Race Proposal: Járnviðr Jötunn
Originating an area so heavily contaminated by magic that the very trees are gigantic, gnarly, gnotted, gnasty and rigid as metal. The jötunn live inside these giant trees and are so contaminated with magical influence themselves that they are also both strong and...unique; randomly receiving useful strengths and deformities as they grow. From a practical standpoint; they are a HUGE race, [Size on par with Giants, Pan Lord and Dragons; larger than Trolls and Dragons]; very magic-affine, but also chaotic and permanently contaminated. This is a merge of Norse myth (traditional); Norse myth (current reconstruction practices) and a mechanic combination that would be unique to crawl.
Huge Size: -8 Size factor; can use any weapon with a shield (as long as they have at least two arms, which can seriously change with this race); too big to effectively use short blades and several other 1H weapons. You can walk through water...and Lava with enough rF.
Chaotic: 1.75x (max) damage from silver. Good gods hate them. Chaotic gods like them.
Mutations:
Start (Permanents)
- Blood Magic: MP costs are paid in HP instead. They do not have an MP pool. Magic does not cost hunger.
- Chaotic Mutation: Gains and receives mutations randomly on XP gain. Tends towards EXTREMELY mutated. You more likely to get all 3 levels of a multilevel mutation if you have a single level. All mutations received via Chaotic mutation are considered racial; they cannot be affected by any form of mutation resistance. Expect to have 15 good and 12 bad mutations by Lair and have those still remain to change.
- Slow Healing 2.
- Glow: Always backlit due to magical contamination.
Chaotic Mutations include all normal good and bad mutations and the following that only this race can have:
- Withered Arm (bad): You cannot use shields and lose Auxiliary punch attacks.
- Vestigial/Extra Arm (good): (I) Extra Ring Slot; (II) Extra Aux. Punch; (III) Can Wear two shields.
- Deformed feet (bad): Slow II, cannot use shoes.
- No neck (bad): Your head merges into your chest. [No Amulet slot.]
- Cyclopes (bad): Acc-8.
- rF-; rC-; rAcid-, etc. are added to their bad mutation pool; but I have no name for these.
Tribal mutations:
[Receives one randomly; permanent, between XL 8 and XL 14. These are based on the tribes of the Ironwood's central familial themes; I left out Hyena and Dire Bear, because I honestly had no ideas.]
- Half-Dead: The left half of your body withers away into a skeleton. rN+++, Dispel Undead affects you for half damage. Metabolism is halved; the living half of your body can still have fast metabolism. Auxiliary punch is switched to draining brand.
- Flame Hair: Your hair is replaced with a ball of fire. rF+++, rC-, Fire Magic enhancer. Enemies that melee you get Sticky Flame.
- River of Blades: You are infused with the energy of river of Cocytus. Ice Magic Enhancer. rC+++, rF-. When you stand in water, everything else takes Cold and Physical damage.
- Cult of Wolves: You can turn into giant wolf on command. Invokable transmutation into a wolf. HP+ 50%; STR+15; Berserk.
- Blood Alder: Your skin hardens like that of a tree. Slow II, AC+15. Your regen improves if you plant your roots; but this disallows you to move until your HP hits max. This can also be used for nutrition.
- Serpent: You gain the properties of the great snake. Earth Magic Enhancer. Snake tail, in addition to legs. +Constriction. rPois+.
- Spectral Deer: You are stuck between worlds. EV + 10; Stealth +50. You may throw your body parts forward [reaching brand on all melee].
Stats:
Start:
7 STR/9 INT/6 DEX
Gain:
1 STR or INT every 4 Levels.
Gains levels slowly (-1)
40% more HP than humans. (+4)
No MP. Not putting the other Apts. right now because...lots of work and not that important.