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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 703e4fe05a0d7ce⋯.jpg (55.89 KB,736x412,184:103,4d97240dc280f7c7d5acdf04d4….jpg)

File: b3b8af4e974e532⋯.png (1.92 MB,3000x2000,3:2,showcaseDE.png)

a6c4a4 No.40270 [View All]

Noble guildmasters -

Guild builder is coming soon. Before that happens Id like to have a thread where we discuss the races that will reside within the city which you will be part of.

If you don't know guild builder: It is a game im planning for the past year or more - The game is about a colonized city established in a new unknown continent. The city is under constant attack by mythical creatures that surround it

You take the role of guilds inside that city who use the absence of authority and law to shape the city and influence it as you see fit.

So what races compose this new colony?

Make your suggestions, the most favorable will be in the final game

You can suggest common known races(like elves, orcs, etc) but if you want to create your own special race consider these notes:

*What attributes or special abilities this race has?

*Try not to make races too overpowered, if you give them something very strong counter that with something weak

*What personalities are common for this race?

* Give us some few examples of names for this race so we get the feel of it

* How common is this race in the colony?

Happy race crafting :^)

(in pic related - a sample picture of how a game update would look like)

68 postsand14 image repliesomitted. Click reply to view. ____________________________
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a47079 No.40406

>>40402

Butcher's guild, baked goods as well if you will allow me to merge.

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73c800 No.40407

>>40406

My posts are suggestions only, feel free to make whatever needed changes you must.

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73c800 No.40408

>>40403

Interestingly, in England in Anglo-saxon times, and right up until the reforms of Edward 1, Coroners had exclusive authority over beached whales, and had the duty to be present at the slicing and dicing, divvying up the various bits and pieces.

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06c261 No.40410

In the thick forests that cover the land there live capricious beings known as Fae who delight in interacting with outside races who enter their domain. Many of these interactions are "pranks" which generally result in embarrassment, loss of direction, death, or various other unpleasant fates. Sometimes however they will find a mortal that interests them greatly and will seduce them and leave the woman with child or a man a few months later will find a babe hidden in something like a rose bush. Human Villages who have lived inside these forests or even just outside of them have slowly grown to be different from their kin due to this occasional fae liaison in their ancestry and have developed several unique traits.

The first is that they always look like they belong somehow no matter where they are, as if they were born for the role that they are currently (or pretending to be) in. This gives them much leeway in regards to their actions as no one naturally questions what they are doing, because it "feels" like they are doing what they are suppose to. Another trait they have is an almost preternatural ability to predict how a person or animal will react or think to a given situation making them great planners, trappers, and diplomats. Of course due to their fae heritage many are also adept at casting spells and hexes with some bloodlines even having innate abilites they can cast from birth. Raising children from these bloodlines is a challenging affair considering a newborn can potentially cast dangerous magic at any moment.

Beyond the difficulties of raising these fae-blooded families there is also another drawback to their heritage. All of them will suffer from occasional bouts of "fae" moods where they will ignore their responsibilities and go off and accomplish whatever they feel compelled to do. Making set schedules with a fae-blood is always done with the understanding that they may at any time decide "not to do that". Obviously to people who are not used to being stood up like nobles or those who take their word seriously will be offended by their lack of concern and could cause problems to the fae-blood once they return to normal. Thankfully, these fae-moods are rare and will only at most happen a few times in their lifetime.

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73c800 No.40411

File: 364e82a3cfff4dd⋯.jpg (332.15 KB,1113x667,1113:667,Bezny Manuscript.jpg)

>>40394

One of 28 strange whole page images seen in the Bezny Manuscript, which is text-only for the remainder of pages. Its meaning is unknown.

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a47079 No.40413

>>40411

The bezny manuscript is demonic porn, isn't it?

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73c800 No.40414

>>40413

It is whatever Bidderlyn decides it is. It is however one of those very old weird as fuck books with illustrations that don't make any fucking sense, though.

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73c800 No.40417

Heres a late night thought, do guilds have membership rings, amulets, sashes, secret handshakes, secret code words, or internal hierarchies at the national or international level?

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a6c4a4 No.40419

>>40399

The premise of this game is about a new colony established in a new continent away from the reach of the empire, guilds "sprung" and arrived from afar in that city to govern and influence it. They work together to keep the city thriving while working against each other in struggle to rule the city.

Maybe one day in the future, after 8 games if there'll be that many I will do a "guild city builder" where the winner guilds from the previous games and their city will compete. That's the far future tho

>>40414

I imagine it as a demonic book

Game mechanic wise, I think guilds who take this book will receive a prepared dark ritual spell ready for casting at will. i'll elaborate more about spells only when the game begins but there are examples from previous gaems i made. Abilities such as cursing other guilds, summoning darkness or reviving a deceased member as undead.

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a6c4a4 No.40421

>>40410

'Faeborn' - (Medium Race), Minority(10%) ,+Cha, Magical Affinity, Cheerful, Naughty, Good"

The Faeborn are charming and charismatic. They are more likely to succeed when attempting to socialize and make friends. Their charisma makes them skillful at leadership, persuasion and praying.

Members of the Faeborn race are seen often as Cheerful, Naughty and Good.

An average Faeborn is of Medium size, they are a Minority(10%) race within the city.

Special:

Magical Affinity: This race adds +1 to its faction's might each turn and can cast spells even without any training in the spellcraft skill.

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a6c4a4 No.40427

Btw I think we might be done with races inside the city if we want a human majority.

So from now on, I'll accept interesting races that affect the city but are not residents of the city (like ratfolks and flesh eaters). We are full on city-race :^)

Also I'll do the cards and pictures for the remaining races sometimes soon, probably at the end of the week

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780e6e No.40428

>>40427

The people should squee on the rare event that they see a gnoll

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73c800 No.40429

>>40427

21 places that might exist in the same world as the city the game takes place in.

The Low Sea - so called because even though it is a salty sea with saltwater animals, it ranges from 3 to 7 feet deep at most.

The maze - an extremely dry, barren area which is a maze of low hills next to lava-flow valleys, which when viewed from high up or from air, resembles a maze. The lava has been long cold and still, the eruptions that made the maze happened during world-formation.

The golden desert - A large amount of natural gold dust can be found here, at the rate of about 1/80th a gram per 1 foot of space.

Mt. Hearth - The volcanic mountain's lava set an ancient coal deposit on fire, the shape change in the mountain when that happened caused a significant portion of the mountain to break, leaving the other side largely untouched and giving the mountain a 'fire in a houses fireplace' appearance.

The Iron Towers - A series of Buttes the color of which resembles iron ore, the buttes are in two groups, the north group, and the east group, with a river flowing between them and a lake slightly west of them.

The Segebulius deep - the deepest area of the sea, a trench 50 times deeper than the tallest castle tower.

The Octopus Islands - 700 to 800 small islands that were all once one big island, a mistake during world creation resulted in the big island mostly sinking. So called because it resembles an octopus's head and tentacles if you look carefully.

The Warrior - A giant statue of a warrior, so old no one knows who made it or why. Its armor is not unique, armor similar to it has been seen in an extinct culture's grave sites.

The graveyard hills - so called because of very numerous tar pits where complete and incomplete skeletons dating to before the existence of sentience can be found, (though bodies regularly still fall in).

The glittering plateaus - so called because large amounts of natural silver dust form there, on average 1/95th of a gram per foot.

The River Bezny - One of the longest rivers in the world, it splits off to become the river Chaguch, the river Opizna, and the river Abec.

The mouse run - So called because of its crazy swiss-cheese holes appearance, natural processes made a very tall butte sweat out a lot of its components, resulting in a butte riddled with small holes.

The valley of fire - A wide, low valley filled with roughly 4 feet of burning oil, the oil sweats out of several spots on both sides. Used as a garbage dump / corpse disposal.

Lake Dissolution - High acid content makes this lake a strange color, and kills anything that touches or drinks from it, though it isn't strong enough to dissolve the ground around it.

The Cape of Dismay - South polar cape that is the site of strong winds, high waves, and has seven rocky outcroppings under it, the shallowest of which is only 4 inches under the water-surface.

Nugent's fort - The oldest mot and bailey castle in the world, three outer walls, a moat, and a single tower, the keep.

The forest of rain and mist - The biggest rain forest in the world.

Eardred's Keep - The biggest castle in the world, its walls encompass an entire big city, population 10,000+.

The Earl and Squire - One of the oldest inns in the world, it dates back to nearly 900 years before the present.

The Thistle and Hamhock - The oldest tavern in the world, it has been in continuous operation since nearly 1200 years before present.

The king's subject - A pair of mountains that resemble someone kneeling before a king, the top of one of the mountains exploded at one point and its craggy shattered spot looks similar to a crown.

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73c800 No.40430

>>40429

Correction: that might exist in the same world as the city.

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41c03f No.40450

>>40419

Reading to catch up. Have player guilds/factions already been decided yet?

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47f630 No.40451

>>40450

I've called food preparation guild. We deal with everything starting with the finished raw product (dead animals and crop harvest) and ending when it is sold to the final consumer.

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47f630 No.40452

>>40451

Bakers, millers, butchers, grocers, that sort of thing.

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a6c4a4 No.40486

Im pinned down by work until Thursday, just keep on going and I will get to it later this week.

Maybe I will be able to sneak a comment earlier, but can't make promises

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41c03f No.40506

>>40486

Well, I would like to reprise my role as the Ultra Paladins if possible.

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a6c4a4 No.40640

>>40506

its possible :^)

Still busy, ill probably be free only at this weekend

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73c800 No.40659

Some more very general lore.

Biggest, smallest, longest, tallest, oldest

Shortest river in the world

Fersley's Folly - exits a cave's mouth, travels 117 feet, then enters another cave's mouth.

Hottest area

Great dry lake, in the golden desert - Average temperature around 109-111 degrees F more than 300 days a year.

Tallest Mountain

Mt. Borlag - 29,727 feet up

Lowest above water elevation

Valley of darkness - 26,658 feet down

Longest Road

The platinum road - 4,212 miles long

Most complicated road

Street of the Snake - Travels over 12 mountains, through 3 mountains, around 16 hills, over 9 bridges, through 5 valleys, several hundred miles up a coast, back through 2 more mountains, up 3 more hills, and around a final mountain 14 times.

Strongest Wind

Cape Dismay, south pole - Wind speed in excess of 85 miles an hour on average 313 days a year.

Biggest Battle

Battle of Blekkasveld - 7 armies with 30,000-50,000 people each

Smallest city

Gealacht - Total population 28 people, most of whom are gnomes.

Biggest Waves

Gulf of Tefthume - Waves on average 32 ft tall

Lake with the least number of changes from water to ice

Hverger's cauldron, south pole - Last change from ice to water was over 73,519 years ago.

Lake with the most changes from dry to wet

Lake Tiatetty - Changes from lake to dry bed on average around 9 times a season.

Most people lost in a mountain range

Mountains of Helplessness - Bodies are found so commonly that signs reading 'tread carefully, bodies may be underfoot' are found regularly. The mountains get their name from their extreme difficulty.

Most difficult coast

Coast of death - Sandbars, Rock shoals, mists up to 60 feet tall, and waves up to 27 feet tall.

Southernmost permanent settlement

King Kraki's Land, South pole - A seasonal whaling station manned by dwarves and humans.

Northernmost settlement

Huksavuna - Located only 204 miles from the north pole.

Deadliest mountain pass

Vlecnov Pass - On average 7 out of every 10 travelers die here.

Most mystery lights seen

Hunapeki Kunbabi - Mystery lights seen on average 9 times a month.

Biggest artificial lake

Lake Kravgrach - Built by orcs, 81 miles long, 12 miles wide.

Least People

Plains of Sergalostia - Population density estimated at 1 person per 10 miles.

Oldest Castle

Chenbriski Byor - Built before the low sea existed and partially flooded by the low sea, which it is now in. The flood did very little damage to the castle, its upper levels are above water.

Most dismal

Forest of mist - Dim, cold, and mist covered on average 290 days a year.

Most unexplained deaths

Selniski Pabyors - Grand total of mysterious or unexplained deaths over the course of history; over 3000.

Oldest grave site

Disputed, either the Stonehenge Pyramid site, estimated to be 7 thousand years old, or the Hills of Burial, estimated to be 7 and a half to 8 thousand years old.

Earliest petroglyphs

Symbol Hills - Estimated to be 30 to 50 thousand years old and consisting of numerous rocks with carvings in an arid area.

Most wealthy country

City state of Glanveldo - Average income 26 platinum a day.

Smallest and wealthiest army

Royal army of Glanveldo - Each of the 202 men in the army receive 1 halberd studded with 29 diamonds and golden embellishment, a neck ruff set with 65 rubies, a chestplate set with 18 emeralds, 18 onyxes and 18 sapphires, silk pantaloons with silver brocade, clog shoes set with golden buttons, and a helmet with a 2 foot long feather composed of worked platinum mixed with steel and studded with 8 pearls on both sides.

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a6c4a4 No.40725

>>40659

Thanks for the lore dafty, I will probably use some of it as references when events happen in-game.

Worked quite a few hours on making a "monster manual" for all the creatures, I will probably finish this week and share here. Its just a big list of pros and cons about all the hostile creatures around the city

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a6c4a4 No.40861

K starting the update, this is the CURRENT races in game, some will probably be tweaked and changed before i start the game. Some more races will be added as well, would appreciate suggestions.

starting dump now

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a6c4a4 No.40862

'Human' - (Medium Race), Majority(50%) ,Adaptable, Varied Personality

-

Members of the Human race have a varied personality and their behaviour is less predictable.

An average Human is of Medium size, they are a Majority(50%) race within the city.

Special:

Adaptable: This race gains 10% more exp.

'Mindflayer' - (Medium Race), Minority(10%) ,-Str, +Int, Psionic, Mind-sucker, Outlandish, Temperate, Proud, Evil

-

The Mindflayer uses spells to battle enemies.

Members of the Mindflayer race are seen often as Temperate, Proud and Evil.

An average Mindflayer is of Medium size, they are a Minority(10%) race within the city.

Special:

Psionic: Psionic characters can sense motives and read the minds of lesser intelligent creatures. Psionic characters gain +1 mind-reading bonus to dodge, awareness and persuasion against creatures with less than 2 intelligence.

Mind-sucker: This race feeds on brains instead of food. The brains are harvested from beggers of different races in regions under the guild's influence.

Outlandish: Outlandish races are uniquely odd, they look and behave like nothing of this world. Outlanders take -3 penalty to score when socializing with different races

Magical: This creature's origin is of magic not from this world. Magical creatures are vulnerable to banishment and anti-magic effects.

'Ravenfolk' - (Medium Race), Common(20%) ,-End, +Dex, +Per, Beast, Coward, Greedy, Evil

-

The Ravenfolk is often fragile. Every injury may end a Ravenfolk's life.

The Ravenfolk is usually quick. Thier dexterity allows them to dodge better than others. Dexterity improves the stealth, harvesting and handcraft skills.

The Ravenfolk is keen and sharp. The Ravenfolk is often very aware of his surroundings and is less likely to be taken by stealth. These keen senses aid them at marksmanship, cooking and butchering.

The Ravenfolk uses sharp claws in combat.

Members of the Ravenfolk race are seen often as Coward, Greedy and Evil.

An average Ravenfolk is of Medium size, they are a Common(20%) race within the city.

Special:

Beast: Beast-like races have powerful claws that can be used while unarmed as a natural weapon, Beasts gain additional nourishment from consuming meat

'Nightmare-Crawler' - (Medium Race), Minority(10%) ,+End, +Str, -Cha, -Int, Reptilian, Natural Armor, Cheerful, Naughty, Wroth

-

The Nightmare-Crawler is very durable. a Nightmare-Crawler natural endurance grants him more health and faster regeneration along with proficiency for mining and building.

The Nightmare-Crawler is often strong. Their strength allows them to carry heavier armor without penalty. Strength also improves their ability to chop wood, forge, and fight in close combat.

The Nightmare-Crawler is often repulsive and without charm. The Nightmare-Crawler is unlikely to make many friends. This uncharismatic nature makes them worse at leadership, praying and persuasion.

The Nightmare-Crawler has a dull mind. The Nightmare-Crawler requires more time to learn skills and gain perks than the other races. Their disabilities also make it harder for them to practice bureaucracy, spellcraft and enchanting.

Members of the Nightmare-Crawler race are seen often as Cheerful, Naughty and Wroth.

An average Nightmare-Crawler is of Medium size, they are a Minority(10%) race within the city.

Special:

Reptilian: Reptilians recover additional +1HP while resting. Repltilians deal additional 1 venomous damage in melee attacks(Effective against non-reptilian living creatures only)

Natural Armor: This race gains an extra point of armor thickness from their natural skin, be it hard scales or thick leather. Natural armor adds a constant weight on this race.

'Centaur' - (Large Race), Minority(10%) ,+End, Trample, Honest, Wroth, Brave

-

The Centaur is very durable. a Centaur natural endurance grants him more health and faster regeneration along with proficiency for mining and building.

Members of the Centaur race are seen often as Honest, Wroth and Brave.

An average Centaur is of Large size, they are a Minority(10%) race within the city.

Special:

Trample: This race gains an endurance based unarmed special attack that deals 1d8 damage. For each size modifier they have over their enemy they gain additional +1 to damage

'Kobold' - (Small Race),-End, -Str, Back Stab, Coward, Naughty, Cheerful

-

The Kobold is often fragile. Every injury may end a Kobold's life.

The Kobold is weak. A Kobold gets burdened easily under armor and are unlikely to succeed in skills such as chopping, smithing, or fighting in melee.

Kobolds commonly wear low quality leathers and use short spears in battle.

Members of the Kobold race are seen often as Coward, Naughty and Cheerful.

The Kobold race is considered hostile towards the city.

Special:

Back Stab: This character deals additional damage equals to its dexteirty attribute when flanking an enemy with small sharp weapons

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a6c4a4 No.40863

'Goblin' - (Small Race),-Dex, -Cha, -Int, Greedy, Evil, Sloth

-

The Goblin are slow and clumsy. They are easier to hit than most races. Their clumsiness makes them unlikely to succeed in stealth, handcraft and harvesting.

The Goblin is often repulsive and without charm. The Goblin is unlikely to make many friends. This uncharismatic nature makes them worse at leadership, praying and persuasion.

The Goblin has a dull mind. The Goblin requires more time to learn skills and gain perks than the other races. Their disabilities also make it harder for them to practice bureaucracy, spellcraft and enchanting.

Goblins may be equipped with copper maces and bucklers to combat, armored with splintmails.

Members of the Goblin race are seen often as Greedy, Evil and Sloth.

The Goblin race is considered hostile towards the city.

'Gnoll' - (Small Race),-End, -Str, -Cha, Beast, Wroth, Evil, Brave

-

The Gnoll is often fragile. Every injury may end a Gnoll's life.

The Gnoll is weak. A Gnoll gets burdened easily under armor and are unlikely to succeed in skills such as chopping, smithing, or fighting in melee.

The Gnoll is often repulsive and without charm. The Gnoll is unlikely to make many friends. This uncharismatic nature makes them worse at leadership, praying and persuasion.

The Gnoll uses sharp claws in combat.

Members of the Gnoll race are seen often as Wroth, Evil and Brave.

The Gnoll race is considered hostile towards the city.

Special:

Beast: Beast-like races have powerful claws that can be used while unarmed as a natural weapon, Beasts gain additional nourishment from consuming meat

'Orc' - (Medium Race),+2Str, -Cha, -Int, Two Handed Fighting, Proud, Wroth, Brave

-

The Orc is often strong. Their strength allows them to carry heavier armor without penalty. Strength also improves their ability to chop wood, forge, and fight in close combat.

The Orc is often repulsive and without charm. The Orc is unlikely to make many friends. This uncharismatic nature makes them worse at leadership, praying and persuasion.

The Orc has a dull mind. The Orc requires more time to learn skills and gain perks than the other races. Their disabilities also make it harder for them to practice bureaucracy, spellcraft and enchanting.

Orcs likes to swing big choppa and smash enmies. They are commonly equipped with great-axes and breastplates

Members of the Orc race are seen often as Proud, Wroth and Brave.

The Orc race is considered hostile towards the city.

Special:

Two Handed Fighting: This character delivers 2 additional points of damage when holding a weapon in both hands

'Drow' - (Medium Race),-End, +Dex, +Per, Nimble, Evil, Temperate, Humble

-

The Drow is often fragile. Every injury may end a Drow's life.

The Drow is usually quick. Thier dexterity allows them to dodge better than others. Dexterity improves the stealth, harvesting and handcraft skills.

The Drow is keen and sharp. The Drow is often very aware of his surroundings and is less likely to be taken by stealth. These keen senses aid them at marksmanship, cooking and butchering.

the Drow fight with nimbleness and dexterity, equipped with rapiers and wearing leathers.

Members of the Drow race are seen often as Evil, Temperate and Humble.

The Drow race is considered hostile towards the city.

Special:

Nimble: While lightly equipped this race gains additional dodge bonus and additional +1 to hit with nimble weapons(rapier&bow), Nimble races also take a loss of -1 to max HP

'Hobgoblin' - (Medium Race),-Dex, +Int, Bulky, Greedy, Evil, Proud

-

The Hobgoblin are slow and clumsy. They are easier to hit than most races. Their clumsiness makes them unlikely to succeed in stealth, handcraft and harvesting.

The Hobgoblin is highly intelligent. The Hobgoblin can learn skills faster and gain more perks than the other races. Their intelligence makes them skilled in spellcraft, enchanting and bureaucracy.

Hobgoblins are commonly equipped with iron swords or maces to combat, armored with breastplate or a fullplate.

Members of the Hobgoblin race are seen often as Greedy, Evil and Proud.

The Hobgoblin race is considered hostile towards the city.

Special:

Bulky: Bulky races gain +3 to maxHP but take a -1 penalty to dodge.

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a6c4a4 No.40864

'Troll' - (Large Race),+3End, +Str, -Cha, -Int, Bulky, Evil, Evil, Evil

-

The Troll is very durable. a Troll natural endurance grants him more health and faster regeneration along with proficiency for mining and building.

The Troll is often strong. Their strength allows them to carry heavier armor without penalty. Strength also improves their ability to chop wood, forge, and fight in close combat.

The Troll is often repulsive and without charm. The Troll is unlikely to make many friends. This uncharismatic nature makes them worse at leadership, praying and persuasion.

The Troll has a dull mind. The Troll requires more time to learn skills and gain perks than the other races. Their disabilities also make it harder for them to practice bureaucracy, spellcraft and enchanting.

Trolls fight wildly, swinging clubs against their enemies.

The Troll race is known for their Evil personality

The Troll race is considered hostile towards the city.

Special:

Bulky: Bulky races gain +3 to maxHP but take a -1 penalty to dodge.

'Ogre' - (Large Race),+End, +3Str, -Cha, -Int, Berserk, Evil, Wroth, Brave

-

The Ogre is very durable. a Ogre natural endurance grants him more health and faster regeneration along with proficiency for mining and building.

The Ogre is often strong. Their strength allows them to carry heavier armor without penalty. Strength also improves their ability to chop wood, forge, and fight in close combat.

The Ogre is often repulsive and without charm. The Ogre is unlikely to make many friends. This uncharismatic nature makes them worse at leadership, praying and persuasion.

The Ogre has a dull mind. The Ogre requires more time to learn skills and gain perks than the other races. Their disabilities also make it harder for them to practice bureaucracy, spellcraft and enchanting.

Ogres smash enemies with great clubs

Members of the Ogre race are seen often as Evil, Wroth and Brave.

The Ogre race is considered hostile towards the city.

Special:

Berserk: This character will deliver additional +2 damage while under 50% health

'Giant' - (Huge Race),+2End, +2Str, -Cha, Safeguard, Proud, Wroth, Brave

-

The Giant is very durable. a Giant natural endurance grants him more health and faster regeneration along with proficiency for mining and building.

The Giant is often strong. Their strength allows them to carry heavier armor without penalty. Strength also improves their ability to chop wood, forge, and fight in close combat.

The Giant is often repulsive and without charm. The Giant is unlikely to make many friends. This uncharismatic nature makes them worse at leadership, praying and persuasion.

Giants are usually equipped with huge armors and shields farther protecting them from harm.

Members of the Giant race are seen often as Proud, Wroth and Brave.

The Giant race is considered hostile towards the city.

Special:

Safeguard: You no longer suffer attack penalties from carrying large shields, you gain additional +1 to shield cover from projectiles.

'Black-Knight' - (Medium Race),+End, +Str, +Dex, +Cha, Safeguard, Shield Swasher, Proud, Evil, Brave

-

The Black-Knight is very durable. a Black-Knight natural endurance grants him more health and faster regeneration along with proficiency for mining and building.

The Black-Knight is often strong. Their strength allows them to carry heavier armor without penalty. Strength also improves their ability to chop wood, forge, and fight in close combat.

The Black-Knight is usually quick. Thier dexterity allows them to dodge better than others. Dexterity improves the stealth, harvesting and handcraft skills.

The Black-Knight are charming and charismatic. They are more likely to succeed when attempting to socialize and make friends. Their charisma makes them skillful at leadership, persuasion and praying.

What the black-knights lacks in natural attributes they make up with adamantium equipment and skill mastery.

Members of the Black-Knight race are seen often as Proud, Evil and Brave.

The Black-Knight race is considered hostile towards the city.

Special:

Safeguard: You no longer suffer attack penalties from carrying large shields, you gain additional +1 to shield cover from projectiles.

Shield Swasher: Add your melee skill to your shield block from melee attacks. A shield your size can only grant +1 to maximum block, each smaller shield size grants additional +1 to maximum block.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

a6c4a4 No.40865

'Titan' - (Huge Race),+2End, +2Str, +Int, Power Throw, Humble, Wroth, Brave

-

The Titan is very durable. a Titan natural endurance grants him more health and faster regeneration along with proficiency for mining and building.

The Titan is often strong. Their strength allows them to carry heavier armor without penalty. Strength also improves their ability to chop wood, forge, and fight in close combat.

The Titan is highly intelligent. The Titan can learn skills faster and gain more perks than the other races. Their intelligence makes them skilled in spellcraft, enchanting and bureaucracy.

Titans will throw pillars at their enemies, then adavance with huge swords to make contact.

Members of the Titan race are seen often as Humble, Wroth and Brave.

The Titan race is considered hostile towards the city.

Special:

Power Throw: Throwing weapons can now reach farther away and be used during the skirmish round

'Minotaur' - (Large Race),+2End, +4Str, +Dex, Berserk, Proud, Wroth, Brave

-

The Minotaur is very durable. a Minotaur natural endurance grants him more health and faster regeneration along with proficiency for mining and building.

The Minotaur is often strong. Their strength allows them to carry heavier armor without penalty. Strength also improves their ability to chop wood, forge, and fight in close combat.

The Minotaur is usually quick. Thier dexterity allows them to dodge better than others. Dexterity improves the stealth, harvesting and handcraft skills.

Monotaurs use great mauls and heavy armor to crash their enemies.

Members of the Minotaur race are seen often as Proud, Wroth and Brave.

The Minotaur race is considered hostile towards the city.

Special:

Berserk: This character will deliver additional +2 damage while under 50% health

'Spirit' - (Small Race),-End, -Str, -Dex, -Cha, Undead, Incorporeal, Temperate, Coward, Sloth

-

The Spirit uses spells to battle enemies.

Members of the Spirit race are seen often as Temperate, Coward and Sloth.

The Spirit race is considered hostile towards the city.

Special:

Undead: Undead do not consume food but instead consume 2 points of might. Undeads start with +1 max HP. Undead are considered abominations, they can't be affected or have positive divine perks/abilities. Undead take penalties for interacting with the living. Undead recover health slightly faster but consume additional 4 might from their faction each time they are wounded.

Incorporeal: This race exists without consistence on the line between the metaphysical dimension to our dimension. None-magical attacks against incorporeals have 50% miss chance. Incorporeals consume 2 might instead of eating food.

Magical: This creature's origin is of magic not from this world. Magical creatures are vulnerable to banishment and anti-magic effects.

'Imp' - (Small Race),-Str, -Cha, -Int, Beast, Greedy, Wroth, Sloth

-

The Imp uses spells to battle enemies.

Members of the Imp race are seen often as Greedy, Wroth and Sloth.

The Imp race is considered hostile towards the city.

Special:

Beast: Beast-like races have powerful claws that can be used while unarmed as a natural weapon, Beasts gain additional nourishment from consuming meat

Magical: This creature's origin is of magic not from this world. Magical creatures are vulnerable to banishment and anti-magic effects.

'Fairy' - ( Race),-End, -Str, Magical Affinity, Good, Naughty, Sloth

-

The Fairy uses spells to battle enemies.

Members of the Fairy race are seen often as Good, Naughty and Sloth.

The Fairy race is considered hostile towards the city.

Special:

Magical Affinity: This race adds +1 to its faction's might each turn and can cast spells even without any training in the spellcraft skill.

Magical: This creature's origin is of magic not from this world. Magical creatures are vulnerable to banishment and anti-magic effects.

'Witch' - (Medium Race),-End, -Str, +2Int, Magical Affinity, Evil, Naughty, Greedy

-

The Witch uses spells to battle enemies.

Members of the Witch race are seen often as Evil, Naughty and Greedy.

The Witch race is considered hostile towards the city.

Special:

Magical Affinity: This race adds +1 to its faction's might each turn and can cast spells even without any training in the spellcraft skill.

Magical: This creature's origin is of magic not from this world. Magical creatures are vulnerable to banishment and anti-magic effects.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

a6c4a4 No.40866

'Nymph' - (Medium Race),-Str, +Cha, Magical Affinity, Varied Personality

-

The Nymph uses spells to battle enemies.

Members of the Nymph race have a varied personality and their behaviour is less predictable.

The Nymph race is considered hostile towards the city.

Special:

Magical Affinity: This race adds +1 to its faction's might each turn and can cast spells even without any training in the spellcraft skill.

Magical: This creature's origin is of magic not from this world. Magical creatures are vulnerable to banishment and anti-magic effects.

'Tiefling' - (Medium Race),-Str, +Dex, +Cha, Back Stab, Evil, Naughty, Greedy

-

The Tiefling uses spells to battle enemies.

Members of the Tiefling race are seen often as Evil, Naughty and Greedy.

The Tiefling race is considered hostile towards the city.

Special:

Back Stab: This character deals additional damage equals to its dexteirty attribute when flanking an enemy with small sharp weapons

Magical: This creature's origin is of magic not from this world. Magical creatures are vulnerable to banishment and anti-magic effects.

'Night-Hag' - (Medium Race),-Str, +3Int, Magical Affinity, Evil, Naughty, Greedy

-

The Night-Hag uses spells to battle enemies.

Members of the Night-Hag race are seen often as Evil, Naughty and Greedy.

The Night-Hag race is considered hostile towards the city.

Special:

Magical Affinity: This race adds +1 to its faction's might each turn and can cast spells even without any training in the spellcraft skill.

Magical: This creature's origin is of magic not from this world. Magical creatures are vulnerable to banishment and anti-magic effects.

'Dark-Naga' - (Medium Race),+4Dex, +2Per, Beast, Evil, Evil, Evil

-

The Dark-Naga uses spells to battle enemies.

The Dark-Naga race is known for their Evil personality

The Dark-Naga race is considered hostile towards the city.

Special:

Beast: Beast-like races have powerful claws that can be used while unarmed as a natural weapon, Beasts gain additional nourishment from consuming meat

Magical: This creature's origin is of magic not from this world. Magical creatures are vulnerable to banishment and anti-magic effects.

'Earth-Elemental' - (Huge Race),+4End, -Dex, Stiff, Trample, '…', Varied Personality

-

The Earth-Elemental uses spells to battle enemies.

Members of the Earth-Elemental race have a varied personality and their behaviour is less predictable.

The Earth-Elemental race is considered hostile towards the city.

Special:

Stiff: This creature's body structure is composed of stiff unbendable bonds. Stiff races gain 2 points of damage reduction from fast cuts&stabs, but impactful heavy blows will deal additional 2 points of damage to them.

Trample: This race gains an endurance based unarmed special attack that deals 1d8 damage. For each size modifier they have over their enemy they gain additional +1 to damage

'…': This race has no personality. It has no intelligence, no charisma, and it can't perform any interactions or do anything by itself. However, it will always obey and follow.

Magical: This creature's origin is of magic not from this world. Magical creatures are vulnerable to banishment and anti-magic effects.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

a6c4a4 No.40867

'Balrog' - (Huge Race),+3End, +2Str, Varied Personality

-

The Balrog uses spells to battle enemies.

Members of the Balrog race have a varied personality and their behaviour is less predictable.

The Balrog race is considered hostile towards the city.

Magical: This creature's origin is of magic not from this world. Magical creatures are vulnerable to banishment and anti-magic effects.

'Beholder' - (Large Race),+4Int, Psionic, Varied Personality

-

The Beholder uses spells to battle enemies.

Members of the Beholder race have a varied personality and their behaviour is less predictable.

The Beholder race is considered hostile towards the city.

Special:

Psionic: Psionic characters can sense motives and read the minds of lesser intelligent creatures. Psionic characters gain +1 mind-reading bonus to dodge, awareness and persuasion against creatures with less than 2 intelligence.

Magical: This creature's origin is of magic not from this world. Magical creatures are vulnerable to banishment and anti-magic effects.

'Skeleton' - (Medium Race),-End, -Cha, Stiff, Undead, '…', Evil, Evil, Evil

-

The Skeleton race is known for their Evil personality

The Skeleton race is considered hostile towards the city.

Special:

Stiff: This creature's body structure is composed of stiff unbendable bonds. Stiff races gain 2 points of damage reduction from fast cuts&stabs, but impactful heavy blows will deal additional 2 points of damage to them.

Undead: Undead do not consume food but instead consume 2 points of might. Undeads start with +1 max HP. Undead are considered abominations, they can't be affected or have positive divine perks/abilities. Undead take penalties for interacting with the living. Undead recover health slightly faster but consume additional 4 might from their faction each time they are wounded.

'…': This race has no personality. It has no intelligence, no charisma, and it can't perform any interactions or do anything by itself. However, it will always obey and follow.

Abomination: Abominations are monstrous beings who hates the light. They take additional damage from divine effects.

'Sorrowful-Soul' - (Medium Race),-End, -Str, -Cha, Undead, Incorporeal, Ghost Touch, Evil, Evil, Evil

-

The Sorrowful-Soul race is known for their Evil personality

The Sorrowful-Soul race is considered hostile towards the city.

Special:

Undead: Undead do not consume food but instead consume 2 points of might. Undeads start with +1 max HP. Undead are considered abominations, they can't be affected or have positive divine perks/abilities. Undead take penalties for interacting with the living. Undead recover health slightly faster but consume additional 4 might from their faction each time they are wounded.

Incorporeal: This race exists without consistence on the line between the metaphysical dimension to our dimension. None-magical attacks against incorporeals have 50% miss chance. Incorporeals consume 2 might instead of eating food.

Ghost Touch: Members of this race gain an unarmed special attack that allows them to deal 1d6+INT cold damage.

Abomination: Abominations are monstrous beings who hates the light. They take additional damage from divine effects.

'Ghoul' - (Small Race),-Str, -Int, -Per, Undead, Beast, Evil, Evil, Evil

-

The Ghoul uses sharp claws in combat.

The Ghoul race is known for their Evil personality

The Ghoul race is considered hostile towards the city.

Special:

Undead: Undead do not consume food but instead consume 2 points of might. Undeads start with +1 max HP. Undead are considered abominations, they can't be affected or have positive divine perks/abilities. Undead take penalties for interacting with the living. Undead recover health slightly faster but consume additional 4 might from their faction each time they are wounded.

Beast: Beast-like races have powerful claws that can be used while unarmed as a natural weapon, Beasts gain additional nourishment from consuming meat

Abomination: Abominations are monstrous beings who hates the light. They take additional damage from divine effects.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

a6c4a4 No.40868

'Zombie' - (Medium Race),+4End, +Str, -Dex, -Cha, -Per, Undead, Bloated, '…', Evil, Evil, Evil

-

The Zombie race is known for their Evil personality

The Zombie race is considered hostile towards the city.

Special:

Undead: Undead do not consume food but instead consume 2 points of might. Undeads start with +1 max HP. Undead are considered abominations, they can't be affected or have positive divine perks/abilities. Undead take penalties for interacting with the living. Undead recover health slightly faster but consume additional 4 might from their faction each time they are wounded.

Bloated: This creature's body structure is distended and elastic as if there were no bones in it. Bloated races can soak 2 points of damage reduction from heavy impactful blows, but they are easy to cut through and take additional 2 points of damage from cuts&stabs.

'…': This race has no personality. It has no intelligence, no charisma, and it can't perform any interactions or do anything by itself. However, it will always obey and follow.

Abomination: Abominations are monstrous beings who hates the light. They take additional damage from divine effects.

'Wraith' - (Medium Race),+Int, Undead, Incorporeal, Ghost Touch, Evil, Evil, Evil

-

The Wraith race is known for their Evil personality

The Wraith race is considered hostile towards the city.

Special:

Undead: Undead do not consume food but instead consume 2 points of might. Undeads start with +1 max HP. Undead are considered abominations, they can't be affected or have positive divine perks/abilities. Undead take penalties for interacting with the living. Undead recover health slightly faster but consume additional 4 might from their faction each time they are wounded.

Incorporeal: This race exists without consistence on the line between the metaphysical dimension to our dimension. None-magical attacks against incorporeals have 50% miss chance. Incorporeals consume 2 might instead of eating food.

Ghost Touch: Members of this race gain an unarmed special attack that allows them to deal 1d6+INT cold damage.

Abomination: Abominations are monstrous beings who hates the light. They take additional damage from divine effects.

'Ghost' - (Medium Race),+End, Undead, Incorporeal, Ghost Touch, Evil, Evil, Evil

-

The Ghost race is known for their Evil personality

The Ghost race is considered hostile towards the city.

Special:

Undead: Undead do not consume food but instead consume 2 points of might. Undeads start with +1 max HP. Undead are considered abominations, they can't be affected or have positive divine perks/abilities. Undead take penalties for interacting with the living. Undead recover health slightly faster but consume additional 4 might from their faction each time they are wounded.

Incorporeal: This race exists without consistence on the line between the metaphysical dimension to our dimension. None-magical attacks against incorporeals have 50% miss chance. Incorporeals consume 2 might instead of eating food.

Ghost Touch: Members of this race gain an unarmed special attack that allows them to deal 1d6+INT cold damage.

Abomination: Abominations are monstrous beings who hates the light. They take additional damage from divine effects.

'Flesh-Golem' - (Huge Race),+4End, -Dex, Undead, Trample, '…', Evil, Evil, Evil

-

The Flesh-Golem race is known for their Evil personality

The Flesh-Golem race is considered hostile towards the city.

Special:

Undead: Undead do not consume food but instead consume 2 points of might. Undeads start with +1 max HP. Undead are considered abominations, they can't be affected or have positive divine perks/abilities. Undead take penalties for interacting with the living. Undead recover health slightly faster but consume additional 4 might from their faction each time they are wounded.

Trample: This race gains an endurance based unarmed special attack that deals 1d8 damage. For each size modifier they have over their enemy they gain additional +1 to damage

'…': This race has no personality. It has no intelligence, no charisma, and it can't perform any interactions or do anything by itself. However, it will always obey and follow.

Abomination: Abominations are monstrous beings who hates the light. They take additional damage from divine effects.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

a6c4a4 No.40869

'Vampire' - (Medium Race),+End, +Dex, +Per, Undead, Evil, Evil, Evil

-

The Vampire race is known for their Evil personality

The Vampire race is considered hostile towards the city.

Special:

Undead: Undead do not consume food but instead consume 2 points of might. Undeads start with +1 max HP. Undead are considered abominations, they can't be affected or have positive divine perks/abilities. Undead take penalties for interacting with the living. Undead recover health slightly faster but consume additional 4 might from their faction each time they are wounded.

Abomination: Abominations are monstrous beings who hates the light. They take additional damage from divine effects.

'Werewolf' - (Large Race),+2End, +Str, +2Dex, Undead, Beast, Evil, Evil, Evil

-

The Werewolf uses sharp claws in combat.

The Werewolf race is known for their Evil personality

The Werewolf race is considered hostile towards the city.

Special:

Undead: Undead do not consume food but instead consume 2 points of might. Undeads start with +1 max HP. Undead are considered abominations, they can't be affected or have positive divine perks/abilities. Undead take penalties for interacting with the living. Undead recover health slightly faster but consume additional 4 might from their faction each time they are wounded.

Beast: Beast-like races have powerful claws that can be used while unarmed as a natural weapon, Beasts gain additional nourishment from consuming meat

Abomination: Abominations are monstrous beings who hates the light. They take additional damage from divine effects.

'Hell-Steed' - (Large Race),+2End, +Str, +4Dex, Trample, None-Humanoid, Varied Personality

-

Members of the Hell-Steed race have a varied personality and their behaviour is less predictable.

The Hell-Steed race is considered hostile towards the city.

Special:

Trample: This race gains an endurance based unarmed special attack that deals 1d8 damage. For each size modifier they have over their enemy they gain additional +1 to damage

None-Humanoid: This race does not even resemble humanoids. Therefor this race can not wear humanoid clothing/armor or use humanoid weapons. Instead this race can only craft their 'own' racial weapons and armor.

Abomination: Abominations are monstrous beings who hates the light. They take additional damage from divine effects.

'Lich' - (Medium Race),+3End, +3Int, +Per, Undead, Armored Casting, Evil, Evil, Evil

-

The Lich race is known for their Evil personality

The Lich race is considered hostile towards the city.

Special:

Undead: Undead do not consume food but instead consume 2 points of might. Undeads start with +1 max HP. Undead are considered abominations, they can't be affected or have positive divine perks/abilities. Undead take penalties for interacting with the living. Undead recover health slightly faster but consume additional 4 might from their faction each time they are wounded.

Armored Casting: This character can now cast while wearing armor without suffering hit chance penalties

Abomination: Abominations are monstrous beings who hates the light. They take additional damage from divine effects.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

a6c4a4 No.40870

'Greater-Shadow' - (Large Race),+4End, +Dex, +Int, Undead, Incorporeal, Ghost Touch, Evil, Evil, Evil

-

The Greater-Shadow race is known for their Evil personality

The Greater-Shadow race is considered hostile towards the city.

Special:

Undead: Undead do not consume food but instead consume 2 points of might. Undeads start with +1 max HP. Undead are considered abominations, they can't be affected or have positive divine perks/abilities. Undead take penalties for interacting with the living. Undead recover health slightly faster but consume additional 4 might from their faction each time they are wounded.

Incorporeal: This race exists without consistence on the line between the metaphysical dimension to our dimension. None-magical attacks against incorporeals have 50% miss chance. Incorporeals consume 2 might instead of eating food.

Ghost Touch: Members of this race gain an unarmed special attack that allows them to deal 1d6+INT cold damage.

Abomination: Abominations are monstrous beings who hates the light. They take additional damage from divine effects.

'Wolf' - (Small Race),-End, -Str, Beast, None-Humanoid, Varied Personality

-

The Wolf uses sharp claws in combat.

The Wolf race is considered hostile towards the city.

Special:

Beast: Beast-like races have powerful claws that can be used while unarmed as a natural weapon, Beasts gain additional nourishment from consuming meat

None-Humanoid: This race does not even resemble humanoids. Therefor this race can not wear humanoid clothing/armor or use humanoid weapons. Instead this race can only craft their 'own' racial weapons and armor.

Beast: This wild creature is a vicious beast acting on instincts. Beasts are vulnerable to projectiles and marksmanship perks.

'Hyena' - (Small Race),-End, -Str, -Cha, +Int, Beast, None-Humanoid, Varied Personality

-

The Hyena uses sharp claws in combat.

The Hyena race is considered hostile towards the city.

Special:

Beast: Beast-like races have powerful claws that can be used while unarmed as a natural weapon, Beasts gain additional nourishment from consuming meat

None-Humanoid: This race does not even resemble humanoids. Therefor this race can not wear humanoid clothing/armor or use humanoid weapons. Instead this race can only craft their 'own' racial weapons and armor.

Beast: This wild creature is a vicious beast acting on instincts. Beasts are vulnerable to projectiles and marksmanship perks.

'Fox' - (Tiny Race),-End, -Str, +Dex, -Cha, -Int, Beast, None-Humanoid, Varied Personality

-

The Fox uses sharp claws in combat.

The Fox race is considered hostile towards the city.

Special:

Beast: Beast-like races have powerful claws that can be used while unarmed as a natural weapon, Beasts gain additional nourishment from consuming meat

None-Humanoid: This race does not even resemble humanoids. Therefor this race can not wear humanoid clothing/armor or use humanoid weapons. Instead this race can only craft their 'own' racial weapons and armor.

Beast: This wild creature is a vicious beast acting on instincts. Beasts are vulnerable to projectiles and marksmanship perks.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

a6c4a4 No.40871

'Dire-Wolf' - (Medium Race),+Cha, Beast, None-Humanoid, Varied Personality

-

The Dire-Wolf uses sharp claws in combat.

The Dire-Wolf race is considered hostile towards the city.

Special:

Beast: Beast-like races have powerful claws that can be used while unarmed as a natural weapon, Beasts gain additional nourishment from consuming meat

None-Humanoid: This race does not even resemble humanoids. Therefor this race can not wear humanoid clothing/armor or use humanoid weapons. Instead this race can only craft their 'own' racial weapons and armor.

Beast: This wild creature is a vicious beast acting on instincts. Beasts are vulnerable to projectiles and marksmanship perks.

'Bear' - (Large Race),+2End, +Str, -Dex, -Cha, Beast, Bulky, None-Humanoid, Varied Personality

-

The Bear uses sharp claws in combat.

The Bear race is considered hostile towards the city.

Special:

Beast: Beast-like races have powerful claws that can be used while unarmed as a natural weapon, Beasts gain additional nourishment from consuming meat

Bulky: Bulky races gain +3 to maxHP but take a -1 penalty to dodge.

None-Humanoid: This race does not even resemble humanoids. Therefor this race can not wear humanoid clothing/armor or use humanoid weapons. Instead this race can only craft their 'own' racial weapons and armor.

Beast: This wild creature is a vicious beast acting on instincts. Beasts are vulnerable to projectiles and marksmanship perks.

'Warg' - (Medium Race),+Str, +Int, Beast, None-Humanoid, Varied Personality

-

The Warg uses sharp claws in combat.

The Warg race is considered hostile towards the city.

Special:

Beast: Beast-like races have powerful claws that can be used while unarmed as a natural weapon, Beasts gain additional nourishment from consuming meat

None-Humanoid: This race does not even resemble humanoids. Therefor this race can not wear humanoid clothing/armor or use humanoid weapons. Instead this race can only craft their 'own' racial weapons and armor.

Beast: This wild creature is a vicious beast acting on instincts. Beasts are vulnerable to projectiles and marksmanship perks.

'Dire-Bear' - (Huge Race),+4End, +2Str, -Dex, -Cha, Beast, Bulky, None-Humanoid, Varied Personality

-

The Dire-Bear uses sharp claws in combat.

The Dire-Bear race is considered hostile towards the city.

Special:

Beast: Beast-like races have powerful claws that can be used while unarmed as a natural weapon, Beasts gain additional nourishment from consuming meat

Bulky: Bulky races gain +3 to maxHP but take a -1 penalty to dodge.

None-Humanoid: This race does not even resemble humanoids. Therefor this race can not wear humanoid clothing/armor or use humanoid weapons. Instead this race can only craft their 'own' racial weapons and armor.

Beast: This wild creature is a vicious beast acting on instincts. Beasts are vulnerable to projectiles and marksmanship perks.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

a6c4a4 No.40872

'Lion' - (Medium Race),+End, +2Str, +Dex, +Cha, Beast, None-Humanoid, Varied Personality

-

The Lion uses sharp claws in combat.

The Lion race is considered hostile towards the city.

Special:

Beast: Beast-like races have powerful claws that can be used while unarmed as a natural weapon, Beasts gain additional nourishment from consuming meat

None-Humanoid: This race does not even resemble humanoids. Therefor this race can not wear humanoid clothing/armor or use humanoid weapons. Instead this race can only craft their 'own' racial weapons and armor.

Beast: This wild creature is a vicious beast acting on instincts. Beasts are vulnerable to projectiles and marksmanship perks.

'Shadow-Cat' - (Small Race),+5Dex, -Int, Beast, None-Humanoid, Varied Personality

-

The Shadow-Cat uses sharp claws in combat.

The Shadow-Cat race is considered hostile towards the city.

Special:

Beast: Beast-like races have powerful claws that can be used while unarmed as a natural weapon, Beasts gain additional nourishment from consuming meat

None-Humanoid: This race does not even resemble humanoids. Therefor this race can not wear humanoid clothing/armor or use humanoid weapons. Instead this race can only craft their 'own' racial weapons and armor.

Beast: This wild creature is a vicious beast acting on instincts. Beasts are vulnerable to projectiles and marksmanship perks.

'Chimera' - (Medium Race),+2End, +3Str, +3Dex, Beast, None-Humanoid, Varied Personality

-

The Chimera uses sharp claws in combat.

The Chimera race is considered hostile towards the city.

Special:

Beast: Beast-like races have powerful claws that can be used while unarmed as a natural weapon, Beasts gain additional nourishment from consuming meat

None-Humanoid: This race does not even resemble humanoids. Therefor this race can not wear humanoid clothing/armor or use humanoid weapons. Instead this race can only craft their 'own' racial weapons and armor.

Beast: This wild creature is a vicious beast acting on instincts. Beasts are vulnerable to projectiles and marksmanship perks.

'Pegasus' - (Large Race),+End, +Str, +4Dex, +2Cha, Trample, None-Humanoid, Varied Personality

-

The Pegasus race is considered hostile towards the city.

Special:

Trample: This race gains an endurance based unarmed special attack that deals 1d8 damage. For each size modifier they have over their enemy they gain additional +1 to damage

None-Humanoid: This race does not even resemble humanoids. Therefor this race can not wear humanoid clothing/armor or use humanoid weapons. Instead this race can only craft their 'own' racial weapons and armor.

Beast: This wild creature is a vicious beast acting on instincts. Beasts are vulnerable to projectiles and marksmanship perks.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

a6c4a4 No.40873

'Unicorn' - (Large Race),+3End, +2Str, +Dex, +2Cha, Trample, None-Humanoid, Good, Good, Good

-

The Unicorn race is known for their Good personality

The Unicorn race is considered hostile towards the city.

Special:

Trample: This race gains an endurance based unarmed special attack that deals 1d8 damage. For each size modifier they have over their enemy they gain additional +1 to damage

None-Humanoid: This race does not even resemble humanoids. Therefor this race can not wear humanoid clothing/armor or use humanoid weapons. Instead this race can only craft their 'own' racial weapons and armor.

Beast: This wild creature is a vicious beast acting on instincts. Beasts are vulnerable to projectiles and marksmanship perks.

'Goblin' - (Small Race),-Dex, -Cha, -Int, Greedy, Evil, Sloth

-

The Goblin are slow and clumsy. They are easier to hit than most races. Their clumsiness makes them unlikely to succeed in stealth, handcraft and harvesting.

The Goblin is often repulsive and without charm. The Goblin is unlikely to make many friends. This uncharismatic nature makes them worse at leadership, praying and persuasion.

The Goblin has a dull mind. The Goblin requires more time to learn skills and gain perks than the other races. Their disabilities also make it harder for them to practice bureaucracy, spellcraft and enchanting.

Goblins may be equipped with copper maces and bucklers to combat, armored with splintmails.

Members of the Goblin race are seen often as Greedy, Evil and Sloth.

The Goblin race is considered hostile towards the city.

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a6c4a4 No.40875

File: a67347db1a9f54d⋯.jpg (312.34 KB,1024x725,1024:725,legend_creatures_by_cporin….jpg)

So this is it for the current list of races in the game.

I will probably make a nice looking pdf sometime so you could easily navigate between them.(like a generic monster manual in other games).

The final product would look different and more stylized but i wanted to get the list of races now so you can pretty much get the feeling of what is living in the world.

cheers for now, Im still working on adding the races and mechanics that go along with it for the game (such as "aggresive traders" mechanic) and creating game events that fit the races.

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06c261 No.40914

>>40421

Discussing with Bidd there have been some additions to this race. They are more likely to find secret or hidden places whether it is good or bad for them and there is a massive ritual every new year where they (along with other magically oriented people) partake in a massive citywide ritual where they wish for what they desire most, but only the most prevalent desire will be truly manifested no matter how generalized it becomes. Whenever they become so unhappy that they need to make a mental check they are more likely to suffer the worst possible result.

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a6c4a4 No.40951

Posting perks

prepare for dump

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a6c4a4 No.40952

1) WeaponSmith (Requirement: Atleast 2 ranks in forging skill)

Effect: adds the strength attribute to this character's success chance at crafting weapons

2) ArmorSmith (Requirement: Atleast 3 ranks in forging skill)

Effect: adds the endurance to this character's success chance at crafting armors

3) Failproof Repairs (Requirement: Atleast 1 rank in forging skill)

Effect: Failing at a repair attempt will not cause any damage to the craft

4) Forge Master (Requirement: Atleast 3 ranks in forging skill)

Effect: adds the perception attribute to this character's chances of crafting a masterwork while forging

5) Weaver (Requirement: Atleast 1 rank in Handcraft skill)

Effect: adds the dexterity attribute to this character's chances of successfully weaving a craft

6) Balistics (Requirement: Atleast 3 ranks in Handcraft skill)

Effect: adds the perception attribute to this character's chances of crafting ranged weapons or projectile amunition

7) Tool Design (Requirement: Atleast 2 ranks in Handcraft skill)

Effect: adds the intelligence attribute to this character's chances of sucessfully crafting labor tools

8) Lucrative (Requirement: Atleast 2 rank in persuasion skill)

Effect: This character gains +1 to barter attempts at the market for every 500 gold stocked in the guild (500g +1, 1000g +2…).

9) Objection! (Requirement: Atleast 1 rank in persuasion skill)

Effect: If this character stands accused in trial and persuades its way out then the accusing guild will lose 2 fame.

10) Inspiring (Requirement: Atleast 2 ranks in persuasion skill)

Effect: This character gains its level(exp) as a bonus when inspiring volunteers to join the guild

11) Professional Attitude (Requirement: Atleast 3 ranks in persuasion skill)

Effect: This character's morale attitude will always remain +1 on persuasion attempts, no matter how low the morale score is.

12) Battle Reflexes (Requirement: Atleast 2 ranks in melee skill)

Effect: This character adds its melee skill when dodging from melee weapons (Not including natural or magical weapons.

13) Gap Striker (Requirement: Atleast 1 rank in melee skill)

Effect: When using melee weapons this character adds its melee skill to the chance of penetrating forged armors worn by the enemy (Not including natural or magical armors.

14) Two Weapon Fighting (Requirement: Atleast 2 ranks in melee skill)

Effect: This character can deliver a strike with each hand if it has two weapons equipped.

15) Two Handed Fighting (Requirement: Atleast 2 ranks in melee skill)

Effect: This character delivers 2 additional points of damage when holding a weapon in both hands

16) Reach Advantage (Requirement: Atleast 1 rank in melee skill)

Effect: If this character's melee weapon is longer than the opponent's melee weapon it gains +1 to parry and +1 to hit chance against that opponent.

17) Wide Defense (Requirement: Atleast 3 ranks in melee skill)

Effect: While holding a shield this character is immuned to flank attacks or backstabs

18) Hunter (Requirement: Atleast 1 rank in ranged skill)

Effect: When using ranged weapons this character adds its Perception attribute as a bonus to penetrate natural armor (Animals&Magical-Beasts)

19) Wild Vision (Requirement: Atleast 2 ranks in ranged skill)

Effect: This character adds its Perception attribute as a bonus for dodging from animals&magical-beasts attacks

20) Sniper (Requirement: Atleast 3 ranks in ranged skill)

Effect: When using a bow this character adds its perception attribute to damage, doesn't work if this character is interrupted by melee

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a6c4a4 No.40953

21) Point Blank (Requirement: Atleast 2 ranks in ranged skill)

Effect: Being interrupted by melee no longer drops this character's accuracy while using ranged weapons

22) Smite Evil (Requirement: Not Evil, 1 rank at melee skill)

Effect: When using melee weapons the charisma attribute is added as a bonus to damage against evil/abomination/undead creatures

23) Truthful Strike (Requirement: Not Evil, 1 rank at ranged skill)

Effect: When using ranged weapons the charisma attribute is added as a bonus to hit chance against evil/abomination/undead creatures

24) Good Aura (Requirement: Good personality)

Effect: This character gains 2 damage reduction from attacks caused by abominations/evil foes

25) Heal (Requirement: Atleast 2 ranks in spellcraft skill)

Effect: This character will heal one recovering living member by 2 HP at the end of the turn.

26) Banishment (Requirement: Atleast 1 rank1 in spellcraft skill)

Effect: This character adds its Intelligence attribute to damage again when casting against outplane/magical entities

27) Dust Efficient (Requirement: Atleast 2 ranks in spellcraft skill)

Effect: The damage effectiveness of dust against outplane/magical entities is doubled

28) Armored Casting (Requirement: Atleast 3 ranks in spellcraft skill)

Effect: This character can now cast while wearing armor without suffering hit chance penalties

29) Think Alike (Requirement: Atleast 1 rank in stealth skill)

Effect: This character adds its intelligence bonus to stealth score when trying to sneak around another character of the same race

30) Spymaster (Requirement: Atleast 2 ranks in stealth skill)

Effect: This character adds its charisma bonus to stealth score when sabotaging influence

31) Back Stab (Requirement: Atleast 3 ranks in stealth skill)

Effect: This character deals additional damage equals to its dexteirty attribute when flanking an enemy with small sharp weapons

32) Memorized Scriptures (Requirement: Atleast 1 rank in pray skill)

Effect: This character adds its intelligence score to pray rolls when praying for might.

33) Arcane Knowledge (Requirement: Atleast 2 ranks in pray skill)

Effect: This character adds its spellcraft skill to score when performing arcane rituals.

34) Harmony (Requirement: Atleast 1 rank in pray skill)

Effect: This character restores 1 point of morale when performing a light ritual.

35) Blood Ritual (Requirement: Atleast 3 ranks in pray skill)

Effect: This character will wound itself during dark rituals. This character will suffer 4 points of amage but will add +4 to the ritual's roll score.

36) Forester (Requirement: Atleast 1 rank in Chop skill)

Effect: This character will only diminish 50% of the resources it collects from the field when chopping

37) Axe Sharpening (Requirement: Atleast 2 ranks in Chop skill)

Effect: This character adds its hand-craft skill to its chopping roll score, but damages the wood-axe durability by 90 points in exchange.

38) Into The Woods (Requirement: Atleast 3 ranks in Chop skill)

Effect: This character has twice the chance to encounter and chop dark-wood.

39) Re Growth (Requirement: Atleast 1 rank in Harvest skill)

Effect: Harvesting crops at spring will not damage the field's resource stock

40) Systematic (Requirement: Atleast 2 ranks in Harvest skill)

Effect: This character adds its intelligence score to harvest, but causes twice more damage to resources in the field.

41) Reaper (Requirement: Atleast 3 ranks in Harvest skill)

Effect: This character adds its endurance attribute score to all harvest roll scores when harvesting with a scythe/sickle

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a6c4a4 No.40954

42) Hard Swinger (Requirement: Atleast 1 rank in Mining skill)

Effect: This character adds its strength bonus to score when mining ore.

43) Stone Cunning (Requirement: Atleast 2 ranks in Mining skill)

Effect: adds the perception attribute to this character's score at gemstone mining.

44) Deep Mining (Requirement: Atleast 3 ranks in Mining skill)

Effect: This character gains +3 to mining score when digging in mines that are 33% or less from being depleted.

45) Copy Paste (Requirement: Atleast 1 rank in bureaucracy skill)

Effect: This character gains +2 to bureaucracy roll if it atempts to change a law in a none-capital region to a law that already exists in the capital region.

46) Dishonor (Requirement: Atleast 2 ranks in bureaucracy skill)

Effect: This character inflicts additional 2 points of fame loss when accusing another guild in a trial and winning.

47) Contractor (Requirement: Atleast 3 ranks in bureaucracy skill)

Effect: The maximum amount of trade this character can deal in grows by 50%

48) Mentor (Requirement: Atleast 3 ranks in leadership skill)

Effect: Allows this character to have a maximum of +3 more followers

49) Captain (Requirement: Atleast 1 rank in a battle related skill and 1 rank in leadership skill)

Effect: This character gains +3 to battle initiative roll in the beginning of every battle.

50) Work Manager (Requirement: Atleast 1 rank in a labor related skill and 1 rank in leadership skill)

Effect: Any member following this character to a labor mission gains +1 to all labor related rolls

51) Agent (Requirement: Atleast 1 ranks in stealth skill and 1 rank in leadership skill)

Effect: Any member following this character to a stealth mission gains +1 to stealth rolls

52) Priest (Requirement: Atleast 1 rank in pray skill and 1 rank in leadership skill)

Effect: Any member following this character to a ritual/pray gains +1 to rolls

53) Acceptance (Requirement: Humble personality)

Effect: This character accepts fate and will not lose morale over hard work or for being demoted

54) Berserk (Requirement: Wroth personality)

Effect: This character will deliver additional +2 damage while under 50% health

55) Paranoid (Requirement: Coward personality)

Effect: This character gains +3 against assasination attempts

56) Projecting Wealth (Requirement: Greedy personality)

Effect: This character gains additional persuasion bonus for wearing expensive clothes

57) Optimist (Requirement: Cheerful personality)

Effect: This character regenerates 1 morale point every turn if morale score is under 3 when out of combat

58) Merciless (Requirement: Evil personality)

Effect: This character delivers 2 additional damage to living creatures with less than 50% health

59) Happy Idler (Requirement: Sloth personality)

Effect: This character gains +2 morale when left alone idle

60) Trustworthy (Requirement: Honest personality)

Effect: This character gains +2 to pure charisma based rolls

61) Heroic Tales (Requirement: Proud personality)

Effect: When this character leads a party through a journey (going on 'far' distance mission) the guild's fame will increase by 1.

62) Conviction (Requirement: Temperate personality)

Effect: This character will not lose morale for being insulted by other members

63) Steadfast (Requirement: Brave personality)

Effect: This character will gain +1 morale in combat

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a6c4a4 No.40955

64) Beast (Requirement: Racial)

Effect: Beast-like races have powerful claws that can be used while unarmed as a natural weapon, Beasts gain additional nourishment from consuming meat

65) Undead (Requirement: Racial, Not a Machine.)

Effect: Undead do not consume food but instead consume 2 points of might. Undeads start with +1 max HP. Undead are considered abominations, they can't be affected or have positive divine perks/abilities. Undead take penalties for interacting with the living. Undead recover health slightly faster but consume additional 4 might from their faction each time they are wounded.

66) Machine (Requirement: Racial, Not Undead, Not Savage.)

Effect: This race is a living mechanism. Machines do not require room. Machines do not eat but have to consume enough metal(2 ingots) as its food or lose 3 HP. Machines have only one personality. Machines are always 'content' in morale. Machines recover health slowly and will always die if under 0 HP.

67) Hive Mind (Requirement: Racial)

Effect: All members of this race have a telepathic hive-mind connection. Hive-mind parties gain additional +1 leadership score to rolls if most of the party and the leader are of the same race.

68) Psionic (Requirement: Racial)

Effect: Psionic characters can sense motives and read the minds of lesser intelligent creatures. Psionic characters gain +1 mind-reading bonus to dodge and persuasion against creatures with less than 2 intelligence.

69) Outlandish (Requirement: Racial)

Effect: Outlandish races are uniquely odd, they look and behave like nothing of this world. Outlanders take -3 penalty to score when socializing with different races

70) '…' (Requirement: Racial)

Effect: This race has no personality. It has no intelligence, no charisma, and it can't perform any interactions or do anything by itself. However, it will always obey and follow.

71) Fragile (Requirement: Racial)

Effect: This race is fragile, characters of this race start with of only half the maxHP they should begin with.

72) Adaptable (Requirement: Racial)

Effect: This race gains 10% more exp.

73) Natural Luck (Requirement: Racial)

Effect: This species roll their dice twice and take only the highest score when confronting with fateful events that are unrelated to skills and are based on pure luck

74) Magical Affinity (Requirement: Racial)

Effect: This race adds +1 to its faction's might each turn and can cast spells even without any training in the spellcraft skill.

75) Nimble (Requirement: Racial)

Effect: While lightly equipped this race gains additional dodge bonus and additional +1 to hit with nimble weapons(rapier&bow), Nimble races also take a loss of -1 to max HP

76) Bulky (Requirement: Racial)

Effect: Bulky races gain +3 to maxHP but take a -1 penalty to dodge.

77) Savage (Requirement: Racial, Not a Machine)

Effect: Savage races do not require a room to sleep in.

78) Reptilian (Requirement: Racial)

Effect: Reptilians recover additional +1HP while resting. Repltilians deal additional 1 venomous damage in melee attacks(Effective against non-reptilian living creatures only)

79) Bloated (Requirement: Racial)

Effect: This creature's body structure is distended and elastic as if there were no bones in it. Bloated races can soak 2 points of damage reduction from heavy impactful blows, but they are easy to cut through and take additional 2 points of damage from cuts&stabs.

80) Stiff (Requirement: Racial)

Effect: This creature's body structure is composed of stiff unbendable bonds. Stiff races gain 2 points of damage reduction from fast cuts&stabs, but impactful heavy blows will deal additional 2 points of damage to them.

81) Natural Armor (Requirement: Racial)

Effect: This race gains an extra point of armor thickness from their natural skin, be it hard scales or thick leather. Natural armor adds a constant weight on this race.

82) Incorporeal (Requirement: Racial)

Effect: This race exists without consistence on the line between the metaphysical dimension to our dimension. None-magical attacks against incorporeals have 50% miss chance. Incorporeals consume 2 might instead of eating food.

83) None-Humanoid (Requirement: Racial)

Effect: This race does not even resemble humanoids. Therefor this race can not wear humanoid clothing/armor or use humanoid weapons. Instead this race can only craft their 'own' racial weapons and armor.

84) Ghost Touch (Requirement: Racial)

Effect: Members of this race gain an unarmed special attack that allows them to deal 1d6+INT cold damage.

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a6c4a4 No.40956

85) Mind-sucker (Requirement: Racial)

Effect: This race feeds on brains instead of food. The brains are harvested from beggers of different races in regions under the guild's influence.

86) Coward (Requirement: Personality)

Effect: Cowards will lose morale in battles or when frightened. Cowards tend to act safe and will never choose to risk anything.

87) Brave (Requirement: Personality)

Effect: Brave characters will not lose morale in battle easily and are likely to accept challenges and risks.

88) Wroth (Requirement: Personality)

Effect: Wroth characters are frightening to be around, they tend to burst and get angry about even the smallest of things.

89) Temperate (Requirement: Personality)

Effect: Temperate characters are very calm and rational, they see things in proportion and will make calculated decisions even while under pressure.

90) Humble (Requirement: Personality)

Effect: Humble characters do not aspire for anything. They will not gain morale easily from personal success, but also will not lose morale easily from their failures.

91) Proud (Requirement: Personality)

Effect: Proud characters care alot for their status and reputation. They will lose or gain morale based on how successfull they become.

92) Good (Requirement: Personality)

Effect: Good characters are kind and merciful. They will care for others and will always try to figure what the right thing to do is. They will lose morale if others are wronged around them while they have nothing to do about it.

93) Evil (Requirement: Personality)

Effect: Evil characters are sadistic and cruel. They have no care for others around them and follow no moral code. Evil characters might treat others badly if they see no use for them, they might even attempt to kill their rivals if given the chance.

94) Cheerful (Requirement: Personality)

Effect: Cheerful characters tend to always find the bright side of things. They recover morale faster, and are likely to help their friends recover morale aswell.

95) Naughty (Requirement: Personality)

Effect: Naughty characters like to play and fool around. They are likely to cheer their friends with their playful spirit, but annoy and bully their rivals.

96) Gluttonous (Requirement: Personality)

Effect: Gluttonous characters like food! Alot! They will eat more food than others, and will gain or lose extra morale based on how well fed they are.

97) Sloth (Requirement: Personality)

Effect: Sloth characters will lose extra morale for hard labor. Sloth characters will do anything in their power to do nothing - and they have very little power or interest to invest.

98) Greedy (Requirement: Personality)

Effect: Greedy characters will gain extra morale for personal ownership of wealth. They are likely to take stupid risks and bets if it involves gold or treasure.

99) Honest (Requirement: Personality)

Effect: Honest characters will care about fairness and justice and will lose morales if those are not kept. Honest characters can become trustworthy leaders.

100) Greater Toughness (Requirement: Atleast 3 Endurance points)

Effect: This character's maximum HP is increased by +2

101) Armor Mobility (Requirement: Atleast 3 Strength points)

Effect: This character can carry armors 50% heavier without taking penalties to dodge or attacks.

102) Lightning Reflexes (Requirement: Atleast 3 Dexterity points)

Effect: This character gains +2 to dodge score.

103) Awareness (Requirement: Atleast 3 Perception points)

Effect: This character gains +2 to perception rolls to awareness.

104) Empathy (Requirement: Atleast 3 Charisma points)

Effect: This character gains +2 to social roll attempts when trying to make friends or appeasing a rival.

105) Scholar (Requirement: Atleast 3 Intelligence points)

Effect: This character gains 20% more experience when learning skills from books.

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a6c4a4 No.40957

thats all the special traits(perks) i programmed in so far. Some of them come from personality, some from race, some you acquire when leveling up.

The game might seem complicated with all my dumps, but its really not. This is just variety. The game is just mostly you sending your characters to do actions and reacting to events, like any builder. Its very simple, i just wanted to create as much depth and choice as i can.

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5f8fe3 No.40958

Surface Dwarves: Unlike most of their kin who spend their lives deep under the earth in their mountain halls, there are a subset of dwarves that have integrated themselves with the surface populace, winding up in many cities as craftsmen, blacksmiths and soldiers. They are short and bearded, as you would expect from a dwarf, although their appearance is different than that of a mountain dwarf due to their long exposure to sunlight and other elements of life on the surface. For one, their skin is a bit darker, although still fair in complexion for the most part, compared to the bleached white complexion of their underground kin. They are slightly taller and more stout than the mountain dwarves as well (although they still average around 4 feet tall). While they rank among the best craftsmen and metalsmiths and are natural warriors due to their indomitable constitution and endurance, they have their flaws as well. First is their dependence on alcohol. Dwarves, for some reason, will drink water, but they will shun it as long as alcohol is an option. If a dwarf does not get his alcohol quota, he will undergo severe withdrawal-like symptoms that can lead to death at times. For this reason, there are very, very few sober dwarves out there. The second is their argumentative and confrontational nature. While dwarves are not prone to acts of evil, they often are the cause of bar fights and arguments due to their stubborn and brash natures combined with their alcohol consumption. This often leads to trouble with authorities, although most bartenders are pretty used to this by now, unwilling to kick out their most reliable sources of income. Still, they are an honorable people, who take their reputations very seriously and work hard to preserve their good name.

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73c800 No.41141

Hags periodically need to steal new teeth and eyes, most usually from female recently deceased, as their powers of cursing are contained in their teeth, and using their evil eye wears an eyeball out, the eyeball always eventually withering and falling out.

Liches can become senile, when they do (all eventually do) they are insane, deadly, and unpredictable.

If a titan suffers a bleeding injury, the blood produces tiny amounts of adamantine when it hits the ground.

If a priceless cut diamond is thrown directly into a greater-shadow's heart, the creature will scream in agony and violently explode, the diamond becoming a black diamond afterward, and showing up as necromancy/demonology.

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295c9e No.41249

Druids with ent mechas

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a6c4a4 No.41259

I am now working on game mechanics that fit the new ideas you suggested rather than on the showcase. I will give you the nice showcase for the new races once i finish building some mechanism around it.

>>40958

Adding them to the game now.

>>41141

Really like these ideas. I will probably use some but change a little. I mostly like the one about the diamond and the greater shadow.

>>41249

This idea was already brought up (about a year ago). Not 100% its gonna be in due to balance reasons.

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73c800 No.41324

Classes of Minerals

Class 0 – Traditional elements possible to dig out of the ground

Class 1 – Rare group traditional elements

Class 2 – Very rare group traditional

elements

Class 3 – Alchemy elements that naturally occur in visible amounts

Class 4 – Alchemy elements that require processing to render a visible amount

Classes of Stones

Igneous – Lava based stones

Metamorphic – Produced by natural world formation

Sedimentary – Produced by organic byproducts being subjected to high pressure for aeons

Indicator – A type of stone known to “indicate” that oil, metal, or precious metal is near

Byproduct – Produced only by Class 3 elements and always a sign that one is near

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73c800 No.41325

Alchemists tools

Alembic – Flask with built in stand, long narrow curved neck going left or right, then down to a pinhole, used to evaporate fluid and then drip the fluid out through the pinhole by condensing it.

Ladle – Carefully treated metal spoon roughly the size of a handheld spade with a 2 foot handle

Metamorphisizer – Complicated device consisting of 2 long narrow flasks connected airtightly to each other by a metal tube, it is used to safely mix extremely small amounts of substances.

Leaded Apron – Protects from some forms of exotic magic exposure and exotic substance exposure

Viewing helmet – Helmet with a square dark tinted glass face-plate, used to view things so bright it causes blindness to look at them without shielding

Beak-masque – a ‘masquerade’ style mask with a short narrow bird-beak feature, the tip of the bird beak holding a cloth bulb, the cloth bulb is filled with herbal medicines usually, such as antidotes, air purifying herbs, medicinal herbs, and sometimes incense. Typically worn when processing things the vapors of which can kill you, such as mercury lead or other poisonous materials.

Admant Tongue – a weird looking instrument that resembles a wide flat slightly contracted tongue, it is used to safely seep small amounts of acid onto samples, and although it is typically made of admant or other super-strong metals, it isn’t always despite its name.

Mortification Flask – A highly heat resistant flask which is used to evaporate and filter fluids and powders, it consists of a bottom bulb, then a 3 foot neck with 4 or more filters in it. Filters are removed with an extremely long narrow pair of tweezers the filters are designed to be pulled out 1 at a time with.

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