From: Christophe P. <at...@us...> - 2003-02-10 14:29:18
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Update of /cvsroot/planeshift/planeshift/rules In directory sc8-pr-cvs1:/tmp/cvs-serv30382/rules Modified Files: rpgrules.xml Log Message: Only some Races/Gender are allowed yet, so I made system that avoid the player to select a forbidden race/gender at char creation screen. Next step will be to make the server check for race/gender availability. Index: rpgrules.xml =================================================================== RCS file: /cvsroot/planeshift/planeshift/rules/rpgrules.xml,v retrieving revision 1.27 retrieving revision 1.28 diff -C2 -d -r1.27 -r1.28 *** rpgrules.xml 8 Feb 2003 00:47:29 -0000 1.27 --- rpgrules.xml 10 Feb 2003 14:29:14 -0000 1.28 *************** *** 164,168 **** Psychology: They have a strong pride that sometimes develops into fierce fights with other clans or other races. They don't like anyone that is taller than them. Rules: Infravision. Bonus saving throw vs. poison and disease. limit 8th rank for magic. limit 8th rank for martial arts. During char creation, bonus In-Folio and equipment without use of IP. -2 Mana Points at creation. ! ST +3 EN +1 AG +1 IN +2 WI +0 CH +0" basetexture="1.png" species="Dwarf" male="maledwarf" female="femdwarf"> <CreationPoints value="190"/> --- 164,168 ---- Psychology: They have a strong pride that sometimes develops into fierce fights with other clans or other races. They don't like anyone that is taller than them. Rules: Infravision. Bonus saving throw vs. poison and disease. limit 8th rank for magic. limit 8th rank for martial arts. During char creation, bonus In-Folio and equipment without use of IP. -2 Mana Points at creation. ! ST +3 EN +1 AG +1 IN +2 WI +0 CH +0" basetexture="1.png" species="Dwarf" male="maledwarf" female="femdwarf" male_available="yes" female_available="yes"> <CreationPoints value="190"/> *************** *** 213,217 **** Psychology: the Enkidukai race maintains her wild nature. They live in packs controlled by the male who is strongest and most skillful in combat. Each pack has a typical and easily recognizable look, mostly because of the habit to cut or to color fur in ritual or traditional ways. Enkidukai are always suspicious at the beginning, but when you gain their trust, they become faithful companions. Rules: Nightvision. Bonus in Martial Arts, they start with 4th rank in one school. -2 Mana Points at creation. ! ST +1 EN +1 AG +2 IN +0 WI +3 CH +0" basetexture="1.png" male="maleenk" female="femenk" > <CreationPoints value="180"/> --- 213,217 ---- Psychology: the Enkidukai race maintains her wild nature. They live in packs controlled by the male who is strongest and most skillful in combat. Each pack has a typical and easily recognizable look, mostly because of the habit to cut or to color fur in ritual or traditional ways. Enkidukai are always suspicious at the beginning, but when you gain their trust, they become faithful companions. Rules: Nightvision. Bonus in Martial Arts, they start with 4th rank in one school. -2 Mana Points at creation. ! ST +1 EN +1 AG +2 IN +0 WI +3 CH +0" basetexture="1.png" male="maleenk" female="femenk" male_available="yes" female_available="yes"> <CreationPoints value="180"/> *************** *** 258,262 **** Abilities and fields of interest: The ynnwn possesses optimal physical and mental characteristics and they do not have any profession limitations, succeeding well in almost all the aspects of the yliakumic life. However, their unusual blood gives them a harmful sensitivity to precious metals. They prefer not use gold, silver or platinum coins, whose contact provokes a skin rush. The wounds that they suffer from weapons plated with such metals are very painful, slower to recover and sometimes lethal. They instead tolerate the orichalc, although they prefer not to handle it too long because of the percentage of gold it contains. Psychological traits: Contrary to what someone may think they don't feel diminished by their status of half breeds and face life with a positive attitude. ! Rules: Nightvision. Suffer double damage from gold, silver, platinum weapons. Magic Weapons doubles their bonus damage against them. Due to their nature they start with 2nd rank of Body Development. ST +1 EN +3 AG +0 IN +1 WI +1 CH +1" basetexture="1.png" male="maleynnwn" female="femynnwn"> <CreationPoints value="190"/> <FollowPos x="0" y="3" z="4" /> --- 258,262 ---- Abilities and fields of interest: The ynnwn possesses optimal physical and mental characteristics and they do not have any profession limitations, succeeding well in almost all the aspects of the yliakumic life. However, their unusual blood gives them a harmful sensitivity to precious metals. They prefer not use gold, silver or platinum coins, whose contact provokes a skin rush. The wounds that they suffer from weapons plated with such metals are very painful, slower to recover and sometimes lethal. They instead tolerate the orichalc, although they prefer not to handle it too long because of the percentage of gold it contains. Psychological traits: Contrary to what someone may think they don't feel diminished by their status of half breeds and face life with a positive attitude. ! Rules: Nightvision. Suffer double damage from gold, silver, platinum weapons. Magic Weapons doubles their bonus damage against them. Due to their nature they start with 2nd rank of Body Development. ST +1 EN +3 AG +0 IN +1 WI +1 CH +1" basetexture="1.png" male="maleynnwn" female="femynnwn" male_available="yes" female_available="no"> <CreationPoints value="190"/> <FollowPos x="0" y="3" z="4" /> *************** *** 300,304 **** Abilities and fields of interest: They are a practical and disciplined race, with fighters, sorcerers, merchants or politicians. They tend to learn a little of everything without choosing a preferred profession. Psychology: The Ylians were the first men who saw the Blue Sun. They were proud of this peculiarity and, in the early days of the civilization, they invented the name Ylians to distinguish them from the other humans that arrived later. In spite of this, they are one of most inclined breed to mix with other races, and to have friendly relations with anyone. Thanks to this peculiarity they often cover political roles. ! Rules: Normal vision. +2 Mana Points at creation. No restrictions on skills. ST +2 EN +1 AG +2 IN +1 WI +1 CH +1" basetexture="1.png" species="Human" male="maleylian" female="femylian" > <CreationPoints value="180"/> <FollowPos x="0" y="3" z="4" /> --- 300,304 ---- Abilities and fields of interest: They are a practical and disciplined race, with fighters, sorcerers, merchants or politicians. They tend to learn a little of everything without choosing a preferred profession. Psychology: The Ylians were the first men who saw the Blue Sun. They were proud of this peculiarity and, in the early days of the civilization, they invented the name Ylians to distinguish them from the other humans that arrived later. In spite of this, they are one of most inclined breed to mix with other races, and to have friendly relations with anyone. Thanks to this peculiarity they often cover political roles. ! Rules: Normal vision. +2 Mana Points at creation. No restrictions on skills. ST +2 EN +1 AG +2 IN +1 WI +1 CH +1" basetexture="1.png" species="Human" male="maleylian" female="femylian" male_available="yes" female_available="no"> <CreationPoints value="180"/> <FollowPos x="0" y="3" z="4" /> *************** *** 342,346 **** Psychology: The Xacha are proud of their origins and traditions, they are the last survivors of an ancient people, almost extinct due to the crowding of the peninsula in which they lived. Generally they have a strong will, and a quite different mindset focusing on logic solution of problems. Rules: Normal vision. +2 Mana Points at creation. No restrictions on skills. ST +1 EN +1 AG +1 IN +2 WI +2 CH +1" ! male="malexacha" female="femxacha"> <CreationPoints value="180"/> --- 342,346 ---- Psychology: The Xacha are proud of their origins and traditions, they are the last survivors of an ancient people, almost extinct due to the crowding of the peninsula in which they lived. Generally they have a strong will, and a quite different mindset focusing on logic solution of problems. Rules: Normal vision. +2 Mana Points at creation. No restrictions on skills. ST +1 EN +1 AG +1 IN +2 WI +2 CH +1" ! male="malexacha" female="femxacha" male_available="no" female_available="no"> <CreationPoints value="180"/> *************** *** 381,385 **** Abilities and fields of interest: almost all elves have familiarity with some form of magic, mainly elemental magic. Nolthirs have a particular disadvantage on using fire related spells, but on the other hand they master water spells. Psychology: The quietness of the underwater life with its soft rumors and dimmed lights is reflected in Nolthrirs way of life. ! Rules: Nightvision. Breath underwater. ST +1 EN +1 AG +3 IN +1 WI +1 CH +0" species="Elf" male="malenolthrir" female="femnolthrir"> <CreationPoints value="180"/> <FollowPos x="0" y="3" z="4" /> --- 381,385 ---- Abilities and fields of interest: almost all elves have familiarity with some form of magic, mainly elemental magic. Nolthirs have a particular disadvantage on using fire related spells, but on the other hand they master water spells. Psychology: The quietness of the underwater life with its soft rumors and dimmed lights is reflected in Nolthrirs way of life. ! Rules: Nightvision. Breath underwater. ST +1 EN +1 AG +3 IN +1 WI +1 CH +0" species="Elf" male="malenolthrir" female="femnolthrir" male_available="no" female_available="no"> <CreationPoints value="180"/> <FollowPos x="0" y="3" z="4" /> *************** *** 419,423 **** Abilities and fields of interest: Due to the long roaming in the Labyrinths searching for a final place to live, their race is capable of seeing in the dark. In Yliakum, the best hunters of the Labyrinths are still dermorians, mainly due to their aptitude of surviving even in extreme situations, obtaining food and water from what the soil produces. Psychology: They are native of a land of the Surface called Dermoria. Before the long trip to the underground, their habits were tribal and characterized by the love of nature; they were nomads in search of new pastures and hunting areas. ! Rules: Nightvision. ST +2 EN +2 AG +1 IN +1 WI +1 CH +1" basetexture="1.png" species="Elf" male="maledermorian" female="femdermorian"> <CreationPoints value="180"/> <FollowPos x="0" y="3" z="4" /> --- 419,423 ---- Abilities and fields of interest: Due to the long roaming in the Labyrinths searching for a final place to live, their race is capable of seeing in the dark. In Yliakum, the best hunters of the Labyrinths are still dermorians, mainly due to their aptitude of surviving even in extreme situations, obtaining food and water from what the soil produces. Psychology: They are native of a land of the Surface called Dermoria. Before the long trip to the underground, their habits were tribal and characterized by the love of nature; they were nomads in search of new pastures and hunting areas. ! Rules: Nightvision. ST +2 EN +2 AG +1 IN +1 WI +1 CH +1" basetexture="1.png" species="Elf" male="maledermorian" female="femdermorian" male_available="no" female_available="yes"> <CreationPoints value="180"/> <FollowPos x="0" y="3" z="4" /> *************** *** 460,464 **** Psychology: You can find them easily in taverns, because they are strong drinkers. They usually behave in a cheerful and communicative way, much more then other dwarves but they can become noisy and boasters when sitting in big groups at the tavern: if you ear someone saying 'rough as a dwarf' you are sure that he refers to an Hammerwielder. Rules: Infravision. Bonus saving throw vs. poison and disease. limit 8th rank for magic. limit 8th rank for martial arts. During char creation, bonus In-Folio and equipment without use of IP. -2 Mana Points at creation. ! ST +2 EN +2 AG +2 IN +1 WI +1 CH +0" species="Dwarf" male="maledwarfh" female="femdwarfh"> <CreationPoints value="190"/> <FollowPos x="0" y="3" z="4" /> --- 460,464 ---- Psychology: You can find them easily in taverns, because they are strong drinkers. They usually behave in a cheerful and communicative way, much more then other dwarves but they can become noisy and boasters when sitting in big groups at the tavern: if you ear someone saying 'rough as a dwarf' you are sure that he refers to an Hammerwielder. Rules: Infravision. Bonus saving throw vs. poison and disease. limit 8th rank for magic. limit 8th rank for martial arts. During char creation, bonus In-Folio and equipment without use of IP. -2 Mana Points at creation. ! ST +2 EN +2 AG +2 IN +1 WI +1 CH +0" species="Dwarf" male="maledwarfh" female="femdwarfh" male_available="no" female_available="no"> <CreationPoints value="190"/> <FollowPos x="0" y="3" z="4" /> *************** *** 500,504 **** Psychology: A popular tradition tells that their homeland has a burning soil that continuously emits smoke (this may suggest the presence of a volcano), a dark and perpetually cloudy sky and sulfuric rivers that transport blood. Some sages believe they originated in a distant, unexplored universe, but opinions are contradictory. Nonetheless, their race is the only one who thinks of Yliakum as a real paradise, and this could say a lot about their view of their homeland. They rarely meet a single partner in their lives, and that explains the big number of half-breeds generated. Diaboli are a happy, bustling, malicious race, quite unreliable and completely alien to humility. Their familiarity with some of the semi-intelligent races who dwell in the Stone Labyrinths is quite suspicious. Rules: Nightvision. Bonus saving throw vs. elemental spells. Suffer double damage from blessed weapons and blessed magical items. ! ST +0 EN +0 AG +1 IN +1 WI +2 CH +3" male="malediaboli" female="femdiaboli"> <CreationPoints value="180"/> <FollowPos x="0" y="3" z="4" /> --- 500,504 ---- Psychology: A popular tradition tells that their homeland has a burning soil that continuously emits smoke (this may suggest the presence of a volcano), a dark and perpetually cloudy sky and sulfuric rivers that transport blood. Some sages believe they originated in a distant, unexplored universe, but opinions are contradictory. Nonetheless, their race is the only one who thinks of Yliakum as a real paradise, and this could say a lot about their view of their homeland. They rarely meet a single partner in their lives, and that explains the big number of half-breeds generated. Diaboli are a happy, bustling, malicious race, quite unreliable and completely alien to humility. Their familiarity with some of the semi-intelligent races who dwell in the Stone Labyrinths is quite suspicious. Rules: Nightvision. Bonus saving throw vs. elemental spells. Suffer double damage from blessed weapons and blessed magical items. ! ST +0 EN +0 AG +1 IN +1 WI +2 CH +3" male="malediaboli" female="femdiaboli" male_available="no" female_available="no"> <CreationPoints value="180"/> <FollowPos x="0" y="3" z="4" /> *************** *** 539,543 **** Psychology: they are not one of most intelligent races of Yliakum, but they tend to be loyal and firminwhattheybelieve. Rules: Infravision. Limit 8th rank for magic. Limit 8th rank for thief abilities and martial arts. They develop anti-magic skill very quickly compared to other races. Immune to poison and disease. Natural 'Kran armor'. They don't breath so they can't drown. -4 Mana Points at creation. ! ST +3 EN +3 AG +0 IN +0 WI +0 CH +0" basetexture="1.png" male="kran" female="kran"> <CreationPoints value="170"/> <FollowPos x="0" y="4" z="4" /> --- 539,543 ---- Psychology: they are not one of most intelligent races of Yliakum, but they tend to be loyal and firminwhattheybelieve. Rules: Infravision. Limit 8th rank for magic. Limit 8th rank for thief abilities and martial arts. They develop anti-magic skill very quickly compared to other races. Immune to poison and disease. Natural 'Kran armor'. They don't breath so they can't drown. -4 Mana Points at creation. ! ST +3 EN +3 AG +0 IN +0 WI +0 CH +0" basetexture="1.png" male="kran" female="kran" male_available="yes" female_available="yes"> <CreationPoints value="170"/> <FollowPos x="0" y="4" z="4" /> *************** *** 575,579 **** Psychological traits: Everyone knows that the Lemurs were the first, over all the races, to settle in Yliakum and they are proud of it. Nevertheless, the records admit that after a short time also the other races began to populate the land of the Blue Sun. The legends tell that their origins are connected to a huge city located in the depths of earth, abandoned for a widespread disease. Actually no one knows how to reach this city or if someone still live there. All lemurs share a sense of loss for their mysterious, distant homeland. Rules: Infravision. max 8th rank for weapons and armors. During char creation the gain 1 bonus rank in each of the four elemental Ways. +4 Mana Points at creation ! ST +0 EN +0 AG +1 IN +3 WI +2 CH +1" male="malelemur" female="femlemur"> <CreationPoints value="170"/> <FollowPos x="0" y="3" z="4" /> --- 575,579 ---- Psychological traits: Everyone knows that the Lemurs were the first, over all the races, to settle in Yliakum and they are proud of it. Nevertheless, the records admit that after a short time also the other races began to populate the land of the Blue Sun. The legends tell that their origins are connected to a huge city located in the depths of earth, abandoned for a widespread disease. Actually no one knows how to reach this city or if someone still live there. All lemurs share a sense of loss for their mysterious, distant homeland. Rules: Infravision. max 8th rank for weapons and armors. During char creation the gain 1 bonus rank in each of the four elemental Ways. +4 Mana Points at creation ! ST +0 EN +0 AG +1 IN +3 WI +2 CH +1" male="malelemur" female="femlemur" male_available="no" female_available="no"> <CreationPoints value="170"/> <FollowPos x="0" y="3" z="4" /> *************** *** 614,618 **** Psychological traits: Thanks to their triple nature and the easy adaptability to environmental conditions, they are basically nomads and react quickly to new situations. The Klyros believe strongly in the concept of brotherhood amongst the other members of their race. Beside their appearance, they are not an evil race. Rules: Nightvision. Fly for short time. Breath underwater. Due to they nature they can't wear any kind of Heavy Armor. ! ST +1 EN +1 AG +1 IN +1 WI +2 CH +2" male="maleklyros" female="femklyros"> <CreationPoints value="180"/> <FollowPos x="0" y="3" z="4" /> --- 614,618 ---- Psychological traits: Thanks to their triple nature and the easy adaptability to environmental conditions, they are basically nomads and react quickly to new situations. The Klyros believe strongly in the concept of brotherhood amongst the other members of their race. Beside their appearance, they are not an evil race. Rules: Nightvision. Fly for short time. Breath underwater. Due to they nature they can't wear any kind of Heavy Armor. ! ST +1 EN +1 AG +1 IN +1 WI +2 CH +2" male="maleklyros" female="femklyros" male_available="no" female_available="no"> <CreationPoints value="180"/> <FollowPos x="0" y="3" z="4" /> |