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Nonnullus Delusion, 2D turn-based RPG concept (I appreciate input)

Started by July 17, 2013 10:47 AM
16 comments, last by JLW 11 years, 6 months ago

But you could for the profile image, the portrait.

I didn't plan on having portaits, actually. Too time consuming to be worth the effort, and we're running on a limited timeframe. Probably going to have to skip this one. We'll see.

EDIT:

What I mean here is that I don't plan on making separate portrait images. The "portrait" next to the CG window and anywhere else in game is just your regular, in-game sprite.

There's two of us on this account. Jeremy contributes on design posts, Justin does everything else, including replying on those threads. Jeremy is not a people person, so it's Justin you'll be talking to at any given time.

Aelsif's Patreon.

Tonight I'll be covering gameplay, although I'm going to have to be pretty light on the details for obvious reasons. I can't get to it right now, unfortunately. I'll be back to finish this up later. Before I do, however, a bit of advice on the previous section. There are a few party designs that are just designed for failure. I'll list a couple now.

One man:

This is a team-based game. A single person will get ripped apart right off the bat. You CANNOT beat this game with one person, not even on pitiful. While there may be sections of the game best handled with smaller groups or even a single person, there are also parts where one person just can't get through it. It's easier to have party members wait behind than to find more when you need them. The same, to a lesser extent, applies to very small parties. I would suggest four characters as a bare minimum, and even that seems a bit skimpy.

No healer:

While this game is more about avoiding damage than repairing it, you still need a healer if you don't want party members to bleed to death in every engagement. Don't make a party without a healer, and for most parties keep several healers. There's no excuse on this one.

Nothing but casters:

The healer classes are sorely underpowered in most respects. Their healing isn't very good, and without some way to mitigate damage they will run out of spell slots and die. Arcane classes have the same issue. They're potent only while their spells last, and underpowered the rest of the time. Arcane spells are primarily support and crowd control, they aren't as good as weapons against a single opponent and casters suck with weapons. Even the single-target spells available are limited use mid-range options. They lack the range of other ranged weapons, don't have the power of melee weapons and with the vancian magic system they can't be used very much. You're crippling the party at both long and short range, and preventing them from taking down powerful single targets. Your first boss fight will make you rue this party. It's not impossible to do, but it's a bad idea.

An armed nursery:

Need I even explain this one? They might be good later on, but right off the bat the baby age group is the weakest by far. Giving them nobody to protect them at the beginning while they're still only fit for cuddling is stupid. They are barely useful characters when you start, and it isn't until mid game they become decent. You'll never make it that far on any difficulty level above pitiful if you don't have older characters in your party. I'm not saying you can't use babies in the party, but they can't be the entire party or even the majority.

An armed nursing home:

I probably shouldn't have to explain this one either. The ancient age group is skill-heavy and their only good stat is resolve. Add on their slow progression, healing and movement speed and it's easy to see why they're going to fall apart later on. By mid-game, they've been overtaken by every other age group and by late game they are sorely underpowered. Once again, not saying you can't use them, but you need younger characters later on.

The old and the young:

Baby/ancient combos don't work either. You need people older than babies and younger than ancients for the combatant classes. Not necessarily the adult age group, if you play it right children or elders can handle it, but you can't use babies or ancients for combatants, and combatants are the backbone of your party.

There's two of us on this account. Jeremy contributes on design posts, Justin does everything else, including replying on those threads. Jeremy is not a people person, so it's Justin you'll be talking to at any given time.

Aelsif's Patreon.

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I'll be covering gameplay today. I'll cover creatures sometime soon, although note your definition of "soon" may vary from mine.

Movement and combat actions:
Characters are controlled like a turn-based strategy game. Outside of combat, left click on any character to select them. Once you have selected a character, click on a location and they will move there. Left click on an object for the default action. In all both cases, right clicking will display a wheel menu . In combat, characters are selected for you based on initiative. They will have a limited number of actions they may perform in a single combat round. There are six seconds worth of actions that may be performed in a combat round. Most actions take one, three or six to perform, although some may be in between. For movement, you have a base movement rate (usually NOT a multiple of 6) and your movement takes up an amount of time proportionate to the distance. For instance, if your jogging (default) movement rate is 20m/round and you want to move 10m, this will take three seconds. It will also take three seconds to move 8m, as all movement actions are rounded up. The game uses a grid that is, by default, invisible. When mousing over a location, it will tell you the distance. This grid has each square representing 1m of space.

There are command bars on the bottom and right of your screen (you can hide either of these if you wish, extending the screen) that relate to different commands. By default, the right of the screen relates to global and party commands. The bottom bar relates to individual character commands. For example, a special daily summon ability taken from a boss would appear on the right command bar, while a priest or shaman's normal summons would be on the bottom command bar with the rest of their spells.

The inventory is accessible from the bottom bar, as are combat commands for your character. You can also right-click them to open a command wheel related to themselves, useful if you choose to hide this bar. It also includes the party commands normally found on the right bar. The downside to the wheel menu is that it isn't as fast or convenient.

Attack options:
You will always have more options that just "attack" in combat. With ranged weapons, you will usually have three options: attack, full attack and magazine dump. With a melee weapon, you have three similar options: attack, full attack and flurry, but each of these has at least six additional options: jab, thrust, horizontal swipe, vertical swipe, horizontal swing and vertical swing. For both, once in melee range, you will always have two more: bash and shove. (Although I imagine these will get very little use for melee weapons, they're more useful for ranged users who get caught in a melee.) An enterprising ranged weapon user might choose a weapon or modify theirs so that they can use it more effectively as a melee weapon, although an arrow or bayonet is no match for a real melee weapon. Enemies have a base defence of 10 against ranged attacks within their effective range, and 20 beyond it. Some weapons may be listed as "light", "sidearm", "polearm" or "flail", each of which has special effects based on their classification. See below.

Your basic ranged attack option is usually a single shot, unless you can get more than one shot into a single second. (Then, of course, it'll be one second of shots.) If you can get more than one shot into a second, you will get an additional single attack option for when you only want one. Automatic weapons are special in that they can almost never fire a single shot. They have a minimum number of shots, called a "burst", that they will instead use when you select the single attack option. This is usually a fifth of the number of shots they get in a second. If you use the default attack, an automatic weapon will fire at its normal fire rate for a single second. Each regular attack is aimed and will incur a minimal -1 penalty for each of the previous attacks in the round. If firing multiple shots in a second, each extra shot will incur a -2 and an additional penalty for recoil dependent on the weapon.

Full attack fires as many attacks as you have left in the round at your normal attack rate. For cases when you get more than one shot per round, you can choose the "aimed full attack" option to fire only one shot per second, which is substantially more accurate. For automatic weapons, this option is replaced by a burst-fire option. Your character fires a burst for each second remaining, which is as accurate as you can hope for with an automatic weapon. This gets the same firing penalties as the single attack option, it's just a convenience.

The magazine dump is only available on weapons that hold more ammunition than your other fire options can discharge in a single round, an attempt to empty your weapon's magazine into a target. With most weapons, this simply doubles your normal attack rate. For semi-automatic weapons, there is a set maximum fire rate that they will meet when this action is selected. For fully automatic weapons, this is a basic full attack, and will rarely fail to empty the magazine. This options always takes the entire round, no matter how long it actually takes to empty the weapon. The rest of the time is wasted pointlessly pulling the trigger of an empty weapon. This attack option is also extremely inaccurate, and only useful at close range.

The melee jab option is a quick, accurate attack with very little power. It has decent penetration equal to the user's strength modifier (1/2 strength, rounded down, 1.5x for two-handed) and the weakest damage of any melee attack, doing a single die of damage with no strength modifier. The benefit of this attack is that you get your characters' full strength and agility scores to attack, rather than their modifiers. (If you already get the full score, you instead get 1.5x score.) As a thrusting attack type, enemies get a base innate defence of 10 against this attack. This attack isn't very useful, as melee weapons are very accurate anyway and when you miss you can normally just swing to improve your chance to hit. However, some enemies can be both hard to hit and have damage reduction (fey, for instance) and this attack option works very well against them due to its penetration.

The melee thrust option is a strong attack with decent damage and great penetration. It has great penetration equal to the user's strength score (1.5x for two-handed) and gets bonus bludgeon (regardless of weapon type) equal to the user's strength modifier. It only deals one die of damage, but this die is maximised. As a thrusting attack type, enemies get a base innate defence of 10 against this attack. Great against heavily armoured opponents, who often take very little damage from other melee options, and against whom it is easy to find your weapons deflecting off their armour with other options.

The melee swipe option is a quick, extremely accurate attack with very little power. It has low penetration equal to the user's strength rank (1/10 strength, rounded down, 1.5x for two-handed) it gets as many damage dice as it has normally, but they are always minimised. It gets bonus damage of its damage type equal to your strength modifier. Swipes get full agility and strength to attack, and as a swinging attack type enemies do not get base defence against it. Vertical swipes are similar in most respects, except they do not get a strength bonus on attack and gets an additional -4 to attack, but in exchange for this lack of accuracy they automatically score criticals as long as you actually manage to connect.

The melee swing option is a strong, devastating attack with excellent damage. It has low penetration equal to the user's strength rank, and gets full, regular damage dice. It gets bonus damage of both its damage type and bludgeon damage equal to your strength modifier. Swings get agility and strength modifiers to attack, and as a swinging attack type enemies do not get base defence against it. Vertical swings are similar, except they lack their strength bonus on attack, get an additional -4 and automatically score criticals any time you connect. Great against soft targets due to its good overall accuracy and very high damage. Against soft enemies that are easy to hit, a vertical swing almost always puts them down on the first hit.

The bash option is a quick, hard strike with a single hand. It deals poor damage, but the impact knocks enemies off balance. It always deals bludgeon damage, does not get damage dice and instead deals damage equal to 1+1/2 strength modifier (rounded down) with penetration equal to strength rank. This attack gets strength and agility modifiers to attack, and is a thrusting attack type. This attack ignores the damage reduction provided by guard saves, and on a successful hit gives the target a penalty equal to damage done to attack, active defence and guard saves for the duration of the round. The opponent must succeed a reflex save equal to 10+damage or lose their ability to make attacks of opportunity for the duration of the round, and a fortitude save equal to 5+damage or lose their ability to guard or make reflex saves. Overall, a good attack if you are using a ranged weapon and get caught in melee, as it allows you to back up or flee without being cut down. It's also a good block breaker if you have the strength.

The shove option is a strong, hard strike with both hands. It deals awful damage, has awful attack and awful penetration, but it is immediately debilitating and always available. It always deals bludgeon damage, does not get damage dice and instead deals damage equal to 1+strength rank, with penetration equal to strength rank. This attack gets only strength modifier to attack, and is a thrusting attack type. On a successful hit, the target takes a penalty equal to base damage to attack, active defence and guard saves for the duration of the round. The opponent must succeed a fortitude save equal to 20+damage or be pushed back a distance equal to damage done, a reflex save equal to 15+damage or lose their ability to make attacks of opportunity, reflex 10+damage or be knocked down, fortitude 5+damage or lose their ability to make guard or reflex saves for that round. A decent enough block breaker, but mostly used by ranged weapon users to give themselves a chance to flee from melee.

Special weapon classifications:

Light:
Light weapons are subject to the "weapon finesse" feat, and incur a lower penalty when used dual-wielding and especially when in the off hand. These weapons get a +2 to guard saves, but a -2 against guard saves.

Sidearm:
Sidearms are a more extreme version of light weapons, getting more benefit from "weapon finesse" and incurring even lower penalties when used dual-wielding and when in the off hand. Great for fighters with a lot of agility and weapon finesse, and especially those who favour dual-wielding. These weapons get a +4 to guard saves, but a -4 against guard saves.

Polearm:
Polearms are the step between melee and ranged weapons. Long guns with bayonets count as polearms. Polearms have long reach, but cannot make attacks of opportunity and lose their strength and agility bonuses against enemies an amount closer than the end of their reach equal to the base reach of their user, and suffer an additional -2 for every metre within their reach an enemy gets. Best used in groups, so enemies will have a hard time getting too close to you. Polearms also have low attack modifiers, so accuracy is often an issue and getting through guards can be difficult.

Flail:
Flails are powerful, but laughably inaccurate melee weapons. Enemies get a base defence of 10 against a flail's swinging attacks and 20 against its thrusting attacks. (Yes, it's possible. It's just difficult to get them to jut directly forward and telegraphs your attack like no other weapon will.) These weapons also have very low attack modifiers, and poor penetration modifiers. Their only real advantage is that they do legitimately do a great deal of damage, especially since they get twice the normal strength bonus to bludgeon damage.

Attack of opportunity:
The attack of opportunity can be performed by each character once per round (unless they have the "combat reflexes" feat) against enemies that are trying to perform actions within their reach that leave them vulnerable. This includes moving within an enemy's reach (without making a tumble check), attacking with a ranged weapon (unless firing from the hip), attacking with a polearm (as long as their enemy is not also using a polearm and the enemy's polearm is shorter) casting a spell, reloading or trying to use their inventory. An AoO must be a jab, bash or swipe. If a jab or bash, the attack gets a -2 to attack. If a swipe, -4.

Attack and Defence:
This game uses attack rolls, which most of you should be familiar with. Your character has a value called an attack modifier, and this is added onto a roll of a 20-sided die. If the resultant value meets or exceeds the target's defence, you hit. This game does not have an automatic miss chance or an automatic hit chance. You can hit rolling a 1 if your modifier is high enough, and miss rolling a 20 if your modifier is low enough. However, if you roll a 20 and you still aren't hitting, you roll again and add the new value onto what you already have. With multiple 20s, this continues until either you hit or roll something other than a 20.

Defence is a total of four values: base defence, innate defence, active defence and armour rating/energy defence.

Base defence is dependent on attack type, and will be either 0 for swinging melee attacks, 10 for swinging flails, thrusting melee weapons or ranged weapons within effective range, or at worst 20 for thrusting flails or ranged weapons outside of effective range.

Innate defence is a sum of various factors, most of which come from size, creature type, species and appearance. It is hard to increase. Innate defence is the most reliable defence type, as only the appearance value can be negated, and even then only by the "cold-hearted" feat. Since soldiers and lawmen start with this feat, you won't always have to take it.

Active defence is also a sum of various factors and is fairly easy to increase. However, it is a very unreliable form of defence. It doesn't apply to attacks in combat until you make your first action, it doesn't apply to enemies behind you and it doesn't apply while helpless.

Armour rating is provided by armour and other similar factors, and is intermediate between the two. It's easier to increase than innate defence, and more reliable than active defence. It is reduced by the penetration of enemy weapons, and some special effects reduce or negate it, but for the most part as long as you have a decent amount of it you can rely on it. However, armour rating has one major flaw: it isn't really defence. It represents a chance for an enemy's attack to be deflected, not for it to miss. Many damage types outright ignore it, and the attack maintains its penetration against your other effects. Only a few damage types are impacted, and the most common damage type (bludgeon) isn't one of them. Energy defence does the same thing as armour rating, only it works against a different set of damage types.

Range:
Rather than a simple maximum range, weapons in-game have an effect called a "range increment." When taking a shot, for every range increment between you in the target you get a -1 to attack. In addition to this, every fifth range increment gives you a -1 to penetration. Once penetration reaches 0, this begins to penalize damage, starting with the highest damage type. (If they are tied, the higher bleed damage type goes first.)

Area of Effect:
Area of Effect weapons, such as explosions and spray attacks, perform differently from regular attacks. AoE attacks do somewhat less damage than targeted attacks as a general rule, but they hit every part of the target's body at once. The damage to each part is recorded seperately, but health damage and bleed are treated as if it was a single attack with no multiplier. AoE cannot score a critical hit. AoE effects have an effect called blast increment, which is essentially the same thing as a range increment, except since AoE weapons do not have to make attack rolls the listed value is the range at which it loses a point of both penetration and damage. This value is fairly short, but most weapons still deal damage against soft targets a decent distance away, and the blast is often big enough to pose a danger to its user.

Health damage, nonlethal damage, body damage and bleed:
Damage dealt to an opponent results in four effects. Health damage is just straight-forward immediate damage to the target's health, although the amount of the opponent's health lost is pretty low and doesn't have a serious impact on them by itself unless your weapon is extremely powerful. The next is nonlethal damage, pain for most damage types, which is counted against their health for the purpose of tripping incapacitation thresholds, does not cause shock and cannot kill. Body damage is damage to whatever part of the target you attack (clicking on a specific part selects that part for attack) and impairs the target once you deal a sufficient amount of damage to that part, making it responsible for most of the immediate incapacitation provided by a wound. Bleed is damage over time, which takes ten minutes for most damage types (unless a constitution check is made to reduce the duration) that causes both health damage and nonlethal, and is the effect most likely to kill a character. Note that all of these are based on damage dealt, not base damage, so any defensive trait that reduces the damage type itself will reduce all of these.

Critical hits:
Critical hits are well-placed and well-angled hits that cause additional effects to the target. First is critical health damage, which is a multiple of the weapon's base damage that is inflicted on top of regular health damage. This also comes with critical nonlethal and bleed, although not body damage. Second is damage type critical effect, which is dependent on the damage types you are inflicting and is a special status effect that allows a saving throw. (For example, slashing damage deals MASSIVE bleed on critical hits.) Third is shot placement critical effect, which is dependent on the targeted body part. (For example, attacks to the torso damage strength, agility and constitution.) Damage type critical effects are dependent on damage and critical multiplier, shot placement critical effects are dependent only on damage. Critical hits are extremely deadly, always impair a target and require much more effort than normal wounds to cure. However, criticals are impacted by armour exactly as much as regular attacks, so you still need your weapon to be able to inflict damage against an opponent for a critical hit to make any difference. To score a critical hit, you must hit the target while rolling within your weapon's critical range. If you get to make multiple d20 rolls on a single attack, the last one must be within this range for it to count.

Shock:
As health falls, an effect called "shock" kicks in and inflicts penalties on the individual in question. This starts at 80% with a fairly minimal -1 to initiative, attack, active defence and skill checks. This penalty doubles every 10% beyond that, up to -256 at 0%. At 60%, another -1 penalty to melee/spell damage, movement speed and saving throws kicks in, which also doubles for every 10% beyond that up to -64 at 0%. At 40%, another new effect kicks in, with a -1 to heal rate that doubles every 10% beyond that up to -16 at 0%. At 20% health, a new penalty that gives +1 to enemy critical threat. This doubles every 10% up to +4 at 0%. At 0%, any character vulnerable to shock is dead.

Needless to say, shock can absolutely ruin a character's combat effectiveness by itself. But it's not all there is.

Incapacitation:
Incapacitation is another debilitating effect, one impacted by both health damage and nonlethal. It reduces the number of seconds of actions you can enact per round, and inflicts damage if you enact too many. At 75% health, you don't lose any actions per round, but any more than three seconds and you will take health damage equal to the total body damage you have suffered. (Nonlethal body damage exists and results in nonlethal health damage, regular body damage results in regular health damage.) At 50% health, you are restricted to three seconds per round and taking any more than one second inflicts damage. At 25% health, you are restricted to one second and any action inflicts damage. At 0% health, you cannot make any actions, but will not take any more damage.

Like shock, this is not a pleasant effect and can outright ruin your combat effectiveness fairly quickly.

Damage reduction:
Damage reduction is a common, potent defensive trait. It's not very reliable and is easily negated by penetration due to its generally low numbers and it isn't as effective against high-power weapons as resistance, but it's a good effect for low-damage and low-penetration weapons. Damage reduction is a point effect, which directly reduces the damage dealt by enemy weapons. Damage reduction only works against certain damage types, which are listed in parenthesis, with no listed value meaning it works against every damage type that isn't immune to all reductions. It can often be negated by special circumstances, which are listed after a slash. If there is no special circumstance, then it will be listed as /--. The most common special circumstance is /silver, which means that silver weapons ignore this damage reduction.

Resistance:
Resistance is another common, potent defensive trait. It's more reliable (when from armour) and is harder to negate due to its generally higher numbers, but it isn't as effective against low-power weapons as reduction. Resistance is a percentage effect, which reduces damage by a rounded value proportionate to the damage it is resisting. Resistance is always a multiple of 5. Resistance uses the same symbols as reduction to denote its effect.

Apparel resistances are dependent on apparel type (not to be confused with apparel weight) and the damage type in question. Against those it is strong against, this is 75+15*Enhancement, for those it is weak against this is 25+5*Enhancement, and for those it is neither strong nor weak against this is 50+10*Enhancement. For clothing, all of these are reduced by 25+5*Enhancement.

Immunity:
Immunity is an effect similar to resistance in most respects, which stacks on top of it additively. Immunity is much smaller than resistance, in most cases about 1/5 as strong, and being harder to come by. However, immunity is NOT impacted by penetration, and is never negated or even reduced.

Apparel:
Armour and clothing provide substantial protection, in the forms of armour rating, energy defence, damage reduction and resistance. Armour rating is dependent on weight and quality, energy defence and damage reduction are dependent on weight only, resistance is dependent on quality only, although clothing provides less resistance than armour. Apparel also imposes a penalty on some effects and a cap on some effects, most of which are related to the agility score and its skills, a notable exception being current move rate. Lastly, main body apparel presents a chance for spells with somatic components to fail to cast. (This last one is reduced by class features for caster classes, providing a maximum apparel weight for casting without a somatic failure chance.)

Light clothing:
AR/ED 1, DR 1, Armour Check -1, Armour Cap 20, 5% somatic spell failure.

Medium clothing:
AR/ED 2, DR 2, Armour Check -2, Armour Cap 16, 10% somatic spell failure.

Heavy clothing:
AR/ED 3, DR 3, Armour Check -3, Armour Cap 12, 15% somatic spell failure.

Light armour:
AR/ED 6, DR 6, Armour Check -6, Armour Cap 8, 25% somatic spell failure

Medium armour:
AR/ED 8, DR 8, Armour Check -8, Armour Cap 4, 50% somatic spell failure

Heavy armour:
AR/ED 10, DR 10, Armour Check -10, Armour Cap 0, 75% somatic spell failure

Apparel has health, which is independent of its weight (it does get its own DR and resistance) and can be lost fairly quickly in combat. Damaged apparel provides less protection. At 75%, apparel loses half its AR and ED, at 50% it provides no AR or ED and loses half its DR, at 25% it provides no DR and loses half its resistance (to the nearest 5%) and at 0% it provides no protection at all.

Natural/Mage armour:
Natural armour and mage armour are identical effects that are provided by some races, attributes, feats and spells. Both provide AR, ED and DR equal to their value, and resistance equal to 5x value. This effect is modified by size, with larger characters receiving more DR but less AR and ED. Resistance is not impacted.

Penetration:
Penetration is a special effect present on many weapons that reduces defensive traits such as armour rating, energy defence, damage reduction and resistance. Penetration directly reduces armour rating, energy defence and damage reduction by its value, resistance by five times its value. Since these values can never go below 0, penetration is only effective against opponents that have these values and caps in effectiveness at the highest of these values present on the target. That said, penetration is the most valuable effect against these values, and trading damage for penetration can be a good idea against armoured opponents.

Magic:
Magic in this game uses a Vancian system, which means you get a certain number of spells each day. Preparation takes one hour for classes that prepare spell slots, replenishing spell slots takes eight hours of rest, and one hour of preparation if you must prepare spells. You get a certain number of spells slots from your class of each spell level (usually not very many) and beyond that your caster attribute is added to it. This is equal to your modifier for that attribute, divided by the spell level (1-10) and rounded down.

Towns and Cities:
There are ten cities and countless towns in the game. The difference between the two is fairly simple: cities are separated from the world, must be entered from certain points, are designed to prevent vehicular entry and the guards outside will try to prevent you from taking weapons into the city. For towns, none of these things are true. Both are generally safe areas (although not always) and are the best places to find quests, shops and services.

Non-hostile NPCs:
There are non-hostile NPCs in the game, whose purpose varies from simple chit-chat to bartering and quest-giving. NPCs are also tied to factions, and any actions involving them have consequences. For example, one of the uses of the diplomacy skill is to increase NPC disposition, which also adds points to their faction's disposition towards you, although the faction requires many more points to be influenced. Another example would be harming an NPC, which lowers their disposition and their faction's disposition towards you. Killing an NPC has the same effect, only much more so.

Disposition, factions, superfactions and karma:
Disposition is a measure of an NPC's opinion of you. It comes in two forms, positive and negative. Positive disposition is capped at 100, negative disposition is not capped. The two factors run separately (although some effects on one will impact the other) and both have their own effects. There is a net value, which is used for most effects. At a net of -100, this ceases to have any practical effect. NPCs that have both high positive and negative disposition towards you will behave extremely erratically.

In addition, most NPCs are part of factions. These include things like families, small towns, military units and other similar-sized groups. Factions use the same disposition system and are impacted just as much by every individual action, but they use a 10,000 point scale. Among other things, faction disposition impacts the fame and infamy you have with individual members that recognize you, with faction disposition providing a 1% modifier to individual disposition.

Superfactions and megafactions are extremely large factions. These are basically factions of factions, with megafactions being factions of superfactions. Superfactions use a 1,000,000 point scale and impact the regular factions within them in the same manner as factions impact NPCs. Megafactions perform the same way for superfactions, and use a 100,000,000 point scale. Higher still is the global faction, which impacts every megafaction in the game and any DLC or user-made area in the realm in the same manner as megafactions impact superfactions. This uses a 10,000,000,000 point scale. Last is karma, which is the highest a faction can go. It impacts every global faction in Ginnungagap and uses a 1,000,000,000,000 point scale, which means that any location in a DLC or user-made area will be impacted by it even if they are in a different realm.

Children and babies:
Children and babies are abundant in the game and perform like any other NPC, but with an additional effect: Any negative act committed against a child has the values in all of its negative consequences squared, and for babies cubed. Any positive act involving them has the values in all of its positive consequences doubled, and for babies tripled. Don't hurt the little ones, or the game will make you regret it.

Resurrection:
Resurrection in-game is automatic as long as a character has lives left. Resurrection costs experience levels, and if you don't have the experience you lose all you have and take much longer to come back to life. Not only that, without sufficient experience you'll be reborn as a newborn, complete with slow-dissipating status penalties that one would expect from an infant that actually was fresh out of the womb. (Except, of course, you retain your mind and all memories.) In addition to this, every character has a pre-set number of times they can be resurrected before the resurrections permanently stop. The only way to resurrect a character without using a life burning their experience, or to resurrect one who has no lives left, is the level 10 "wish" spell, which has expensive components and an experience cost.

This is the place where pitiful and sadistic earn their names. They both change the default number of PC lives and resurrection time. Although the others do impact the number of character grades you need to ascend in order to gain extra lives and shorten resurrection time, they don't impact the base value when you start off. By default, you have two extra lives and take one week to resurrect (one month for rebirth) but on pitiful you get three extra lives and take only one day to resurrect (one week for rebirth) while on sadistic you only get one extra life, take one month to be resurrected or one month to be reborn.

I'll be adding more to this post as I go.

There's two of us on this account. Jeremy contributes on design posts, Justin does everything else, including replying on those threads. Jeremy is not a people person, so it's Justin you'll be talking to at any given time.

Aelsif's Patreon.

This looks like it is heavily based off of the d20 system. Am I correct?

This looks like it is heavily based off of the d20 system. Am I correct?

Bits and pieces. Skill checks, saving throws, attack rolls, things like that. Most of the system is original, though, and even the things based off D20 have been changed a lot.

EDIT:

I also realised I forgot to add information on range increments. I'll go edit that in now.

Edited that in, should be good now.

There's two of us on this account. Jeremy contributes on design posts, Justin does everything else, including replying on those threads. Jeremy is not a people person, so it's Justin you'll be talking to at any given time.

Aelsif's Patreon.

I noticed you have somatic spell failure, 6 second turns, etc.

You mentioned have 1 second, 3 second, and 6 second actions, you might want to have a definitive list of them. I know you mentioned various actions that seem like they would directly map to these segments, but some actions don't necessarily fit or have a set area from my initial read.

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I noticed you have somatic spell failure, 6 second turns, etc.

You mentioned have 1 second, 3 second, and 6 second actions, you might want to have a definitive list of them. I know you mentioned various actions that seem like they would directly map to these segments, but some actions don't necessarily fit or have a set area from my initial read.

Attack actions vary. Speaking, quickened spells, quick steps (uses the tumble skill) and other similar actions are 1-second actions. Casting, nooking an arrow (from the quiver), many quick skill checks are 3-second actions. Summoning, most skill checks, reloading a light crossbow, using the inventory, things like that are 6-second actions. Reloading most weapons, casting ritual spells, changing clothes and a few particularly long skill checks (crafting, for instance) are multi-round actions. There's enough actions in the game I can't really list them all.

There's two of us on this account. Jeremy contributes on design posts, Justin does everything else, including replying on those threads. Jeremy is not a people person, so it's Justin you'll be talking to at any given time.

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Today I'll be covering creatures. If anybody has a suggestion or wishes to volunteer ideas, I'll take them under advisement. I'll be moving on to locations sometime in the maybe not so near future.

A quick explanation of terms:

Sentient:
Sentience is the condition of being able to perceive. In-game, it is the bare minimum for a creature to possess a class level. Every sentient creature possesses a class level, and almost all creatures are sentient. However, sentience is not enough by itself to gain experience, so many creatures only possess a single class level.

Reasoning and sapience:
Reasoning is the ability to make decisions and solve problems, sapience is the ability to learn from past issues. Unlike sentience, neither of these things is all that common. Most mammals and reptiles are sapient with at least some reasoning capability, but not much, and many other creatures possess none of either. This determines whether or not a creature can gain experience, what penalties apply and what conditions will yield experience for them. For example, only fully reasoning and sapient creatures (humans, for instance) gain experience from quests and challenges. It takes the next level below to gain experience from skill checks, the next below for saving throws and the next below to gain experience at all. The penalties for these are 0%, -25%, -50%, -75% and -100%. (Creatures with -100% experience will still gain their age and perception bonuses to experience, thus usually still earn some experience.) Further, reasoning and sapience determine whether or not a creature gets skill points, saving throw bonuses or attack/active defence bonuses from levelling, and what proficiencies they lose. For example, a creature two grades below full sapience loses their highest proficiencies in any given weapon type.

Familiar Creatures:

Dogs to kick:
A familiar class of creatures, ranging from tiny to medium in size and mostly being small, canids are common, weak creatures found almost everywhere, functioning as this game's giant rat. (Actual giant rats, on the other hand, function as this game's wolves. It's backwards on purpose.) You'll be killing road mongrels, stray dogs, wolves and the like right off the bat. Hill mongrels, trained dogs and wargs come later when you need a step up, but it's not much of a step up. Canids lack any special abilities, are among your most fragile enemies, their bite attack is pathetic and they provoke attacks of opportunity so often they practically kill themselves. Canids are found almost everywhere. Mongrels are common along roads, in cities and in hills around human settlements, where they scavenge off carrion, litter and garbage. They aren't a large threat to anybody, they're basically an aggressive coyote. Dogs are common house pets and working animals, and frequently are abandoned and become more aggressive. Wolves and their larger cousins are the dog's smarter ancestors, they travel in packs and in the right conditions can be aggressive to humans. the rest of the time, you'll never even see them, because they avoid people, especially humans, like the plague. Canids are sentient, and range from little (-75%) to intermediate (-50%) reasoning and sapience.

Rodents of unusual size:
Another familiar class of creatures, ranging from diminutive to large in size and mostly being small, are rats. While giant rats are a useful fantasy convention, I do so tire of their common application. Rats in-game fill a similar role to canids as low-level fodder, but as opposed to being all-around weaker, rats are tougher than canids and while they are slower with a weaker bite they come in larger numbers and transmit disease very well through their festering saliva. Do yourself a favour and dispose of them from a distance, or end up with an infected bite, fleas and likely some potentially nasty zoonotic disease. The larger, deadlier rats have developed near-immunities to the effects of most zoonotic diseases without actually resisting infection, and transmit the zoonotic diseases by bite as a form of defensive venom. They have very few natural enemies as most creatures bitten by them die of disease shortly thereafter, although reptiles appear to be much more resistant and make up the majority of their remaining natural enemies. The largest species of these, called a "verminator", is the size of a small bear and although omnivorous and mostly a scavenger is still quite aggressive.

Smaller breeds are often the culprit of bizarre outbreaks, such as Luchbaile Primary School's herpes outbreak, where over the course of a year 162 of the primary school's children, another 36 children from outside the school, 128 infants/toddlers and 214 adults developed herpes infections due (directly or indirectly) to the school's rat infestation. Most of these infections were oral or ocular, although infections were found across the body. The mechanism of transfer was unknown, but it's unlikely that actual direct contact with the rats could cause an outbreak on this scale. (Although a small number of children getting herpes-infected rat bites could, conceivably, be the original source.) It has been suggested that the herpes virus mutated to allow fleas to act as carriers, which then lead to indirect traditional transfer, but the infections themselves are too small and localized for that. This mystery will likely never be solved, as the school's rat infestation was disposed of quite thoroughly, and large sections of the school renovated, to prevent future outbreaks. Although the current outbreak continued to grow, as herpes infections spread fairly easily, especially oral herpes.

Rodents are sentient, and range from very little (-100%) to intermediate (-50%) reasoning and sapience. Rodents of unusual size make exceptionally poor pets, due to their septic saliva and "perfect carrier" immune system. Domestic rodents can be found, but they are always mice, never rats, and are at largest of diminutive size.

Animated corpses:
This setting makes a pretty strong distinction between animated corpses and "true" undead. The difference between the two is their construction. Animated corpses are corpses that are animated by magic rather than being imbued with any kind of life, and are either created by mortals or nature. True undead, on the other hand, are given actual life. They still are still a new person (unless turned by the lifeblood ritual spell, or the lifeblood of a death lord) but they can reproduce, both sexually and parasitically. The in-game distinction is mostly in their health. (And your ability to become one, as you can only become true undead in-game.) An animated corpse does not have health, instead only being killable through body damage. For weaker animated corpses, this isn't a big deal as their body comes right apart under attack. For stronger ones, this can be a serious problem as bullets are terrible at tearing bodies apart and (outside of a cannon or machine gun) firearms simply can't throw enough lead fast enough to be a practical solution to an enemy that can only be killed by body damage. Meanwhile, true undead are tougher and more resistant to these methods, but have health bars and most bleed, making them vulnerable to conventional methods to a degree that animated corpses are not.

This game is loaded with animated corpses, in fact these creatures are so commonplace as to become mundane. They're commonly used as cheap labour throughout the setting, and many people see them as potential soldiers. These creatures are accepted because they are fairly low-threat. These creatures can be created in-setting by two means: ritual and spell. The ritual takes time, but doesn't require a caster and creates the creatures permanently. Spells can create these creatures immediately, (one minute casting time, but still) but require re-casting every couple hours to keep the creature operational. As a result, most casters with soldier/guard corpses keep their corpses preserved and ready to go, and simply cast their spells on the corpses when they're needed. Worker corpses tend to be of the permanent variety. Sickly enough, it's also common for parents of dead children to try and bring their child back to life by making them permanent undead, and simply ignoring the fact that the creature in question is not a person.

Walking stiffs:
There are four varieties of full-bodied animated corpses: risen corpses, zombies, ghouls and mummies. of these, there is only one variety each of risen corpses and zombies, but two varieties each of ghouls and mummies. Of these, one is a "facsimile" mummy or ghoul, a spellcaster's pale imitation of them. These creatures have good hit dice (not as good as ectoplasmic creatures) and fairly good damage reduction (also not as good as ectoplasmic creatures) and while slow they have better strength and perception than either of the other two and have better offensive power than ectoplasmic creatures do. Overall less useful than ectoplasmic creatures, but easier to make (does not require as fresh of a corpse) and lasts longer inactive, and they're still a step above bone undead.

Risen corpses are created a cantrip, so it goes without saying that they aren't very useful. they lack in offensive power to some degree, and fall apart after almost humiliatingly weak attacks. They're so frail they can be dismembered with a bullet, and decapitated with a punch, making it highly unlikely they will survive an enemy's first round of attacks. Zombies are created by a 3rd level spell, and are much tougher and have higher damage reduction, but still slow and weak, making them highly vulnerable to any attack. Ghouls are animate corpses created by vampires for use as soldiers and slaves, usually from the corpses of their enemies, as any they kill with their (usually much less fatal) vampiric bite become ghouls if the vampire elects not to spend the experience required to form them into a new vampire. True ghouls regenerate, and if killed reform near their master's coffin. Mummies are naturally occurring crypt guardians, any corpse sufficiently preserved long enough in an area that (for whatever reason) already has mummies in it (this isn't obvious, as they usually just lie there unless they feel their crypt is threatened) will become a mummy. Unwrapped, normally natural versions are called "draugar" (singular "draugr") and are somewhat faster than the wrapped artificial version but lack the wrapped mummy's natural armour.

Dem bones, dem bones, dem dry bones:
Animate skeletons can be found in the setting, and are different from their usual depiction in that their bones are visibly held together by transparent ectoplasm, which when examined actually comes with a set of organs. There are four versions of these as well, which are roughly equivalent. As a general rule, skeletal creatures are inferior to their fleshy counterparts, lacking their fleshy kin's strength and having smaller hitdice, although they are more agile. They have better defence against thrusting attacks and especially projectiles, but their damage reduction doesn't work against bludgeoning damage, the most common damage type. Strangely, skeletons have better charisma than ghosts and zombies. Good in ranged engagements due to their high defence and damage reduction, but otherwise the worst choice. That said, they are very easy to make as a corpse can be very far gone when they are created, and they last for quite some time inactive. The four forms are risen bones, skeletons, thralls and keepers. Risen bones and skeletons are roughly equivalent to risen corpses and zombies, thralls are a lich's equivalent to ghouls, and keepers are unpreserved versions of mummies.

Ghastly appirations:
Once more, there are four strengths of these. As a general rule, these are the best choice in combat. They have higher damage reduction that covers the most damage types and the best hit dice. They have the best constitution and resolve as well. However, they lack in offensive power, as their strength and agility scores provide them much less benefit. However, they require the freshest corpse and the most maintenance, as they don't last long inactive. The four forms are risen imprints, ghosts, revenants and phantoms.

True undead:
True undead are much less common, at least outside the realms of death. These include vampires, liches and wraiths, as well as their stronger "death lord" versions, the nosferatu, bone wraiths and reapers. These latter creatures, the death lords, are extremely rare outside the realms of death, but rule over the realms of death themselves with influence and power rivalling that of the gods. All true undead, especially death lords, are stronger in the realms of death and when there they no longer require a tangible object (coffin, phylactery, tombstone) to resurrect themselves, making death a minor setback. Although, that said, the same is true of mortals and the deceased in the realm of death. (Mortals killed in the realms of death are forced out of the realm, resurrected as normal in their home realm with normal experience loss but not expending a life. The deceased do not have lives, and other than time, experience loss and possibly being reborn do not suffer any penalty for death.)

Vampires, dhampirs and nosferatu:
Vampires are powerful undead creatures, possessing superhuman speed, strength, agility, perception and charisma. They possess two familiars, a wolf and a bat, and have a weakness to sunlight. (They also do not sparkle, Stephanie Meyer.) While sunlight is not immediately fatal it does rob them of most of their powers even if they are covered by full, protective clothing, and direct sun exposure dries and burns them. Vampires have damage reduction, regeneration, both a vampiric touch and vampiric bite, and a surprising lack of traditional weaknesses. (Neither garlic nor "holy" weapons impact them in the slightest.) The moon heals them, adding to their already strong regeneration, and the only damage type they do not regenerate any faster than normal is constitution attribute damage. If killed, a vampire regenerates a new body in their coffin in one hour, with no physical damage but all their attributes damaged down to 0 (before modifiers) and until they can regenerate their attributes to normal they are quite vulnerable. Vampires are constantly flanked by a wolf and a bat familiar, who are both vampiric and resurrect as they do if killed. Vampires have no need for water, as they are rehydrated by the blood they consume. This blood is also required for them to survive, so most vampires simply drink blood and kill two birds with one stone. Vampires can also create ghouls, animated corpses originally killed by their vampiric bite, who regenerate while in their presence and resurrect around their master's coffin as their master does. Vampires can create more of their own kind in two ways. Firstly, they can use the traditional method of killing mortals with their drain and feeding them their blood, which costs health and experience. Else, they may use conventional, sexual reproduction. The latter yields a dhampir if the other subject is a mortal. Dhampirs are watered down vampires, with fewer strengths but also a less extreme weakness to the sun. Vampire and dhampir pregnancies take ~7.5 years, (if human or a similar ageing species) fitting considering that (rather than not ageing at all) vampires age at a tenth of the rate a human does.

Vampires are normally wealthy, at least somewhat, and are traditionally people of wealth and taste. They are appearance-conscious and influential. They avoid public appearances and move away when the public get suspicious. Some vampires stick around, and often find themselves attacked by hunters as a response. While many vampires use deceptive methods to obtain the blood they need to survive, many more simply use their wealth to purchase the blood (and silence) of choice individuals. Many vampires do not have full knowledge of their abilities, and many others simply ignore their nature, and honestly believe that turning people is giving them eternal life, despite it actually killing the individual and replacing them. Worst of all, many of these vampires take pity on orphaned children, taking them in and turning them. They don't understand that the actual child is now in one of the realms of death, down a life, alone, afraid and confused, and that the vampire made from their body is NOT them, even though the vampire child believes they are. (This behaviour is also recorded amongst wraiths and even liches, but it's most common amongst vampires.)

Beyond the regular vampire is the mighty nosferatu. Nosferatu have the same damage reduction as other vampires, but back it up by also having bonus resistance and when in death lord form a minor immunity. They regenerate twice as fast as other vampires, and when in death lord form moon healing is doubled. They have better hit dice than other vampires, whopping d20s. They move at triple normal speed, rather than a regular vampire's double, and this increases to quadruple as a death lord. They are 25% immune to bleeding and 50% immune to nonlethal, these increase to 50% and 75% in death lord form. Nosferatu have better strength and perception scores, which are among their advantages that do not increase as death lords. Nosferatu have a stronger "death lord" form, which they can engage once per day for ten minutes with a one-round transformation time. In this form, their abilities are much stronger and they gain new abilities. This form takes on bat-like characteristics including wings (located above the kidneys), thick fur and giant ears, generates a thin mist of their alignment colour and obliterates any clothing they might be wearing when they change into it. This form can fly, and allows them to swallow other creatures whole. (Although, as always, swallowing a healthy target is a good way to kill themselves.) Nosferatu produce full vampires when breeding with mortals or other vampires, and other nosferatu when breeding with each other. Unfortunately, nosferatu have a hard time finding eachother with their small numbers, and a nosferatu pregnancy takes ~75 years, and the child ages at 1% of the normal rate. It's hard to find people a pair of people who can stand each other for that long, so for each meeting they usually only produce one child. The nosferatu is the only vampire truely capable of turning a person, soul and all, into a vampire. They can do so in two ways: their vampiric drain, which turns the target into a vampire thoroughly, or the lifeblood ritual, which turns the person into a nosferatu. The difference between the two is the cost: vampires are very cheap for a nosferatu to create, costing only health, but new nosferatu cost health and experience. Nosferatu can also create ghouls, and their ghouls are stronger than a regular vampire's ghouls.

Liches, lichkin and bone wraiths:
Liches are skeletal undead beings of great power. Their damage reduction impacts more damage types, but less common ones, than that of vampires, their regeneration is the same, and while they have less strength and perception they have better constitution and resolve due to their partly ectoplasmic nature. Liches are, oddly, vulnerable to bleed and health damage as their ectoplasmic body can be damaged and runs a fluid through it similar in function to blood. This "blood" is as clear as regular water and smells of copper and vinegar. Liches are still 25% immune to bleed and nonlethal damage. Liches have the power to disintegrate a target's flesh when touching them, dealing force damage and recharging the lich's vitality. Like vampires, liches are physically vulnerable to sunlight, and healed by moonlight. Liches have fantastic senses and a knack for stealth, and produce thralls in much the same manner as vampires produce ghouls. They can reproduce parasitically, killing living creatures with their disintegrating drain then sacrificing their VP and experience, or sexually, the mechanics of which need not be questioned. Sickly enough, liches have been known to transform orphaned children and adopt the new lich as their own child, with a similar logic to that of vampires, despite the child having their flesh disintegrated off of their bones in the transformation. Their half-human hybrids are known as "lichkin", and are identical in appearance to regular liches. They are to liches as dhampirs are to vampires. When killed, liches regenerate at their phylactery in one hour, at full health with all their attributes damage to 0, before modifiers. Liches do not eat or drink, but need to use their disintegrating drain to maintain their health and they do need sleep. (Unless their species normally does not have to, of course.)

Bone wraiths, known locally as cnàibhse (cnàimh+taibhse) are the death lord version of liches. They possess greater immunities to bleed and nonlethal (50%, 75% as a death lord) and they possess an immunity to psychological and disruption damage as well (25%, 50% as a death lord) making them very hard to put down. Their regeneration is faster, their moon healing is boosted as a death lord, and although their base movement speed is the same they move at double the normal rate as a death lord. They possess greater agility and charisma than regular liches, although becoming a death lord does nothing for this. Their death lord form, like all death lord forms, can fly. In their death lord form, their bones become as transparent as their ectoplasm, giving them a massive bonus to hide. (+20) For the most part, they are to a lich what a nosferatu is to a vampire, and like a nosferatu they are very rare and nearly impossible to kill.

Wraiths, wights and reapers:
Wraiths are the ectoplasmic true undead, equivalent in purpose to vampires and liches. Wraiths are difficult to significantly damage, and have a lot more health than the other varieties of true undead. Wraiths are unusual in that not only does their constitution draining attack restore all of their needs and pertain to a fourth need that only it can restore, water also suffices for nutrition instead of just hydration. Wraiths have large hit dice, immense damage reduction and regeneration. Other than this, they lack any major special abilities, and their durability is most of the reason those who become wraiths through lifeblood choose them. They have very high strength, constitution, perception and resolve. Like the others, they are vulnerable to sunlight and healed by moonlight. They can also reproduce in the same methods, producing wights when breeding with mortals and can produce revenants through their constitution drain should they not elect to damage their ability scores and give up experience to create a new wraith. If they are killed, they regenerate at their tombstone with all... yeah, you get the idea at this point, don't you?

Wraiths are substantially more aggressive by nature than liches or vampires, and rarely enter into any peaceful role. They prefer roles that revolve around beating, cutting, shooting, blasting, burning, disintegrating or draining people to death. The source of a wraith's aggression is unknown. Wraiths are also known to transform orphaned children and adopt the new wraith, as despite their violent, aggressive nature they still retain their parental instincts. If anything, their aggression strengthens their parental instincts, and while can't really say they treat their "children" especially well, and they take them with them and make them participate in whatever flavour of violence they unleash, they do take care of them and teach them how to fight properly, and the children are tough enough that they are fairly safe in most combat circumstances, especially while supported by siblings and parents.

Reapers are a stronger version of wraiths. Reapers have bonus resistance in addition to damage reduction, minor immunity in death lord form, better regen, better moon healing in death lord form, better movement speed when a death lord, and for kickers as a death lord the innate defence bonus (although not the active defence bonus) for shot placement is ignored, making them much more proficient at targeting the opponent's limbs. When in death lord form, they get bonus critical threat as well. Once per death lord transformation, they may make a coup de grace with half the normal attack penalty. Once per day (no transformation necessary) they may ignore both the innate and active defence bonus of any body part they wish for a full round of attacks. Reapers usually use these daily abilities to kill a single opponent, although if they blow the attack (which is quite possible) they have wasted their best ability.

Unique Animals:
The area is abundant with unusual wildlife, and although I can't detail them all (my concentration is seriously waning) I'll run through a few here.

Vanheadair:
A tiny quadrupedal arthropod (tiny in size class, for an arthropod this thing is massive) native to Vanaheimr, found mostly in and around water. Despite its name being a contraction of "Vanaheimr" and "figheadair" (spider) the vanheadair bears no actual resemblance to a spider. The arthropod has a hard exoskeleton with very few small, fine hairs protruding from it. The vanheadair has a natural proficiency with cold magic, and can use it in a variety of ways, the most distinctive being its unique ability to skate on water by freezing sheets of water as it steps onto it and using the larger surface area provided. The vanheadair also has the ability to emit an aura of cold for a full minute to discourage predators, although this ability is limited in its usage. (Usually 2-3, although in captivity many can perform this ability 5-6 times daily and the record is 12.) Vanheadair can also cast a small variety of low-level cold spells naturally, and as they almost always manifest class levels as "sorcerer" or "mage" they usually have a couple cantrips to back this up. They have decent natural armour, but their lack of mass and mediocre constitution make them easy to kill anyway. Vanheadair are not normally aggressive and avoid larger creatures, but have been known to attack gremlins and fey unprovoked and like all creatures they will attack almost anything when threatened. They are sentient, but non-sapient with no reasoning ability.

Krakoom:
A tiny, gerbil-like rodent conspicuously avoided by all predators. They aren't dangerous, fleeing from danger whenever possible, and they are in possession of no great physical or mental power. They have only been seen attacking creatures that threaten their young, which are unusually small in number for a rodent. All that said, for some reason they are avoided by predators to the point where their deaths by predation make up less than 10% of their total deaths, and for a tiny wild animal that is very strange indeed. I'll give you a hint: it's in their name.

Gadh:
Large, wild herbivores, with three long, pointed horns that flare slightly at the end. The ends vaguely resemble a spear tip, hence their name. (gath+crodh, spear+cattle) They travel in herds, and other than their distinctive horns they also have some of the thickest hide suitable for making leather. They are aggressive and defensive, and although easy to keep running and pick herd members from (as is true for all herd animals) they can be dangerous if approached closely, especially if from the front.

Harvesters/Regulators and abominations:
Harvesters are creatures from beyond Ginnungagap that come to inhabited worlds to consume inhabitants with higher than normal amounts of magical energy. As the young of any given species have as much magical energy as adults and are smaller, thus easier to swallow and in larger numbers, they usually prefer them. That said, they'll eat anybody with enough magic in their bodies, and on slow days their standards droop until they can return to higher harvesters with a stomach full of live prey. (They feed the higher harvesters a small portion of their prey, to power the harvester until it can find its own food.) Regulators are the exact same creatures, fulfilling another role: killing off any creature, through any means, that can use its magic. Magic makes creatures a much bigger threat to harvesters (although they are a threat anyway, harvesters aren't all that tough) and most creatures outside of Ginnungagap only produce and store magic rather than use it, so anything that can actually use magic must die. Everything in Ginnungagap can use magic, thus everything in Ginnungagap must die. Not that that will leave anything for the harvesters to, you know, harvest, but yay regulator logic.

Ginnungagap poses a unique threat to both harvesters and regulators in the sheer number of magically-capable creatures. This has forced the regulators to use unusual and unorthodox measures, including creating new, regulator-controlled magical creatures to help reduce resistance and massacre the populace. These creatures are called "abominations", and are often quite dangerous both directly and indirectly.

Observers:
Observers are fine harvesters that prey primarily on insects and very small birds, reptiles and mammals, including not a one of the player races. Even newborn fey are barely within their size range and are considered too dangerous (both by themselves and as part of a family) to be worth the risk to an observer. Observers are a small ball with a toothless mouth on the front, an eye on each side and a tentacle on the back. As regulators, observers target the same range of animals, usually avoiding sapients because they lack the power to compete with them, directly or indirectly. In combat, observers use simple, low-damage energy attacks and their mouth has a natural debilitating effect that is weak with a low save DC. These are pathetically weak by our standards, but to a mouse or hummingbird they're devastating. Many lesser creatures fall prey to one of the two debilitating effects of their mouth, either the physical or mental versions, and are swallowed without a major struggle. They can use their tentacle as a bludgeon, but like all regulators they rarely use physical force and have little of it to use. Their tentacle is a tool, a tool that makes a shitty weapon.

Manipulators:
Manipulators are tiny harvesters that prey primarily on small birds, reptiles and mammals. Although the tiny player races, the young of small player races and babies of medium player races all fall under their preferred size range, they still avoid sapients as harvesters due to the danger they present. As regulators, they target groups of animals or lone sapients and attack in groups hoping to overwhelm them and flee. They've also been known to show in numbers with their 100 each complimentary observers and often larger regulators to groups of sapients. Manipulators have two tentacles, originating from their back, and are ovoid rather than round. Their mouth is elongated, but still toothless. They're more capable with physical force, but they also have more casting power and still prefer their spells to melee combat.

Changers:
Changers are medium harvesters that prey on larger creatures, frequently including sapients. They have a particular taste for sapient young, and changers usually seek to return to their controller with a couple children in their stomach rather than a single adult. As regulators, changers are dangerous to sapients, attacking individuals solo or groups of sapients in numbers, in both cases bringing a swarm of manipulators and each manipulator's swarm of observers to aid in the act. Changers have four tentacles, and an egg-like shape. Their mouth is wide and massive, making them quite proficient at quickly swallowing prey once the prey has been immobilized. Changers have deadly magical attacks, and decent enough melee power to... get beaten into the concrete by small children. Seriously, they might be better in melee than the previous two, but they still really suck. They might try to swallow the kids, but if the child sees them coming this almost never works.

Controllers:
Controllers are huge harvesters that prey on very large creatures, including all sapients. It's a rarity they actually do their job, but when they do very little in nature can stop them. A single overzealous controller, their hundred changers, the changers' total 10,000 manipulators and the manipulators' total 1,000,000 observers are responsible for the massive, deadly regulator incursions that occasionally happen within Ginnungagap, including the one in Tuathbaile that sparked the coup before the game. Although most of nature isn't a threat to them, they usually don't do too well against any sort of military, even in the most primitive of settings, and it's actually their subordinates that do most of the damage. They have a large, long, teardrop shape with eight tentacles and a large mouth. Their magic is quite powerful, and their tentacles are... decent enough weapons, I suppose. Sometimes. They have been known to try and swallow creatures whole in combat, and frequently pay for it with massive internal injuries. Even a single baby swallowed intact can tear apart their organs and kill them from the inside out, and if a healer gets to them often recover quite quickly.

Destroyers:
Destroyers are colossal harvesters and the largest, most powerful known examples of their kind. It's extremely rare they actually do anything, especially since the gods here in Ginnungagap will intercept and destroy them on a moment's notice. As regulators, destroyers still don't ever do anything and on the rare occasion they actually do it's a single, massive attack that here in Ginnungagap (and probably other places) invariably results in their death. Their spells are impressive, and their tentacles are good enough to have a purpose, making them quite threatening to a primitive settlement. They are a large, comet-shaped creature with sixteen tentacles and a huge, gaping, toothless maw full of poison. They're quite impressive, but tend to be killed by rather unimpressive things. It was Soarsa's performance in the last destroyer attack on the Tuathbaile star that initially earned her that promotion, as the destroyer swallowed her whole and rather succumbing to poison or immediately fleeing the small level 2 bard/sorceress killed it by expending her small complement of spells spells inside it and stabbing it repeatedly with a sword. (A small rapier, to be precise.)

Regulated:
Regulated are common abominations similar to members of the local populace in appearance. They are portly and bloated, but their limbs are long and lanky. Their faces are disfigured, usually with massive fat deposits, swelling and bulgy eyes. Their eyes are hazy, they bleed white and melt when killed, giving off toxic fumes. They aren't very dangerous, and exist mostly as manpower to maintain other abominations, notably the dun witch that they are always born with. Easily killed, usually with a volley of gunfire.

Dun witch:
A mercifully invisible abomination with a horrid, intolerably hideous appearance. As their health wanes, so too does their invisiblity. They are larger than the normal members of the base species, with large stature and great durability being the slow, invisible monster's primary assets. Despite their invisibility they lack in stealth, as they make a lot of noise with every step. They have little reasoning and sapience, and rather than using weapons simply attack with spells from their charisma-based caster classes, and melee when they need to as their large invisible body helps them do. For the first few seconds of a dun witch attack, bystanders only see the swatch of destruction, only realising after a few seconds pass that a creature is behind it and where this creature is. The dun witch almost always dies in its rampages, but does a lot of damage before it goes and that's all it's supposed to do.

Smilers:
Smilers are appallingly common abominations that share a similar appearance to members of the local populace. They are very large and tall, bald, with pale, clammy skin and bulgy, lidless eyes with a milky haze and no irises. Smilers' faces are locked into a permanent, overly wide grin, although the rest of their face expresses normally. They dress in formal wear, and can often be found at the sites of strange occurrences, "accidents" and disasters. They've been seen at crane and bridge collapses, train derailments, plane, truck and airship crashes, plant explosions, well poisonings and other unnatural disasters. This simply CANNOT be a coincidence. They are extremely hard to kill, with both natural armour and bonus damage reduction, immense hit dice, high constitution, good physical saves (terrible mental saves) and an immunity to death through body damage. Smilers can only be killed through bleeding, and they have a lot of blood to lose.

Managers:
Managers are uncommon abominations that share the appearance of species in the local populace. They are considerably harder to spot than smilers, but every agency in all of Ginnungagap demands they be killed on sight. Managers wear business attire and carry briefcases, with very clean appearances and none of the disfigurement common amongst other abominations. Their voice is raspy and monotone, with strange mannerisms and a distinctive lack of social awareness. They bleed a black, oily fluid that doesn't actually appear to be blood. Managers are often seen with smilers after particularly large disasters, and have been known to manipulate mortals to destructive ends. They are not as hard to kill as smilers when things go right, as they are less hardy and are subject to death by body damage, but things seldom go right because rather than fighting managers simply retreat through teleportation when threatened. Most managers can only teleport short distances, but as they grow more powerful they gain the limited ability to teleport much longer distances, eventually between planes. Particularly powerful managers can even slow down time, allowing for an entire round's worth of actions in a single second.

This is a fraction of the creatures I've already got for this game, I'll be adding to this list as I go. For a long while now my concentration has been waning and I've got school work to do, so I'll have to come back to this.

There's two of us on this account. Jeremy contributes on design posts, Justin does everything else, including replying on those threads. Jeremy is not a people person, so it's Justin you'll be talking to at any given time.

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