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- --------- The World is Desolate -------
- Magic is feared by the commonfolk, and spellcasters are extremely rare. In some communities, those who can cast magic are exiled, or even attacked, while on others, they are seen as necessary evils. Magic items are also incredibly rare, with something even as minor as a +1 longsword being worth exceptionally high amounts of money.
- Despite clerics and religion still existing, the gods are all dead, each one having been slain by the Great Nullbeast. Very few people still practice religion, and those who still do are often seen as fools, easily tricked by others who are not constrained to religious ideals.
- Few people trust any that are unrelated to them by blood, or that they have not known for a while. While there will still be friendly gestures and acquaintances to be made, very few people will open up easily, or offer help to strangers.
- Instead of precious metals being currency, "shards" are; shards are the pieces that make up a living creature's soul, and each different element has a kind of shard to it. In some places, the shards of one type may be worth more or less, though the few larger communities tend to make a standardized system where one shard is worth the same, regardless of type. Null contains no shards at all, for creatures born of nothingness have no soul to shatter. Shards are also used instead of metals in every way; a sword could be made out of the shards of a former soldier, or a noble's manor could be constructed out of the shards of hundreds of slaves.
- --------- Damage Type Conversions ---------
- In Niholat, aside from bludgeoning, piercing, and slashing damage, each damage type has changed into a different type. Each race is associated with one of the damage types listed.
- Acid - Rust, a destructive energy that wears away at the body and armor painfully. Oftentimes, Rust appears as a brown color, and is sometimes referred to as "corrosion".
- Cold - Water
- Fire - Obsidian, also called "crystal",
- Force - Arcane,
- Lightning & Thunder - Storm
- Necrotic - Dark, the opposite of Light
- Poison - Blood
- Psychic - Color
- Radiant - Light
- ??? - Null, the absence of any sort of energy at all. Few instances of Null damage are ever seen, for it is the most powerful kind of damage any sort of creature can use; it steals away the existence of those which it kills, never allowing them to return to life ever again.
- ---------- Races -------------
- In Niholat, the regular races do not exist; some are rumored to have once been in the world, but have died out, while others simply never existed at all. Instead, there are ten new races, each one corresponding to one of the elements of the world:
- Arcane - Globe boys, kinda like nebulae, have eye symbols on their globes
- Blood - bloodletter-type nerds, have medusa-like hair except its leeches, also have a xenomorph tongue but it's a leech, pale grey skin
- Color - some slime paint boys
- Dark - Dingo/void/shadowwalkers, can forfeit movement to tp half of their movement as long as they're in dimlight or dark and end in dimlight or dark
- Light - ANGLER FISH ANTHROS??? YEP https://i.gyazo.com/89a2f8276cadb633ef66420d90b62313.png
- Null - Possessed armor or clothing, extremely rare race, hated by pretty much everyone
- Obsidian - gemwraiths from naar
- Rust - actually just steampunk/gearpunk robots
- Storm - literally just eels like those snakepeople
- Water - octopodes boy
- ~~~~Mixed Races~~~~
- Arcane + Storm - Weird snakes with hands and feet, covered in eyes, with a single big eye in their mouth as their "central" eye. Can chameleon it up with the surroundings.
- Blood + Light - Firefly boys, believe they are blessed with holy fire and that the souls of angels guide them.
- Color + Dark - Skeletons with a core of colored oil that they can slosh around avatar-waterbender-style.
- Rust + Water - Snails with super soft bodies that go into shell gundam armor things to protect themselves.
- ------- Roles of the Classes -----
- In a world as different as Niholat, each of the classes has changed to adapt to the world.
- Clerics -
- Warlocks - Warlocks do not draw their power from living beings, but rather, they do so from artifacts, known as "boons", which grant them their powers. Each "boon" is tied to some form of spirit, typically a fragmented piece of power from one of the slain gods. Intelligence-based instead of Charisma.
- ---------- TYPE SYMBOLISM AND MEANING -----------
- Arcane - Intelligent, intimately aware of one's self and everything immediately around them. They know their place, and it is there for a reason. Superstitious.
- Blood - Religious, honoring of traditions, close bonds with family and romance, extremely reactive to the tone of a room.
- Color - Outgoing, charismatic, flighty, empathetic, respecting of the creative arts.
- Dark - Introverted, cold, relaxing. Paradoxical in its ever changing need to consume in its shy presence.
- Light - Bright, ecstatic, aggressive, optimistic. It never stops, anything that tries to stop them is sure to falter.
- Null - Oppressive, pessimistic, formal, quiet. There's little to its life and life means little to it.
- Obsidian - Rigid, follows codes and oaths, perceptive, witty. Follows order and process without any exception.
- Rust - Envious, patient, constantly wants the next new idea or next big thing, easily bored, overly demanding.
- Storm - Paranoid, constantly moving and fidgeting, unpredictable, horrid tempers.
- Water - Deadly calm, focused, powerful, prideful, camaraderie.
- ~~~~ MECHANICAL ASPECTS ~~~~~
- most of the things above have been for lore, everything below this is mechanical stuff
- ~~~~ Shards ~~~~
- A creature drops shards equal to its CR x its Constitution modifier. If a creature is above CR 0, then it can drop a minimum of 1 shard, and CR 0 creatures drop 0 shards. If a creature has legendary actions, then it drops 20 additional shards for every legendary action it can take per round.
- Each creature has an affinity to one of the ten types. When a creature has an affinity to a type other than Null, it drops shards of its type; Null creatures do not drop any shards.
- ~~~~ New Weapons ~~~~
- Magic items are incredibly rare, however, mundane creations of weapons are able to be found in place of them; typically, new weapons with powerful properties.
- ~~~~ Type Affinities ~~~~
- Each of the nine standard types has special conditions whenever it takes damage from certain types, which all creatures that have an affinity for that type suffer or benefit from. For negative conditions, the specific creature has to take damage greater than twice their Constitution modifier for the condition to apply; for example, if a dark affinity creature with a Constitution of +4 takes 7 light damage, it is not affected by any negative conditions.
- ### Arcane
- ### Blood
- ### Color
- ### Dark
- ### Light
- ### Null
- ### Obsidian
- ### Rust
- ### Storm
- ### Water
- ~~~~ Subclasses ~~~~
- Barbarian:
- Bard:
- Cleric: Sacrifice Domain (sacrifices your own vitality, is basically a blood/pain domain), [DARK] Shadow Domain
- Druid:
- Fighter: [BLOOD] Crimson Templar (anti-mage and anti-monster, police)
- Monk: Way of the Elemental Consumer (prepares a bunch of type-based charges/meals per rest, can consume them for temporary buffs or moves),
- Paladin:
- Ranger:
- Rogue:
- Sorcerer: Psion (YES REALLY)
- Warlock:
- Wizard: Neophyte of Heroism, [ARCANE] Orbcaster
- ~~~~ Feats ~~~~
- Racial Ones:::::::
- Not Racial Ones::::::::::
- Transtype (For changing type)
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