Racial Traits - Idea list here.
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Racial Traits - Idea list here.
So as mentioned in the thread below this there are substantial changes to how backgrounds will be handled. This is a consolidation/idea thread. Feedback and ideas would be awesome. Luckily the new system is pretty darn modular and so will be easy to handle and for the community to make additions to. Anyhoot, backgrounds will be divided into three types - Racial, Profession, and Unique.
Racial - Dictated at character creation by your characters race. All dwarfs for example will share the same 2 racial backgrounds. One of these is a small passive bonus, the second is a free powerful ability. Usually in the form of a substantial 1 round buff that can have the duration extended.
Profession - Race independent - Any character can be of any profession. The main purpose is to emphasize what has your character been doing before they joined our world? Were they a soldier, scholar, or something else entirely? Each player picks 1 profession that best fits their characters background.
Unique - Race semi-dependant - The catch all category for character backgrounds. Many of these are race dependant but many more are not or are available to limited races. These are small passive buffs that represent bonuses from additional training, religion, or events from a characters past.
-Below is a list I'll be compiling of these options. Suggestions from the community would be awesome. -
Racial - Dictated at character creation by your characters race. All dwarfs for example will share the same 2 racial backgrounds. One of these is a small passive bonus, the second is a free powerful ability. Usually in the form of a substantial 1 round buff that can have the duration extended.
Profession - Race independent - Any character can be of any profession. The main purpose is to emphasize what has your character been doing before they joined our world? Were they a soldier, scholar, or something else entirely? Each player picks 1 profession that best fits their characters background.
Unique - Race semi-dependant - The catch all category for character backgrounds. Many of these are race dependant but many more are not or are available to limited races. These are small passive buffs that represent bonuses from additional training, religion, or events from a characters past.
-Below is a list I'll be compiling of these options. Suggestions from the community would be awesome. -
Re: Racial Traits - Idea list here.
High Elf
-Speed: +10 Initiative
-Supernatural Grace(Ability): You gain a 20% dodge chance for 1 round. Extend this duration by 1 round if you dodge an attack.
Dark Elf
-Speed: +10 Initiative
-Vengeful(Ability): +5% critical strike and IF chance against a foe that has wounded you this combat for 1 round. This increases to 10% if you are wounded and 20% if dying. Extend this duration another round if you deal at least 1 critical strike this round.
Wood Elf
-Agility: 2% dodge chance vs ranged attacks.
-Skirmish(Ability): You gain +3 weapon damage for 1 round. Extend this duration another round if you move and damage a foe in the same round.
Dwarf
-Tough: Gain a 10% ward save when dying.
-Dug In(Ability): Gain +5% block chance and +1 armor until you move.
Human (Empire/Tilean)
- Vigor: +5 to your first roll each turn while at full health.
- Perseverance(Active): If an attack would slay you ignore it instead and this effect ends immediately. If you suffer non-lethal damage this effect ends at the start of your next turn.
Human (Chaos)
- Tainted: Magic Resistance (5)
- Chosen of the Dark Gods (Active): You gain +10 to all rolls for 1 round. Extend this duration another round if you succeed all rolls this turn. The round after this effect ends you suffer -5 to all rolls until you succeed all your rolls in one turn.
-Speed: +10 Initiative
-Supernatural Grace(Ability): You gain a 20% dodge chance for 1 round. Extend this duration by 1 round if you dodge an attack.
Dark Elf
-Speed: +10 Initiative
-Vengeful(Ability): +5% critical strike and IF chance against a foe that has wounded you this combat for 1 round. This increases to 10% if you are wounded and 20% if dying. Extend this duration another round if you deal at least 1 critical strike this round.
Wood Elf
-Agility: 2% dodge chance vs ranged attacks.
-Skirmish(Ability): You gain +3 weapon damage for 1 round. Extend this duration another round if you move and damage a foe in the same round.
Dwarf
-Tough: Gain a 10% ward save when dying.
-Dug In(Ability): Gain +5% block chance and +1 armor until you move.
Human (Empire/Tilean)
- Vigor: +5 to your first roll each turn while at full health.
- Perseverance(Active): If an attack would slay you ignore it instead and this effect ends immediately. If you suffer non-lethal damage this effect ends at the start of your next turn.
Human (Chaos)
- Tainted: Magic Resistance (5)
- Chosen of the Dark Gods (Active): You gain +10 to all rolls for 1 round. Extend this duration another round if you succeed all rolls this turn. The round after this effect ends you suffer -5 to all rolls until you succeed all your rolls in one turn.
Re: Racial Traits - Idea list here.
So here's the deal. Profession backgrounds are getting scrapped. Instead each player will select 3 Unique or Background traits. The existing background traits will be tossed into this category.
Ideas -
Duelist - Requirements - None -
2% increased block and dodge chance against any foe you are engaging.
Lucky - Requirements - None -
2% ward save.
Skilled - Requirements - None -
+5 to all non-combat skill rolls.
Scavenger - Requirements - None -
+10 to loot rolls.
Quick - Requirements - None -
+2% dodge chance vs ranged attacks. +5 initiative.
Tactician - Requirements - None -
You can move 1 zone before any battle begins.
Servant of Khaine - Requirements - Worship Khaine, god of murder.
You heal 5% of your W every time you slay a foe.
Mark of Khorne - Requirements- Chaos - Only 1 Mark per character.
Magic Resistance (5)
Mark of Nurgle - Requirements- Chaos - Only 1 Mark per character.
Reduce duration of Poisons by 1, and Poison Resistance 1.
Mark of Tzeentch - Requirements- Chaos - Only 1 Mark per character.
Any foe you damage has a 10% increased chance to miscast next round.
Mark of Chaos Undivided - Requirements- Chaos - Only 1 Mark per character.
All melee weapons you wield gain +1 maximum damage.
Ideas -
Duelist - Requirements - None -
2% increased block and dodge chance against any foe you are engaging.
Lucky - Requirements - None -
2% ward save.
Skilled - Requirements - None -
+5 to all non-combat skill rolls.
Scavenger - Requirements - None -
+10 to loot rolls.
Quick - Requirements - None -
+2% dodge chance vs ranged attacks. +5 initiative.
Tactician - Requirements - None -
You can move 1 zone before any battle begins.
Servant of Khaine - Requirements - Worship Khaine, god of murder.
You heal 5% of your W every time you slay a foe.
Mark of Khorne - Requirements- Chaos - Only 1 Mark per character.
Magic Resistance (5)
Mark of Nurgle - Requirements- Chaos - Only 1 Mark per character.
Reduce duration of Poisons by 1, and Poison Resistance 1.
Mark of Tzeentch - Requirements- Chaos - Only 1 Mark per character.
Any foe you damage has a 10% increased chance to miscast next round.
Mark of Chaos Undivided - Requirements- Chaos - Only 1 Mark per character.
All melee weapons you wield gain +1 maximum damage.
Similar topics
» Racial Traits
» Race Traits and Available Races
» The Job Board - Wanted Missions
» The Job Board - Group Missions
» List of General Skill Trees (Current)
» Race Traits and Available Races
» The Job Board - Wanted Missions
» The Job Board - Group Missions
» List of General Skill Trees (Current)
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