, and dumb. But strong, like crush-rats-with-club strong. Your low intteligence leaves you unable to master any form of magic, you cannot attempt to become and pure form of mage. Any attempt to use magic will incur a -50% to AV. But you are strong! You gain signficant strength and speed.
+
*-1 at Rank 1
 +
**-2 at Rank 2
 +
***-5 at Rank 3
  
'''Recap:'''
+
</td></tr></table>
*Cannot be a pure-mage class
 
*+5 STR /+2 per rank
 
*+3 SPD /+1 per rank
 
*-2 INT
 
*No buffed INT Modifier
 
*-4 to starting Skill Points
 
*-1 Comprehension
 
  
 +
===Atayan===
 +
<table cellpadding="10">
 +
<tr><td>
 +
 +
<table border="1">
 +
<tr><td>
 +
'''Order I'''
 +
*+5 INT
 +
</td></tr>
 +
<tr><td>
 +
'''Order II'''
 +
*+3 '''Comprehension'''
 +
</td></tr>
 +
<tr><td>
 +
'''Order III'''
 +
*+1 Bonus Facet
 +
</td></tr>
 +
<tr><td>
 +
'''Order IV'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order V'''
 +
*+3 '''Lore and Transcription'''
 +
</td></tr>
 +
<tr><td>
 +
'''Order VI'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order VII'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order VIII'''
 +
*+1 '''Comprehension'''
 +
</td></tr>
 +
<tr><td>
 +
'''Order IX'''
 +
*+1 '''Lore and Transcription'''
 +
</td></tr></table>
 +
 +
</td><td valign="top">
 +
Atayans are known for martial prowess and deep knowledge of forgotten lore.
 +
 +
</td></tr></table>
 +
 +
===Dakriel===
 +
<table cellpadding="10">
 +
<tr><td>
 +
 +
<table border="1">
 +
<tr><td>
 +
'''Order I'''
 +
*+3 Cool Downs
 +
</td></tr>
 +
<tr><td>
 +
'''Order II'''
 +
*+5 '''Special Proficiency, Dodge''', +5 ''Special Proficiency, Dodge'''
 +
</td></tr>
 +
<tr><td>
 +
'''Order III'''
 +
*+3 DEX
 +
</td></tr>
 +
<tr><td>
 +
'''Order IV'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order V'''
 +
*+2 STR
 +
</td></tr>
 +
<tr><td>
 +
'''Order VI'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order VII'''
 +
*+2 DEX
 +
</td></tr>
 +
<tr><td>
 +
'''Order VIII'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order IX'''
 +
*+2 SPD
 +
</td></tr></table>
 +
 +
</td><td valign="top">
 +
The [[Dakriel]] are a race of bipedal cat-like creates, best known for their agility and resourcefulness. During the [[Mage Wars#The First Chaotic Period|First Choatic Period]] they were widespread throughout the Greater Continent.
 +
 +
</td></tr></table>
 +
 +
===Half-Berserker===
 +
<table cellpadding="10">
 +
<tr><td>
 +
 +
<table border="1">
 +
<tr><td>
 +
'''Order I'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order II'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order III'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order IV'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order V'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order VI'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order VII'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order VIII'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order IX'''
 +
*+1 Attack Dice when using a 2-handed weapon.
 +
</td></tr></table>
 +
 +
</td><td valign="top">
 +
A [[Berserker#Half-Berserker|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'''
 +
 +
</td></tr></table>
 +
 +
===Strawman===
 +
<table cellpadding="10">
 +
<tr><td>
 +
 +
<table border="1">
 +
<tr><td>
 +
'''Order I'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order II'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order III'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order IV'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order V'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order VI'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order VII'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order VIII'''
 +
*
 +
</td></tr>
 +
<tr><td>
 +
'''Order IX'''
 +
*
 +
</td></tr></table>
 +
 +
</td><td valign="top">
 +
Description
 +
[[Strawmen]] are golems: artificial life-forms, created as soldiers.
 +
</td></tr></table>
  
 
==See Also:==
 
==See Also:==
 
*[[Mage Wars RPG]]
 
*[[Mage Wars RPG]]
 
*[[MRPG Character Creation]]
 
*[[MRPG Character Creation]]
 +
*[[MRPG Races(Old)]]
  
 
[[Category:Mage Wars RPG]]
 
[[Category:Mage Wars RPG]]
 +
 +
 +
==Notes==
 +
Final Concept:
 +
 +
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===
 +
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?

Latest revision as of 16:36, 11 March 2019

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.


Races:

  • Human
  • Rowen
  • Drack
  • Atayan
  • Dakriel
  • Half-Berserker
  • Strawman

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.

Playable Races

These are the playable races, all of which will eventually have mainline wiki articles with more background and history.

Human

Order I

  • +1 Free Facet

Order II

  • +1 Generic Cool Downs.

Order III

Order IV

  • +1 Free Facet

Order V

Order VI

  • +1 Free Facet

Order VII

Order VIII

  • +1 Free Facet

Order IX

  • +10 Hit Points

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.

Rowen

Order I

    • You gain the spell Flare Arrow as a Talent. This can be used alone or combined with a regular longbow attack. For Junction points you may spent HP.

Order II

  • Spells and Talents that you cast using a longbow gain an additional * (Refer to spell rules that mention bows. Stacks with Star Bonuses listed on spells.)

Order III

Order IV

Order V

  • You gain the spell Keen Arrow as a Talent. This can be used alone or combined with a regular longbow attack.

Order VI

Order VII

  • +1 Generic Cool Down

Order VIII

  • You recieve the Aim on the Run Activated Ability.

Order IX

  • The Multi-Shot Activated Ability now fires +1 additional arrows.

Rowens hail from a large rift valley to the northwest of the Lowland Plains. Rowens are lith and dexterous, they make excellent mages or rogues. But archery is where the Rowen people truly shine.

Characters who are Rowen or their descendants may decide at character creation to trade one proficiency for Special Proficiency: Longbow.

Rowens are, conversely, not gifted where Strength is concerned, and receive a stacking loss of strength as follows:

  • -1 at Rank 1
    • -2 at Rank 2
      • -5 at Rank 3

Drack

Order I

Order II

Order III

Order IV

Order V

  • +3 to Special Proficiency, Guantlet

Order VI

Order VII

Order VIII

  • +1 Tinkering

Order IX

  • +1 Medicine Skill

The Drack hail from the southern-side of the Erum Range, and cannot go back there. Drack characters may trade a proficiency for Special Proficiency, Guantlet at character creation.

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:

  • -1 at Rank 1
    • -2 at Rank 2
      • -5 at Rank 3

Atayan

Order I

  • +5 INT

Order II

  • +3 Comprehension

Order III

  • +1 Bonus Facet

Order IV

Order V

  • +3 Lore and Transcription

Order VI

Order VII

Order VIII

  • +1 Comprehension

Order IX

  • +1 Lore and Transcription

Atayans are known for martial prowess and deep knowledge of forgotten lore.

Dakriel

Order I

  • +3 Cool Downs

Order II

  • +5 Special Proficiency, Dodge', +5 Special Proficiency, Dodge

Order III

  • +3 DEX

Order IV

Order V

  • +2 STR

Order VI

Order VII

  • +2 DEX

Order VIII

Order IX

  • +2 SPD

The Dakriel are a race of bipedal cat-like creates, best known for their agility and resourcefulness. During the First Choatic Period they were widespread throughout the Greater Continent.

Half-Berserker

Order I

Order II

Order III

Order IV

Order V

Order VI

Order VII

Order VIII

Order IX

  • +1 Attack Dice when using a 2-handed weapon.

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

Strawman

Order I

Order II

Order III

Order IV

Order V

Order VI

Order VII

Order VIII

Order IX

Description Strawmen are golems: artificial life-forms, created as soldiers.

See Also:


Notes

Final Concept:

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

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?