Character Customization
Basics
Class determines:
Background:
PRIMARY STATS - starting "average" is 5 for each
- Race - all player characters are human (for now)
- Gender - no difference between male and female for now
- Class - Your starting role, though you're not forced to stick with it
- Background - 2nd dimension of starting customization, independent of class
Class determines:
- Starting equipment
- Starting skills and aptitudes
- Starting stats
Background:
- Can modify certain skill aptitudes (and also starting points in that skill)
- Can modify stats
- Can add starting traits
- Can add/remove starting equipment
PRIMARY STATS - starting "average" is 5 for each
- STR - melee damage
- VIT - health, carry weight
- MAG - magic damage
- DEX - stamina
- CHA - no direct use
Traits
Traits are various (good, bad, or neutral) things which can affect your character in any way, much like DCSS mutations. You can gain traits temporarily through magic and potions, or permanently through a background. Introduction of traits through mutation or studying might be done later.
Traits are various (good, bad, or neutral) things which can affect your character in any way, much like DCSS mutations. You can gain traits temporarily through magic and potions, or permanently through a background. Introduction of traits through mutation or studying might be done later.
Skills
Stat modding: Effective skill is a combination of the stat and the skill level, but the formula shouldn't make stat-modded skills too powerful compared to un-modded skills
Weapon Skills:
Defense Skills:
Charisma skills:
(All are CHA-modded)
Tech skills:
Magic skills:
(all are INT-modded)
Stat modding: Effective skill is a combination of the stat and the skill level, but the formula shouldn't make stat-modded skills too powerful compared to un-modded skills
Weapon Skills:
- Swords
- Daggers
- Polearms
- Axes
- Maces/Clubs
- Bows (DEX modded)
- Thrown Weapons (DEX modded): darts, daggers, spears
- Mechanical Weapons: crossbow, cannons, spring-loaded blades, etc. These don't have to be wielded
- Improvised Weapons: wielding or throwing anything that doesn't fit into the above
- Two-Handed (STR-modded)
- Dual-Wield (DEX-modded)
- Unarmed
Defense Skills:
- Armor (VIT-modded)
- Dodging (DEX-modded)
- Shields (VIT-modded)
- Stealth (DEX-modded)
Charisma skills:
(All are CHA-modded)
- Charm: for convincing any NPC to do things through dialogue
- Interrogation: for gaining any sort of information through dialogue
- Disguise: makes enemies less suspicious of you, best when comboed with a guard outfit
Tech skills:
- Use Devices
- Crafting
Magic skills:
(all are INT-modded)
- Elements -- fire, ice, earth, plant, air
- Necromancy -- spells affecting life and death
- Conjuring -- spells that create objects or creatures
- Distortion -- spells that affect time/space or alter an object's properties
- Enchantment -- spells that add/remove traits and alter stats of the player and NPCs
Sample classes
Warrior
Pure melee fighter
Starts with a 1-handed sword and a suit of leather armor
Stats:
Wizard
All-purpose magic user
Starts with a robe and the spell Magic Dart, and the spellbook "Magic 101"
Stats:
Thief
Stealthy and crafty
Starts with a tunic, a dagger, and a lockpick
Stats:
Spy
Stealthy Diplomat
Starts with a suit, a dagger, and extra money
Stats:
Assassin
Stealthy and deadly
Starts with a robe, a dagger, and a few poisoned needles (improvised)
Stats:
Gadgeteer
Master of technology
Starts with a tunic, a spring-loaded wristblade and some junk parts
Stats:
Warrior
Pure melee fighter
Starts with a 1-handed sword and a suit of leather armor
Stats:
- STR+2
- VIT+1
- MAG-3
- Swords 2
- Armor 1
- Dodging 1
- +2 Swords Daggers Maces Axes Polearms
- +1 Armor Dodging Shields Two-handed Dual-wield
- -1 Sneaking Charm
- -2 All magic skills
Wizard
All-purpose magic user
Starts with a robe and the spell Magic Dart, and the spellbook "Magic 101"
Stats:
- STR-2
- VIT-1
- MAG+3
- Conjuring 1
- Dodging 1
- +1 Dodging, All magic skills
- -1 Crafting Bows Mechanical-weaps Maces Unarmed
- -2 Armor Swords Polearms Axes Two-handed Dual-wield
Thief
Stealthy and crafty
Starts with a tunic, a dagger, and a lockpick
Stats:
- STR-1
- MAG-2
- DEX+3
- Stealth 2
- Use Devices 1
- +2 Stealth, Disguise, Dodging
- +1 Use Devices, Crafting
- -1 Swords, Maces, All magic
- -2 Armor, Polearms, Axes, Two-handed
Spy
Stealthy Diplomat
Starts with a suit, a dagger, and extra money
Stats:
- STR-1
- VIT-1
- MAG-2
- DEX+2
- CHA+2
- Stealth 1
- Charm 1
- Disguise 1
- Interrogation 1
- +2 Disguise
- +1 Stealth, Charm, Interrogation
- -1 Swords, Maces, Dual-wield, All magic
- -2 Armor, Polearms, Axes, Two-handed
Assassin
Stealthy and deadly
Starts with a robe, a dagger, and a few poisoned needles (improvised)
Stats:
- MAG-2
- DEX+2
- Stealth 2
- Daggers 1
- +2 Stealth, Daggers
- +1 Dual-wield, Improvised Weapons
- -1 All magic
- -2 Armor, Polearms, Axes, Two-handed
Gadgeteer
Master of technology
Starts with a tunic, a spring-loaded wristblade and some junk parts
Stats:
- MAG-3
- DEX+1
- STR+1
- VIT+1
- Use Devices 2
- Crafting 2
- +2 Use Devices, Crafting
- -1 All magic