Blades Runner
Posts: 555
Joined: Tuesday, 4th January 2011, 13:38
Race proposal: Tarkata (loosely based on Mortal Kombat race)
after a brief spell of playing Mortal Kombat games, there was an idea of a new race possibly usable in DCSS - the Tarkata (sg. and adj. Tarkatan).
Originally in MK, these were brutal and savage warriors employed by the evil emperor Shao Kahn. They are humanoid, save for two distinctive features: retractable sword-like blades in their arms, and huge pointy teeth. The Tarkatan forces played a part especially in MK3, when they were sent to exterminate human survivors after Shao Kahn's invasion into Earthrealm.
The most prominent member of this race is undoubtedly Baraka.
And here goes my proposal for DCSS:
The Tarkata retain nearly of the MK features, except two: they are still savage, yet cunning, and their sword-like blades are not retractable and they serve them instead of hands. They also grow over time, starting small and growing to full size at adulthood.
For the gameplay, this would mean the following:
Racial mutations and slot restrictions:
Human-like size.
No inherent EV or stealth bonuses and penalties.
Tarkata have blades for arms.
- These are similar to the Blade Hands spell, except the blades are rather small at the start (in terms of damage similar to Claws 2) and over time they grow to full size(say, similar to Claws 3 at XL 5, similar to (virtual) Claws 5 at XL 10 and full Blade Hands at XL 15. Further growth - probably not). They also get a to-hit bonus similar to Trolls and Ghouls.
- They can also effectively use their blades for parrying attacks. As the blades are not shields, an EV bonus (scaled 0/0/+3/+5 with the blades size above) can be used.
- Their blades count as Long Blades for stabbing purposes.
- Their blades can be temporarily branded via appropriate spells. However, the brands cannot be affixed (maybe except God acts?), and if the Tarkata lack the appropriate resistance (rF for Fire Brand etc.), they suffer some damage every turn their blades are branded. Potions and scrolls are not destroyed this way.
This mutation has also some rather large negative effects:
- They can't wield weapons or wands, and they can't throw anything, similarly to felids. They can, however, wield evocables like decks or or crystal balls, although they'll have a hard time with these (see aptitudes below).
- At all times, they suffer a spellcasting penalty similar to the one of Blade Hands spell.
- Obviously, they can't wear gloves. Other armour, including shields, is OK to wear, but due to their clumsiness they need more time to put armour on and off (+50%, might be negated by Armour/Shields skill).
- The most notable negative effect of the blades is that Tarkata don't have fingers - and as such, cannot wear rings. They're restricted to amulets only, which brings quite a large resistances blow for them.
- They suffer a severe penalty when attempting to disarm traps.
Tarkata have unusually large teeth.
Fangs 2. Basically just to keep the Tarkatan MK flavour.
Starting stats (see here for comparison with other races):
Strength: 7
Intelligence: 4
Dexterity: 6
Stat gain: Strength or Dexterity each 4th XL.
Aptitudes:
HP: +1 - After all, they are a warrior race.
MP: -1 - dtto.
Armour: -2 - Due to the difficulties in putting armour on and off, most Tarkata are not likely to even train this skill. They do not directly suck at it, however.
Dodging: 0 - Tarkata are fully humanoid in this respect. However, they can parry attacks with their blades and thus get an EV bonus (see above).
Stealth: +2 - Given their lack of ranged attacks, they developed the ability to close their prey unnoticed.
Stabbing: +2 - They are very proficient at delivering quick, killing blows with their blades.
Shields: -4 - The blades do not outright prevent the use of shields, but they have a hard time before they can use them properly.
Traps and Doors: 0 - Nothing special here, although disarming traps is very difficult for them (see above).
Invocations: 0 - Nothing special here.
Evocations: -3 - They have very difficult times to operate wielded magic items properly.
Fighting: +2 - Natural-born warriors. Enough said.
Unarmed Combat: +1 - Natural-bladed fighters. No other race has a better apt than +1, so I'd stick with that.
All other melee/ranged weapons and Throwing: 0 - Tarkata cannot use any weapons, so the aptitudes are irrelevant here.
Spellcasting: -2 - They are not natural spellcasters,and they suffer a spellcasting penalty (see above).
Necromancy, Conjurations and Hexes: +1 - They are inherently chaotic and evil, so they receive sort of a bonus in these skills.
All other magic schools: -1 - They are not particularly inclined to any of these magic schools. No Transmutation bonus - the blades are a part of their body.
Experience: 120 - Their savagery is somewhat balanced by their natural cunning.
Gameplay considerations:
Obviously, this race would make good EV unarmed combatants with heavy armour options available. However, the rings unavailability gives them a huge resistance blow, which no other race suffers - this is partially alleviated by armour availability.
Also, they do not have any chance of ranged attacks beyond mutations and spells - they'll have a hard time trying to ease opponents before they close in.
And they would make lousy spellcasters, similarly to Trolls.
Suggestions? Critics? Improvements? Or is this utter rubbish I shouldn't have even thought about?
As we forgive our developers,
And lead us not into the Abyss,
But deliver us from Sigmund,
For Thine is the Roguelike,
the Orb and the Victory,
now and forever.
- For this message the author Zicher has received thanks:
- pratamawirya