MRPG Races

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Revision as of 01:57, 20 September 2017 by CourseDirector (talk | contribs) (Rowen)
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Races:

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

Some races have the ability to trade for a specific Proficiency at Character Creation. There are also bonuses and special abilities unlocked within the Racial Pillar.

Playable Races

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

Human

Order I

  • +1 Free Facet

Order II

  • +1 Generic Cool Downs.

Order III

Order IV

  • +1 Free Facet

Order V

Order VI

  • +1 Free Facet

Order VII

Order VIII

  • +1 Free Facet

Order IX

  • +10 Hit Points

Renowned for their Genericness, human is a race for people who don't like decisions. Humans do not receive any specific benefits, nor do they suffer any penalties. A human may play any class.

Rowen

Order I

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

Order II

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

Order III

Order IV

Order V

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

Order VI

Order VII

  • +1 Generic Cool Down

Order VIII

  • You recieve the Aim on the Run Activated Ability.

Order IX

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

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

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

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

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

Drack

Order I

Order II

Order III

Order IV

Order V

  • +3 to Special Proficiency, Guantlet

Order VI

Order VII

Order VIII

  • +1 Tinkering

Order IX

  • +1 Medicine Skill

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

Drack are granted a +2 bonus to Inteligence at character creation. However, they are by nature sickly creatures, and receive a stacking loss of Constitution as follows:

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

Atayan

Order I

  • +5 INT

Order II

  • +3 Comprehension

Order III

  • +1 Bonus Facet

Order IV

Order V

  • +3 Lore and Transcription

Order VI

Order VII

Order VIII

  • +1 Comprehension

Order IX

  • +1 Lore and Transcription

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

Dakriel

Order I

  • +3 Cool Downs

Order II

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

Order III

  • +3 DEX

Order IV

Order V

  • +2 STR

Order VI

Order VII

  • +2 DEX

Order VIII

Order IX

  • +2 SPD

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

Half-Berserker

Order I

Order II

Order III

Order IV

Order V

Order VI

Order VII

Order VIII

Order IX

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

A Half-Berserker is a man who was sired by a father under the effect of the Berserker spell. They are effectively permanently under the spell themselves, having undergone profound physical changes. Half-bersker blood gives great strength, but at a cost. They are strong and able warriors, but live short lives and often experience health problems.

A half-berserker may choose to trade one of his proficiencies for Special Proficiency, Two-Handed

Strawman

Order I

Order II

Order III

Order IV

Order V

Order VI

Order VII

Order VIII

Order IX

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

See Also:


Notes

Final Concept:

By simply "being" a specific race, you gain no differences, aside from the ability to trade a handful of proficiencies for free. In order to gain any benfit, you must invest in the Racial Pillar.

Old Notes

Old notes to be deleted later:

That should be enough to start.

Ok, so lets get some general notes down:

Several of the races are basically just going to be humans with unique ethnicities. Rowens, Atayans, etc. The "Generic Human" should get its own name, maybe "Freelander" or something dumb to represent their lack of belonging to a specific group. Its in flavor since the ethnicities are more about culturual differences that improve their skills. The Atayans have the library, it gives them access to lost knowledge. The Rowens practice archery as a religion, etc.

We do now have 2 solid none-human races in the works: Strawmen and bipedal cat-people who's name escapes me. They are getting a regular wiki article when i get it figured out.

I am also keeping the druids, but they may not get an official release until I develop a class to go with them. Half-Berserkers are also solid.

Here's the gist of how classes will work:

  • A set of +s and -s to different stats and skills, NO PROFICIENCIES, this keeps them viable for any class
  • Some pre-set facets, these substract from the facet pool(E.G. if a race gets 2 preset facets, they only get 6 at character creation)
  • Some races get the option to trade proficiencies for a specific racial proficiency. In some cases this is a specific one for one, in others its any. Example: The Rowens can trade for Special Proficiency, Longbow, reguardless of what class they take. Atayan Paladins can trade Blunt weapons for Bladed, etc.
  • There is also a Racial Pillar. This pillar does not Arch with any others, but may have something cool at the top. The trade-off is loosing the Arch to get the thing.

For the sake of consistancy, lets start with +5 bonuses. Anything over 5 means a - to something else.

Racial Pillars still have 9 orders, but only get 5-6 bonuses total. There are no per-order bonuses.

What if I dont give any bonuses besides possible proficiency swaps and racial stuff, and all the stat/skill extras are contained in the trees?