Difference between revisions of "MRPG Races"

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Characters who are [[Rowen]] or their decendants may decide at character creation to trade one [[MRPG Proficiency List|proficiency]] for Special Proficiency: Longbow. If they do, or they have any Ranged proficiency, they also receive the Careful Aim activated ability.
 
Characters who are [[Rowen]] or their decendants may decide at character creation to trade one [[MRPG Proficiency List|proficiency]] for Special Proficiency: Longbow. If they do, or they have any Ranged proficiency, they also receive the Careful Aim activated ability.
  
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Pillar will include Keen Arrow and Flare Arrow as Talents, with the caveat that they be combined with a longbow-based attack.
 
Pillar will include Keen Arrow and Flare Arrow as Talents, with the caveat that they be combined with a longbow-based attack.
 
==Old Races Stuff==
 
 
'''Race Notes:''' Under the new system, each race will get a series of +s and -s to stats, skills, proficiencies, each race will also get a racial pillar, and some races will have the option to swap out proficiencies.
 
 
'''Exmaple:''' Rowens may swap out something for Special Proficiency, Longbow. If the character already has ranged, they can use this as a bonus. If not, they can use it as a bow skill.
 
 
This page is heavily outdated but is up for revision. Ebetans may be getting a second wind as a heavily magic-centered race.
 
 
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.
 
 
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.
 
 
==Racial Variance==
 
Specific races excel at particular things and fall flat on others. There may be any number of changes, but in particular you will see a number of + and - to stats. This stacks at 1 + Rank, so a race that gets a +2 to Strength gets an additional +2 each rank.
 
 
==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.
 
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==Atayan==
 
[[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.
 
 
'''Recap:'''
 
*+3 Intelligence
 
*+5 Comprehension
 
*+5 Charisma
 
*-5 Perception
 
 
==Rowen==
 
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.
 
 
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.
 
 
'''Recap:'''
 
*No Stat/Skill bonuses or penalties
 
*+10% AV and Threat when using a Ranged Weapon
 
*+5% Damage when using a longbow
 
-->
 
==Drack==
 
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]].
 
 
Due to their ancestry, Drack characters have a -2 to Strength and Stamina, but gain a +3 to Intelligence and +1 to Dexterity.
 
 
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.
 
 
'''Recap:'''
 
*-2 Strength
 
*-2 Stamina
 
*+3 Intelligence /+1 per rank
 
*+1 Dexterity
 
*+10 Tinkering
 
*+2 Comprehension
 
*-6 Medicine
 
 
==Druid==
 
[[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.
 
 
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.
 
 
'''Recap'''
 
*-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==
 
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.
 
 
As a tainted, you may choose 1 stat to increase by +5, but you must also decrease a stat by -3.
 
 
Similarly, you must do the same with skills. Note that you cannot decrease any skill bellow 0.
 
 
==Strawman==
 
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.
 
 
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 less than mortal, you loose 1 point to all stats and skills.
 
 
'''Recap:'''
 
*10% AC bonus
 
*5% per-rank Earth Resistance
 
*-1 all stats
 
*-1 all skills
 
 
==Half-Berserker==
 
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 intelligence leaves you unable to master any form of magic; you cannot attempt to become any 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.
 
 
'''Recap:'''
 
*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
 
  
 
==See Also:==
 
==See Also:==

Revision as of 19:19, 19 May 2016

Races:

  • Human - for people who don't like making decisions
  • Rowen
  • Drack
  • Atayan
  • Dakriel
  • Half-Berserker
  • Strawman - robots

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.


Playable Races

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

Human

Renowned for their Genericness

Rowen

Characters who are Rowen or their decendants may decide at character creation to trade one proficiency for Special Proficiency: Longbow. If they do, or they have any Ranged proficiency, they also receive the Careful Aim activated ability.


Pillar will include Keen Arrow and Flare Arrow as Talents, with the caveat that they be combined with a longbow-based attack.

See Also: