Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Since we're already discussing this, I'll reiterate the ideas from my thread.
Strength - damage in melee combat, limitations on certain types of armor and weapons.
Accuracy - damage in ranged combat, accuracy in melee and ranged combat.
Reaction - evasion, movement range, stealth.
Constitution - health reserve, limitations on certain types of armor, resistance to poisons and diseases.
Intelligence - turn order, non-combat specializations (healer, crafter, hacker).
Willpower - magic power and resistance (and its analogues), diplomacy.
All parameters will increase to 100, and in some cases, they will be treated as percentages. I'll allow for free distribution, as all my races are either humans or their derivatives, which will be quite adequate.
General branches:
Blade Master (bladed weapons)
Marksman (blasters)
Sniper (sniper rifles)
Warrior (assault rifles, submachine guns, etc.)
Juggernaut (very large guns)
Grenadier (grenades, grenade launchers, turrets)
Sapper (mines, traps)
Saboteur (stealth)
Engineer (crafting)
Hacker (hacking, programming)
Biologist (healing)
Diplomat (trading)
Race branches:
Aristocrat (Elysium): group actions, duels, diplomacy.
Worker (Elysium): unique crafting branch.
Northerner (Hyperborea): armor, health, resistances.
Samurai (Shambala): bladed weapons + some "magic".
Ninja (Shambala): stealth, assassination + some "magic".
Monk (Shambala): hand-to-hand combat, diplomacy + some "magic".
Space Pirate (Eldorado): increased damage, berserk.
Outcast (Eldorado): any racial branch or its own unique branch.
Mage (Avalon): minor abilities like telekinesis, etc.
Creation Mage (Avalon): healing, buffs.
Destruction Mage (Avalon): fireballs, debuffs.
Mind Mage (Avalon): hypnosis, illusions.
Child of Light (Utopia): boosts under the sun, unique crafting branch.
Nature Warrior (Utopia): poison, unique crafting branch.
Assassin (Limb): increased damage, poison, regeneration, culminating in vampirism.
Cyborg (Noosphere): implants and upgrades to taste, hive mind, health partially restored.
Mechanism (Noosphere): implants and upgrades to taste, hive mind, resistance to magic and its analogues, immunity to poison, health not restored.
Hive (Hive): mutations to taste, hive mind, regeneration, hypnosis, mind control.
Child of Darkness (Dhuat): boosts in the dark, resistance to magic and hypnosis, boosts to accuracy and evasion, culminating in echolocation.
Specific skills are still in the development stage.