Players can choose:
create a house, choose a region where their house is based in, and what allegiances they have.
Be loyal to a house (even if of lesser birth: they are a knight sworn to the family or part of the extended family, the miester/teacher of the house, part of the council)
be part of a house (one of the grand houses current family member)
Put together a form that players could follow that could find out what house they could belong to?
(So fire emblem is a tactic strategy game which a concept that might work with your world especially with classes. So the characters of the game usually have a designated classes which they start off with but as the game progresses you can adjust their stats and at a certain level give them a promotion similar to subclasses after meeting X criteria.) - JREIN
House/Region | Description | Benefit | Drawback |
---|---|---|---|
House Portabellan | The ruling house knowing for its dragonfly riders. | ||
Skill Tree | Branch 1 | Branch 2 | Branch 3 |
---|---|---|---|
The Warrior | The Duelist | ||
(one on One combat) | The Cavalier | ||
(tactics & leadership) | The Berserker | ||
(brute power) | |||
The Courtier | The Diplomat | ||
(alliances & negotiation) | The Manipulator | ||
(deception & intrigue) | The Shadow Broker | ||
*(secrets & blackmail) | |||
Silent* | |||
The Acolyte | The Faithful | ||
(guidance & healing) | The Scholar | ||
(wisdom & history) | The Occultist | ||
(forbidden magic & omens) | |||
The Seekers | The Scout | ||
(tracking & ambushing) | The Assassin | ||
(stealth & poison) | The Outlander | ||
(survival & adaptation) | |||
The Shrouded | The Oracle | ||
(prophecy & visions) | The Oathbroken | ||
(defies fate & rules) | The Trickster | ||
(luck and deceit) |
Players choose one tree at the start and a specialty within it. They can expend points later on to advance into other trees.
Stat Name | Represents | Useful for |
---|---|---|
METTLE | physical power, combat prowess | melee, endurance, athletics, attacks |
GUILE | dexterity, sleight of hand | stealth, reflexes, agility |
POISE | charisma, social influence | persuasion, noble/social standing, deception |
DEVOTION | studies at the tower, devotion to the ring, faith or academic knowledge | deduction, history, wisdom, religious and cults, arcana lore, intelligence, perception |
RESOLVE | will power, mental resilience | resisting magic? |
ENTROPY | luck, fate, chaos | chaos magic interactions, criticals rolls, fumble/mitigation of superantural |
Players start with 6 points that they can allocate as modifiers to each stat. Modifiers start at 0 and they can increase their stat by spending points.
Modifier | Point Cost |
---|---|
+3 | 3 points |
+2 | 2 points |
+1 | 1 point |
0 | |
-1 | Gives 1 point |
-2 | Gives 2 points |
Each Skill Tree shouold give a +1 to two stats and a unique ability.
Mayybe as an Acolyte, they can reroll one (or more) of their die in Entropy (or Resolve) rolls once per session - sphinxral