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