Monday, April 19, 2010

3) Classes

Astral Sentinel - Health + 1, Initiative - 1. Astral sentinels are a defensive class. They focus primarily on defensive skills, but also hold religion closely, and are thus able to use healing and protective divine spells.
Blood Apothecary - Health - 1, Memory + 1. Blood apothecaries use medicines more effectively than others, but also use occasional dark arts for healing (Arcane Healing Magic).
Clockwork Bombardier (Noble) - Composure - 1, Initiative + 1. Clockwork Bombardiers are in charge of employing the massive clockwork trebuchets on land and the bomb gates on the airships. Their skills should be mostly focused on the creation, modification, and use of bombs and grenades.
Electrocaster - Focus - 1, Ingenuity + 1. Electrocasters create and maintain Tesla-inspired energy weapons. Their skills involve the creation, modification, and use of portable versions of these weapons.
Far Airborne Warden - Resolve + 1, Composure - 1. Far Airborne Wardens were sent out all across the world during the Great War. They have returned to their homeland with mastery of mechanical guns. They are capable of the creation, assembling, disassembling, maintenance, and usage of their guns.
Halberdier - No one is just a Halberdier. Halberdiers all belong to different factions, each with their own specialization. They do, however, all share the same drawback: Memory - 1
--Gauss Halberdier - Focus + 1. Gauss halberdiers use highly advanced halberds, often containing hidden guns. Their weapons are more expensive because of this.
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Mystic Light Halberdier - Charisma + 1. Mystic light halberdiers use divine magic, mostly using their halberds as a status symbol. Often, their weapons are brittle and low-quality, but are very ornate.
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Venus Lance Halberdier - Composure + 1. Venus lance halberdiers use their lances as vessels for arcane magicks, which they channel through their weapons and unleash it as they launch themselves through the air (pole-vaulting).
Machinist - Ingenuity + 1, Flexibility - 1. Machinists maintain the important machines in every city. They only use tools and mechanical guns as weapons, but easily make up for this with their mastery of these weapons.
Memory Singer - Memory + 1, Strength - 1. Memory singers are the storytellers. They keep the histories and maintain the libraries. They also possess raw arcane power which is focused primarily on self-preservation and protection for the libraries.
Paradigm
- Strength + 1, Flexibility - 1, Health + 1, Focus - 1, Charisma + 1, Initiative - 1. Paradigms are the epitome of a melee warrior. They can run into a battle with a knife and have a pile of corpses around them within a minute, without showing any signs of feeling pain. They are a pillar of strength for all around them.
Pyrokinetic - Flexibility + 1, Charisma - 1. Pyrokinetics start fires with their minds. Unfortunately, they do not always control this power when they first develop it. As such, people view pyrokinetics with suspicion. They had to learn to escape the buildings they burned down and became more flexible in the process.
Tesla Reaper - Composure + 1, Resolve + 1, Health - 2. Tesla reapers use scythes and claws with great precision. These weapons are modified or partially made of controlled energy. Most of their abilities focus on arcane magicks that require physical contact. They use them quickly and in rapid succession with no need to memorize them, but must rest for half an hour per spell afterward and become extremely hungry and thirsty if they use more than a dozen spells within four hours.

2) Races

Gnome - Ingenuity + 1, Composure - 1
Gnomes are shorter than humans (about halfway between the average human's waist and chest). They have red or blonde hair and blue or green eyes. Gnomes can figure out how any machine works almost instantaneously, no matter ho complicated.

Human - No Attribute Changes
Humans are humans. Humans are more plentiful than any other race, so most smiths make weapons and armors for them commonly. This makes their equipment significantly cheaper (half the price).

Lamia - Focus + 1, Initiative - 1
Lamia look like humans, except are all female and always have a snakeskin skirt. They can fuse with this skirt 5 times each day to form the lower half of a snake. In this form, they have an additional 10 HP, but they can only maintain the form for half an hour. Lamia all have black hair, but otherwise, their appearance can vary as much as any humans.

Pricolici - Health + 1, Resolve - 1
Pricolici are the stereotypical werewolves, except they're always in the wolf form. They have long arms, walk on two legs, and runs very fast. They have limited regeneration (1 HP per minute). They appear as long armed humans, except they have longer arms, arched backs, the heads of wolves, and are completely covered in vulpine fur. Their fur is usually deadened brown, black, grey, or white, whatever is most common to wolves of the area and their eyes are pure red.

Sidhe - Charisma + 1, Strength - 1
Sidhe are faeries. They are shorter than gnomes (about to a human's waist) and can fly. They don't have wings and appear as human children. Most have red or black hair, but they can have any coloring a human can have.

Strigoi - Initiative + 1, Memory - 1
Strigoi appear as humans, but do not like light. They have two hearts, red hair, pale skin, and blue eyes. Strigoi can change into an animal once per day per level, regardless of class. This is usually a small animal, like a bird, dog, or cat. They can also drain up to 4 HP per day from any living creature. Strigoi are undead creatures, so are not affected by divine healing magic and take increased (x2) damage from divine smiting magic.

Sunday, April 18, 2010

1) Roll Attributes

Roll 3d6 for each of the following attributes:

Strength - The character's physical strength. Low strength is the weakling who has problems carrying a backpack in one hand. High strength is a bodybuilder with massive arms.
Flexibility - The character's flexibility (imagine that!). A character with low flexibility can't touch their knees, much less their toes. A character with high flexibility can be a pretzel easily.
Health - The character's physical health. Someone with low health would be sick frequently and high health would almost never be sick and be in good physical health.
Focus - The character's ability to focus on things they sense. A character with low focus has the attention span of a puppy. A character with high focus is nearly OCD.
Memory - The character's ability to keep things in their memory. A character with a low memory score has the memory of a goldfish. A high memory is photographic, or like an elephant.
Ingenuity - The character's ability to work with what is available. Low ingenuity characters have to do everything by the book (because they are unable to do it otherwise) and characters with high ingenuity...are MacGyver.
Charisma - How the character looks to others. Low charisma characters are shy and high charisma characters have people who would follow them to their deaths.
Resolve - The character's ambition. Low resolve results in a lazy character who just sits around all day. High resolve is a character who gets what they want all the time because they want it that badly.
Composure - The character's ability to keep their cool. A character with low composure would kill over spilled milk, while one with high composure could stay calm while lit on fire.
Initiative - How quickly a character can react. A character with low initiative couldn't avoid a slow-moving marble, while a character with high initiative could kill someone before they even noticed them drawing a gun.