Tomb Titivator
Posts: 879
Joined: Tuesday, 26th April 2011, 17:10
NEW RACE: White Elf
Introduction:
White Elves are a monstrous elven species that was born before time immemorial via breeding experiments with OGRES! They are an ancient race and have many interesting and unique mechanics. They can harness many powers lost to other elves and for that reason they are generally despised among grey, dark and purple elves. Their age is both their strenght and their weakness. White Elves are deeply magical being, like Gandalf.
Mutations:
Slow healing 2: White Elves are very old so they heal more slowly. Also slow healing is an interesting mechanic especially while in combat.
Fast metabolism 2: Elves are always hungry for knowledge! You better find some rings of sustenance before it's too late...
Can wield giant clubs: They are ogre-elf HYBRIDS! It's makes for interesting trade offs in weapon selection.
Can wear two amulet: Double faith since elves are pious!
Iron burns your skin: You need to switch rings every 200-300 turns or they start dealing constant, increasing damage to you. You can switch to same rings so remember to have 2-4 rings of fire resistance for Orb of fires! Armour and weapons are not affected because it would be stupid to constantly have to swap them. Flavour: White Elves were born before iron and other metals came to be and their immune system isn't used to them yet.
You can cast spells using your HP: Enough said, this was the mechanic that was definitely worth saving for from the Djinn! suites the magical beings them here.
You gain powers from consuming magical items: When you consume a glowing etc. prefix weapon or armour or magical rings or amulets from your inventry you gain it's powers for 10 turns. Only 3 effects may be in effect at all times. After 10 turns the item vanishes and you lose the bonus. Bonus per item capped at 1. Flavour: White Elves are deeply magical creatures that can harness all magic around them.
Innate resistances:
rCons X: White Elves have so little interest in earthly matters that they constantly forget to protect their belongings. This part is mostly for flavour which is very important since it makes the distinction between the non-monstrous elves.
rElec: This is pretty strong especially early on but they need something to make up for their downsides!
rFire+: To make up for fast metabolism.
rCold+: To make up for fast metabolism.
rSlow: To make up for fast metabolism. How come no race has this? Well, it fits the theme.
Aptitudes:
There has been a lot of species with plain, boring and flat aptitutudes recently, this species aims to fix this design flaw!
Staves +5 (Magical creatures)
Clubs + 5 (Ogre genes)
Swords: -1
Other weapon aptitudes: -4
Invocations: +1
Evocations: +1
Fire: +4
Earth: +5
Ice: -3
Air: -5
Poison: +5 (old age brings cunning)
Translocations: +4
Necro: -4
Charms: +5
Spellcasting: +3 (Deeply magical creatures!)
Stealth: 5
EXP: -3.White Elves already have learned pretty much anything they consider worth knowing.
HP: +3. Ogre genes.
MP +3: Magical beings.
So what do you think? Comments, suggestions? After comments, I'm going to post this to dev wiki too, I don't think the proposals get enough visibility in GDD alone..
EDIT. Accidentally posted in CYC.