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Mystery Cake
fa163c
So, updates. I've figured out how to do a lot of stuff for combat, I've worked out the classes for the most part, and I'm slowly chopping away at skills and magic.
Some primary heads ups; healing is transmutation-type until further notice, and it not only difficult, but somewhat dangerous and time-consuming; it's effectively like magic surgery. This prevents the "rich guy paradox" with some old fogey buying clerical services and living forever, and makes certain abilities I have planned more awesome.
Ok, so, classes.
Fury;
I've basically sounded out whatt he fury does, and how he/she does it. The Fury is like a barbarian, except instead of just a static bonus to stats, the Fury takes on the "Visage" of a specific creature, tied to the character's backstory, history, or some such. Some ideas include Elemental, Feral, Fey, Demonic, Angelic, Ghost, and Draconic. At about level 10, a Fury transforms into an aspect of that visage; An angelic creaturewith wings and fly, a Demonic creature with some kind of evil gaze/captivate power, a Fey with silly-hillarious spell-like abilities, etc.
Warrior; Tweaked from fighter in that he has a list of nested abilities (think like modern's class traits) which allow him to focus on armor, weapon, or combat maneuver.
Rake; Similar to Warrior, nested abilities, fun-licious rape stuff. Sneak attack isnt' the only option for Rakes, and they are much mroe focused on sneaking, stealth, and tactical actions.
Huner; Similar focus on stealth, but with a penchant for ranged attacks, as well as tracking, and abilities focused on killing a creature that the character marks as a quarry.
Invoker; Since healing isn't divine anymore, I've made this cleric-liek class into a buffer; he provides positives buffs using abilities tied to his faith. He will have a class ability which allows him or assign temporary HP to allies, for short periods of time, as well as giving players bonuses to defense, resistances, and attack.
Loremaster; Inverse to invoker, the loremaster uses deceit, trickery and his encyclopedic knowledge of his enemies to provide debuffs. One of his key abilities will be to analyse an enemy and use his knowledge to give characters in his sight various bonuses versus enemies, or to demoralize enemies.
Mage; Mages pick a favored Composition and Form, and have an ability tree that allows them to explot magic that uses those two types. Example, a Mage with a Composition of Fire, and a Form of Ray, would receive bonuses on casting Fire-Ray spells, Ray spells, and Fire spells. In addition, Mages of sufficient level can use their intellect and skill to redirect enemy magical energy; converting it for their use.
Witch; Intelligent familiars provide magic for casting, and can act as a conduit for the Witch's magical power. A key ability will be bonuses and abilities given by the familiar chosen, which gets stronger as the Witch levels; representing her growing magical power. This familiar also has the ability to attack of it's own accord, and probably can't be killed, so much as temporarily disabled.
Minor tweaks to combat include me building a huuuuge repository of weapons and working on how they act in game so that they are both balanced and realistic; Reflex has replaced initiative, making Rakes and other dex-heavy classes more effective in combat, and making hunters deadly against even moving enemies.
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