Spider Stomper
Posts: 215
Joined: Monday, 21st May 2012, 20:09
Custom Species
Anyway, the name I've chosen for this species is Monstrosity, but I'm not really interested in flavor or back story. They're heavily mutated humanoids and because of this, they cannot equip any armor. Unlike Felids, they can still use weapons and shields, and they can also manipulate devices like wands. However, they're extraordinarily bad at doing so. Monstrosities are also the slowest species to level, requiring twice as much exp as humans.
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Stats & Mutations
Stats:
Str: 8
Int: 7
Dex: 8
Gains 1 of either Strength or Dexterity every 5 levels.
Gains 5 Magic Resistance per level.
Medium Size
Mutations:
Fangs 3
Talons 3
Horns 3
Pseudopods 3
Bone Plates 3
Spiny 3
Adaptation (When damaged by an attack that checks resistance, Monstrosities temporarily gain that resistance.)
Your grotesque physique prohibits you from wearing armour of any kind. (No cloaks, no torso armour)
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Aptitudes:
HP: 0
MP: 0
XP: 200
Fighting: +5
Short Blades: -3
Long Blades: -3
Mace and Flails: -3
Axes: -3
Polearms: -3
Staves: -3
Unarmed Combat: -2
Throwing: -2
Slings: -3
Bow: -3
Crossbow: -3
Armour: N/A
Dodging: -1
Stealth: -1
Shields: -3
Spellcasting: -3
Conjurations: -3
Hexes: -2
Charms: -3
Summoning: -3
Necromancy: -2
Translocations: -3
Transmutations: -1
Fire: 0
Ice: 0
Air: 0
Earth: 0
Poison: 0
Invocations: -1
Evocations: -4
Here are some of my current concerns:
1) They are completely too powerful at the beginning of the game. The amount of damage they can deal from D:1 is incredible, and they have great starting AC/SH. I'm trying to avoid using levels for higher levels of mutation; it feels too much like a Demonspawn. I'm hoping a horrendously bad experience aptitude along with their terrible aptitudes in general will help to balance this. It doesn't change the fact that they get to grind up the first few floors with little to no risk of death.
2) Resistances. I've had a couple ideas about how to handle this, and, so far, I've settled on "Adaption". Would a passive like this be overly difficult to code? Another idea I had was giving them a random scale out of Molten, Icy, Green, or Metallic upon reaching XL 15. That feels like a rather poor fix; however, I just feel a species with such low AC and limited slots needs a pip of something from somewhere. I'm also considering scrapping the idea of any innate resistance entirely. They do get weapon/shield slot, which allows a bit more resistance options than Felids have.
3) HP/MP aptitudes. I don't know what to do with these. I'm fairly happy with 0/0, and I would not like to compound low HP with such horrendous experience gain. I don't know if negative MP would make a real impact or if this penalty would be in anyway needed.
4) Aptitudes. They pretty much suck across the board. I'm not sure about +5 Fighting, but I know I'm pretty stuck on extremely high fighting and uniformly bad weapon skills. I'm not sure what I'd like to do with the magic schools. I gave them 0 in all elements due to the idea of adaptation, and I liked the idea of sucking at the primary magic schools. I'd love some suggestions on aptitudes; I feel like I could be a bit less linear with them.
Any suggestions or criticisms are very welcome. Thank you.