Posts from Expedition: general discussions.
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Priestesses are women selected from ordinary mortals, sometimes without their consent. Divine poison is infused into their veins, which greatly changes them. In the future, they can evolve into demons of Ceraria.
The Northerners have become so full of atheism that they extinguish divine influence simply by their presence, and the harsh living conditions have made them giants.
And the Ammurtians are just weaklings who believe that strength lies in technology, and that physical basis is not important when you have mega-armor and a mega-gun.
On the other hand, I also considered the priestesses as an in-game guild for female characters. So there is no definitive end point anywhere.
Damn, it's even hard for me to discuss ideas that will be in the expansion pack, so as not to spoil a bunch of key details and keep you in maximum suspense. The problem is that almost all the information about the setting that I have at the moment has already been spoiled.
🏹🎪+⛓️♿=💕
— weapon parameters (tentatively planned so that one-handed swords and longbows will have 4 damage, and two-handed weapons will have 6)
— origin bonuses (but this will likely only be included if I decide to make the game open-ended)
— a backstory bonus system (I'm not sure if I'll even implement this)
— a list of negative effects (it's not certain that this will be included at all)
I'm still not sure if I should scrap the ideals system altogether. Criticism is welcome, but advice along the lines of "more abilities that provide bonuses to stats" will be ignored. I'm more interested in when a character gains new functionality from skills, rather than just having more hit points. I'd also like to include more aura abilities, but I don't want anyone to feel left out. And I haven't quite figured out how to give all six factions the same number of unique abilities yet.
I also like it when a character gains cool functionality from a skill. I slightly regret taking the stat bonus profession for Beate. It looked very appealing at the start, but now I could easily compensate for the difference, while something like an artist or psychologist would always be relevant.
Regarding magic, in the future setting, I plan not to create specific spells and magical skills at all, but only to define the directions in which magic can be developed (I currently plan to have four of them) and make it dependent on mana; the more mana you spend, the more you heal or deal damage, or the stronger the buff/debuff, etc., and also some unique things that fit the style. We'll see. For fun, I sometimes come up with all sorts of crossover multiverses, for which I have to try to combine different magical systems. As a result, in my own worlds, magic is simply energy, thanks to which you can do anything you can imagine, with enough knowledge and willpower. In Salidere, there are spells because not everyone levels up to become powerful mages; some find it easier to memorize a few ready-made formulas and enjoy it, while others don't want to reinvent the wheel. And in the expansion setting, I'm not yet sure if there are magic schools at all, and if a player receives magic at the start thanks to one of the fate cards, then they are definitely self-taught because magic, as such, doesn't exist, and there's nowhere for them to learn.
🏹🎪+⛓️♿=💕
🏹🎪+⛓️♿=💕
Also, the fact that sanity/mana is used as a second health pool. I had something like that in the Praxos expansion; there, characters could cast spells by connecting appropriate devices to their nervous system, and too many spells physically exhausted the nerves, or so it was explained.
I slightly regret that I took the same profession for Beate, giving her a bonus to stats. At the start, it looked very appealing, but now I would have balanced out the difference, while some artist or psychologist would always be relevant.
Added 2 minutes later
I read it twice as "system of idols."
🏹🎪+⛓️♿=💕

