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RPG Laboratory

Races of Nevermore v 1.04

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Yeah yeah nothing fancy but you gotta start somewhere.

Numerical values don't represent the final project think of this as a demo if you will.

Human - Managing to thrive in all environments throughout the Omniverse, this diverse group of peoples have well proven how resilent and resourceful they are.

+15 Skill Points

Elf - Ancient beings from an unknown land the elves have long established their societies in veiled cities. Resistant to Illusions and other enchantments of the mind.

Status Immunity: Sleep 100%
Magic Resistance: Illusion 50%
Status Resistance: Charm 25%
Twilight Vision: 40

Dwarf - Life long Artisans these stout and stocky individuals spend their time in vast tunnel systems throughout the underground. Highly resistant to the effects of most magics.

Magic Resistance: Ether 20%
Elemental Resistance: Earth 80%
Ebon Vision: 40
Stonecraft +5
Status Resistance: Poison 5%

Gnome - A curious group of quasi intellects who toil over ridiculous and most often inane experiements. Living in lightly wooded hillsides these oddities do well to keep to themselves as not to hurt others.

Twilight Vision: 20
Magic: Illusion +50%
Clockwork +5
Ebon Vision: 20
Alchemy +5

Halfling - Quiet plains folk, Halflings live for the moment rarely thinking of what may be around the corner. Most think them daft for as often as a halfling is seen they're seen talking to woodland creatures.

Language: Small Animals
Burrow 3
Archery +5
Sneak +10
Movement +3

Racial Ability Score Adjustment

Human
+1 to any Ability Score
Elf
+2 Per, +1 Dex, -2 End, -1 Str
Dwarf
+2 End, +1 Wis, -2 Per, -1 Dex
Gnome
+2 Int, +1 End, -2 Wis, -1 Per
Halfling
+2 Dex, +1 Int, -2 Str, -1 End

Zombies!

Ability Score Hierarchy

Body:
Strength
Dexterity
Endurance

Mind:
Intelligence
Wisdom

Soul:
Luck
Personality

Zombies!

Design Goals

First of all, welcome to the lab.

Its certainly helpful to decide on what denizens populate your world and what they're like when designing a setting/game. However, I was wondering if you could tell me a bit of the reasoning behind your choices. Why does you setting need elves and so forth? What stories do you hope to tell?

There is a term in gaming circles - "Fantasy Heartbreaker". It refers to games that regardless of how well thought out, innovative, or unusual seem derivatives of the mainstream published works. From what I've seen so far, your game seems quite close to the d20/D&D paradigm.

I'm sure that you do not deserve to be regarded as a merely derivative ludographer. We are here to help breath a bit more life into each game that appears on our pages.

Perhaps it would help if you could tell us a bit more about the mechanics or the setting itself rather than simply listing the races and classes. Might each race be given a new order in your world?

There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.

All work and no play makes Jack a dull boy...

You'll have to wait and watch the mechanics evolve they can be rather tedious as i'm sure you know. I've worked on several fantasy/Horror/Sci-fi over the last six years and have developed a system of creation which works best for me. The eventual goal of "Castle of Nevermore" is to be a building block for a nearly true to life Historical/Fantasy based off world Folklore/Mythology with a little psychotic twist. I'm a console gamer above all else and my work will show that influence in time. Truth be told that D&D comment of yours is insulting I could RPG circles around Gary Gygax.

Zombies!

Can't we all just get along?

It was never my intent to insult you. Sometimes its necessary to warn newcomers to this site about the heartbreaker phenomenon - apparently this wasn't one of those occasions.

Would you care to share some of your experience with the lab? We've discussed mechanics first vs setting first creation before - but character first hasn't really come up. How do you define "true to life"?

Sorry if I sometimes appear a little impatient. I've been working with games for nearly a decade, and I find the emergence of new works very interesting.

There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.

Who you are...

The idea behind Character first comes from player observations. Who you are (the character) is often associated with perception and interaction. How you see your world and how you react to it. With this in mind i've been in process of optimizing a system of cross genre character creation. This holds significance in an "Omniverse" (a multi-dimensional anything is possible playing field) in which past, "present" and futures are capable of meeting at a crossroads. If all your character is capable of is hack and slash in a predominately diplomatic playing style you lose most if not all the possible enjoyment of the scenario.

As to the true to life comment, through research of old world belief systems if I wished to incorporate the persona of Tiamat into a dragon deity I'd turn to Babylonic or Sumeric mythos for "True to Life" representations of what/who Tiamat is/was for example.

The whole insult thing may and probably comes from my history of a non-gaming circle of friends who only knowing D&D as the closest comparative to what i do in my spare time would constantly reference my work as such.

Zombies!