Design Monologue 24: Faces of Man

Back to the present (of the game), and the whole point of this thing.

What "races" and "classes" can you play?

Most rpg's use the cross-product of race and class--that is, you can pick any race, and any class, so the total number of combinations is races * classes. The few that don't (Guild Wars, I'm looking at you) don't make much of a case for not doing it.

So we should probably stick with that.

Just pure brainstorming here, for now.

Races

Human
There's always a "normal" human. Most people in the Union, Foundation, DMZ, and Rogue States are "normal" humans. Once, everyone in the Homeworlds was such. However, the Korrunites had their DNA altered, and the Abelites just made a new race entirely.
Korrunite
Heirs to the legacy of an ancient civilization, in the form of a retrovirus carried by indigenous plant life which modifies the DNA of intelligent carbon-based lifeforms. This biological weapon transforms its victims, and implants them with the memories of the fallen civilization. The Korrunites claim to be the original residents of their world, despite the fact that they are clearly the descendants of the colony ship that landed on their world 600 years ago. They are stronger than homo sapiens, in part due to their adaptation to a high-gravity, high-oxygen world. They are also violent and quick to anger; this is widely believed to be a side effect of the transformation, not a trait passed down from their forebears.
Abelite
When the colony ship Saturn landed on Abel, many of her passengers had already died. Abel was critically low on population, and their problems were compounded by the hostile environment which they were forced to settle. They decided to resort to genetic engineering, creating an entirely new race.
Abelites are not clones; their genetic code is unique from all who came before. They are, however, grown in vitro, using biological matter and genetic material from Abelite hosts. At first, this was simply a matter of survival; they needed to drastically increase their population in order for their colony to last more than a generation. Ultimately, they succumbed to the urge to improve upon God's creation, and increase their race's favorable traits, such as intelligence, longevity, and adaptability to a frozen environment.
Cyborg
While artificial intelligence is illegal since the Earthgate War, those who possess it are not marked for death, as their rights are protected by the Universal Declaration of Unalienable Rights. There are many cyborgs still in existence, and they are torn between respecting the wishes of their creators and fighting for the survival of their race.

:Contrary to popular belief, cyborgs are not automatically stronger, faster, and more etc. than humans. Sure, some are built for heavy industry or combat, and it follows that they would be stronger, but others are built for medicine, child care, or even playing musical instruments. In a very Asimov way, most are built to emulate humans as closely as possible. They are, in fact, upgradeable, so from a base humaniform model, one can add specific functionality as needed, such as super-strength or what-have-you.

:Much like a vampire or werewolf, this race should probably also be a class.

files
  • (up)
  • (cur)
  • A Player's Primer
  • Abstract
  • Aeon Korr
  • Aisling Teague
  • An Adventurer's Guide
  • Attributes
  • Character Creation
  • Design Monologue 10: The Reality of Colonization: Lessons from Cowboy Bebop
  • Design Monologue 11: What to do, what to do
  • Design Monologue 12: Adaptation
  • Design Monologue 13: Human Potential
  • Design Monologue 14: Homeworlds Trek
  • Design Monologue 15: Brave New Homeworlds
  • Design Monologue 16: Second Life
  • Design Monologue 17: Founding the Foundation
  • Design Monologue 18: Classes and Roles
  • Design Monologue 19: Tech Talk
  • Design Monologue 1: Creating a Game
  • Design Monologue 20: Diaspora
  • Design Monologue 21: History of the World, Part 2
  • Design Monologue 22: The Not-so-long Arm of the Law
  • Design Monologue 23: EVE Offline
  • Design Monologue 24: Faces of Man
  • Design Monologue 25: Character Advancement
  • Design Monologue 26: 95 Theses
  • Design Monologue 27: The Powers That Be
  • Design Monologue 28: The History of Warfare
  • Design Monologue 29: Let's Talk Politics
  • Design Monologue 2: Basics of the Setting
  • Design Monologue 30: Sufficiently Advanced Technology
  • Design Monologue 3: Technology
  • Design Monologue 4: Objects of Value
  • Design Monologue 5: Adventures...in Spaaaaaaace!
  • Design Monologue 6: Protocols and Designations
  • Design Monologue 7: What's in a Name
  • Design Monologue 8: Spaceships and Other Cool Shit
  • Design Monologue 9: Rules Rule
  • Design Monologues
  • Design: Classes
  • Design: Equipment
  • Design: Feats
  • Design: Races
  • Design: Skills
  • Earth That Was
  • Example Characters
  • Glossary of Terms
  • History
  • Ian Sterling
  • Kieran Chase
  • NARR
  • Overview
  • PPP1-1
  • PPP1-2
  • Phobos
  • Phoebe the Pirate Princess
  • Purpose and Style
  • Rules (Version 1)
  • Rules
  • Session 2, Monologue 10: A Bunch of Homos
  • Session 2, Monologue 11: Trees In Space, or One Hell of a Fungal Infection
  • Session 2, Monologue 13: Home Worlds
  • Session 2, Monologue 14: Braver New Homeworlds
  • Session 2, Monologue 1: Races of the Homeworlds
  • Session 2, Monologue 2: The Great Space Arms Race
  • Session 2, Monologue 3: Homeworlds' Home Worlds
  • Session 2, Monologue 4: Current Events
  • Session 2, Monologue 5: The What-If Machine
  • Session 2, Monologue 6: Space Chivalry
  • Session 2, Monologue 7: Making Magic
  • Session 2, Monologue 8: On the Road again
  • Session 2, Monologue 9: If You Could Tell Time, What Would You Tell It
  • Session 3, Monologue 12: Stars Without Number
  • Special:Menu
  • Special:Style
  • Stars Without Number
  • Stealth
  • Technology
  • Terra Delta
  • The Syndicate
  • Tik'lik'litikki
  • Travelogue 1: Starbase: Concordia
  • Uranik Dorren
  • _badge
  • _home
  • _menu
  • _style.leeloo
  • _style
  • img