Difference between revisions of "User:Zulfiqar/Sandbox/RubyMUD"

From questden
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===Fluff which can be reworked into smth useful===
 
===Fluff which can be reworked into smth useful===
  
*'''Gnolls'''.
+
*'''Gnolls'''. From DiveQuest, Knight Blades and probably somewhere else. In an IRC chat, Weaver suggested that Gnolls should be TheMario (aka TheHuman) of the RubyMUD races, so here we're sticking to that. Gnolls can be seen occupying different specialties, and excelling in various skills. They're known as Jacks-of-the-trades of the RubyMUD world, being able to learn nearly all professions, and excelling in none. Probably the best choice if you want to play something like "a thief who can stand for himself in a fight, and knows a bit of magic"; and also for Charlatans, and some other in-between classes.
*'''Ogres'''.
+
*'''Ogres'''. From DiveQuest, EscapeQuest and Cutebold Slaughter Quest. Most every fantasy world has its race of big, slow and dumb brutes – that's the Ogres for you. They excel mainly in one thing - physical combat. Having been gifted with both strength and toughness, they can make great "tanks" for an adventuring party.
*'''Orcs'''.
+
*'''Orcs'''. From DiveQuest, Knight Blades and EscapeQuest.
*'''Goblins'''.
+
*'''Goblins'''. From GobboQuest, DiveQuest, Knight Blades and some other quests.
*'''Illithid'''.
+
*'''Illithid'''. From Cutebold Slaughter Fest and probably somewhere else.
*'''Kobolds'''.
+
*'''Kobolds'''. From half the quests in Tgchan's archive.
*'''Ratfolk'''.
+
*'''Ratfolk'''. From GobboQuest, AlienQuest and Bubble Bucket.
  
==Random ideas for NPC or Remort-only races==
+
==Random ideas for Remort-only races==
 
+
That is, races you can change to when you "remort" (max out your character and decide to start anew with a few bonuses added). Btw, I suggest Non-Stat Racial Quirks (racial bonuses and penalties not related to stats) should be present only in remort-only races; standard player races (see above) shouldn't have them.
*Lohrke: Could be cool as a Remort-only race. Not many stat bonuses/drawbacks, or even none at all. Their major rac.bonus is the ability to see in the dark, which is pretty useful in the underground. Their major rac.penalty is vulnerability to sunlight. Dunno how the latter could be implemented in a dungeon-based MUD - maybe have some places where the sun shines through the cave ceiling? Or magically created sunlight? Or maybe make them vulnerable to all kinds of bright light (e.g., magical light, bright fire, etc.)?
+
*Lohrke: Lizard-like high-tech mushrooms from JourneyQuest. Stat bonuses: http://www.tgchan.org/kusaba/questdis/res/182.html says +INT (they know SCIENCE!) +CON (tough). Racial quirk bonuses: Constant light source (they are bioluminescent – that is, glow in the dark), 100% Climb skill (they can walk on walls/ceilings; I think it can be reflected by giving them inborn 100% Climb skill). Stat and racial quirk penalties: Dunno. They have a severe vulnerability to sunlight – but we probably won't have any sunlight in the caves. Maybe that means they are extremely vulnerable to fire? Or any bright light? Dunno.
*Kren
+
*Rabbitfolk: Anthropomorphic bunnies from RubyQuest and DiveQuest.
*Lazurhek
+
*Catfolk: Antropomorphic kitties from RubyQuest, MudyQuest, DiveQuest, JenQuest, RapeQuest... you get the drift.
*Engsami
+
*Lizardfolk: From DiveQuest
 
*Indahl
 
*Indahl
 
*Mok
 
*Mok
*Volto: They're not dungeon-dwellers per se, but it would be cool to meet one, even as an NPC.
 
*Nedynvor: See Volto.
 
*Grue
 
*Sentient Darkness: From DarknessQuest.
 
*Mimiga: As a cameo.
 
 
*Sheek
 
*Sheek
 
*Kenga
 
*Kenga
 
*Shigani
 
*Shigani
*Duran: See Volto.
 
*Slime
 
 
*Construct
 
*Construct
*Doobie: Could be a comically nerfed Remort-only race.
+
 
*Bubble Touched
+
==Random ideas for Second Remort-only races==
*Skraig/Kreeg: As a cameo, an NPC shopkeeper. Pleeeeeeeze!
+
That is, races you can change to when you "remort" for a second time. These are more obscure races, or those that aren't originally dungeon dwellers, and thus can be considered exceptions from their races (they can be RP'ed as having appeared in the caves by accident or specific choice, like Demesi or Malto).
*Catfolk
+
*Volto: Extra-long nosed rare subrace of humans from DiveQuest. Stat bonuses: +INT (judging from Malto), dunno what else. Racial quirk bonuses and penalties, and stat penalties: Dunno yet.
*Rabbitfolk
+
*Nedynvor: Sword-legged bird-lizard-dragon creatures who live on a Great Sky Dragon. From JourneyQuest, DiveQuest, Knight Blades and CutegalQuest.
 +
*Duran: Gray lizard-like surface-dwellers from AlienQuest. Have sensitive skin, so probably -CON. They are prone to diseases, so that may be a racial quirk penalty. Dunno much more.
 +
*Doobie: Could be a comically nerfed Second Remort-only race, played by mature players only for teh lulz.
 +
*Bubble Touched: From Bubble Bucket
 +
*Lazuhrek (Jungle/River/Mountain): From JourneyQuest.
 +
*Standard Engsami: From JourneyQuest
 +
*Bug people: From Knight Blades
 +
*Android/Robot/Clockwork
 +
 
 +
==Random ideas for NPC/mob races==
 +
Races that are too rare, too obscure, have animal-level intelligence, or are impossible to recreate using the game system.
 +
*Skraig/Kreeg: From Bubble Bucket and Cutebold Slaughter Quest. Would be cool to see him as a cameo, an NPC shopkeeper. Too rare (only one (or possibly, two) members were ever seen)
 +
*Grue: Small vermin-like darkness-dwellers with a big appetite, from GrueQuest and DarknessQuest. Animal-level intelligence (just a monster who lives in darkness)
 +
*Sentient Darkness: Grues' life partners and protectors from DarknessQuest. Impossible to replicate using the game system (an amorphous mass of darkness with an undefined limit of powers)
 +
*Slime: Sentient amoeba-like slime from SlimeQuest. Impossible to replicate using the game system (can change shape at will, learns abilities by swallowing enemies, etc.)
 +
*Shocker Crabs: Electricity-powered crabs from JourneyQuest. Animal-level intelligence.
 +
*Kren: Lobstermen from JourneyQuest. Impossible to replicate using the game system (lobster pincers, lobster-like shell, no human-like hands, no human-like feet).
 +
*Winged Engsami: From JourneyQuest. Impossible to replicate using the game system (flying)
 +
*Leviathan Engsami: From JourneyQuest. Too obscure, and too big.
 +
*Tomias: From JourneyQuest. Too obscure, and impossible to replicate using the game system (centaur-like feet)
 +
*Troll: From Knight Blades
 +
*Dogfolk: From Knight Blades
 +
*Sheepfolk: From JenQuest
 +
*Bearfolk: From RubyQuest
 +
*Those-Who-Must-Not-Be-Named: You know who. Those wolf-shark-raptor things. Despite the bad rap they get, would be interesting to see one or two as a rare boss mob.

Revision as of 06:52, 28 January 2010

Ideas for RubyMUD

Ideas for RubyMUD, generated by me and other users alike.

Player races

For the moment when Archons consider adding more than 3.

Comparative table of suggested stats

Race STR DEX CON INT WIS CHA Classes relevant to "+" stats
Gnoll 0 0 0 0 0 0 All of 'em
Ogre + + Fighter, Druid, Barbarian, Delver
Orc + + Fighter, Cleric, Paladin, Doomsayer, Templar
Goblin + + All mages, Bard, Minstrel
Illithid + + All mages, Cleric, Oracle
Kobold + + Thief, Bard, Burglar, Jester
Ratfolk + + Thief, Druid, Trapper, Beastmaster

This distribution probably isn't the ideal, of course.

You may have noticed that each stat on the table has exactly 2 +'s and 2 –'s; and each race also has 2 +'s and 2 –'s (except Gnolls, who have all 0's). This was made for the sake of balance, so that no stat would be more/less popular in the race distribution. Right now, I'm not too pleased with the Goblins' situation; but I don't seem to see a solution yet.

All these racial stats and penalties could be explained in the race description fluff. Read a rough draft for possible race description fluff below:

Fluff which can be reworked into smth useful

  • Gnolls. From DiveQuest, Knight Blades and probably somewhere else. In an IRC chat, Weaver suggested that Gnolls should be TheMario (aka TheHuman) of the RubyMUD races, so here we're sticking to that. Gnolls can be seen occupying different specialties, and excelling in various skills. They're known as Jacks-of-the-trades of the RubyMUD world, being able to learn nearly all professions, and excelling in none. Probably the best choice if you want to play something like "a thief who can stand for himself in a fight, and knows a bit of magic"; and also for Charlatans, and some other in-between classes.
  • Ogres. From DiveQuest, EscapeQuest and Cutebold Slaughter Quest. Most every fantasy world has its race of big, slow and dumb brutes – that's the Ogres for you. They excel mainly in one thing - physical combat. Having been gifted with both strength and toughness, they can make great "tanks" for an adventuring party.
  • Orcs. From DiveQuest, Knight Blades and EscapeQuest.
  • Goblins. From GobboQuest, DiveQuest, Knight Blades and some other quests.
  • Illithid. From Cutebold Slaughter Fest and probably somewhere else.
  • Kobolds. From half the quests in Tgchan's archive.
  • Ratfolk. From GobboQuest, AlienQuest and Bubble Bucket.

Random ideas for Remort-only races

That is, races you can change to when you "remort" (max out your character and decide to start anew with a few bonuses added). Btw, I suggest Non-Stat Racial Quirks (racial bonuses and penalties not related to stats) should be present only in remort-only races; standard player races (see above) shouldn't have them.

  • Lohrke: Lizard-like high-tech mushrooms from JourneyQuest. Stat bonuses: http://www.tgchan.org/kusaba/questdis/res/182.html says +INT (they know SCIENCE!) +CON (tough). Racial quirk bonuses: Constant light source (they are bioluminescent – that is, glow in the dark), 100% Climb skill (they can walk on walls/ceilings; I think it can be reflected by giving them inborn 100% Climb skill). Stat and racial quirk penalties: Dunno. They have a severe vulnerability to sunlight – but we probably won't have any sunlight in the caves. Maybe that means they are extremely vulnerable to fire? Or any bright light? Dunno.
  • Rabbitfolk: Anthropomorphic bunnies from RubyQuest and DiveQuest.
  • Catfolk: Antropomorphic kitties from RubyQuest, MudyQuest, DiveQuest, JenQuest, RapeQuest... you get the drift.
  • Lizardfolk: From DiveQuest
  • Indahl
  • Mok
  • Sheek
  • Kenga
  • Shigani
  • Construct

Random ideas for Second Remort-only races

That is, races you can change to when you "remort" for a second time. These are more obscure races, or those that aren't originally dungeon dwellers, and thus can be considered exceptions from their races (they can be RP'ed as having appeared in the caves by accident or specific choice, like Demesi or Malto).

  • Volto: Extra-long nosed rare subrace of humans from DiveQuest. Stat bonuses: +INT (judging from Malto), dunno what else. Racial quirk bonuses and penalties, and stat penalties: Dunno yet.
  • Nedynvor: Sword-legged bird-lizard-dragon creatures who live on a Great Sky Dragon. From JourneyQuest, DiveQuest, Knight Blades and CutegalQuest.
  • Duran: Gray lizard-like surface-dwellers from AlienQuest. Have sensitive skin, so probably -CON. They are prone to diseases, so that may be a racial quirk penalty. Dunno much more.
  • Doobie: Could be a comically nerfed Second Remort-only race, played by mature players only for teh lulz.
  • Bubble Touched: From Bubble Bucket
  • Lazuhrek (Jungle/River/Mountain): From JourneyQuest.
  • Standard Engsami: From JourneyQuest
  • Bug people: From Knight Blades
  • Android/Robot/Clockwork

Random ideas for NPC/mob races

Races that are too rare, too obscure, have animal-level intelligence, or are impossible to recreate using the game system.

  • Skraig/Kreeg: From Bubble Bucket and Cutebold Slaughter Quest. Would be cool to see him as a cameo, an NPC shopkeeper. Too rare (only one (or possibly, two) members were ever seen)
  • Grue: Small vermin-like darkness-dwellers with a big appetite, from GrueQuest and DarknessQuest. Animal-level intelligence (just a monster who lives in darkness)
  • Sentient Darkness: Grues' life partners and protectors from DarknessQuest. Impossible to replicate using the game system (an amorphous mass of darkness with an undefined limit of powers)
  • Slime: Sentient amoeba-like slime from SlimeQuest. Impossible to replicate using the game system (can change shape at will, learns abilities by swallowing enemies, etc.)
  • Shocker Crabs: Electricity-powered crabs from JourneyQuest. Animal-level intelligence.
  • Kren: Lobstermen from JourneyQuest. Impossible to replicate using the game system (lobster pincers, lobster-like shell, no human-like hands, no human-like feet).
  • Winged Engsami: From JourneyQuest. Impossible to replicate using the game system (flying)
  • Leviathan Engsami: From JourneyQuest. Too obscure, and too big.
  • Tomias: From JourneyQuest. Too obscure, and impossible to replicate using the game system (centaur-like feet)
  • Troll: From Knight Blades
  • Dogfolk: From Knight Blades
  • Sheepfolk: From JenQuest
  • Bearfolk: From RubyQuest
  • Those-Who-Must-Not-Be-Named: You know who. Those wolf-shark-raptor things. Despite the bad rap they get, would be interesting to see one or two as a rare boss mob.