Set in an alternate and ancient Earth-like world, a sort of combined world, deriving from the ones of Conan, Lovecraft and Moorcock. In these times the World was young and there were all kind of fantastic creatures and races. Not all were friendly....
RACES AND SUBRACES
- Human
- Cimmerian
- Atlantean
- Neanderthal
- Gigantopitechus
- Beastman
- Centaur
- Mongrel: They start the game with random corruptions.
- Gargoyle: Gargoyle are some kind of man/earth elemental/bat/demon cross. At medium levels they learn to fly and they get a bonus to Armor Class.
- Serpent Folk
- Manling
- Giant
- Lemurian
- Cyclops
- Nephilim
- Elementals
- Gnome
- Sylph
- Salamander
- Undine/Nereid
* Undying(racial modifier)
- Basically, people who are incredibly hard to kill and don't die with age/disease/poisons. As they age(gain levels)their regeneration becomes slower but their skin become tough and can function as armor. Their bodies aren't made to hold magical energies. Basically, they are supposed to be easily killable only by hunger and incredibly powerful attacks(like a level 1 Undying against a Mature Dragon). Maybe they should also aggravate and have worser charisma. (Unlike Maia these guys aren't fit to become mages/summoners. They have low mana) (rough stats) -4 Charisma, -10 Luck, 50% Mana, double HP Resist Poison, Nether and Fear, plus Hold Life and Sustained Con from level 1 Slow Digestion but when they are starving they don't regenerate. Cannot become undead 400% EXP to advance At 11 they start getting (level-10)bonus to Armor Class, as their skin becomes tougher. At level 20 they resist Cold. At level 25 they can Breath Water At level 35 they no longer need to breath(FLAG_MAGIC_BREATH) At level 40 they resist shards because of their thick skin. Every round when non-starved they regenerate 5+(Constitution/8)-(level/10) HPs
CITIES:
Agharti Atlantis Lemuria Mu
ARTIFACTS AND ITEMS:
- Ankhs, powerful amulets
- A lot of weapons/armors,
- Mystical gems and rings that do weird things
- Elixirs and herbs that, once drank/eaten/mixed, have permanent effects, ranging from stat increases and flags to more complex bonuses / penalties.
- Allow to 'extract'body parts from special uniques or powerful monsters. Eating the heart of a god or of an ancient wyrm will probably be an exciting experience.
SKILLS:
- Pancratium/Wrestling
- Shamanism
- (maybe) craft skills like Smithing, Leatherworking and so on
DEITIES:
- Cton
- Dagon
- Moloch
- Tiamat
- Ba'al Hammon
- any other primal(lovecraftian?)deity that fits with the theme
CORRUPTIONS / CONDITIONS:
- Undead
All have Resist Cold, Nether and Poison, plus Hold Life and 'Magic Breathing'. Some could also have Slow Digestion(or no need at all to feed), Infravision and Resistance to Fear and maybe Stunning.
- Ghoul Possibly similar to the ones in Arab legend, they look human but can't eat normal food...
- Zombie Probably being a Zombie would not carry any decent advantages, except the various Undead resistances and so on. A penalty to speed(-10)would make sense.
- Skeleton
- A sentient skeleton. They resist slashing/piercing weapons and shards. Might also get little bonuses to Dex/Speed(if they are as strong as living people, then they would benefit from the greatly reduced weight).
- Spectre
- Vampire
- The old bloodsucker, possibly with some variants and or new things, like turning into some animals.
- Mummy
- Mummies are strong, sturdy and possibly wise. They would be vulnerable to fire, and possibly somewhat slow. Their touch could drain life. They don't bleed.
- Lich
- You would be able to become a Lich if you are a powerful wizard by doing some kind of quest/ritual. The Lich corruption is basically a very beefed up version of the skeleton one.
- Shadow
- Spectre-like being that is hurt by light and has some nice powers.
- Lycantropy
- Beastman
MONSTERS:
- Elementals
- Lovecraftian-inspired monsters
- Dinosaurs, other primitive monsters
- Obviously player-race monsters
- Wild beasts, like big felines and reptiles.
- Some uniques will be characters from legend, myth or literature that fit
in the game world, like Conan the Barbarian, Gilgamesh, Enkidu, Tiamat(already in game), Elric and the incarnations of the various gods.
GAMEPLAY:
Character Generation: I suppose TOME 3 will allow a more flexible character generation system, with backgrounds that make sense and maybe affect things in game.
Two short and crude examples, one for a Cimmerian Warrior and another for an Atlantean Mystic:
'You were born in Cimmeria, the son of a smith' =You start with better armor/weapon or a bonus smithing skill if there will be one. 'You spent all your early youth hunting, raiding and fighting' =Bonuses to ranged and melee skills, penalty to charisma(just -1). 'You were greatly disliked by others of your age but feared for your strength and cunning' -2 charisma, +1 Strength, +1 Int/Wis. 'At the age of 19, you decided to become an adventurer so that you might gain riches and power.' =This is just a generic ending line, but might it give you a slight bonus, like you could find 10% more gold and/or gain experience 5% faster.
'You were born in the great city of Atlantis, as a member of the royal family.' =Bonus to charisma and great starting wealth. 'You spent all your youth studying the natural sciences and mystical arts under various tutors'. =Bonuses to Intelligence, Wisdom and skills. 'As a children, you were well liked and greatly pampered.' = Bonus to Charisma again, but less Strength and Constitution. 'At the age of 22 you decided to start your quest for knowledge. As a parting gift, your family gave you a family heirloom, a magic amulet, hoping that it would help you in your travels'. =Your thirst for knowledge might give you a slight bonus(+100)to the mod of some skills, while the family heirloom would be a fairly powerful amulet that could be useful for a low-level player while still retaining some value for a more powerful character. In this case an amulet of brilliance with a good but not exceptional pval(+3)would fit well.
Magic: Revised magic system, with spirit summoning/bargaining, different enchanting and lots of other things. The types of magic thank I think would fit best would be Geomancy, Divination, Totems and some kind of alchemy/herbalism. Totem-magic/shamanism would be probably combine summoning with mimicry with some minor spells. If you follow the Totem of the Bear, you could summon some bears to help you in a tough fight, turn yourself in a bear or just cast a spell to give you some of the bear's might(temporary bonus to strength) or ferocity(berserker rage).
Combat: With TOME 3, I could do many interesting combat abilities/skills. Plus I might make armor different, by splitting AC into 'Protection', which reduces damage taken based on armor/tough skin/some spells)and 'Evasion', which means avoiding blows, based on Dexterity, Encumbrance and Skill. Some combat abilities that I thought of: Disarm(remove a weapon from a monster), Shield Bash, Charge, Trip, Thrower(you can throw even unbalanced weapons with good effect).
Quests: Might create some kind of random-generator for simple quests, like find an ancient relic in a random-generated ruin, maybe taking it from a randomly generated monstrous unique. And get a randomly generated reward!
'God Quests'will probably be different and will give different blessings instead of just a plus to Prayer skill. You might also get constant(or just long-lasting)blessings, like resistances, bonuses to stats, defense and other things. They would be similar to the god spells, but possibly more powerful. Of course a blessing could just be a skill boost.
Possibly you could chose between several choiches, like 'Thou hast served me well, choose thy reward!' a)a wonderful item(maybe deity-related artifact) b)a blessing(obviously deity-related) c)a powerful companion(maybe a levelled, deity-related creature)
Gamemap and dungeons: The wilderness wap will probably be similar to some sort of pangea. You won't be able to recognize the shapes of the actual continets, probably.
Dungeons will be lost, forgotten temples, underground/underwater caverns inhabitated by horrible monsters, deep and dark jungles and so on.
I hope it will be easy to code things like random ambushes based on various factors. A character with high perception/searching might recognize an ambush and thus might choose to avoid it or fight the ambushers in way that advantages him, while a less-aware player would find himself surrounded by attackers.
Zonk: Since I'm doing some cleaning work regarding my past projects... This is one of my module ideas that didn't get any comment, which isn't necessarily bad. I think that, since the idea is very disorganized, it might be better to just delete this page. The module project of a primordial world seems to have been partially taken over by Modules/Zothiqband - this is good, that project which seems to be coming along nicely, so no need to spam the module page with an actually useless page like this.
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