Difference between revisions of "Djinni"
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==Innate Abilities== | ==Innate Abilities== | ||
− | *Djinni | + | *Djinni are made of fire: |
**'''[[Fire|Fire Resistance 2]]''': Djinni are highly resistant to fire. | **'''[[Fire|Fire Resistance 2]]''': Djinni are highly resistant to fire. | ||
**'''[[Poison|Poison Immunity]]:''' Djinni are immune to poison. | **'''[[Poison|Poison Immunity]]:''' Djinni are immune to poison. | ||
** '''[[Cold|Cold Vulnerability]]''': DJinni take extra damage from cold. | ** '''[[Cold|Cold Vulnerability]]''': DJinni take extra damage from cold. | ||
*'''Floating''': Djinni are technically [[fly]]ing, but are unable to wear [[boots]]. | *'''Floating''': Djinni are technically [[fly]]ing, but are unable to wear [[boots]]. | ||
− | *'''Extra Vitality 1''': Djinni | + | *'''Extra Vitality 1''': Djinni start with +4 maximum HP. |
− | *'''HP Casting''': Djinni use [[HP]] instead of [[MP]] for all | + | *'''HP Casting''': Djinni use [[HP]] instead of [[MP]] for all purposes. |
** They have zero MP. Any form of MP restoration and the [[spirit shield]] ego are useless. | ** They have zero MP. Any form of MP restoration and the [[spirit shield]] ego are useless. | ||
*'''Innate Casting''': Djinni are unable to learn spells from [[spellbook|books]]. Instead, they learn spells on level up. | *'''Innate Casting''': Djinni are unable to learn spells from [[spellbook|books]]. Instead, they learn spells on level up. | ||
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==Starting Skills and Equipment== | ==Starting Skills and Equipment== | ||
− | + | Djinni receive the skills, equipment, and spells listed for their background. | |
==Difficulty of Play== | ==Difficulty of Play== | ||
{{Moderate}} | {{Moderate}} | ||
− | Djinn | + | Djinn are, in a sense, simpler spellcasters. Players don't have to worry about [[MP]], which spell schools you go to, or even which spells you get! However, Djinni still have to be careful about their [[HP]] reserves. They must adapt to the spells they are given, which may not be to a player's tastes. |
== Skill aptitudes == | == Skill aptitudes == | ||
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==Strategy== | ==Strategy== | ||
*[[Makhleb]] is a particularlly good god for spell-casting Djinn, due to restoring lost HP on kill. | *[[Makhleb]] is a particularlly good god for spell-casting Djinn, due to restoring lost HP on kill. | ||
− | *Djinn have to | + | *Djinn have more reason than most spellcasters to branch out into a hybrid playstyle. Even with a -3 aptitude to [[Spellcasting]], you still will have spare experience to put into defensive or weapon skills. You might take more damage from enemies, but their attacks can be resisted or dodged. |
− | |||
==History== | ==History== | ||
− | * Djinn will be added in [[0.27]]; | + | * Djinn will finally be added in [[0.27]]; inspired by both the Djinn and Oni species featured in certain forks. |
* Djinn were considered for inclusion in both [[0.13]] and [[0.14]], but were ultimately cut before being included in any stable release. They adid not learn spells on level up or only use [[Spellcasting]] to cast spells. They used EP instead of HP or MP; and had a bunch of special cases (such as [[spell hunger]] causing contamination, and only certain methods of [[channeling]] worked). | * Djinn were considered for inclusion in both [[0.13]] and [[0.14]], but were ultimately cut before being included in any stable release. They adid not learn spells on level up or only use [[Spellcasting]] to cast spells. They used EP instead of HP or MP; and had a bunch of special cases (such as [[spell hunger]] causing contamination, and only certain methods of [[channeling]] worked). | ||
{{Species}} | {{Species}} |
Revision as of 13:28, 13 July 2021
- This page is a stub. You could probably expand this page should you wish to do so.
Djinn are beings of smokeless fire. They enter the world spontaneously and without explanation, born with a tireless hunger for knowledge and adventure. Djinn have a unique relationship with magic: rather than learning spells from books, their spells come from within, welling up from their fiery core as they gain experience. They draw from that same fiery core to cast spells - for Djinn, magical power and health are one and the same.
As elemental beings, Djinn are immune to poison and highly resistant to fire, though cold damage is deeply inimical to them. Since they float through the air without need for legs or feet, they cannot wear boots. Djinn are middlingly competent at most forms of physical combat, but have a particular aptitude for spellcasting. Their Spellcasting skill grants the same level of spell success and power that other species need multiple skills to reach. |
Contents
Innate Abilities
- Djinni are made of fire:
- Fire Resistance 2: Djinni are highly resistant to fire.
- Poison Immunity: Djinni are immune to poison.
- Cold Vulnerability: DJinni take extra damage from cold.
- Floating: Djinni are technically flying, but are unable to wear boots.
- Extra Vitality 1: Djinni start with +4 maximum HP.
- HP Casting: Djinni use HP instead of MP for all purposes.
- They have zero MP. Any form of MP restoration and the spirit shield ego are useless.
- Innate Casting: Djinni are unable to learn spells from books. Instead, they learn spells on level up.
- Starting backgrounds are unaffected.
- They are unable to worship Sif Muna, Vehumet, or Kikubaaqudgha.
- Djinni use only the Spellcasting skill in order to determine power and failure rates of spells.
Preferred Backgrounds
- Warriors: Gladiator
- Warrior-mages: Transmuter
- Mages: Hedge Wizard, Fire Elementalist, Ice Elementalist
Level Bonuses
- +1 to a random stat every 4th level.
- 10% less HP than average.
- +3 willpower per level.
- Recieve random spells, starting at XL 3. Spells rise in level as you level up.
Starting Skills and Equipment
Djinni receive the skills, equipment, and spells listed for their background.
Difficulty of Play
Simple • Intermediate • Advanced |
Djinn are, in a sense, simpler spellcasters. Players don't have to worry about MP, which spell schools you go to, or even which spells you get! However, Djinni still have to be careful about their HP reserves. They must adapt to the spells they are given, which may not be to a player's tastes.
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | 0 | Armour | 0 | Spellcasting | -3 |
Short Blades | -1 | Dodging | 0 | Conjurations | N/A |
Long Blades | -1 | Stealth | -1 | Hexes | N/A |
Axes | -2 | Shields | 0 | Summonings | N/A |
Maces & Flails | -2 | Necromancy | N/A | ||
Polearms | -2 | Translocations | N/A | ||
Staves | -1 | Transmutation | N/A | ||
Unarmed Combat | 0 | ||||
Fire Magic | N/A | Invocations | 0 | ||
Throwing | -2 | Ice Magic | N/A | Evocations | 0 |
Slings | -2 | Air Magic | N/A | ||
Bows | -2 | Earth Magic | N/A | ||
Crossbows | -2 | Poison Magic | N/A | Experience | +1 |
Strategy
- Makhleb is a particularlly good god for spell-casting Djinn, due to restoring lost HP on kill.
- Djinn have more reason than most spellcasters to branch out into a hybrid playstyle. Even with a -3 aptitude to Spellcasting, you still will have spare experience to put into defensive or weapon skills. You might take more damage from enemies, but their attacks can be resisted or dodged.
History
- Djinn will finally be added in 0.27; inspired by both the Djinn and Oni species featured in certain forks.
- Djinn were considered for inclusion in both 0.13 and 0.14, but were ultimately cut before being included in any stable release. They adid not learn spells on level up or only use Spellcasting to cast spells. They used EP instead of HP or MP; and had a bunch of special cases (such as spell hunger causing contamination, and only certain methods of channeling worked).
Species | |
---|---|
Simple | Mountain Dwarf • Minotaur • Merfolk • Gargoyle • Draconian • Troll • Deep Elf • Armataur • Gnoll |
Intermediate | Human • Kobold • Demonspawn • Djinni • Spriggan • Ghoul • Tengu • Oni • Barachi |
Advanced | Coglin • Vine Stalker • Vampire • Demigod • Formicid • Naga • Octopode • Felid • Mummy |