Neanderthal
Arcane
Designing a new game world and rule system, got the basics down pat but me players are wanting new takes on character classes so I'm brainstorming new shit.
Its a low magic setting, with a lot of internal consistency where fantasy elements are far off and rare (so more fantastic,) however PCs are going to be unique individuals, partly because there's not much magical equipment on offer so they'll need the edge.
Now I've got the Monk alternative worked out, he's a telekinetic who can manifest his powers very powerfully but only about an inch from his body, so when he stops a blade or punches through a wall its not his body doing it but his will and telekinetic field. Discipline, willpower, and quite a bit of physical ability due to mastery of the self.
Thieves will be masters of shadow, half Keeper, half Shadow dancer, able to manipulate darkness and cloak themselves in it. At higher levels they'll start to gain even greater powers over it, able to shadow walk, and manipulate darkness almost like a Wizard.
Barbarians I'm thinking are rooted in ancestor worship and sagas, to such a degree that they'll carve stories and phrases into their flesh that will actually manifest powers. Strength and weaponskill in the right arm from one saga, defense and shielding on the left arm from another tale, runes of sight on the eyelid, health over the heart, armour and wound warding over the ribs say, yadda, yadda. Need to be half nekkid like Barbs of old, show their proud bodywork to the world.
I'm thinking Fighters having soul weapons and armour that they summon into being and that adapt with them. Mages for shits and giggles not being magic at all but technologists who use contraptions and alchemy to simulate wizardry, a grenade is a fireball, a sleep spell is a tranq dart and so on, Arthur C Clarke thing.
Any ideas, improvements?
Its a low magic setting, with a lot of internal consistency where fantasy elements are far off and rare (so more fantastic,) however PCs are going to be unique individuals, partly because there's not much magical equipment on offer so they'll need the edge.
Now I've got the Monk alternative worked out, he's a telekinetic who can manifest his powers very powerfully but only about an inch from his body, so when he stops a blade or punches through a wall its not his body doing it but his will and telekinetic field. Discipline, willpower, and quite a bit of physical ability due to mastery of the self.
Thieves will be masters of shadow, half Keeper, half Shadow dancer, able to manipulate darkness and cloak themselves in it. At higher levels they'll start to gain even greater powers over it, able to shadow walk, and manipulate darkness almost like a Wizard.
Barbarians I'm thinking are rooted in ancestor worship and sagas, to such a degree that they'll carve stories and phrases into their flesh that will actually manifest powers. Strength and weaponskill in the right arm from one saga, defense and shielding on the left arm from another tale, runes of sight on the eyelid, health over the heart, armour and wound warding over the ribs say, yadda, yadda. Need to be half nekkid like Barbs of old, show their proud bodywork to the world.
I'm thinking Fighters having soul weapons and armour that they summon into being and that adapt with them. Mages for shits and giggles not being magic at all but technologists who use contraptions and alchemy to simulate wizardry, a grenade is a fireball, a sleep spell is a tranq dart and so on, Arthur C Clarke thing.
Any ideas, improvements?