DEEPER - A COMMUNITY ROGUELIKE FOR RPG MAKER VX - YOUR HELP WANTED!

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Max McGee
with sorrow down past the fence
9159

Introduction

What?
Deeper is meant to be an addictive, fun, easy-to-learn, difficult-to-master Roguelike/dungeon crawl for RPG Maker VX. Design goals include a wide variety of races, classes, and items, and

When?
The project has just started development, as of today (May 25th, 2009. You can all consider yourselves in on the ground floor. My goal at the starting gate is to have the game, if not finished (most roguelikes are never finished by their development teams; they expand endlessly) then at least in a publically playable form within one year.

Where?
Here, on RMN, of course! Or did you mean the in-game setting?

*The World:
The setting is The Mundus, a mostly generic fantasy setting with some interesting genre bending twists related to its oldest origin myths. It has everything you would expect out of your standard D&D/Tolkien pastiche, and some very original bits thrown in. The world comes with a semi-in-depth history but PLENTY of room left for you to flesh in details with your input. World-building for Deeper will take a very unorthodox approach that will be detailed in the next two sections.

The Dungeon:
Your typical endless randomized dungeon (click for more details).

Magical gateways (teleportal), designed by the antediluvian and extinct Bygone, the original people of The Mundus, have been discovered recently throughout the Mundus, from the Elven ruins of Ald Laenaelish to the smoldering heart of Skarsgraag Volcano. All the gateways appear to lead to different parts of the same unspeakably vast dungeon; a stone-buried Bygone ruin so sprawling it may cover the subterrane beneath an entire continent, or exist in a pocket dimension all its own. It is called the Bygone Depths.


Scholars and scribes speak in whispers of a great treasure- the Rift Codex- with the godlike power to create entire species and possibly even entire worlds, or destroy them, being hidden within the heart just such a vast labyrinth. Of course, who knows what other lesser marvels accompany it. But getting the treasure and getting out alive will be far from easy.

Who?
In one sense, this will be a community project, like Missiongarde. I am inviting input from all of you (yes, all of you). This input can take several (very structured and discrete) forms. See below. However, I will be closely filtering this input and guiding the project as the design team leader.

Why?
I played a pretty good Roguelike for a day or two and got inspired.
I have a hypothesis that this will be the easiest kind of game making project for me/you/us to start, stick with, and actually complete. Let's test it out!

How?
Everything about this project has been streamlined for us all to be able to work FAST and casually. I will explain how (this is where it gets more complicated...)

Constants

These Design Constants, as I like to call them, are things I decided on beforehand to prevent us from bickering about them endlessly instead of actually making the game. These are pretty much set in stone. Now before you say "but you're restricting my creative input", let me ask you this? Which is more important to you, having all of your suggestions implemented, or participating in something that actually gets finished? I hope the latter, my hypothetical friend. :)

Engine:
Deeper is being developed in RPG Maker VX.

Defenses/Justifications
*Deeper will use custom algorithms (see below) that are impossible in older makers.
*Deeper needs to be highly modular; VX is just that, thanks to RGSS 2. You can actually make your ideas for skills and abilities possible.
*Deeper needs a lot of quickly made maps, with a focus on quantity over quality. RMVX is great for this.
*Finally, Deeper ABSOLUTELY REQUIRES a working Random Dungeon Generator; RMVX is the only RPG Maker program to have one.

Deeper Does Not Have A "Plot" or "Characters":

This does NOT mean that there are not opportunities for player immersion, but the game's plot will be minimal, and all characters will be blank-slates determined through player "roleplaying". Time is saved by not having cutscenes, intro/outroduction, etcetera. Read on.

---CONTINUED IN NEXT POST---
Max McGee
with sorrow down past the fence
9159
---Continued From Last Post---
The World:

Deeper is set in a "high fantasy" setting I have already created and (very sparsely) fleshed out, known as The Mundus. This saves time and conflict by eliminating a lengthy part of group world building. The world is not that important anyway:

The entire game takes place in one VAST dungeon. (This is also non-negotiable.)

This does not mean that you cannot contribute significantly to building the world. Read on.

Here is what we know so far about the Mundus. Note that the (words) below do not include absolutely EVERYTHING about the world's history. The earliest (pre-historic or mythic) era is left blank. This is done intentionally; I will explain why later.

Partial History Of The Mundus (Have fun seeing if you can catch all the references!)


The Draconic Era
(Only the wisest scholars and scribes know these secrets.)

After the ancient civilization of the Bygone people departed from Mundus, ending the Bygone era, it is known the Dragons became the dominant species of the world. Their incredible power and considerable intelligence (the latter always underestimated by the Bygone who'd enslaved them) made this fact almost an inevitablility, when compared to the other peoples of the Mundus. Man was weak and ignorant, elf frail and delicate, dwarf without guile or tact, orc foolhardy or exiled, animunculi obedient and honorable to a fault. The Dragons, with their power, guile, and ambition, set about dominating the world.

They had learned some things from the arrogant and amoral Bygone that had enslaved them. They forced the smaller mortal races to pay tribute to them and labor as their slaves or be destroyed, and established feudal fiefs throughout what was left of Mundus after the decimation of the inconcievably horrible Rift War. The only competition for any Dragon for power and influence was another Dragon, and the worst fighting among them was infighting. After years of feuding and warring between the Draconic fiefdoms, Kratos, an ancient and battle scarred red dragon who dated back to the rift war, emerged as the First Dragon Emperor of Mundus, lord and master of all that he surveyed. The other dragons, recognizing that continued infighting could cause their species to lose its foothold, grudgingly accepted his empire.

Kratos ruled for several hundred years before he was assasinated and devoured by his heirs to be. Assassination quickly became the mechanism of succession in the dragon kingdom. All other races were slaves or chattel, or went into hiding to escape the hunger and cruelty of the Dragon rulers. Man, elf, and dwarf who didn't submit to servitude dwelled in caves and lived primitive, pathetic existences. The Orcs were quick to submit themselves to dragonkind, and hence, achieved some modicum of power in Draconic society, serving as knights and feudal retainers to the Dragon lords or the Dragon crown. However, the Dragons never fully trusted the Orcs, and they themselves were not great enough in number (by necessity, considering their dietary requirements) to keep a watchful eye over all of their kingdom.

Fortunately for the Draconic empire, the Dragons had acquired more from the Bygones, their former masters, than a hunger for power. The Dragons used magic, artifice, and alchemy to grant themselves the ability to take human form, and in doing so, interbreed with humans. A controlled breeding program created the Draconians, mortal, humanoid creatures with draconic heritage, whose dietary requirements weren't as catastrophically restrictive as those of dragons. The Draconians could be trusted to be completely loyal to the Dragons, and there could far more of them than the number of actual Dragons mundus would support.

Meanwhile, the Elves managed to strike an accordâ€" of sortsâ€" with the Draconian empire. Using some powerful and long-thought-lost Bygone magic or artifact they'd found as a bargaining chip, a large collective of Elves secured a region for themselves, the haraia jungle in the south of the western continent, where they created the incredible golden city of the Elves, Laenaleish, which means “Land of the Elves” in Elven. Of course, after establishing their kingdom, the Elves had to worry not only about the encroaching pressure of the mighty Draconian empire, which was angry at having to cede any of its land to such a weak people, but also had to deal with the frequent raids from the desert citadel of Durosk, home of the Dark Elves, who had harbored a deep resentment for their fairer cousins since the Bygone era. Eventually, after almost a millenia of providing near-utopian isolation for Elvenkind, Laenaleish fell two hundred and fifty years before the end of the Draconic era, sacked and burned by a wing of radical dragons from the north. The ancient Bygone relicâ€" whatever it wasâ€" was lost during the doomed battle for Laenaleish.

Many adventurers to this day lose their lives searching for it in the ruins of Ald Laenaleish, now overgrown and haunted with the ghosts of the elves who died there.

The Draconic era came to an end when one manâ€" a warlord named Alrular Ormacâ€" finally had the courage to fight back. He was somehow able to slay a Dragon, although history, blurred by the lens of legend, greatly contradicts itself on exactly how: conflicting accounts say he used a legendary magic sword, that he recovered an ancient magic or technology of the Bygone, or that he simply directed his followers in a human wave tactic against an elderly dragon that had greatly underestimated them in its arrogance, and slew it when it grew exhausted with slaughtering them. However he did it, the act of killing that Dragon made Alrular Ormac a hero, a legend, and a leader of his kind. He was made the figure head of a huge populist mob of humans, armed with new courage and vigor in addition to the far greater numbers they'd always had. Led by man, but supported by the surviving elves, the dwarves, and even the Dark Elves, and supplemented by legions of recovered centurion animunculi, the allegiance managed to kill enough Dragons to drive themâ€" with their Orc and Draconian alliesâ€" away to their strongholds on the eastern continent of Aldland, where they remain to this day. The Orcs and Draconians left behind were slowly and grudgingly integrated into the society of the western continent, about to be christened Ormacia, after its savior.

Alrular Ormac became the first King of Ormacia, granting parcels of land roughly corresponding to those they already inhabited to his Elven, Dwarven, and Dark Elf Allies, and distributing patents of nobility, baronies, and duchies to his closest allies and confidantes. So began the Ormac dynasty and the first Era of Man.

The First Era Of Man
(Scholars and scribes know of this era; the common man, not so much.)

On the day that he was crowned King of Ormacia, Alrular Ormac pronounced that this year would be the first year of the First Era, and so the concept of dating first appeared reliably in written history. The kingdoms of men (the whole continent of Ormacia), elves (the valley of Valaleven), dwarves and gnomes (the northern mountain stronghold of Rockhaven), and Dark Elves (the citadel of Durosk in the Duskbloom Desert) gradually incorporated and assimilated the disposessed groups of stranded Draconians and Orcs, and the alien but sentient Centurion animunculi, now an independent species divested of its original purpose, and the widely distrusted Changelings. These four kingdomsâ€" loosely allied under the rule of King Alrularâ€" comprised the government of continental Ormacia at the start of the First Era.

At some point during the first era, around the year 100, the mortal human wizard Opteryl lost a chal'han (a several hundred year long, ritualized magical duel) with the elven lich Dyess, and as a humiliating punishment, was cursed to change into a crow whenever struck by sunlight or moonlight. Slowly learning to control his curse, the aging Opteryl eventually used his magic and guile to spread his seed to dozens of women, his only chance at his legacy being immortalized outside of lichdom, which didn't appeal to him. The children of these women all bore Opteryl's curse, beginning to shapeshift into avian form and when they interbredâ€" perhaps by coincidence, or perhaps through machinations Opteryl set in motion before his deathâ€" their children were in turn cursed. As the generations of Opteryl's offspring learned to control their shapeshifting, they became a new race of their own, that bred trueâ€" shapeshifters that could take the form of man and raven, hawk, owl, or eagleâ€" the Opteryx, so named after their deceased patriach. The Opteryx remain scattered throughout the civilziatons of Ormacia to this day.

The Ormac dynasty ruled well and relatively peacefully until the year 516 First Era. At that time, King Valton Ormac died, with no legitimate male heirs, and an adopted daughter, Princess Ovelia. During the king's illness, the Queen Belina finally became pregnant, with a son, but that child's legitimacy was wildly called into question, with many parties suggesting the boy was not truly fathered by the aging king. One powerul group of nobles and order of knights, the House Seyton, in the south, championed and supported the Queen's son, Orinas, as the legitimate heir, even going so far as to see the Queen murdered so that she could not rule in the boy's stead until he was old enough to take the throne. Another powerful noble order, House Kessar, based in the north, on the other hand, sponsored Princess Ovelia as the legitimate heir, and established its leader as her regent, to rule in her stead until she came of age and could be manipulated. The result of all of this was that House Seyton in the south and House Kessar in the north went to war to determine who would succeed to the throne of Ormacia. As everyone took sides in the conflict, this civil war split Ormacia in two, and would come to be known as the Hundred Year War.

The Hundred Year War
The knights and peasant armies of House Seyton of South Ormacia and House Kessar of North Ormacia battled each other whose proxy would succeed to the throne for a hundred years, exhausting the entire nation as war, famine, and poverty ran rampant across its face. At the end of the conflict, neither side was victorious, hundreds of thousands were dead, and most of Ormacia was in ruins. The conflict never ended conclusively in victory for either side or a teartyâ€" the remains of House Seyton and House Kessar were torn apart quite literally by peasant mobs, enraged at the woe that the succession war had brought to the entire country. The four surviving great houses offered Seyton and Kessar up to the masses in a bid to consolidate power, which they did, dividing North and South Ormacia amongst themselves. So ended the Ormac Dynasty and, in 620, the First Era.


The Modern Era
(All Characters are aware of these current events.)

At the conclusion of the devastating Hundred Year War, a civil war fought to determine who would succeed to the Ormacian throne, the Ormacian throne itself was officially dissolved by agreement of the four surviving noble Houses who had not taken a side in the conflict. The Ormacian nation was also effectively dissolved, leaving only a loose confederacy of feudal powers in its place. The four Great Houses roughly divided the face of Ormacia into four counties, which they would rule over as they saw fit.

In the north of Ormacia, House Aufidane rules Prywyn county from the township of Prywin Falls. The falls power a watermill that produces lumber, one of House Aufidane's major industries. House Aufidane's ruling nobility have traded a great deal and intermingled somewhat with the dwarves of the nearby city of Rockhaven. As a result, Aufidane have advanced techniques and tools for masonry and stonework.

House Castaigne, an honorable, ancient, and somewhat stuffy noble family claiming direct descent from Alrulan Ormac, rules the beautiful agrarian breadbasket of the Keldari Isles. House Castaigne does not deign to deal with other races, and remains isolated from much of the outside world.

The territory of House Carolus ranges from the Watergate south to the ruins of Ald Laenalaeish, excluding the free city-state of Freeport. House Carolus controls the eastern coast of South Ormacia from its stronghold of Kraekeep, and also earns money from river fishing in its territory and selling water to the people of the Duskbloom Desert. In the past few years, House Carolus has come more and more under the influence of the Dark Elves of Durosk.

Finally, the noble House Valatar rules Newarc county, from the ruins of Ald Laenaleish south and east to the tip of the Newarc pensisula, and the Merrilake isles as well. House Valatar, based in the ocean city of Spindleport, earns its' income from shipping, fishing, trade in ancient Bygone artifacts from the ruins in its territory, and the excellent vintages of the Merrilake vineyards and wineries. House Valatar has been influenced the most by nonhumans out of all the noble houses, and several Elves of the Merrilake Isles sit on its ruling council.

Meanwhile, with the human lands of Ormacia thus reapportioned, the dwarves maintain their stronghold at Rockhaven, the elves remain in their kingdom of Valaleven, and the Dark Elves continue to lurk in the desert caverns of Durosk. Of course, many dwarves, gnomes, and elves, and dark elves have also struck to make their way in human society, as do large numbers of displaced animunculi, changelings, Draconians, orcs, and Opteryx on the continent of Ormacia. In the far east, in ancient Aldland, the Dragons and their draconian servants rule the northern mountains with an iron claw from their citadel of Dracwyn, and the Orcs rule the fortress city-state of Iron Hollow further south. The two civilizations intermittently and inconclusively war with one another, but are just as often allied and plotting against the free peoples of Ormacia.

Farthest east is the unincorporated isle of Aysein, where the ancient Opteryx wizard and scholar Thaddeus has created a great Academy of magic and science, Mages Guild, protected or shrouded from the barbary of the outside world by powerful magic. In Ormacia, other centers of learning and knowledge include the library of the Lochwinter and Tallowisp monasteries, maintained by pious orders of cloistered monks, the Hermetics.

In the center of Ormacia, on its eastern coast, is the free city of Freeport, which is not in the territory of any Great House, but comes under the influence of agents of all of them. It is in freeport where trade, guilds, and crime flourish out of the shadow of the Great Houses, and it is also the port of call for trade with the monasteries, the Keldari and Merrilake isles, Aysein Isle Academy, and even occasionally the Orcs of Ironhollow.

In the last generation, leading up to the present year 752 M.E., the most ‘history' has occured in the area of Freeport. North of Freeport, the Elven nation of Valaleven closed its boarders to foreigners and to foreign trade, in response to frequent occurences of smugglers sneaking Bygone artifacts out of the ancient ruins of Eldilia in the Silverwitch mountains. The Elves are even maneuvering to build a dam at Watergate that will cripple southern Ormacia. The mayor of Freeport was changed, as it cycles between the Great Houses every seven years, from a noble of House Castaigne to a noble of House Valatar. Retired tradesmen from Freeport moved out the city to establish the town of Golden Falls near Watergate, a town with no Great House charter or allegiance, which lead to agents of House Aufidane, House Castaigne, and House Carolus all maneuvering to gain control of the new township. A camp of Dark Elf bandits and raiders from Durosk has been wandering nomadically through the plains of Krae County, frequently raiding the caravan routes from Watergate to Freeport. And dragons, not seen in Ormacia for years, have been spotted in the mountains near Valaleven.


Very Rough And Undetailed Map Of The Mundus


---Continued In Next Post---
Max McGee
with sorrow down past the fence
9159
---Continued From Last Post---

Numbers:

This is actually a set of several constants.

*Small Numbers:
A high starting PC HP in Deeper is 24. A low starting PC HP is 14. A high endgame PC HP is 96. A low endgame PC HP is 46. Many more details follow in subsequent sections.

*Nonstandard Algorithms:
(This section will be expanded later.)

1. Regular attack damage equals attacker's attack - defender's defense.
(Rather than default, which is ATK x 4 - DEF x 2 This is for ease of at-a-glance balancing.)
2. Evasion is equal to Agility. (A high starting PC Agility is 18; a low starting PC Agility is 8. A high endgame PC Agility is 24; a low endgame PC Agility is 9.) This results in combat where not-getting-hit is equally important as having tons of HP. All attacks have a chance of missing. This drastically improves the importance of the (by-default semi-worthless) agility stat.

*Levels:
There are 9 Levels of experience in Deeper. The Level Cap is 9. Each level up past the second is a major accomplishment. EXP drops are small and/or carefully regulated.

*Caps:

We are working towards the following (approximate)caps:
16 Classes
16-32 Races (Passive Skills)
150ish Unique PC Skills
200ish Items.
200ish Weapons.
200ish Armors.
200ish Enemies.
40 Conditions/States.
50 Attributes/Elements.


Classes:
0.
HP is HP.
MP is MP.
Attack is "STR".
Defense is "CON".
Agility is "DEX".
Spirit is "INT".

1. There are 16 slots for classes.
Four combat classes, four magic classes, four stealth classes, and four "other" classes which will include BOTH miscellaneous and hybrids.

2. Classes will be created (largely by you) using a priority system.

Priorities:
A= Superlative/Excellent
B= Very Good
C= Good
D= Above Average
E= Average
F= Poor

These priorities are obviously skewed towards goodness; we want PCs who are badasses, not weenies. One priority will be assigned to each attribute. There are six priorities, and six attributes. This, a prototypical tank/fighter might have:

A: HP
B: STR
C: CON
D: DEX
E: INT
F: MP

This is to ensure all classes are balanced with each other. Please see the following STATISTICAL DISTRIBUTIONS (I have obviously thought this out A LOT):










FOR MORE DETAILS, OR IF PLANNING ON CREATING A CLASS, PLEASE SEE THE FOLLOWING:
http://rapidshare.com/files/237269223/Deeper_Mechanics.xlsx.html

3. Skills

A. Combat classes learn ONE battle skill every level (including starting out), and have a total of nine skills. Unless they are hybrids or have divine powers, their skills NEVER have MP and should instead have alternative costs. Examples of alternative costs:
i) Health (HP)
ii) At Will, w/ Drawbacks (i.e. an attack that does more damage, but is proportionally more accurate. Use carefully.)
iii) At Will; only cost is loss of turn. (i.e. the cost is the turn not spent ATTACKING. This works well with buffs, misc. skills; obviously no direct damage skills this way.)

B. Magic classes start with one spell, and can learn MANY more. They can learn spells from spell books/tomes based on class and level. There is no upper cap to the number of spells they can learn. They should end the game with roughly 18.

C. Stealth classes learn battle skills like Combat characters with the same alternative costs (unless hybrid). They also have a pool of five points (plus one per level) to spend on the following special abilities; note that this is done by the person who creates the class, not the player. These skills go up one point per level in a way determined by the person who makes the class but max-out at 5. See example classes if this is unclear.

Stealth:
Basically, they can 'go invisible' and avoid combat for a minute or so THIS many times per interval. I'm not sure about the interval yet? Every ten minutes? Every hour? Between rests? Whatever.

Detect:
A behind the scenes d25 roll occurs each time a trap is encountered; if the roll is under (DEX + Detect) the trap is detected.

Disarm:
A behind the scenes d25 roll occurs each time a trap-disarm is attempted; if the roll is under (DEX + Disarm) the trap is detected.

Pick:
A behind the scenes d25 roll occurs each time a lock picking is attempted; if the roll is under (DEX + Pick) the trap is detected.

Finally, be aware that since Class will determine Parameters, there is no class changing in game. Each class is its own character.

Races:

The constant here is how they are handled. These are largely up to you (see next section).

1. Bonuses. Races are essentially handled as passive skills with a set of (flat, non percentile) bonuses to HP, MP, STR, CON, DEX, or INT. All races should be balanced equivalent to +2. For example, a character with +2 MP is the same as a character with +4 DEX, -2 CON is the same as a character with +6 STR, +6 HP, -6 DEX, -4 INT. Please no bonuses or penalties greater than 6.

2. Resistances/Weaknesses to attributes and conditions are worth the same as bonuses between -6 and +6 as determined by you. i.e. a race immune to fire would have, say, -2 MP to balance it, with immunity to fire being worth the same as a +4 bonus. Try to be reasonable, balanced, and fair.

3. Racial abilities (Health, MP, or alternate cost) should be reckoned the same as resistances/weaknesses.

---END CONSTANTS (for now)---

Semi-Constants

1. I am strongly inclined toward using the Mack graphics for RMVX unless there are any complaints.

---OP Concludes Next Post---
Max McGee
with sorrow down past the fence
9159
---Continued From Last Post---

What Deeper Needs From You!

Phase I. Classes and Races

Please, no more than one class and one race per person, starting out. I have final authority to accept/reject.

1. Classes
a) Name.
b) Brief Description.
c) Distribution of six priorities to six attributes.
d) List of 9+ Skills with Costs and Descriptions.
e) Distribution of Stealth Ability points (Stealth Only).
f) Usable items.
g) Skill learning mechanism (Misc. class only).
h) Resistances/Weaknesses, if applicable.

2. Races
a) Name.
b) Somewhat lengthier description.
c) Attribute Bonuses/Penalties.
d) Resistances/Weaknesses to attributes/conditions.
e) Racial abilities with detailed description, balance notes, and cost.

REQUEST:
Please stat the races mentioned in the world history before creating your own.

Phase II. Massive Dungeon 0

Coming soon...

Phase III. Artifact and Ancient Text Generation (Archaeological World Building)

Coming soon...



---RACES SO FAR---
Men (Humans)
Description: The pinnacle of resiliency, diversity, adaptability, ruthlessness and greed, men are as hard to kill as cockroaches. They apply themselves well to everything, but have no specific superlative strengths or weaknesses.
Attribute Bonuses/Penalties: Humans earn 20% more experience than any other race. This is their only advantage. (This is accomplished with a Passive Skill called "Race: Human" which auto-inflicts State 22, which increases experience rate to 120%.)
Resistances/Weaknesses/Abilities: None. Humans have a significant advantage in being fast learners, and no other special resistances or abilities.

Elf
Description: Elves are more agile but frailer and weaker than humans. They are also rather alluring.
Attribute Bonuses/Penalties:
+2 AGI, -2 CON, -2 STR.
Racial Ability:
Elven Allure:
75% (modified normally by resistance, so, on average, really 45%) chance to 'Charm' one humanoid enemy.
Resistances/Weaknesses/Abilities: Even Level 1 Elves are immune to Enchantments (Paralysis and Sleep), two of the nastier status effects in the game. This more than makes up for their less than optimal stats.

Dwarves
Description: The Dwarves of the Mundus are hale and sturdy of body and heart. The oldest race of the mundus, they are masters of the craft of stone and steel, and fearsome warriors. Their trade goods are the most valued of all races, and their capital of Rockhaven is a wealthy city indeed.
Attributes:
+4 CON, -2 DEX.
Resistances/Weaknesses:
Dwarves are somewhat resistant (D; 50%) to Poison damage but are normally susceptible to the Poison status effect.
Racial Ability:
"Full Defense" (Passive): Dwarves take only 1/4 damage when defending. (All other races take 1/2 damage when defending.)

Zelzi
Description: The rare Zelzi are a raptor-like reptillian race found in the savannas of Duskbloom Desert, living a nomadic lifestyle, and relying on their Raiders to gather food from both the land itself and passing caravans alike. Zelzi are not a hated race as they were in the past. In fact, it has become almost customary for caravans to bring along extra rations for the purpose of staving off Zelzi Raiders. They are lead by a Great-Chief, who is always the mother of the strongest male of the strongest tribe. Much trade and little war between tribes has caused the Zelzi to prosper greatly in the harsh desert clime.
Attributes: +2 STR, +4AGI, -6HP
Resistance to Fire.
Weakness to Earth.
Racial Abilities:
Limber (Passive):
Sapped (50% CON), Feeble (50% STR), Muddled (50% INT) and Sluggish (50% DEX) status effects wear off twice as fast.

Vampire
Description: The vampires are said to have originated from a small, forgotten realm in the most northwestern parts of the world. Rather than being a unique race, vampirism can be seen as a spiritual malaise or form of demonic possession that can afflict any of the basic humanoid races: human, elf, dwarf, and orc alike.
The curse of thevampire originated in the forest-valley far west of Rockhaven, covered with dark forests and swamps. With the protection of the dwarf lords of Rockhaven, an independent people made a home there, during the Draconic age, when all other thinking beings were slaves to dragonkind. This golden age ended in the History does not tell of it's origin or the like but that it's golden age was ended during the third century B.F.E. (before first era) when the Orcish horde descended from the eastern mountains to punish the upstart civilization.
A bitter war broke out and the lords of the realm began to realize that their demise was imminent. As shrouded this tale is there are no details other than a pact with dark gods to be able to fight back the Crcish hordes, which also resulted in the land and it's people becoming cursed for eternity to drink blood to live. All vampires, from elders to fledglings, are heirs to the lords to the lords and dukes that once swore the dark pact.
Attributes:
+2 STR, +2 INT, +2 DEX, +2 CON.
Vampires gain EXP at 75% the rate of most other races. (I am having issues implementing this and would like some help!)
Racial Ability:
Shapeshift
Inflicts Batform status (Silenced, 200% DEX, 50% STR, INT, CON, and HP) on self.
Blood Drinker:
An unarmed physical attack that absorbs 60% of the damage dealt.
Resistances/Weaknessses
A (200%) to Light/Holy.
B (150%) to Fire.
D (50%) to Cold.
E (0%) to Healing; vampires cannot be healed except by drinking blood.
Gigante
Description: A race of giants whose height and stature intimidates nearly everyone they come across. Fortunately, they believe they were created by the gods for the purpose of protecting the planet's natural resources, not to wreak havoc and mayhem across the land. To this end, many Gigante are leaving their lush homeland to investigate why animals/monsters are becoming more and more violent.
Attribute Bonuses/Penalties:
HP +6, CON +4, STR +4, INT -6, MP -4, DEX-2
Resistances/Weaknesses:
D to Sap and Feeble.
D to Water and Earth.
B to Pain/Dark.
Abilities:
"Jackhammer" - 6 HP - The Gigante smashes the ground to create a shockwave of energy that hits all enemies for 0.7x normal attack damage. Earth Elemental.

Naga (Nagaii)
Description:
A snake-like race that lives in marches and swamps. Though once thought to be evil and malicious creatures due to their frightful appearance, Nagaii are really a wise, thoughtful race that prefer to keep to themselves. Most Nagaii that leave the marshes to travel are intelligent warriors who take a strategic view to battle and usually end up becoming strategists, archivists, doctors*, priests, assassins* or teachers of their arts. Coming from a society that revolves around family groups, Naga are very protective of children and the sanctity of marriage (no matter the race). Though usually level-headed, Naga can become rather vicious when protecting the weak or arguing their beliefs.
Attributes:
STR -2, CON -2, HP -2, DEX +2, INT +2
Resistances:
Immune to Poison.
Special Ability:
Venomous Bite- Costs 3 HP - Natural attack with chance to inflict Poison.

Animunculi
Description:
The Animunculi are something between walking suits of armor and archaic robots. Machines brought to life, not only are they an incredibly stalwart and sturdy race, but also they are quite pleasant and amiable. Generally, an Animunculus will do as it is told with little quarrel as long as the request adheres to its code of ethics, as they were originally a servant race, and it has been long ingrained in them to be obedient. It is for this reason that they are often taken on as bodyguards, as their honor and fealty are bested only by their superior fighting ability. Now, the Animunculi are without a homeland, and so must make their own way and find new purpose.
Attributes:
STR +2, CON +2, INT -2.
Resistances:
Animunculi are somewhat resistant (D) to all forms of basic physical damage. They are immune to Pain damage, the Bleeding status effect, Poison damage, and the Poison status effect. Unfortunately, Animunculi are also immune to healing, and cannot be healed by spells or potions. However, Animunculi can use and be effected most magic normally, as they are owered by magical energies. Finally, Animunculi take double damage from Electricity spells and attacks.
Special Ability:
"Animus Ex Machina" - 3 MP - Adds "Regenerate" condition to user. This is the only way Animunculi can heal.
Will do animunculus when not invigorated by spirits.

(By spirits I do mean Vodka.)
Max McGee
with sorrow down past the fence
9159
---CLASSES so far---
COMBAT
Name: Cavalier
Description: Cavalier is a combat class; a knight skilled with blade and shield, and capable of using a wide variety of weapons, the cavalier is a natural leader and works best at the head of a large party.
Attributes:
A: CON (18)
B: STR (16)
C: HP (20)
D: INT (12)
E: MP (10)
F: DEX ( 8 )
Skills:
(All Cavalier skills have no cost unless otherwise noted. Can be used only in battle.)
1 "Chivalry": 100% chance to give self "Chivalrous" status, greatly increasing chance to be targeted by enemies, and adding 10 temporary HP, for the rest of the battle.
2 "Stare Down": 80% chance to inflict "Afraid" (75% Attack, Int, and Accuracy) on one susceptible enemy for 5-10 turns.
3 "Cheer": 100% chance to give one Ally cheered status (150% DEX; 125% STR) for 5 turns.
4 "Charrrge!": 75% Accurate, Double Damage Melee attack with 25% Recoil; inflicts" Staggered".
5 "Focused Discipline": Own accuracy increases by 100% for 3 turns.
6 "Hold the Line!" Spend 6 HP for an 80% Chance to grant each ally "Inspired Defense" (150% CON) for 5 Turns.
7 "Silvertongue": 75% chance to "Charm" one humanoid enemy. Charmed enemies attack their allies until they take damage.
8 "Honorbound": 75% chance to restore own HP by ~10 + INT.
9 "Battle Cry!": Spend 12 HP for 80% Chance to grant each ally "Inspired" (150% STR, CON, DEX, and INT) for 5 turns.
Equipment: Can use Light, Medium, and Heavy Armour, all shields, swords, greatswords, axes, great axes, maces, heavy maces, flails, crossbows and pole-arms.
Resistances: Only 40% Susceptible ("D") to "Afraid" condition.

Name: Pankratiast
Description: Barknuckle fighter, brawler, monk, martial artist, Pankratiasts are individuals who have honed their skills solely for the purpose of fighting anywhere, everywhere with everyone.
Attributes:
A: STR
B: HP
C: DEX
D: CON
E: INT
F: MP
Skills:
1- Bind Wounds (75% to cure bleeding/random status effect on self, if applicable.)
2- Fighting Dirty (~50% chance to blind an enemy)
3- Tackle (Stuns a target enemy and the pankratiast, ~90%)
4- Strength (Fleeting Might (200% STR) on User for the next turn ONLY.
5- Hurl (Throws an improvised projectile at a target enemy. Can hit fliers. DEX based damage.)
6- Destruction - 5 HP - (Destroys an enemy's equipment for a HP cost at ~50% chance. Inflicts "Breach" (DEF 30%) or so).
7- Combo - 8 HP - Evented so that Pankratiast gains "Combo" passive skill (Attack 3x) for a couple of turns.
8- Disarm (Has a ~40% chance of inflicting Disarmed (0% Attack) status.)
9- Retribution (An attack that causes damage to the enemy, entirely depending on the accumulated damage done to the Pankratiast during the course of the battle.)
Equipment Dual Wield.
Gauntlet-type weapons) (Cestus, brass knuckles, gauntlets, armoured gloves, bagh nakh, etc.) Clubs, staves, daggers, short blades and axes. May not wear shields or helms. May only wear light armor (leather is acceptable).
Resistances Pankratiasts are very vulnerable (B) to Int-based attacks and (A) to mind-altering status afflictions (berserk, confuse, charm, etc.). At Level 6, Pankratiasts are immune to Staggered.

MAGIC
Name: Wizard
Description: Generalist spellcasters, wizards dedicate their lives to arcane study, and reap the benefits in the form of tremendous and varied magical powers.
Attributes:
A: MP (18)
B: INT (16)
C: HP (20)
D: CON (12)
E: AGI (10)
F: STR (8)
Spells:
(Wizard spells are learned by reading spellbooks and scrolls; the wizard must be a minimum level to learn these spells, however.)
Level 1
"Animate Skeleton" - 4MP - (Necromancy). Animates a skeleton (collectible inventory item, found on corpses of certain monsters) to fight for the party until destroyed. (It's worth nothing that I plan on having a party size of 6-12 but only 3-4 PCs. This is to allow for PCs to summon plenty of minions.)
"Touch of Chaos" - 3MP - (Enchantment.) Confuses one enemy (Confusion does the same thing as Charm, but is less likely to vanish over time) but counts as a low-damage physical attack, and hence must overcome evasion to hit.
"Shimmering Halo" - 2MP - (Illusion.) Inflicts the Marked status (50% EVA) on one enemy, making them easier to hit.
"Summon Homunculus" - 4MP - (Conjuration.) A homunculus is a magical familiar animated from the wizard's own blood and life force. Unlike a skeleton, a Homunculus requires no item to summon, deals two damage to the Wizard when summoned, knows some spells, and dissapears after battle.
"Force Darts" - 2 MP - (Evocation.) 100% Accurate. Hits one enemy twice for 2 + (1/2 INT). So, deals roughly 14-22 damage. Force (i.e. non-elemental). 0% Variance.
"Burn" - 2 MP - (Evocation; Fire). 95% Accurate. Hits one enemy for 7 + (40% of INT) Fire damage. 20% Variance.
"Freeze" - 2 MP - (Evocation; Ice). As Burn but Cold damage.
"Zap" - 2 MP - (Evocation; Electricity). As Burn but Electric damage.
"Pain" - 2 MP - (Necromancy). 100% Accurate. Hits one enemy for 9 + (20% of INT) with 10% Variance; has a 75% Chance (further modified by resistance; assume 45% on average) to inflict "Staggered" status effect. Has no effect on enemies that do not feel pain (slimes, undead, etc).
(In almost two hours, I only got done with the Level 1 spells. I'll keep adding spells over time. Good news is, these ones are all loaded into the database, and working.)
Equipment: Hats, Robes, Dagger, Staves.
Resistances: None.

Name: Geometer
Description: A hermetic spellcaster that derives arcane power from mathematical formula, numerology, and non-euclidian geometry.
Attributes:
A: INT
B: MP
C: DEX
D: CON
E: HP
F: STR
Spells:
(The Geometer learns spells by finding formula scrawled throughout the Dungeon. If the Geometer is of a high enough level, he can attempt to learn the spell by solving math problems with a time limit. )
Level 1
Formula: Deals damage to all enemies based on the combined totals of random numbers. Costs 20% MP to cast.
Addition: Restores HP to one ally equal to your current MP. Cost: 2 MP.
Level 2
Division: 100% chance to reduce one enemy's current HP by 25%. (Note: Script needed!) Costs 3 MP.
Multiply: Adds "Might" (200% STR) to one party member. (Cost: 4 MP).
Level 3
Euclidian Prism: Has a 100% (modified by resistance as normal; average 60%) chance of inflicting Cube (Paralysis, 1000% CON, 1000% INT, broken by damage) on one enemy. . Costs 5 MP to cast.
Level 4
Long Division: 75% chance to reduce one enemy's current HP by 50%. (Note: Script needed!) Costs 6 MP.
Exponential Growth: Adds "Might" to all party members. (Cost: 8 MP).
Level 5
Negative X: Deals damage equal to difference between caster's current and max HP to one random enemy. Costs 5 MP.
Negative Y: Deals damage equal to difference between caster's current and max MP to one random enemy. Costs 5 MP.
Level 6
Null Remainder: 50% Chance to reduce one enemy's current HP to 25%, i.e. by 75%. (Note: Script needed!). Costs: 9 MP.
Golden Spiral: As Add but effects all characters. Costs 9 MP.
Level 7
Occam's Razor: Kills one random enemy. (Some enemies are obviously immune.)
Costs 10 MP.
Level 8
Negative X Cubed: As Negative X, but effects three random enemies. Cost: 10 MP.
Negative Y Cubed: As Negative Y, but effects three random enemies. Cost: 10 MP.
Level 9
Divide by Zero: Reduces one enemy's HP to 1 (unless they are not susceptible to Math damage). Cost: 18 MP.
Equipment: Hats, Robes, Staves, Daggers, and Abbacci.
Resistances: Resistant (D) to Math damage.

STEALTH
Name: Thief
Description: An intelligent and sneaky class that focuses on staying in the shadows and getting treasure. They are skilled opportunists; they can strike out with high damage but are quite frail.
Attributes:
A: DEX
B: STR
C: INT
D: HP
E: CON
F: MP
Skills:
STEALTH PERKS:
L1: Stealth 2, Pick 3
L2: Stealth 3, Pick 3
L3: Stealth 3, Pick 3, Detect 1
L4: Stealth 3, Pick 3, Detect 1, Disarm 1
L5: Stealth 3, Pick 3, Detect 2, Disarm 1
L6: Stealth 3, Pick 3, Detect 2, Disarm 2
L7: Stealth 3, Pick 4, Detect 2, Disarm 2
L8: Stealth 4, Pick 4, Detect 2, Disarm 2
L9: Stealth 4, Pick 4, Detect 3, Disarm 2
SKILLS:
L1 "Lurk": Uses up a turn to hide in the shadows for up to three turns, lowering the chance of being targeted.
"Steal": Basic steal skill. Deals 0-1 damage.
L2 "Sneak Attack": Requires and removes Lurking status. Deals 1.5x normal damage (ATK F 40 or so as opposed to ATK F 25).
L3 "Opportunist": Requires and removes Lurking status. A steal skill that deals normal attack damage, so basically, simultaneously steals and attacks.
L4 "Useful Loot": Increases gold received after battle to twice normal.
L5 "Blacjack: Requires and removes Lurking status. Deals 2x Damage (ATK F 50) and inflicts Sleep.
L6 "Dancing Dirk": "Cheer" on self.
L7 "Perforate Artery": Requires and removes Lurking Status.Deals 2.5x Damage (ATK F 60) and inflicts Bleeding.
L8 "Pick Warlock": Deals .8x damage and inflicts Silence 80% of the time.
L9 "Backstab": Requires and removes Lurking status. Completely ignores armor and evasion. SPI F 25.
Equipment: Light armor, sexy hats, shortswords, dirks, 1H maces, parrying daggers, bucklers
Resistances: None.

MISC.
Name: Raider
Description: A hit-and-run skirmisher who eschews armor for multiple weapons and agile movement. Zelzis are ideal for this class, since their society relies on them to hunt food. This is a Combat-Magic Hybrid Class.
Attributes:
A: STR (18)
B: DEX (16)
C: HP (20)
D MP (12)
E: INT (10)
F: CON (8)
Skills:
1 "Bellow" - 4 HP: Inflict "Afraid" on all foes (60%)
2 "Sandstorm Song" - 4 MP: Cheer (see above) all allies for three turns.*
3 "War Scream" - 5 HP: Give all allies Fury (STR=150%) for three turns.
4 "Chant - 5 MP: Give all allies Brainstorm (INT=150%) for five turns.*
5 "Howl" - 8 HP: Stagger one foe (med. odds) and inflcit Sap (50% CON) for five turns.
6 "Oasis" - 10 MP: All allies recover 10% MP per turn for five turns.*
7 "Disrupt" - 10 MP: Silence all combatants (5-10 Turns).*
8. "Frenzy": Regen (10% HP gain/turn), Berserk (auto-attack), and Fury (150% STR) on the user for normal durations. No cost.
9. "Rage": Inflict Fury, Cheer, and Sap on the User. No cost.
*= This is an Arcane ability and counts as Magic.
Equipment: Raiders can use hand axes, swords, daggers, and bucklers and can wear light armor and cloth.
Resistances: Vulnerable (B) to Poison. Resistant (D) to Blindness. After Level 8, Raiders receive increased accuracy. At Level 9, Raiders become immune to Paralysis and Sleep effects.

Name: Judge
A tanking class that aids the party by debilitating the enemy with its judicial magic. While able to deal minor damage, its goal is to be a debuff/heal hybrid with some armor. (Misc. Combat/Mage hybrid.)
Attributes:
A: CON
B: INT
C: HP
D: STR
E: MP
F: DEX
SKILLS (LEARNED BY LEVEL)
1 "Declare Innocent": 100% chance to inflict an ally with "Innocent," which greatly reduces chance of being targeted by enemies for five turns
3 "Declare Guilty": 100% chance to inflict an ally with "Prison," which deals 3HP damage to the target and increases CON 170%
5 "Pardon": 100% chance to recover ~16 + 1/2INT HP to an ally; removes "Prision," if inflicted
JUDICIAL SPELLS (NOT LEARNED BY LEVEL)
Level 1
"Abide": 1 MP; 100% chance to deal 3/4INT Light damage
"Truth": 2 MP; 100% to recover ~10 + INT HP to an ally
Level 2
"Executive": 3 MP; 100% chance to inflict "Executive" on the caster, which doubles CON and heals 7HP
Level 3
"Trial": 5 MP; 100% chance to deal 5/4INT Light damage and has a 6% chance of killing the enemy
Level 4
"Organization": 6 MP; 100% chance to inflict "Sluggish" on enemy party.
Level 5
"Justice": 8 MP; 100% chance to deal 7/4 Light damage and has a 18% chance of killing the enemy
+STANDARD HEALING MAGIC
Equipment:
Judges can equip Medium armor, Tomes, light maces, flails and crossbows.
Skill Learning: TBD.
Resistances: Judges cannot be harmed by Light, Dark, Law, or Chaos magic.
Name: Alchemist.
Description: The Alhemist is a miscellaneous class. They're able to combine items together to create explosive cocktails, healing potions and other such solutions. They mainly deal in fire/poison damage, status effects and healing skills.
Attributes:
A: INT
B: MP
C: DEX
D: HP
E: CON
F: STR
Skills:
1 - "Mix":
This skill brings up the Synthesis menu ("synthesis shop") wherever he is; the available options are dependent on Level (via common event) exactly as you have dictated them.
5 - "Pharmacology":
This passive skill causes healing items used by the chemist to have their effects doubled.
FORMULAS (by Level that they first become available):
1) Fire-Bomb: Deals mid fire damage to the target. May burn the target (50%).
Item Requirements: Incendiary, Kindle, Gunpowder.
2) Mustard-Bomb: Deals mid-level poison damage to one target. May poison the target (75%).
Item requirements: Poisonshroomx2, Incendiary.
3) Healing Gel: Recovers 33% of the target's max HP. May cause numbness for one turn (15%)
Item Requirements: Labile Oil, Green Herbx3.
5) Flash-Fire: Deals low fire damage to all targets. May burn the targets (25%).
Item Requirements: Incendiaryx2, Kindle, Ether, Gunpowerx2.
5) Poison-Gas: May poison all targets (75%).
Item Requirements: Poisonshroomx2, Ether, Incendiary.
6) Napalm: May burn the target (100%).
Item Requirements: Labile Oil, Incendiaryx2
7) Healing Paste: Recovers 66% of the target's max HP. May cause numbeness for one turn (50%)
Item Requirements: Labile Oil, Green Herbx5.
8) Powder-Keg: Deals heavy fire damage to the target.
Item Requirements: Incendiaryx3, Gunpowderx3.
9) Placebo: If the target is inflicted with a negative status effect/s, this has 50% to remove it/them.
Item Requirements: Labile Oil, Red Herbx3
*All skills require one Glass Vial.
**Skill damage is dependent on INT.
Equipment: Can use Light Armour/Helms etc. Can use daggers, crossbows, quarterstaves, and guns.
Resistances: Susceptible to anything that may debuff their INT stat. Also susceptible to Confusion. Resistant to Poison and Burns.


LouisCyphre
can't make a bad game if you don't finish any games
4523
My classes are commonly known to suck anyway.

Also, why races? Why not, say, specialties, or styles, or studies, or the like?
Max McGee
with sorrow down past the fence
9159
Hurray, a response!

1. Your classes will not 'suck' because there is a system in place (which took a lot of effort for me to make) to prevent them from doing so. : )

2. That is a very valid question!

The plus side of races are:

a) They are more interesting and increase character variety and replayability.
b) Having everyone be human is kind of boring in a fantasy setting.
c) It is traditional in roguelikes to have several normal (Human, Dwarf, Elf) and not so normal (Demonspawn, Centaur, Demigod) playable races.

The downside is a very pragmatic concern. How can we graphically represent all of these races?
The graphics will most likely be a huge problem if we are to make more than a dozen races and probably we would need a charset for each job... But that won't stop me from making a race :D. By the way, do you mind if you can at least post a template or some sort?
LouisCyphre
can't make a bad game if you don't finish any games
4523
Well then!


Raider
A hit-and-run skirmisher who eschews armor for multiple weapons and agile movement. Zelzis are ideal for this class, since their society relies on them to hunt food.

STR > AGI > HP > MP > INT > DEF
High Low

Skills: Warcries
Yells and commands that improve allies' capabilities and spirit.

Bellow - 4mp: Instill Fear in all foes (med. odds)
Warning - 6mp: Improve all allies' AGI for three turns.
Battle Cry - 6mp: Improve all allies' ATK for three turns.
Chant - 6mp: Improve all allies' INT for three turns.
Howl - 8mp: Stun one foe (med. odds) and reduce their CON for three turns.
Battle Orders - 12mp: All allies recover 10% MP per turn for three turns.
Disrupt - 12mp: Prevent any and all spellcasting for three turns.
Rage - Pass.: Consecutive, successful physical attacks accumulate a bonus to accuracy.
Frenzy - Pass.: Turns cannot be lost completely. (Other turn-theft effects, like Charm, still occur.)

Warcries are prevented with the Silence condition, and by Disrupt's own effect.

Usable Items
One-handed melee weapons.
Clothes/Cloth Armors.
Bucklers, but not shields that take up one or more hands.

Learning Mechanism
Learned one by one with level.
All Raiders start knowing Bellow

Resistances/Weaknesses
Strategically weak to Silence, but they have normal succeptability.
Immune to Blind, Vulnerable to Poison.




Zelzi

An avian race found in the savannas of Duskbloom Desert, living a nomadic lifestyle, and relying on their Raiders to gather food from both the land itself and passing caravans alike.
Zelzi are not a hated race as they were in the past. In fact, it has become almost customary form caravans to bring along extra rations for the purpose of staving off Zelzi Raiders.
They are lead by a Great-Chief, who is always the mother of the strongest male of the strongest tribe. She sends Seekers (also a common Zelzi class) to find other tribes. Much trade and little war between tribes has caused the Zelzi to prosper greatly in the harsh desert clime.

Attribute & Stat Bonuses/Penalties.
+4 STR, +4AGI, -6HP
Resistance to Fire.
Weakness to Earth.

Condition Bonuses/Penalties.
None.

Racial Abilities
Hunter - 4mp: Deal triple damage to natural animals.
Limber - Pass.: Stat (STR/CON/INT/AGI) debuffs wear off twice as fast.
Max McGee
with sorrow down past the fence
9159
@Bento Box:
Please see the above.

@Chaos Productions:

1. Raider

Do you mind if I make their skills cost HP instead of MP? (I know that my post was very long but there was a paragraph in there that non-magic characters should not have MP costs.) Would you mind revising the formatting to match my blurb for Cavalier?

Other than that, I think it's great. : ) I might make one or two little tweaks directly once it's properly formatted, then I will see about porting it into the database.

Oh, Raider IS a combat class, right?

2. Zelzis

I will consider as a subrace of Opteryx (bird shapeshifters mentioned in world description). But I think two seperate races of bird people is one too many. I love birds, don't get me wrong! Alternatively, I see no reason we couldn't use the same stat block for Drow/Dark Elves. Anyway, please revise this and decide how you feel about changing them to Drow. (The Drow are from the Duskbloom Desert, also, but I completely understand if you are tl;dring that part. : ) )

As for the race itself:
One thing...do you have an idea how to code the skill "Limber"?
Okay, two things...please change either STR or DEX to "+2" to "pay for" the racial abilities.

Oh, and as you can sprite...if we do go with Zelzi as is, I would expect to see some Zelzi sprites from you. : )

Notice: No more fighters with a bardish side dish, please. Cavalier and Raider have that very much covered.
LouisCyphre
can't make a bad game if you don't finish any games
4523
What the...
Oh, Cavalier's in the .xlsx that I skipped. RAPIDSHARE BAD.

Raider can be combat hybrid STR/AGI.

Skills:
Warning, Battle Cry, and Chant should stay MP, but the others? Sure, since it can be done.

Limber is easy: Zelzi are 'immune' to standard debuff conditions, but debuffs inflict both normal and 'limberized' varieties, kind of like having Boss versions of status effects. I.e.: the condition "CON down" would have two forms - normal and half-duration. Those with Limber are immune to the normal variety; those without, immune to the half-duration variety.

As to drow: I should have said Raptor-like. Just nix the feathers and call them transitional reptiles.

Note: They have no wings.
Max McGee
with sorrow down past the fence
9159
Okay, let me explain.

1. non-magic users skills don't cost MP unless they are hybrid-magic.
2. Cavalier is two posts up.
3. That is a good workaround for limber.

Notice: If possible, use already non-unqiuedefined status effects rather than makingup new ones in the future.

Defined Non-Unique Status-Effects so-far:

Negative:
Poison (Standard.)
Silence (Standard. Lasts 10 Turns.)
Afraid (75% INT, ATK, and -25% hit rate.)
Charm (Confusion for humans only; 100% chance to disappear upon taking damage)
Sap (50% CON)
Stagger (One Turn Stun)

Positive:
Cheer (150% DEX; 125% STR); 5 Turns.
Fury (150% STR); 3 Turns.
Brainstorm (150% INT); 3 Turns.
LouisCyphre
can't make a bad game if you don't finish any games
4523
Frenzy: Regen (10% HP gain/turn), Anger (auto-attack), and Fury (150% STR) on the user for (you guessed it) three turns.
Rage: Inflict Fury, Cheer, and Sap on the User.
Also you borked the names of the other skills. >:( Unless those are the standard names.

Drop both STR and AGI bonus by 1 each.

Sorry, I hadn't seen it since you edited it in.

I encourage others to re-use some of these skills in their classes/races (especially Limber) that way the database can stay smaller.

*edit* Do I have to rename Limber "Race: Zelzi", or could humans get "Progress" or something to that effect for their passive skill?
Max McGee
with sorrow down past the fence
9159
Yes you can, DL the free trial, make 20 maps, give me the maps boom, you helped with mapping. Huway. : )

Also, you want vampires? ADD THEM AS A RACE. But just FYI antediluvian is a real English word meaning "Before the Flood". The more you know...

@Chaos:
Okay, revised. I think that what I have on the list is the final version.
LouisCyphre
can't make a bad game if you don't finish any games
4523
Good enough, although I made a couple of spelling errors in my description that could use tending.

I find it worth noting that any/all Zelzi NPCs grew up learning to be a Raider.
Craze
why would i heal when i could equip a morningstar
15170
So this is why you were talking about roguelikes! I'll add on to the this today. You currently have a typo (!!!) when talking about about resistances. You say "immune/immunity" when I believe you mean "immune/resistance." Also, why do racial skills 'cost' mod points? I would think that they would be a required part of a race--to make them actually feel different.

I suggest search around the resource forums on RRR and rpgmakervx.net and finding the edits of Mack's charsets--they're making harpies and minotaurs and werewolves and stuff.
LouisCyphre
can't make a bad game if you don't finish any games
4523
I have a couple of thoughts:



Are there scripts to...

...rip off FFXII's Combat Log?
Except have it actually LOG more than one action at a time?

...relocate the battle commands menu?
Put it in the lower-left, and then have submenus branch off of it? Like, if they open Warcries, it opens right over the battle menu, kind of like a right-click menu?

...show Conditions next to the character name?
Cycle through current Conditions, like FFX did? Maybe color-code for positive and negative effects?

...show Enemy HP?
I know EtG had enemy names, but HP shouldn't be too hard, right?