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illabrat
06-01-2001, 11:38 AM
I've been messing about with the character creation system and I gotta say it's like christmas when I was a kid. Only problem is I ended up with a character I liked in the only slot I had open, so I can't mess any longer.

So far the racial bonus I've gotten is the outdoors skill set and the 'aversion to violence' trait for Safelanders. Anyone else got any they want to add so we can put together a list?

Also, what's the new wilderness system?

Ember
06-01-2001, 01:08 PM
The Tucheans get an automatic tridents
Iridine gets citizenship
Cinera gets blade mastery
Parcine gets Parcine Battle Cry
Aestivia gets natural builder
Altene gets its usuall skills
Remath gets Iridine, Cinera, and 1 extra language to start with
Safelands get Outdoor basics and Aversion to Violence
Gadaen gets Unpredictablility and Smooth Tounge
Sostarean gets Disciplined Mind and Anonomity
Windward gets Language and Metal Afinity

I didnt see what the self picked bonus traits/skills were, and Altenes only start with level 1 staves instead of 5 block, 5 jab, and 5 basic.

Ember

Lasseter
06-01-2001, 11:38 PM
I must agree with Illabrat. The Traits addition is absolutely awesome! :D
I went through and checked out the various traits that I found interesting and was amazed by the effects that they incur - positive, negative, and neutral. This seems to be a well-thought out new feature to add a little more attraction to an already engaging game.
But! I do have one question. A couple of the traits had "magical" effects :eek: - one made use/understanding of it more likely, and another provided a reduced impact of magic when used againt a character with this specific trait (can't remember which ones they were, but they were both 'Positive' traits). So my question is -

MAGIC?!? :confused:

Is this something we can expect to see in use in the gameworld in the near future? I've lived so long without it, and enjoyed the fact that there is NO magic in Midlight (*), that I'm a little apprehensive to the mystic arts making their appearance in a world that has thrived without it.
One thing that I found unique about TEC was its lack of magic, a feature not found in most other games of this style. It was this feature, among one or two others, that led me to TEC. While I doubt that its introduction would drive me away, I would feel a sense of loss for a game that has florished for so long without the presence of fireballs and lightning strikes. :(
Can anyone in the know bring me up to speed on this new phenomenon? Before I voice my despair at this 'new' feature, I'd like to know a little more about its impact on the gameworld.


(*) I know that there is "some" magic in Midlight, but not the kind that an individual would need 'protection' against it or access to it. Unless they were a Priest in the Cult of Ereal, where magic is used to some degree and on a large scale, I don't see the requirement for it. In an attempt to answer my own question, does this mean that the Priesthood will be activated again? Thus the 'magical' traits?
Healing magics I can understand, but I'm still baffled with the need for protection from it. Does this mean that if you posses this trait, healing magicks will not be as effective on your person?
I'm rambling... Someone please put my unease to rest with a knowledgeable reply.

Thanks,

Lasseter

Deathjester
06-02-2001, 03:08 AM
Is that all Iridine citizens get, citizenship? cause thats a given...and thats the way its always been. Are there going to be more benifits to being a citizen with this out now. I think being a born in Iridine should git a little more, not to sound greedy. But every other nationality gets to do something special. Although I know citizenship has some benifits, I think with this, if thats all they git there should be more benifits to come.

Thoras
06-02-2001, 06:02 AM
Firstly Lasseter, don't worry about fireballs and lightning strikes happening, battle magic isn't going to be part of the TEC magic system and even if it eventually got there, battle magic has always been said that it wouldn't be a single man mission, you'd need a lot of people and a lot of time to cast even the simplest of spells. I don't know what other magics they have in the works, but I know personally of both the healing magics and an illusion magic skillset. Personally, I'm *REALLY* looking forward for the chance to roleplay a mage. Deathjester, from everything I've heard, citizenship for iridine citizens will start giving us a higher edge in the city when more advanced features starts to come out, like the political and judicial systems.

Celtor
06-02-2001, 06:37 AM
Hey, I actually wrote out all the traits...positive, negative, and neutral...with their descriptions and values...if anyone is interested in seeing it...let me know and I'll get the lists to you. I'm assuming that these will be included in some kind of player manual in the near future (please please). There are 27 pos, 28 neg, and 8 neutral. Rather lengthy lists.

Celtor, the "I actually took notes" tec addict...will wonders never cease?

ps...i suppose the best option is for you to send me a private message and i'll get you the lists...dunno really, haven't figured out all the nifty little details on this forum system yet...

Thoras
06-02-2001, 06:39 AM
It'd be a great idea to just post them to the forum here Celtor 8)
but if you can't, I'd be interested in getting hooked up with that list. Thoras1@yahoo.com

estrough
06-02-2001, 06:52 AM
A lot of people complain that with the stuttering trait, when they talk it doesn't appear as if they are stuttering to other people. Is this supposed to happen or have you just not had the time to fully implement all the traits into the game?

jlewis
06-02-2001, 10:17 AM
A couple things that have been suggested about the new traits.

Japes said that he'd post the traits to the exclusives link so that it could be downloaded and printed, but that may be unnecessary once the new player's guide is up-to-date..
Hmm.. I guess I should actually go follow the player's guide link.

The reason why Iridinians only get citizenship as a default bonus trait is a matter of balance. They have the most flexibility in terms of adding traits later in character generation, although I acknowledge that you'll have to balance every positive with a negative.

Celtor
06-02-2001, 12:22 PM
Hey, I just posted the three lists of traits...on the Traits thread under The Eternal City Mechanics...no need to double post, so go there to check it out.

Good stuff.

alysa
06-05-2001, 06:47 AM
Could someone be so kind as to describe the race-based unique traits to me? I did not see them in that big Traits listing.