Goblin (Race)


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Dis Charger

Posts: 2057

Joined: Wednesday, 7th August 2013, 08:25

Post Sunday, 16th April 2017, 23:25

Goblin (Race)

I'm not stuck on using Goblin, the core idea is a race that's core gimmick is great at learning everything (High Apts), but otherwise pitifully weak in many ways; but get extra god help to deal with this. I just used a weak enemy name as a placeholder.

Weirdness/Mutations
  • No MR - You have no natural magic resistance. (Effectively MR-- at level 27).
  • Low Energy II - MP - 20%
  • Small Size - Same Size as Kobolds and Halflings.
  • Bottom Feeder - You are not slowed or paralyzed by stat zero (all other effects apply). Other effects:
    • 0 STR - Slow Regen III.
    • 0 INT - No spells, no scrolls.
    • 0 DEX - EV set to 0. Stealth set to 0.
  • Sensitive Hearing - You know where invisible monsters are exactly and can Detect Awake monsters when they move.
  • Poor Eyesight - It takes you longer to read scrolls, you cannot detect traps unless something triggers them, and sources of SInv do not work for you.
  • Weak Energy - You are bad at protecting your life force. rN- (extra damage from Torm and Drain, more skill loss from Drain).
  • God's Pity - The active powers of gods have their strength increased x1.5 (even past the cap other races have).

Stats:

STR - 2
INT - 2
DEX - 2

Gain one STR/INT/DEX at random every 5 levels. You CAN start with 1 in a stat, unlike ghouls; specifically Berserker starts at 11/1/5 and Wz at 1/12/4; Wn may start with any stat at 1, but low chance.

Apts:

  Code:
Go: Fighting: 2!, Short: 2, Long: 2, Axes: 2, Maces: 2, Polearms: 2, Staves: 2, Slings: 2, Bows: 2, Xbows: 2!, Throw: 2!, Armour: 2, Dodge: 2, Stealth: 3, Shields: 2, UC: 2!, Splcast: 1, Conj: 2, Hexes: 2, Charms: 2, Summ: 2, Nec: 2!, Tloc: 2, Tmut: 2, Fire: 2!, Ice: 2!, Air: 2, Earth: 2, Poison: 2, Inv: 3!, Evo: 2, Exp: 2!, HP: -2, MP: -2
I'm beginning to feel like a Cat God! Felid streaks: {FeVM^Sif Muna, FeWn^Dithmenos, FeAr^Pakellas}, {FeEE^Ashenzari, FeEn^Gozag, FeNe^Sif Muna, FeAE^Vehumet...(ongoing)}

Cocytus Succeeder

Posts: 2173

Joined: Saturday, 2nd February 2013, 09:52

Post Monday, 17th April 2017, 18:09

Re: Goblin (Race)

So the point is to design a race that is worse than mummy?

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Lair Larrikin

Posts: 16

Joined: Tuesday, 28th March 2017, 22:35

Post Monday, 17th April 2017, 18:24

Re: Goblin (Race)

Could raise apts to +4 and remove all negatives other than the stats and they'd still be lousy.

Throwing on MR--, rN-, -20% MP, and blurry vision is just silly. (Especially the MP, why limit people's Invocations if you're pushing the race that hard in that direction?)

Ziggurat Zagger

Posts: 5382

Joined: Friday, 25th November 2011, 07:36

Post Monday, 17th April 2017, 21:18

Re: Goblin (Race)

0 natural MR just means this race is going to be constantly hexed and will die to confusion/paralysis in ways that will usually feel unfair. Having "high aptitudes" is helpful, but not really an amazingly high power "carry you through the game" sort of thing. The downsides you gave to counteract high apts are much more damaging than high aptitudes.

God's pity could be borderline abusable depending on how it interacted with each god. I'm not super familiar with the recent Elyvilon changes, but assuming that a mass-pacify build is still viable, giving +50% to pacify rolls would probably make it far too easy. But overall this race sounds horribly weak as it stands.

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Terrapin

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