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Post by The Forgotten God on Apr 2, 2016 19:08:14 GMT
Here is a place for players to add suggestions and expectations, etc, prior to the game's launch.
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Post by Naldfari on Apr 2, 2016 19:31:36 GMT
Magicians have their magical traditions (what they draw on), maybe non-magicians have their own "expertise"/traditions that they can devote to which allows them special stuff. Just like magic users have spells that they develop on their own tied to their discipline, adherents of the traditions have techniques that they choose and prepare.
Rogue Traditions Hunter's Guild - Gives advantage to stealth and stalking in the wild lands. Auto-Proficiency with guns or bows, allows tracking of others, and their sense are particularly keen.
Grand Gymnasia - From street-performance tumblers to outdoorsman clinging to the faces of sheer cliffs, from the dazzling trapeze artists in carnivals or circuses to the divers who explore wrecked ships, they are a group dedicated to plumbing all the ways in which a body can move.
Order of the Long Knife - A quiet blade in the dark has changed history more often and more radically than all the pitched battles ever waged by massed armies. A good majority of those knives were in the hands of brothers or sisters in the Order of the Long Knife, who specialize in quick, quiet ends for their enemies
Warrior Traditions Way of Falling Leaves - Centuries of ascetic contemplation and relentless training in the monasteries of the far north have allowed the dark elves to temper their bodies as thoroughly as they have their spirits. The Way of Falling Leaves is one of the codified results of their efforts, specializing in throws, holds, and binds to peacefully restrain a foe while minimizing injury to them.
Thousand Rising Paths - One does not wield the sword; the sword wields the wielder. This is the credo of the Thousand Rising Paths, whose ascetic dedication tests the limits of unity between blade and blademaster.
The Hard Way - Few fights are the graceful dances or noble duels that the inexperienced imagine them to be. In a world of dirty tricks, bloody knuckles, and broken bottles, there's really only one way: the hard way.
Scholarly Traditions Lyceum of Debate - Social focused tradition, gives bonuses to persuasion and diplomacy, allows the manipulation of NPC's more easily and advantages in political situations like elections.
Dedicated Study - The mind is an oft-untapped resource and only through diligent study can its true potential ever hope to be unlocked. Through rigorous research and diligent reading, the limits of one's ability can finally be unleashed, creating in a mere mortal the capacity to stand astride nations, all the races bowing in awed subservience to your mastery of the limitless potential of pure knowledge! At least that's what the pamphlet at the library said.
Gilded Courtiers Service - No one is entirely sure the extent or power of the Courier's Alliance, but they exist in every major city in the world and all seem to obey the same code: Confidentiality. Accuracy. Velocity.
Just some vague ideas
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Post by Silvia Raizer on Apr 3, 2016 12:18:46 GMT
A map would be nice if anyone's good at that stuff.
I'm eager to see what the character creation will be like as I had the hint of an idea last night.
I would also love to see a list of playable races. I'm leaning towards an elf but we'll see.
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Post by Vaquero Calatrava on Apr 3, 2016 19:27:21 GMT
A magic that deals with enchanting, such as storing magic in objects like blades or arrow heads could be cool. I'm also a fan of Alchemy as a means of altering objects with magic or storing magic within them. So you could have 1 school be about Transmutation, altering the shape, chemical composition, or make up of an object, as well as being able to, at higher levels, affect stuff like liquids and gases. And Elementalism, which would be binding elemental magics into objects as a sort of delayed reaction, like a grenade contained in an arrow head, with a weakness being that exposure to rapid enviromental changes could cause the magic to short out and fire prematurely, making it poorly suited for stuff like bullets, and limiting enchantments to one type.
I even came up with a darker art of it, Alkahestry, the art of using the magic of alchemy to break apart matter, without putting it back together, essentially magic that could be directed in such a way that it could tear apart anything it came in contact with. Human alchemy, much like necromancy, would be highly vilified.
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Post by Vaquero Calatrava on Apr 4, 2016 3:38:00 GMT
Ideas for rogues.
Sharpshooter: Crappy melee skill but the ability to use multiple firearms or crossbows. Think blackbeards 6 pistol style.
Justicar: Stealh version of a paladin, whose goal is to search out corruption and threats to bastion. Basically a police force, who solve crimes and investigate criminals. Wear heavier armor while still being sneaky.
Jaeger: Centuar class rogue who specializes in hunting and tracking down prey, using firearms to hunt down prey and setting traps to corner them.
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Post by The Forgotten God on Apr 4, 2016 4:52:27 GMT
I like all of these actually. centaurs are the sharpshooters right now because there are no pistols as yet, but justicar and jaeger are definitely workable
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Post by Silvia Raizer on Apr 4, 2016 17:42:11 GMT
We will be getting a list or other guidance on what kind of equipment is available in the game?
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Post by Geoffrey Ravenhurst on Apr 4, 2016 17:51:45 GMT
The League of the Shield: Supposedly a secret society founded by Erastes himself during the early days of his empire, the League has gone through various reformations through the millenia. It has at times functioned as a loyalist militia, a royal guard, a cabinet of trusted Imperial ministers, and more often than not, the Emperor's secret police. Whatever its guise, the League is always composed of dedicated Imperialists seeking to maintain the status quo in one sense or another.
Today, the League is the public face of Imperial culture in Bastion. Composed of vehement racists, stalwart conservatives, and the remnants of old nobility, the faction actively works to maintain the dominance of Imperial culture in Bastion.
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Post by Pykeeee on Apr 5, 2016 15:16:09 GMT
A map would be nice if anyone's good at that stuff. I'm eager to see what the character creation will be like as I had the hint of an idea last night. I would also love to see a list of playable races. I'm leaning towards an elf but we'll see. inkarnate.com/ <-- Good little mapmaking tool in open beta.
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Post by Silvia Raizer on Apr 5, 2016 17:18:29 GMT
A map would be nice if anyone's good at that stuff. I'm eager to see what the character creation will be like as I had the hint of an idea last night. I would also love to see a list of playable races. I'm leaning towards an elf but we'll see. inkarnate.com/ <-- Good little mapmaking tool in open beta. That's really cool. I'll be needing it for my own writing at some stage. Curiously, it appears to show Westeros when you click on the link.
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sup
New Member
Posts: 9
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Post by sup on Apr 5, 2016 21:29:23 GMT
I'mma use that for maps for stuff too.
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Post by Vaquero Calatrava on Apr 5, 2016 22:32:54 GMT
Normally I'd add some stuff to spellcasters. But honestly I feel they're pretty well rounded in terms of diversity and utility. From armored casters to melee blasters, I can work with this. Maybe a class focused on using AOE or explosive magic and enchanting grenades and mines called a Grenadier, but that's probably something that can already be done.
So nothing to suggest, merely to say pretty cool.
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Post by Nigel Thornheart on Apr 5, 2016 22:43:14 GMT
Can we actually get a skill for grenades since they predate the arbeques or would that fall under another skill? The only thing close I see is the bombardier's ability to craft explosives with poison creation, but it'd be a shame if grenades were only limited to one class and race because of it.
Also, I'd like to suggest conquistador under the warrior specialties for humans. Much like the historical Spanish soldiers of the same name, it'd be a heavily armored warrior that specializes in firearms, cannons, and grenades if if you add them but can competently fall back to melee fighting when the enemies close the gap. Horsemanship, plunder, and survival would fit the specialty as well. Obviously a specialty tailored for reclaimers, so for the unique perks, I was thinking some kind of bonus for fighting against the natives and creatures in the wilderness. Then maybe something for firearms that increases the damage to a 15-30 threshold instead of 10-30.
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Post by Naldfari on Apr 7, 2016 5:33:18 GMT
for drinking alcohol crap, could we just have the base score for it be your base health, and then get rid of the skill Drinking? Feel like its a trap for people, as its never really used.
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Post by Valisarr Noricanth on Apr 7, 2016 6:27:01 GMT
Observation as part of the Bushwhacker class, as it only makes sense to be paired with Scouting/Ambush and Espionage.
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