Shoals Surfer
Posts: 297
Joined: Wednesday, 9th July 2014, 08:20
Race proposal: Homunculus
- Code:
Homunculi are constructs resembling small humanoids with disproportionally large (and deceptively strong) limbs, created through alchemical rituals and typically employed to guard the study of their master. They have a natural knack for slipping through the traps, curses and magical barriers that characterize these places, and their ability to assist in alchemical research is bolstered by their prodigious capacity to absorb new knowledge: A newly created homunculus learns to speak within days, and can grasp the basics of magical theory and fighting tactics soon afterwards. However, their artificial nature limits the amount of information they can process, preventing them from ever reaching the level of mastery shown by the warlords and archmages of other species.
Although they are typically created in service to a master, a smattering of free homunculi are known to exist, and their largest community even supports its population by building new "offspring".
Attributes:
- Code:
Starts with 10 STR/12 DEX/12 INT, +1 DEX/INT every 3 levels, +4 MR/level
+20% HP, +10% MP
Small size; can wield weapons and shields as a medium-sized character (effectively a fancy way of saying "extra EV")
Construct resistances (rTorment, rN+, rot immunity, unbreathing)
Fast learning 3: All experience towards your skills is increased by 50% (or some bigger number, enjoy your +8 Fighting aptitude...)
Lorekeeper 3: Your skill levels cannot exceed 12 (...while you can)
Unburdened: You are immune to curses, nets, webs, paralysis, petrification, roots and other effects that limit or prevent movement. You are also unaffected by effects caused by equipping and unequipping items (no amulet penalties, can ignore *Drain/*Contaminate/*Fragile)
Quickdraw: You can rapidly change your weapons and armor. Swapping shields or auxillary armor takes 0.5 auts. Swapping body armor takes 1 auts.
Homunculi cannot worship Ashenzari.
Aptitudes:
- Code:
Fighting +5
Short Blades +3
Long Blades +3
Axes +2
Maces & Flails +5
Polearms +4
Staves +4
Unarmed Combat +5
Throwing +4
Slings +3
Bows +2
Crossbows +2
Armour +4
Dodging +5
Stealth +5
Shields +3
Fire Magic +4
Ice Magic +4
Air Magic +4
Earth Magic +4
Poison Magic +4
Spellcasting +5
Conjurations +5
Hexes +3
Charms +5
Summoning +5
Necromancy +3
Translocations +4
Transmutations +5
Invocations +3
Evocations +5
Experience 0
Alternatively, all +5. This has the advantage of not tricking new players into thinking that homunculus aptitudes matter.
This is my take on a construct race. It is mainly intended to be what trolls are thought to be, but aren't: A race with a great early game that struggles later on. As such, Lorekeeper 3 is the core part of this proposal.
In addition to a strong early game (thanks to demigod-tier attributes, large HP pool and rapid early skill advancement), they also get considerable freedom to swap out items in and out of combat, which in conjunction with their broad skillset (you'll get 12 on everything by mid-game) allows them to switch roles on the fly. I don't think equipment swapping is a particularly undesirable mechanic, since it's neither unintuitive nor tedious, and the ability to switch from heavy to light armor in particular may be an interesting option. There are races that encourage much more undesirable behaviors (kiting and Ce/Fe/Sp, killholing and Fo) anyway, so I guess racial and divine mechanics have some leeway in this department (since they don't necessarily exist in every game).
I also like this particular tradeoff ("easy early game and flexible equipment setup in return for low skill levels for late game") because it's the exact opposite of Ashenzari's conduct ("massive bonus to skill levels in return for a sub-par early game and hard-to-change equipment"), and while symmetry is not a design element, it seems fun to have symmetry between the mechanics of a god and a species that it is inimical to. Lastly, people who hate paralysis and amulet penalties will probably enjoy playing this, and probably also die a lot since it doesn't seem like a particularly strong race. As making players die is the majorest of major design goals, I think this is a fairly solid proposal.
- For this message the author Croases has received thanks: 3
- Dungeoneer, hannobal, Sar