Vaults Vanquisher
Posts: 463
Joined: Monday, 20th July 2015, 04:01
New Race: Kitsune
Kitsune
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Kitsune are shapeshifting foxes with a disposition towards impersonating humans. A Kitsune’s power is marked by the number of tails it has, starting with one at infancy and gaining up to nine when fully grown.
Entering the dungeon as a young, naïve fox, the Kitsune has difficulty learning almost every skill, only surpassing or even matching the basic Human in a select few areas.
However, the Kitsune has far more potential than the Human in terms of specialization. A Kitsune's first tail eventually takes on magical properties and afterwards they proceed to grow more tails at increasingly longer intervals. For each tail, a Kitsune becomes significantly more adept at a single skill, and by devoting two tails to a single skill, they can master it with ease.
A Kitsune's native form as a fox makes them fast, stealthy, and evasive, but very fragile. They are also surrounded by a magical shroud that allows to them deflect unwanted magical debilitations with ease. In contrast, a Kitsune's humanoid form is virtually identical to that of a Human, allowing them to wear equipment used by humanoids and use devices unavailable to an animal without opposable thumbs.
The Kitsune can transform between its humanoid and fox forms at will, and they must make extensive use of both to survive in the dungeon. Unlike a magical transformation, their supernatural transformation is extremely exhausting and cannot be done several times in rapid succession. Very young Kitsune also suffer additional problems.
As the Kitsune grows in power, its native form grows in size. However, while Kitsune grow up extremely quickly, they take a long time to reach full power.
Kitsune are known to serve various gods as messengers and servants and are well-liked by the general pantheon.
Innate Abilities:
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Kitsune start the game in human form and may transform into a fox and back into a human at will at the cost of a moderate amount of satiation. The act of transforming is exhausting and until XL12, causes vertigo. The success chance for this skill is max(100; 52 + XL*4)%.
In Human Form:
- (no basic changes from a human)
Fox Form:
- Fast 1
- +40 MR
- See Invisible
- Base AC of 2 (as though the player was a jackal)
- All equipment is melded except for rings and amulets.
- Little/Small/Medium/Large/Big, starting at Little and advancing one step at XL6 and every 6 levels after that.
- Always treated as Little for purposes of evasion, but not stealth
- -5/-2/0/+2/+5 STR (if penalized, stops before 0 and has no penalty if already at 0 or less)
- [If there's a simpler way to explain this, let me know.] Allows Transmutations, but all complete species transformations (including Spider Form, Tree Form, and the like but excluding Lichform and Statue Form) use the human form as their basis. Basically, the Fox Form status effect goes away if the player casts Spider Form and comes back when that effect ends, but Fox Form doesn't disappear if the player casts Blade Hands or Statue Form.
- All restrictions that apply to Felids apply to Kitsune in Fox Form as well.
- Unlike with other small or large creatures, disregarding loss of equipment, Kitsune in Fox Form do not become frail or robust.
Kitsune have a base Strength of 9, Intelligence of 10, and Dexterity of 11.
Level Bonuses:
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+1 INT or DEX every 4th level.
Average HP
Average MP
+3 MR per level
Fox Form's size becomes Small at XL6, Medium at XL12, Large at XL18, and Big at XL24. Each of these changes is accompanied by a decrease of 1 to the Kitsune's experience aptitude.
Kitsune gain an extra tail every 3 levels (at XL3, their first tail becomes magical instead). For each tail, a Kitsune may permanently increase aptitude other than Fighting by 3 (a screen similar to that when quaffing a potion of experience will be shown). Any skill may be increased up to two times.
Aptitudes:
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Fighting -2
Short Blades -2
Long Blades -2
Axes -2
Maces & Flails -2
Polearms -2
Staves -2
Unarmed Combat -2
Throwing -2
Slings -2
Bows -2
Crossbows -2
Armour -3
Dodging -1
Stealth +1
Shields -1
Fire Magic -1
Ice Magic -1
Air Magic -1
Earth Magic -1
Poison Magic -1
Spellcasting +1
Conjurations -3
Hexes -1
Charms -1
Summoning -3
Necromancy -3
Translocations -3
Transmutations -1
Invocations +1
Evocations -3
Experience 1 > 0 > -1 > -2 > -3
Alright, I took the design philosophy into account and remade the species. Here are a few notes:
Took the suggestions regarding bad apts across the board, more extreme changes to apts, and a changes to experience apt.
I removed most of the fluff, including the evocations ban. I kept Fox Form because I liked the idea a lot. I'm sure you guys will let me know if either of those two things make this race OP, although I can't see them above VS, Sp, or Gr at the moment.
Banning spells like necromutation makes the job of whomever decides they feel like adding tiles to the game a whole lot easier, since currently necromutation and statue form are compatible with fox form and fox form and humanoid form both have a variable number of tails. They are not currently banned, however.
The elemental schools have lesser penalties (-1 vs -3) because otherwise elemental specialists (especially ice and fire) get shafted. On paper, at least. Let me know if you think this is necessary or not.
The MR bonus and see invisible are both in place to give Fox Form another use. The player can weigh whether or not they want to incur vertigo to deal with pesky orcish wizards. Surprisingly enough, these two bonuses combined with great evasion help out a lot if you suddenly see Sigmund and only-somewhat-suicidally decide that you want to take him out (with the right setup, of course).
Last time on Dragon Ball Z:
- For this message the author PowerOfKaishin has received thanks:
- WingedEspeon