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Nonnullus Delusion, 2D turn-based RPG concept (I appreciate input)

Started by July 17, 2013 10:47 AM
16 comments, last by JLW 11 years, 5 months ago

I made a thread a while ago that referred to a game my friend and I are going to be working on, a 32-bit, turn-based RPG based off a tabletop ruleset of my own creation. I'll be going one thing at a time, whenever I have the time. I'll be posting information on the setting, plot, gameplay (I know I talked about this a bit, but I'll be putting more detail into it) player species/age/sex/class, equipment, locations, creatures and characters. Probably not in that order. Today I'll be covering the setting. Feel free to chip in.

This game takes place in a realm called Vanaheimr, one of 13 realms in Ginnungagap. (More information on Ginnungagap, the universe of Change, can be found here: http://rpgforumsonline.com/forum/viewtopic.php?t=41678) Specifically, the game takes place in a "Guardian Star," a structure of ten towers in the shape of a five-pointed star that magically support a floating island. The floating island is home to a medium power guardian, a variety of lesser deity that exists to safeguard specific communities. Under the authority of this mid-power guardian are one thousand low-power guardians that span a very large area outside the star, and the roughly one million people in that area. (There are a bit over one hundred in the game.)

The environment is mostly temperate and comprised mostly of rolling hills, forests, mountains and oceans with coastal cities and guardian stars. This specific area is a coastal guardian star, and several of the towers are rising out of the ocean. At the same time, however, the towers on the other side are on mountains. Between these things, both aquatic and mountainous terrain will be present. Technologically, the world is magitek steampunk. The most common native language in Vanaheimr is Vanaic (Gaelic), although it is not the lingua franca due to Vanaheimr's connection with the rest of Ginnungagap. Ginnungagap doesn't have a true lingua franca, but it does have a small set of languages that are used throughout the realms in different purposes. These are Academic (Latin), Divine (German), Political (Russian) or Discursive (Japanese), depending on context. The visual style of the machines varies, but most walkers are spider-like quadrupeds with round bodies. Dirigibles are common, as are airplanes, trains and automobiles, although walkers do serve a purpose.

Guns are very common and are the dominant weapon in the setting, although alchemical powder is universal and enchanted bullets are commonplace enough. Melee is still a valid option, especially since in this setting enchantments require space on an object and a blade has much more room for enchantments than a bullet does. (A blade's excellent starting damage doesn't hurt either.) The setting has undead creatures of two varieties: true undead and walking corpses. Walking corpses are basically automatons make out of corpses and although they may possess some amount of the person's mind they aren't alive, cannot reproduce and are only kept functioning by magic. True undead are essentially living creatures created by magic using a dead person's body (vampires, liches, wraiths) or essentially living creatures created by magic to house a dead person's conciousness. (Spirits.) In both cases, once created these creatures do not rely on magic to live and can continue functioning without magic. They can also reproduce, and are in most senses alive.

As there are twenty playable species and all appear in this region in numbers, specieism is a common issue. It is not, however, the driving force of the story and nor is it portrayed as normal. Instead of humans/elves being bigoted entirely unjustly against everything else with little or no return (white shaming by metaphor) the bigotry in this setting is universal and even. Every species is equally bigoted, with their own little set of other species they hate especially strongly and their own little set of other species they are much more tolerant of. This also isn't universal, and members of one species in one region might hate a totally different set of species than members of the same race in another region. As a general rule, more lawful species are more strongly bigoted, as the default lawful viewpoint is that anything different is wrong.

I'll be covering the basic plot of the game (although not far enough for spoilers) tomorrow.

There's two of us on this account. Jeremy contributes on design posts, Justin does everything else, including replying on those threads. Jeremy is not a people person, so it's Justin you'll be talking to at any given time.

Aelsif's Patreon.

Oooh a retro RPG! I love them! I'll be sure to give lots of feedback tonight! I develop RPGs in my spare time and have done so for the last 8 years

Send me a PM to remind me to give plenty of advice and help!

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Oooh a retro RPG! I love them! I'll be sure to give lots of feedback tonight! I develop RPGs in my spare time and have done so for the last 8 years

Send me a PM to remind me to give plenty of advice and help!

Tetiro, as I said in the other thread, you are thinking of the wrong type of RPG. This is a turn-based strategy style RPG, like Fallout or ToEE, not Final Fantasy or Pokemon. This really makes me wish our industry had proper genre names so this confusion could be avoided. Not saying I won't talk to you, but since we're really working in different genres I'm not sure how much it will help.

There's two of us on this account. Jeremy contributes on design posts, Justin does everything else, including replying on those threads. Jeremy is not a people person, so it's Justin you'll be talking to at any given time.

Aelsif's Patreon.

Today, I decided to cover both the backstory and the characters. I'll move on to character creation soonTM.

Before the beginning of the game, the floating island was home to the goddess Saorsa. Saorsa was a kind and gentle goddess, but the people hadn't approved of her actions (or more accurately, her lack of action) for over one hundred years. Saorsa refused to pass laws she felt would infringe upon the freedoms of her people, passing only laws against direct harm to others or the infringement of their rights. This was less than effective, as many people would simply break her laws and try to escape punishment, as there weren't any laws to prevent them from doing so. For example, although Saorsa outlawed murder and punished them severely, she never put into effect any law that would actually make the act any harder to perform for somebody prepared enough to avoid punishment, willing enough to take the risk or stupid enough not to think about it. This didn't actually result in a high murder rate, but it left a lot of people feeling uncomfortable and unprotected. Usually, they attempted to protect themselves with weapons and locked doors, and this lead to a lot of accidental shootings by idiots who clearly were not qualified to possess firearms. Most of these shootings were not fatal, but this issue still very serious. Saorsa refused to pass gun safety laws, even things as simple as required completion of gun safety courses or the mandatory instalment of safety catches on weapons to prevent these incidents, as she felt this would prevent many people from possessing a weapon if they so desired.

While Saorsa's heart was in the right place, she was naive enough to assume basic competence in her subjects, detached enough to forget how badly the actions of one idiot can impact those around them, and far too dedicated to her principles to compromise them for her followers' sake.

In the year before the game starts, a regulator incursion takes place in Tuathbaile, and the weakling volunteer military present is unable to repel them on their own. By the time Saorsa arrives with reinforcements, nearly three hundred civilians and two hundred soldiers have died. By the end, nearly one hundred more civilians and another two hundred soldiers die. The town's resurrection fountain fails under the strain guiding in so many returning souls in such a short period, leaving nearly one hundred people coming back without a guide and ending up scattered across the world. (Exactly what these fountains try to prevent.) The last two hundred before them are scattered throughout the town and beyond, many appearing in mid air and being wounded or killed again by the resultant fall. People demand Saorsa do more to raise a proper garrison to prevent such death in the future, but Saorsa is unwilling to order people to join her military and continues only taking volunteers. (Although the number of volunteers skyrockets.) People got dissatisfied with Saorsa that a coup was planned, and several of the towers supporting her island were bombed. These bombs failed to destroy the towers, but they did manage to cause considerable property damage and civilian casualties. Saorsa failed to respond with new laws to this as well, although the conspirators were all adequately punished for the damage they caused.

A new group is gaining traction the entire time, calling itself the Imperial Order. The imperial order claims that consolidating Saorsa's Tuathbaile Federation into an empire and passing a series of strict laws will make all the people under its jurisdiction safer and prevent such incidents from occurring. They brag about plans to prevent travellers from entering their cities armed, banning the use of civilian vehicles within city limits to prevent people from fleeing law enforcement (and increasing public transportation to compensate, of course) and putting up a chain-link "regulator net" over city walls to prevent any regulator larger than an observer from passing through undetected. (This is sufficient, as observers are not a threat to anybody, and make a decent meal for a housecat.) Their spokesperson and public leader was an attractive, if naive, young woman of sixteen years who went by the stage name Tèarainteachd. Saorsa never stepped down, stating that the organization did not have the people at heart and would throw away their freedom when it wasn't in their best interest. After another attempted coup, Saorsa turns to Wandel for intervention.

Wandel, surprisingly, bothers to intervene. He shows up in person and orders Saorsa to leave and wait for the next guardian star to be required, so she can take over there instead of a new god being made. He then settles the manner present there by replacing her with Tèarainteachd, giving her as much divine power as Saorsa and moving her to the floating island. Her masters remain in communication, of course, and run the new empire through her.

Three months later and three months before the start of the game, things start to get bad. A rebellion begins against the empire by those living outside the star, who claim the empire is infringing upon their rights without affording them any of the protection the people in the star are receiving. The rebellion is responded to with military force, which stokes the flames instead of stamping them out. Soon, the rebellion gains outside support from other guardian stars, and "liberator" armies begin to show on the scene. The imperial military is forced to respond to invaders on all fronts, and lacks the manpower to the rebels themselves. The empire starts hiring mercenaries to combat the rebels, and this is where the player's party comes in: a group of people from a local village inside the star, who scraped together the funds for a tour as mercenaries and are heading to combat the rebels the military cannot until the military can spare the manpower to do so.

Non-Player Characters:
While the player's party is completely custom, there are plenty of NPCs in the game. I'll be adding to this list as time goes on.

Saorsa:
"Do I have to say it in Academic? 'Populus nunquam redono suum licentia tamen sub nonnullus delusion.' There, I said it in academic. Clearly, I'm educated. Granted, I could have just given you directions to the train station for all you know, but I sure seem to know what I'm talking about when I speak academic, don't I?"
Species: Human, guardian
Age: 10 physical, 154 chronological
Height: 135cm
Mass: 45kg
Class levels: Bard 40, mystic 40
Attributes: Strength 20, agility 30, constitution 30, perception 35, charisma 70, resolve 14
Noteworthy physical traits: Pink hair, red eyes, tanned skin. Although she mostly looks her age, most adults guess her age as "12" because of her above-average breasts, although these are still within the standard of deviation and aren't abnormal, making it odd people think she looks older just because of them. If anything, her small stature actually makes her look younger.
Saorsa is a promoted mortal, a human more specifically, and she was promoted to be the lead guardian of the 944th guardian star in 1584 Jahr Des Wandel. She was initially quite well received by her people due to the freedom they were afforded under her "rule." It is now 1728 JDW, and she's not so well received any more. Her "rule" has been largely perceived as ineffectual, and although her heart is in the right place and always has been she hasn't done enough to protect her people and her charisma only got her so far. While she always remained popular and most people just can't find it in them to hate somebody with a face like that, it didn't prevent them from being disappointed in her and deciding she isn't qualified for her position. She's notorious for her short-lived relationships with mortals, and her frustration with the public claiming her lovers are "too young" for her when she starts dating them and "too old" in just a couple years. "Damn it people, make up your minds!" She's also notorious for falling asleep at inappropriate times, including before public addresses and during long meetings. Her normal dress is a short sleeved, short skirted white dress under a yellow vest. She may or may not wear gloves and shoes, but when she does they're usually yellow. Her undergarments are usually white, on the rare occasion she actually wears them. If she had a campaign manager, he'd have grey hair within the year.

Tèarainteachd:
"What use is freedom, if you're not... Daidh, what's this? Is this whiteout? Did you spill whiteout on my papers? How am I supposed to read this?"
Given name: Teàrlag
Species: Human, guardian
Age: 16 physical, 17 chronological
Height: 180cm
Mass: 76kg
Class levels: Noble 6, sorceress 6
Attributes: Strength 20, agility 30, constitution 20, perception 16, charisma 40, resolve 30
Noteworthy physical traits: Bright orange hair, blue eyes, large D-cup breasts and very tall for a woman. She is very pale, and although upon inspection she appears to have a few maternal traits (lactating breasts, larger fat deposits, so on) she doesn't have any children.
Tèarainteachd is a promoted mortal, a human more specifically, promoted to replace Saorsa when she was moved. She was chosen due to her being the spokeswoman for the largest group of Saorsa's detractors, and promoted to godhood. Like Saorsa, she was initially well received but the peasantry is rebelling against her. She dresses very conservatively, with a bonaid, kilt, cotton blouse, light gloves, hose and ghillie brogues. Her attire is mostly cyan and blue, with white undergarments. This is a very traditional informal outfit for the area, and was considered the best choice for her campaign. Tèarainteachd has a little brother named Lubach, who has been following her around to events since her first public speech, reinforcing the claim that they were orphaned during the regulator incursion, despite both of their parents having been resurrected on schedule with no issues. Her attractive figure, naivete and association with a large number of older males has lead to a lot of very rude accusations, but despite her detractors' claims she's only sleeping with one of her co-workers, and he's a male intern scarcely two years older than her. The relationship is exclusive, romantic and might actually lead to marriage. Nothing interesting there, I assure you. Despite jokes about her being a ditz with no self control, the only time she has ever shown a lack of self control (on campaign) was backstage, the first time she met Saorsa. "Oh, my god, you are so friggin' CUTE!" ("Yes, your god, I am so friggin' cute. Get off me.")

Lubach:
"Just because she didn't do a good job doesn't mean you shouldn't listen to her. You can at least learn from her mist... are you even listening to me? Yes, she's cute. Yes, I'm cute. No, I already have one. 'Huggabug' is not a word. 'Huggybug' isn't either. Quit fawning. Put me down. Go to bed."
Given name: Labhrann
Species: Human
Age: 8
Height: 120cm,
Mass: 35kg
Class levels: Savant 10
Attributes: Strength 10, agility 12, constitution 10, perception 23, charisma 12, resolve 10 (Note: These are much lower than the two girls only because he's a mortal. His stats are still above average, with the average starting stats for boys in his age group being strength 9, agility 11, constitution 11, perception 10, charisma 12, resolve 8.)
Noteworthy physical traits: Like his sister, he has bright orange hair, blue eyes and pale skin. He doesn't share his sister's height or physical strength, but he also doesn't share her poor vision or lack of awareness.
Lubach is Tèarainteachd's little brother, and the person she's closest to. Unlike his sister, Lubach is smart, flexible, compromising, detail-oriented and plans ahead, and if he could only get her to listen to him they'd be a great team. As it is, however, he's her means of keeping herself grounded at best and her talking teddy bear at worst. He dresses traditionally,like his sister. He wears a ghillie shirt rather than a blouse, forgoes hose and wears shorter, fingerless gloves. He wears a tam o' shanter rather than a bonaid, and prefers grey with green to cyan with blue.

There's two of us on this account. Jeremy contributes on design posts, Justin does everything else, including replying on those threads. Jeremy is not a people person, so it's Justin you'll be talking to at any given time.

Aelsif's Patreon.

Today, I'll be covering character creation and options. I'm looking for input here regarding the process itself and suggestions as to the UI. I'll move on to gameplay soon. (Valve time.)

Difficulty selection:
Before you begin character creation, you must select a difficulty for the campaign. This cannot be change while in-game, as it impacts character creation very heavily. There are five difficulties, "Pitiful", "Easy", "Normal", "Hard" and "Sadistic". The gaps between "Pitiful" and "Easy" or "Hard" and "Sadistic" are the largest. While easy isn't much easier than normal, or even that much easier than hard, pitiful has no challenge at all and this game is supposed to be challenging. Hard isn't that much harder than normal, or even easy, but sadistic is exactly what it says on the tin. No matter how you do it, completing sadistic earns you some bragging rights. Pitiful will never earn you any.

In character creation, difficulty impacts starting character grade for your 1-16 player characters. It also impacts your budget, maximum equipment quality (in CG), starting money, and the functions of your home village.

Species:
First, select a species. There are seventeen to choose from. I had to cut three (mer, myrmidons and kobolds) for various reasons. I cut mer because as aquatic creatures they would be at a solid disadvantage for the majority of the game, although they might get added back in by DLC later on. I had to cut myrmidons because with that many seriously different castes they would be difficult to work with (although quite interesting, so they're good DLC material as well) and I cut kobolds because the RP for a creature that enslaves itself to a chosen master is hard to work with for PCs. (There will be kobold NPCs, and you can acquire kobolds as party members, they're just never playable.)

Human:
An arrogant, prolific race common in every realm of Ginnungagap. In Vanaheimr, they are a massive minority representing almost 10% of the population. The Tuathbaile Star's cities have massive human populations, although there aren't many humans outside of the cities. Humans have average stats, but are very flexible in their builds, good saving throws and excellent stamina. Humans average ~180cm and ~90kg, making them one of the largest humanoid races.

Elf:
Another arrogant, prolific race common in every realm of Ginnungagap, if to a somewhat lesser extent on the former and latter. In Vanaheimr, elves are also a massive minority, representing over 5% of the population. Common in the villages outside the Tuathbaile Star's cities. Elves exist in four varieties: village, wood, high and dark. Village elves are common in rural settlements, and are the default. Wood elves are highly reclusive and avoid larger settlements. (The sterotype about them engaging in incest is highly exaggerated.) High elves are disciplined, albeit uncharismatic, elves common amongst nobility. Dark elves are strong and disciplined elves with little charisma and only average agility, common in the lower classes of cities where they are constantly either engaging in hate crimes or being subject to them. (Pride and poor communication skills make poor traits in lower-class areas.) Elves are famous for their "androgynous" appearance, with lesser secondary sexual characteristics (and primary, if you believe the gossip) with no tertiary characteristics to be found. If they are wearing loose clothing, it can be difficult to tell their sexes apart. This is particularly true with their children, where even other children and other elves (although seldom other elven children) can have a hard time discerning their sex. Despite this and the lack of practical physical differences between elven males and females, elves actually have very strong gender identities and significant mental sexual dimorphism. Elves average ~180cm and ~70kg.

Dwarf:
Yet another arrogant, prolific race common in every realm of Ginnungagap. (There has to be some reason why all the most common races are such pricks, but I just can't put my finger on it.) In Vanaheimr, they are a fairly large minority representing nearly 5% of the population. They and the elves have a sordid history, but they're not actually either enemies nor rivals. Dwarves have very pronounced secondary and tertiary sexual characteristics and great physical sexual dimorphism, making their females very easy to tell apart from their males. In particular, dwarves have the largest (proportionate) breasts of all humanoids. Female dwarves are no more flexible than the males, but are quite a bit tougher. Dwarves average ~120cm and ~50kg.

Halfling:
Halflings are a reclusive race common anywhere humans are found. They tend to live in rural communities, usually away from humans, and in Vanaheimr are most common in villages outside of the cities of the Tuathbaile Star. They represent about 3% of Vanaheimr's population. Halflings are smaller than humans, and are even smaller than in-game human children. However, they have a slightly portly build and pronounced secondary sexual characteristics, making them easy to tell apart from children. Halflings do not get along well with larger species, although they aren't really hostile, and tend to avoid the children of larger species. Halflings steer clear of human children in particular, because human children are liable to beat them like rented mules over fairly minor offences. Halflings average ~100cm and ~25kg.

Gnome:
Gnomes are a small race often compared to dwarves in appearance, despite being both thinner than dwarves and having less body hair. Gnomes usually have beards, usually prefer intellectual pursuits to physical ones and usually cast spells, but they are chaotic and none of these things are universal. Gnomes, like halflings, tend to be beaten by the disgruntled children of larger species. (There HAS to be a better way to vent your frustration.) Gnomes average ~100cm and ~30kg.

Tierc:
Tiercs are larger, more muscular orcs that are never common and represent about 1% of Vanaheimr's population. Tiercs are muscular and bulky, with thick hide and an unusual development in their nervous system that leaves them in a constant, dull pain. As a result, they have grown accustomed to pain and pay it less heed than other species, but they also take longer to recover from it as it makes their own pain worse. Both sexes are quite distinct visually and have great sexual dimorphism. Their grey skin and facial characteristics make them visually unappealing to most other races, but other goblinoids find tiercs the most sexually attractive of their kind. Tiercs are the largest playable species in the humanoid creature type, averaging ~200cm and ~100kg.

Orc:
Orcs are a humanoid species with a sporadic population throughout the realms, and are actually most common in Vanaheimr. Representing about 15% of Vanaheimr's population, orcs are in the majority in most venues. They have grey skin, and their facial features are ape-like and unattractive to most species. They have some of the best attributes of any medium-sized species, with good strength, constitution and resolve, high sex modifiers and penalties only to perception and charisma, but they lack in special abilities and features, cementing them in the "boring, but practical" category. Orcs are somewhat smaller than humans, averaging ~160cm and ~60kg.

Bugbear:
Bugbears are hairy, orc-sized goblinoids. They are fairly common in Vanaheimr, making up ~3% of the population. Of all the goblinoids, bugbears are the most apelike. Bugbears are notoriously mischievous, although no more malicious than other species, and are known to pull practical jokes and scare people for no reason other than their own amusement. In particular, their children are known to go to great lengths to scare other children, usually through surprise. ("+5 points if they drop what they're carrying, +10 if they piss themselves!") Their sexes are less distinct than other species, and their females' breasts are smaller. They average ~160cm and ~60kg.

Goblin:
Goblins are small goblinoids that are simultaneously lanky and portly. They are among the most common species in Vanaheimr, at ~15% of the population. They have great senses, the best of any playable species, and high overall attributes. Like most goblinoids, however, they lack in unique abilities. They are good survivors and are hard to kill. They average ~120cm and ~30kg, and like most small species they often end up being used as punching bags for the children of larger species.

Gremlin:
Gremlins are tiny goblinoids that are common wherever goblins and humans are, and thus are quite common here in Vanaheimr, making up ~10% of the population. They appear similar to goblins, although they are much smaller, and share in bugbears' proficiency at mischief. They particularly like to hide or confiscate small objects of people they feel have wronged them (or that it would just be funny to mess with) such as car keys, pacifiers, shoes, remote controls and tools. They average ~80cm and ~12.5kg, making them the smallest player species next to the fey.

Fey:
Fey are tiny feykin, appearing as tiny winged elves, which make up ~2% of the population of Vanaheimr. Their wings can take a number of forms, including avian, mammalian, anisopteran or lepidopteron. These wings are mounted on their lower sides, just above their kidneys like a second set of arms. They are the most agile player species, and have great defensive traits in most respects they're just lacking in health. They average ~60cm and ~7.5kg.

Lizzie:
Lizzies are medium reptilian humanoids native to Muspellheimr, very uncommon here in Vanaheimr at only ~1% of the population. They are humanoid, but have the characteristics of both crocodiles and lizards, including a crocodilian tail. They are tan or light green in colour, more often light green here, and they stick towards the south end of the star and seldom venture further north. They're a bit lighter than humans, at ~180cm and ~80kg.

Sparrifiskr:
Sparrifiskr are medium aquatic humanoids native to Alfheimr, with a small presence in Vanaheimr of only ~2% of the total population. They are humanoid with both fish and amphibian characteristics. Their face is fish-like in some aspects, although their body is more frog-like and they can function on land and in water. They even have mammalian characteristics, such as multiple mammary glands. Rather than being humanoid, these are under six small dugs that lactate from birth. They are well known for their natural talent with spears and polearms, and their love for both divine magic and multiclassing. I can say with certainty that every sparrifiskr you meet will be multiclass and able to cast divine spells. They average ~180cm and ~90kg.

Froll:
Frolls are large, humanoid giants native to Niflheimr, with a small presence here in Vanaheimr of ~2% of the total population. They are large, furry, many-eyed ape-like creatures known for their regeneration, tolerance for cold and weakness to energy damage. Frolls, like most trolls, have strong sexual dimorphism but most of it is not obvious at a first glance. Their stats are pretty bad and their special abilities aren't stellar either, but their large size is a nice advantage. They average ~300cm and ~200kg, making them the largest non-aberration player species.

Naga:
Nagas are large aberrations with a considerable presence here in Vanaheimr of ~5% of the population, with the lower body of an enormous snake and the upper body of a human. They are very large, but their humanoid upper body is of normal size and they perform better as spellcasters than melee combat. That said, nagas have a powerful venom, a vampiric bite, an immense constrictive tail and unhinging jaw that all make them quite dangerous to any enemy they manage to grapple. Nagas are considered extremely attractive by humanoids, and their generally laid back, gentle demeanour helps them get along with humanoids better than other aberrations can. They put a heavy emphasis on family and are very protective of children. These instinct are so strong they apply to children of other species, and even naga children get extremely protective of their friends. On that note, naga children are naturally cutesy and crave physical contact insatiably, making them the most desired adoptees in every realm. As adults, nagas average ~500cm length, ~180cm height and ~400kg mass.

Spinner:
Spinners are large/huge aberrations with their largest presence here in Vanaheimr at ~10% of the population, with the lower body of a spider and the upper body of a human. Their females are much larger than their males, although their males have overall better stats and abilities to make up for this. They are poisonous and are very mobile, capable of scaling vertical surfaces like no other species can. They lack a vampiric bite, but they can deliver a nasty (if not usually fatal) venom and swallow prey whole. (Although swallowing healthy prey is suicide, even if they pull it off.) Stereotypes to the contrary, it's actually an extreme rarity for a spinner woman to eat her mate. Spinners are very reclusive and tend to wander in nomadic family groups, only interacting with outsiders long enough to trade and mate. Their males average ~175cm tall, ~150cm long, ~350cm in legspan and ~150kg in mass. Their females average ~350cm, ~250cm, ~600cm and ~600kg.

Skor:
Skor are huge aberrations and the largest player species, although they are rare in all realms and only represent ~1% of the population here in Vanaheimr. They are the most venomous playable species, although their venom is still usually not fatal to a human. They also have unhinging jaws that let them swallow prey whole, although they need to kill or otherwise incapacitate the prey first if they aren't trying to commit suicide. They are extremely reclusive, preferring to live in solitude and only interact with other sapients when they mate. They barely even raise their young, although for a species as large and imposing as a skor that's not a big deal as most creatures wouldn't dare go anywhere near their young and if they did they couldn't do much anyway because even as babies skor are deadly apex predators. Skor average ~350cm in height and length, ~500cm in legspan and ~800kg in mass.

Ages and sexes:
There are two sexes and give ages to choose from. Age is a full template that drastically alters the performance of a character, sex is a simple statistical modifier that is dependent on age. The five age groups are "baby", "child", "adult", "elder" and "ancient".

The adult age group is the standard, with intermediate skills and neither saving throw nor attribute modifiers. Their sex modifiers are intermediate, +2 strength for males of most species and +2 agility for females of most species, although this is far from universal and many species have different modifiers. Their alignment is default. Ideally, this represents a healthy, active adult between 15 and 25 years of age, although if pressed it can represent an individual as young as 12 or as old as 35.

The elder age group is slightly stronger early game, but advances slightly slower. They have higher saving throws, more starting skill points, significant skill bonuses and high sex modifiers. (+3) Their resolve is extremely high, making them excellent divine casters, although their perception and physical stats are all slightly lower. However, they are slower, heal slower, earn slightly less experience and earn fewer skill points as they level. Their senses are also pretty bad, so keep some younger eyes around them at all times. They tend towards order, and this shifts their alignment restrictions somewhat. This ideally represents a healthy, active adult between the age of 40 and 50, although it may go as young as 35 or as old as 75.

The ancient age group is a much more extreme version of the elder age group, with all modifiers being doubled. Their sex modifiers are all the way up at +4. This age group ideally represents a healthy and active (as much as they can be) adult of 80 years or more with no upper limit other than death, although some people may count in this age group as young as 70, 60 or even 50. They have a strong lawful bent, which impacts they alignment restrictions a lot.

The child age group is weaker early game, but advances quickly. They are smaller, have lower saving throws, fewer starting skill points, slightly lower starting speed, significant skill penalties, smaller +1 sex modifiers, low strength and resolve. However, they heal faster, earn experience faster, get more skill points per level, have some significant skill bonuses (such as +2 search, spot and listen from their excellent senses), are very cute (yes, this actually has a tangible in-game effect) and higher agility, constitution and charisma. (Especially charisma.) They tend towards chaos, and this shifts their alignment restrictions somewhat. This ideally represents a healthy, active child between 6 and 10 years of age, but can go as low as 4 or as old as 12.

The baby age group is a much more extreme version of the child age group, with all modifiers provided being doubled. Their sex modifiers are 0 by default, so for most species they have no effect. (Some have other sex modifiers, or intensify the default ones, and thus will have effect here.) They have a strongly chaotic bent, which shifts their alignment restrictions a lot. This ideally represents a toddler between 2 and 3 years of age, although it can represent an infant as young as a couple months or a child of 4 years or even a bit older.

Classes:

There are twenty playable classes in the game. These work in a similar manner to D&D classes, which means you can easily mix and match classes as you see fit rather than being stuck with your starting class. Starting class is used as the emblem above a sprite when not selected, although all are visible once you select them.

Soldier:
The soldier is a solid combat class, which allows itself to be fine-tuned for specific situations. They're good with cover and work best in groups. You must have at least one member different class in your party to have a soldier. Their emblem is a dead child being eaten by a dog, lying inside a black, heart-shaped box held by an iron hand.

Warrior:
The warrior is another solid combat class, built around finesse and timing. They have a number of limited-use states that, depending on circumstance, range from barely useful to obscenely powerful. Used properly, this is an extremely powerful class. Used improperly, it's not worth the party slot. Their emblem is a child bearing a sword, facing a threshold with a large horned shadow coming through it.

Martial artist:
The martial artist is a customizable class with a long list of options they can mix and match to fit their playstyle. A martial artist can unparalleled at one thing or pretty good at everything, depending on their build. They use a renewable resource called "ki" with most of their abilities. Depending on their build, this can be meaningless, the biggest factor in their effectiveness or somewhere in between. Their emblem is a child, hand up, with a velvet-gloved, iron hand guiding their wrist.

Guardian Sentinel:

The sentinel is a defensive class with defensive traits. They have the best survivability, have mild healing powers and are good at protecting their allies. Their emblem is a child clutching a heart-shaped box to their chest. Uses constitution for casting. Several adults are visible through the box's lid.

EDIT: I retconned this class's title to avoid confusion between this class and guardian deities.

Lawman/Lawwoman:

The lawman is a very finicky offensive class with good social ability. Lawmen get away with everything socially, it takes a lot of abuse for them to see punishment. They have great offensive power at the beginning of combat. Unfortunately, their defensive traits aren't the best and their offensive traits vanish once injured. Their emblem is a dead child being beaten with an iron fist.

Scout:
The scout is a great class when it comes to their senses. They have good skills, and automatically gain bonuses to search, spot and listen as they level. Scouts are also very stealthy, and although they don't get all the fancy special abilities of a rogue they do get sneak attack. Scouts have the best visual range, and have good ranged weapon proficiencies. They have mild, perception-based casting abilities. Their emblem is a child, in a tree, with a looking glass.

Bard:

Bards are a jack of all trades. They can cast spells to some extent, they have decent vitality and proficiencies, they can cast in light armour and they can use music and poetry to buff allies and debuff enemies. They are heavily dependent on alignment, as although they must be chaotic their personality determines their casting. Bards are manic depressive and can switch personalities daily, for greater flexibility. Bards are all about style, and at level 1 may choose a free combat style feat (soldiery, dueling or two-weapon fighting) to help them develop a personal style. Uses charisma for casting. Their emblem is a child with a lute, writing with a quill upon parchment.

Ranger:

Rangers are a cross between a combatant class and a divine caster. They cast spells with a wide selection but limited daily allotment, and although their combat abilities aren't stellar they are highly modular. Their emblem is a child, arm outstretched and a bird landing upon it.

Rogue:

The rogue is a stealth-based, skill heavy specialist class. Their primary combat ability is the sneak attack, a special ability of theirs that grows as they level. Unlike the scout, the rogue can improve their sneak attack with a long list of exclusive feats they can pick from for free as they level. These will either give them more opportunities to use the sneak attack or enhance its effects, or alternately increase other combat abilities and set up for an increase in usage. Their emblem is a child hiding behind a counter holding a knife and a loaf of bread, before a threshold with a large horned shadow standing in it.

Mystic:
The mystic is a gambler's class. While they are a lot like a bard in that they do a little of everything, they are more focused on casting and their special ability: the tarot deck. They carry an enchanted tarot deck they use to cast spells from. They draw a random card from the deck to produce an effect, or draw a hand to mix and match their effects. Each card has multiple options, but can only be used once daily. This is very random, but as they level they get more control by getting to draw more cards (and put back any they don't want from a particular hand without using them) and thus they gain more power. Uses charisma for casting. Their emblem is a blind child holding a hand of cards: The World, The Fool, The Tower, The Lovers and The Devil.

Savant:

The savant is a mediocre, skill heavy, non-caster jack of all trades at first glance. Upon closer examination they are the most flexible non-caster class in the game and they advance very quickly. They get the most skill points and every skill is a class skill. They get an experience point bonus right off the bat, and the experience point bonus provided by their perception is vastly increased. They even get bonus feats to help them out, and they have good starting proficiencies. While they are weak early on, with the right build they progress faster than any other class and they can be tailored to fill any combat role. Their emblem is a child sitting on a chair in an empty room, reading a book by candlelight.

Artisan:
The artisan is the class for crafting and repair. They have no magic and only decent combat ability, but they can craft things no other class can, enchant things without meeting the spell prerequisites, improve gear much more, repair things better and even fix things quickly in combat and without relying on magic. An artisan is a valuable asset to any team, although any team only needs one. Their emblem is a child sitting at a desk, sketching. Adults are faintly visible, obscured in the background, quarrelling with one another.

Noble:
The noble is a social class like no other, capable of getting away with almost anything, getting better prices than anyone else and earning more money than they deserve. The noble can only be taken as a starting class. Their emblem is a child wearing a black coat, with a red right hand clutching green paper to their abdomen, fingers in their coat.

Worker:

Workers are tough jacks of all trades, with good skills and starting proficiencies. They get bonus feats, tire less easily than other classes, do good work in their chosen profession, have survivability and improve somewhat faster in their physical stats. Their emblem is a child, holding a pickaxe, being struck with a whip.

Shaman:

Shamans are excellent healers, with great casting power and two animals that can also cast spells of their own. Between their companion, their familiar and their own casting power, they can cast more often than any other class. However, their combat abilities are awful and they resent advanced technology, limiting what resources they can use. Uses resolve for casting. Their emblem is a child sitting against a tree watching a dog, while the dog watches an owl and the owl watches the child.

Priest/Priestess:

The priest is the alternative to the shaman. They have better personal casting power and combat ability, complete with special abilities that impact the undead. That said, they don't have any animals to add to their casting power so they overall are not as good in that role. Uses resolve for casting. Their emblem is a pile of burning books and an iron fist beating a dead child with a rod.

Physician:

The physician is a healing class. Great casting power, doesn't prepare spell slots, charisma rather than resolve, excellent with wands, staves and scrolls. Very good in defensive situations, damage control and healing. Their emblem is a headless child kneeling next to a beheaded adult, trying to put the adult's head back on.

Wizard/Witch:

A highly modular arcane caster class that learns spell easily for its selection and is very good with wands, staves and scrolls. Better at non-casting roles than other arcane casters. Uses perception for casting. Their emblem is a child wearing goggles, holding a vial and a quill.

Sorcerer/Sorceress:

A very flexible arcane caster class that cannot learn spell easily and doesn't get many per level nor has a larger daily allotment than the wizard, but doesn't need to prepare spell slots and is better with both wands and staves. Uses charisma for casting. Their emblem is a child, arms outstretched like wings, flying through the sky.

Mage:

The mage is a very powerful caster class that learns spells easily, has a good selection and doesn't need to prepare spell slots. Worst proficiencies, vitality and skills of any class, and other than magic has no real class features. They use perception for casting. Their emblem is a child with a looking glass, sitting on the crescent moon.

Attributes:
The next thing you do is place points in your attributes. Your six of your attributes all have a minimum (before modifiers), a maximum (before modifiers) and you can set them to anything between them. When you open this part up, it shows your attributes at their average after the modifiers from your previous selection. The minimum and maximum are listed below for each difficulty, along with the total your attributes can reach. (Before modifiers)

Pitiful: Average 18, minimum 9, maximum 27, total 108
Easy: Average 16, minimum 8, maximum 24, total 96
Normal: Average 14, minimum 7, maximum 21, total 84
Hard: Average 12, minimum 6, maximum 18, total 72
Sadistic: Average 10, minimum 5, maximum 15, total 60

Skills:
Now assign your skill points. You start with a number of skill points equal to one level of your class, plus your age modifier (if any), plus your perception rank (if any) and your age-dependent starting skill value. Difficulty does not impact this, except in it likely lowering your allotted amount of perception. Your class skills determine how high you can go at any particular level, but do not increase the number of points required to increase them. You may train class skills up to 10+1/2 level, but cross-class skills only up to 5+1/4 level. These are rounded down, so for now 10 and 5. There are 30 skills in the game. (I'll list them later. It's 5:00 and sunday or not I'm exhausted.)

Starting equipment and budget:
You start off choosing equipment for your characters from a shopkeeper screen with a given starting budget dependent on difficulty. Note that nobles start with a 25% greater budget. You cannot keep unspent funds from your budget, so try and spend it all. There's also a limit on equipment starting quality. Note that for craftsmen, these are always 1 higher. These values are for each character, and budget cannot be taken from one and given to another.

Pitiful: 500.00u, +2
Easy: 400.00u, +1
Normal: 300.00u, +0
Hard: 200.00u, -1
Sadistic: 100.00u, -2

Starting money:
Starting money is dependent on difficulty, with no modifier from class. The difference between the difficulties is particularly pronounced here.

Pitiful: 10,000.00u/character
Easy: 1000.00u/character
Normal: 100.00u/character
Hard: 10.00u/character
Sadistic: 1.00u/character

In both budget and starting money, the unit used is called a "uair." It's supposed to represent a single hour of minimum-wage labour, although it was instated over two hundred years ago and inflation did that concept right in. It's roughly equivalent to a single US dollar.

I'm not going to get into the home village right now, I simply do not have the energy, but I'll get to it later in its own special section.

There's two of us on this account. Jeremy contributes on design posts, Justin does everything else, including replying on those threads. Jeremy is not a people person, so it's Justin you'll be talking to at any given time.

Aelsif's Patreon.

Sounds like you have a decent grasp of your world and its inner workings. We've discussed the classes, previously. As for the racial interactions and the races themselves, it mostly sounds like every race prefers their own company. Any inspirations from D&D for the Elves?

For the UI, definitely showing dynamic changes based on selections made would be nice, showing a character view while you are adjusting the various aspects such as race and age, and the finer details you allow, like class and perhaps stat adjustments based on the funds you have to spend.

Anything in particular you are wanting commentary on? More specifically than just UI?

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Sounds like you have a decent grasp of your world and its inner workings. We've discussed the classes, previously. As for the racial interactions and the races themselves, it mostly sounds like every race prefers their own company.

For the most part, yes. Some aren't particularly bigoted, like halflings. They might quietly dislike the big folk, but that's because the big folk mistreat them a lot, and the big folk's little ones use them to vent their frustration with adults. And nagas don't care much for the hairy races (dwarves, bugbears, to a lesser extent gnomes) but they don't mind the others, and they've been known to take in orphaned children even from the races they dislike. (And accusations to the contrary, they treat them just fine. They don't molest them, they don't suck their blood and they certainly don't eat them or feed them to their kids.) There are more examples, of course, but that should be enough for now.

Any inspirations from D&D for the Elves?

More of the elder scrolls got through here. I started with the three elder scrolls elves (high, dark and wood) created a cross-breed and then tossed out everything but their appearance and restarted. Some things still remained, but for the most part they perform entirely differently.

For the UI, definitely showing dynamic changes based on selections made would be nice, showing a character view while you are adjusting the various aspects such as race and age, and the finer details you allow, like class and perhaps stat adjustments based on the funds you have to spend.

A portrait, I can do. It's a bit of a no-brainer, actually. Your full 32-bit sprite can be displayed to the left of the menu. Enlarged considerably, of course. I don't know what you mean by "stat adjustments based on the funds you have to spend", your stats aren't impacted by funds. Funds only impact what equipment you use.

Anything in particular you are wanting commentary on? More specifically than just UI?

Anything you'd be willing to comment on, really. I'll take what I can get.

There's two of us on this account. Jeremy contributes on design posts, Justin does everything else, including replying on those threads. Jeremy is not a people person, so it's Justin you'll be talking to at any given time.

Aelsif's Patreon.


A portrait, I can do. It's a bit of a no-brainer, actually. Your full 32-bit sprite can be displayed to the left of the menu. Enlarged considerably, of course. I don't know what you mean by "stat adjustments based on the funds you have to spend", your stats aren't impacted by funds. Funds only impact what equipment you use.

Misread your post. Show changes based on stat adjustments, maybe. For instance strength makes you look buffer. Higher or lower constitution would be something like looking sickly or healthy.

Not sure if I could comment on funds since I don't know what you will be purchasing.

Misread your post. Show changes based on stat adjustments, maybe. For instance strength makes you look buffer. Higher or lower constitution would be something like looking sickly or healthy.

Pretty sure I can't do that on a 32-bit sprite.

Not sure if I could comment on funds since I don't know what you will be purchasing.

Clothing, for starters. Armour, if you can use it. Weapons, (guns, bows, crossbows, swords, axes, clubs, whatever you use) equipment (backpacks and other storage, medical kits, tools) crafting supplies (parts, alchemical reagents, materials) consumables (food, drink, potions) expendables, (grenades, mines, charges, traps) and probably more than that. Take your pick.

There's two of us on this account. Jeremy contributes on design posts, Justin does everything else, including replying on those threads. Jeremy is not a people person, so it's Justin you'll be talking to at any given time.

Aelsif's Patreon.


Pretty sure I can't do that on a 32-bit sprite.

But you could for the profile image, the portrait.

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