Alright, let's do some things.
First, we'll have starting turns.
Turn 1As you can see, Kraven starts with nothing but an intact Dungeon Heart... and knowledge of a Portal right next to it.
He also starts with four imps, which is rather important. He'll set one to mining out of his Heart in each cardinal direction.
Chalice, his first imp, starts mining to the east. Chalice has Mining 1.
[CRIT][Poor] Oh dear. Poor Chalice has crit, but then rolled poorly for the crit. That means he's dug out some unique feature or another, but it's a poor fit for his goal of digging through the wall.
In this case, we'll say he's dug out some bizarre sound tunnels somehow. Noises are magnified coming from the Portal to the Heart.
Next up is Grim, digging to the south.
[Poor] Well at least Chalice got a crit out of his efforts. Grim just digs out half a block.
Lacy has the west.
[Good] Finally! Lacy makes good progress to the west, though since it's fortified he doesn't actually break down the wall yet. That's okay though, it's only the first turn.
Lacy does gain another advantage, though- 2 points of experience. That leaves him at Mining 2, and (1/2) to Mining 3.
Finally, we have Tine to the north.
[Good] Tine has the same results as Lacy. Poor Chalice and Grim.
Turn 2Alright, let's try again.
Chalice: [Poor] Poor, poor Chalice. He does make half a point of progress...
Grim: [CRIT][CRIT][Normal] Whoa. Grim has doublecrit normally. That means he's come up with something truly exceptional and bizarre, albeit fairly small on account of his skill only being 1. I suppose we'll say it's a hand-carved catapult-style thing for small packages, ready to hurl them down the southern corridor at a moment's notice. He also gains Mining 2.
Lacy: [Good] That's enough to break through the western wall and then continue a square. It's also enough to get him Mining 3.
Tine: [Poor] Half of mining 2 is still a point, so he does make some progress. The northern wall is 3/5ths mined out.
Turn 3And one more before we move on.
Chalice: [Good] About time! Chalice gains Mining 2, and the eastern wall is now 2.5/5 mined out.
Grim: [Poor] Poor Grim. Southern wall is 1/5 mined out.
Lacy: [Poor] Half of 3 is still enough to get another tile mined out, so that's good. The next one is half gone as well.
Tine: [Good] Tine makes good progress to the north, breaking through the wall and then clearing out two more spaces. He also gains Mining 3.
So this is our current dungeon, soundchannels and packageapult not shown.
Our imps look like so:
Chalice
1/1/1
Mining 2 (1/2)
Grim
1/1/1
Mining 2
Lacy
1/1/1
Mining 3 (1/3)
Tine
1/1/1
Mining 3 (1/3)
So it's taking a while, but the imps are learning quickly.
But enough about mindless workers, let's take a look at our mindless warriors.
scapheap's Dark Elves and Clair WoodsName: Dark Elves
Appearance: Grey skin, white haired humanoid who tend to be tall and slender. They do come in male and female, but it hard to tell which is which unless the female is unusually blessed in the chest.
Personality: Somewhat vain, they view other beings as below them, but do view artists as equals. It due to this that Dark Elves are the only elves not at war with dwarfs due to they fondness of dwarf engravers.
Preferences: The arts.
Default Actions: Singing, dancing, painting, etc.
Requirements: Need a rec room for above actions. Fairly basic after that, place to sleep, eat(Carnivore), etc.
Abilities: Artists that can turn invisible for a short time
Stats
Attack: 3(+2)
Defense: 3(+4)
HP: 3(-2)
Fresh Elven Meat
I was half way through this before I saw that. Oh well, food that double as troops go.
Name: Clair Woods
Appearance: A dark elf rogue in a brown leather outfit. She has red hair, green eyes and dark gray skin.
Personality: Somewhat vain like most of her kind, she does have a sense of honor that others lack, sparing children, respecting the rules of dueling. The only thing separating her from a hero is her inability to be 'above them', if they break the rules first, she out do them.
Preferences: Cats and arts.(However, she doesn't like the musical 'Cats'.)
Default Actions:Singing and gambling.
Requirements: A place to put her cats and a place to gamble.
Abilities: Turn invisible for a short time and command any feline. She start with a female housecat called Jinx and has an artifact that can call any cat that bound to it to her side. Binding take time and thus Clair must take any cats she tamed back to the dungeon to do so. I'm also going to limit myself to 10 max at any time so I don't summon 1001 cats to take down the lord of the land.
Stats
Attack: 4(+2)
Defense: 3(+4)
HP: 2(-2)
At +4, they're fairly strong troops. You'd expect them to need some fair accommodations. The combination of good offense, really good defense, and poor health is an interesting one, though- essentially, they'll be highly resistant to light taps and vulnerable to getting nuked down by single, powerful abilities or attacks.
Artistic ability is a bit harder to quantify, especially if it covers multiple disciplines. It's useless and maybe eats resources at worst, but could improve morale or produce value at best.
The ability to turn invisible for a short period of time is also hard to quantify, but it's probably pretty powerful. It's likely a free escape from any battle that isn't going their way, and might even be handy for ambushes or the like. I'd say it'd result in a noticeable increase in power.
So we're looking at fairly powerful creatures all told, but their requirements listed are (even stated as) pretty basic- a rec room and meat to eat, essentially. We're going to need to jack that up pretty severely.
Art-producing rooms are a good choice, except then they'll produce art. Art appreciation rooms might be better- you need to use your fancy elves to produce art for your fancy elves, or maybe even get them somewhere else. Requiring better versions of normal things- fancier meats to eat, lavish bedrooms rather than a spot on the floor of a lair, etc- might help with the rest.
Clair's basically the same as her elves- same stats, same abilities, plus an odd cat command thing. If tigers become really common that could be a problem, but as it stands it's probably not too powerful.
So an odd direction to take with it, but well within the limits of what you'd expect from a more powerful version of her creature type, I'd say.
lurker's ExiledCharacter
Name: Izwil the Exiled
Appearance:
Personality: Powerhungry, Twisted, Calculating
Preferences: Izwil likes nothing more than to take revenge on the humanoid races that plague his own so very much, and employs the more nefarious arcane arts to that end.
Default Actions: Meditation, Watching the hustling of others, Torturing Prisoners,
Requirements: Beedrom, Arcane Library, Torture Room, The occasional Prisoner
Abilities:
Lightfooted: Kobolds don't trigger traps as easily as others
Sneaking: Kobolds are natural experts at not being noticed by others
Lower Arcana - Shadow: A book in the den's lootpile, a bored kobold, a diagram painted into the sand with a stick... that was how it begann...
- Shadowbolt
- Curse
Stats
Attack: 2 (-2)
Defense: 4 (+2) (Kobolds that survive, normally do so by learning how to dodge, you see...)
HP: 2 (-1)
Ye~p, called it. A kobold really is fine too!
In the spirit of kobolds, his stats are.. abyssal, at a -2, and his magical abilities are not at an impressive level. Cut him some slack, he had enough problems learning how to read anything but those fancy drawings~ ;3
Edit: Oh, "those" kind of modifiers you were talking about? Err.. yeah, actually never really happened upon them / worked with them yet. Well then let's fill some in that make sense. Allright, looks good to me now~
Stat mods come out to -1, which is pretty weak. Starting stats are slightly favorable, as Defense is the hardest to raise, but that's not all that important.
Abilities are a bit mixed. We're not sure what Shadowbolt or Curse do, but they sound fairly simple. A sneaking bonus is good, and trap avoidance goes along well with it. His stats also go along well but not fantastic with that, since he's got a Def bonus to shrug off being plinked while he flees.
Requirements are a bit high. Bedroom is implied, though if that means a full, personal bedroom that's something. Arcane Libraries are presumably similar to most other libraries, so that's a good mage requirement. Torture room seems to imply he's a bit more advanced than he probably is, and needing captives to torture adds a genuinely problematic requirement- you can maybe milk the prisoner's you've got forever, but you need to get and care for them in the first place, and replace them if they... wear out, we'll call it.
So overall, a pretty modest character. Shadowbolt and Curse could probably stand to be fairly powerful to compensate, and the ability to research or concrete benefits for Meditation could go nicely with him.
Mc Dwarf's Darksquid and MalaCreature
Name: Darksquid
Appearence: Tall and thin with sixteen arms and large sharp teeth.
Personality: Fierce, power hungry, clever
Prefrences: Improving himself, combat
Default actions: Fighting, learning, trainining
Requirements: Something to fight, a place to train, and a place to learn
Abilies: None
Attack: 3
Defense:3
HP:3
Character
Name: Mala Canaza Faraza Tan Cokona The Brekaer of Might
Appearence: Tall and thin with sixteen arms and large sharp teeth.
Personality: Fierce, power hungry, clever
Prefrences: Improving himself, combat
Default actions: Fighting, learning, trainining
Requirements: Something to fight, a place to train, and a place to learn
Abilities: Battle dance: Performs three attacks and can move 15 meters between each attack
Vicious skewer: Attack deals double damage but has a -2 malus.
Mage bolt: Sends a bolt of magic to an enemy
Attack: 3
Defense:4
HP:3
This good?
Darksquid have no stat mods and no abilities, which makes them pretty weak. Requiring both a place to learn and a place to train is a bit unusual, but the real issue is needing something to fight. These guys could probably afford to be stronger in some way; maybe something about arenas or cage matches.
Mala's interesting. Starts with an extra point of Def, not especially noteworthy. His requirements are the same, but now he's got some abilities to back up that kind of need. Battle Dance sounds... rather powerful. Attacking three times in one round and moving to the enemy backlines to do it is pretty powerful; that ability probably needs some downsides, or Mala himself needs some on the whole.
Vicious Skewer is wonky; it either deals double damage and is trying to be less accurate, deals ((Damage x2) - 2) damage, or ((Damage -2) * 2) damage. In the former case, I'm not sure about screwing with accuracy rolls, though screwing with them downwards would be the way to do it. The middle and latter cases are both less important the higher his Att goes, so I'm not fond of them.
There is a mechanic I was planning on adding that might suit this better, though. The idea is that some attacks are designed more to shred lightly armored targets, so they take a -2 penalty to Att per additional attack, but deal damage multiple times in a round. Since Def is flat reduction, this makes it effective against lightly armored or unlucky targets, and mostly ineffectual against armored or lucky ones. The ability to choose either version at will obviously negates some of this, but it'd still be a weaker and probably better-balanced ability than the current version.
Finally, Mage Bolt isn't especially concerning.
Deathsword's Skeleton and JailorName: Skeleton
Appearance: A human skeleton, armed with whatever weapon it first found.
Personality: No fear, small ammount of brains
Preferences: Fighting and little else.
Default Actions: Fighting
Requirements: Skeletons don't require anything, really, being corpses
Abilities: Immune to fear and disease, resistant to cold.
Attack: 4(+1)
Defense: 3(+0)
HP: 3
Character
Name: The Jailor
Appearance: A skeleton wearing the equipment of an executioner, wielding an axe.
Personality: Doesn't remember much from its past life, including its name. Has more intelligence than your average skeleton, however, and requires payment for its services.
Preferences: Watching over prisons, imprisoning others (doesn't care if hero or not), fighting.
Default Actions:
Requirements: A prison and a treasury (will arrive via portal, unlike regular skeletons)
Abilities: In addition to regular skeleton abilities, can (magically) cause fear on those weaker than itself.
Attack: 5(+2)
Defense: 4(+1)
HP: 3
Skellies seem alright. At +1 they're almost mediocre, and they've got no real special abilities to make up for it. Immunity to fear and disease and resistance to cold likely won't come up a huge amount, and even if they did there's a special mechanic that makes the dead weaker than the living, as a general rule. Plus, they might not even be smart enough to retreat from battle, making them a bit one-use. They get a bit of power back from not really needing anything, but they're still looking more like temporary combat buffs and less like creatures.
The Jailor is a bit better, of course. At +3, he's fairly strong, though his ability to fear things weaker than himself doesn't sound terribly handy. His requirements are more stringent as well. Overall I'd say he's fine, perhaps a bit modest. His fear ability could probably be buffed from what it'd likely default to. Of course, on the other hand, if he has spawn skelly as a special ability, that should help too.
The only issue is that skellingtons don't necessarily automatically come from prisons, so there's the question of where they do come from. They could arrive through the portal after all, The Jailor could animate them or cause them to animate somehow, or it could be something entirely different... but most options are a bit on the wonky side. Saying that prisoners that starve to death while under the "care" of The Jailor continue to walk the earth as bony revenants might be the best solution.
HissinhWalnuts' Shadows and MiravexName: Shadow
Appearance: A tangible shadow in humanoid form.
Personality: Generally hungry to kill the most powerful creature nearby.
Preferences: Dark simple areas.
Default Actions: Killing.
Requirements: A dark log cabin like area with no light source.
Abilities: Reaving souls of almost dead mortals.
Attack: 3(+2)
Defense: 3
HP: 3(-1, I mean come on being made of tangible shadows probably isn't good for strength.)
Name: Miravex
Appearance: A typical tangible shadow in humanoid form, has markings in navy blue to show emotions, etc.
Personality: Bloodthirsty maniac who can at least act semi sane around co-workers.
Preferences: Magic powers.
Default Actions:
Requirements: A library, source of souls to reave ,and a dark room to sleep in.
Abilities: Knows magical abilities that allows itself to harden its matter, makes it rather cocky when it comes to defense though. can also use these abilities to bolster its offense.
Attack: 3 (+2)
Defense: 3 (-1)
HP: 3
Shadows are interesting but problematic. At +1, they're not terribly powerful, though I'm not sure what reaving souls is supposed to do (kill enemies instantly on knocking them out, maybe?). Their requirements are fairly low, though getting log cabins underground might be a bit tricky. The real issue is just that they kill everything around them, which makes them isolated sentry troops that have to somehow get from the Portal to their domain without something dying.
Miravex is no better statwise, and has more stringent requirements. I'm not sure what his hardening ability is supposed to do either, though; I guess he can use it to boost his Def or Att by a lesser amount? Overall, probably a pretty modest character; could do with some soul reaving or a fairly buffed matter hardening special.
Kaferian's Minotaurs and AlistariusCreature
Colloquial Name: Minotaurs/Bullmen/Minoans
Official Name: Follower(s) of Minos
Appearance: "10 foot tall furred bipedal bison", is the best way to put it. Also, there are only male Followers of Minos as they are only brought into existence by their own god, Minos, but are not entirely infertile *cough**cough*. Luckily, all of them stop aging after they fully mature and are nigh-impossible to be killed by old age
Personality: They are very amiable, industrious workers who are generally seen feasting and drinking with others and are the life of a party. However hedonistic they may be, they all swear vows of celibacy in order to more adequately serve Minos. They also can fly into an uncontrollable rage if they are sufficiently hurt, emotionally or physically.
Preferences: The Followers of Minos prefer inebriated philosophical discussions and discovering new foods and brews, not to mention actually eating and drinking them, and long walks on the beach admiring furniture.
Default Actions: The Followers of Minos prefer feasting and brewing/cooking.
Requirements: The Followers of Minos require a large stockpile of food, a rather large kitchen area, and high ceilings, and large beds and a temple area.
Abilities: All Followers of Minos can and will fly into a berserker's rage of sorts where they lose all sense of self-preservation and pain and throw themselves at the enemy until the enemy is shattered or completely destroyed. After this rage, they are usually comatose for a week or so while they're natural accelerated healing tries to repair damage.
Stats:
Attack: 3(+3) [See below]
Defense: 3(-4) [Minotaurs rely on killing their enemy before they can act or just intimidating the enemy to the point of running away. Also, they just don't care about defending themselves.]
HP: 3(+2) [Minotaurs are notoriously sturdy beings, which is a needy trait as they need to sustain their risky fighting style, if you could call it a fighting style.]
Character:
Name: Prophet Alistarius
Appearance: A 13 foot tall grey furred Follower of Minos, is possibly the blandest way I can put it. I'm not good at appearances.
Personality: Alistarius is a general all around kind guy, believing in concepts such as honor and other things. He acts as a sort of counterbalance to the unnecessary cruelty most would advise and as such has been hounded out of most communities of evil as have his fellow Prophets. If you offend him or his lord, however, he becomes extremely dangerous to your wellbeing. Nowadays, he only wishes to protect the Minoan faith and expand it through willing converts and hopefully find a good home for his people.
Preferences: What most Followers of Minos like to do: Pray, eat, drink, and debate.
Default Actions: Eating, writing, drinking, and praying
Requirements: Very tall ceilings. A temple area. A large kitchen and dining hall where feasts can be held. Lots of food production or stockpiled. A grand library where he can put his holy scriptures is also useful.
Abilities: As a Prophet, Alistarius has access to the ability of eating his foes' appendixes to become more powerful. Most often times he also eats the whole corpse, though. As for the rage that other minotaurs have, he is able to decide when he is succumbed to it, although the rage will only subside after the enemy is sufficiently destroyed.
Stats:
Attack: 3(+4)
Defense: 3(-3)
HP: 3(+3)
At +1, Minotaurs are fairly weak. I'm not sure what berserker rage should do, especially as their Def is already so abysmal; perhaps a flat Att boost and disabling fleeing. Requiring extended healing periods sounds excessive, though I guess it could work if the benefits were high enough. That'd likely make the whole thing wonky and unbalanced, though; it might turn Minotaurs into rechargeable missiles, essentially.
Anyway, requirements are fairly stringent. The temple might be tricky, the high ceilings might be ignored or require additional imp digging, the feasting areas and ample food storage shouldn't be too bad. Their cooking could probably stand to give morale boosts or similar.
Alistarius is basically the same as his kin, but stronger statwise. I'm not sure how eating the appendixes of the slain to gain their courage will work, but most likely it'll just grant additional XP points in combat stats.
darkpally's Cyclops and WegogCreature
Name: Cyclops
Appearance: Gigantic orange skined humanoids with a single eye in the middle of their face and large horn on their head.
Personality: Cyclops are cruel creatures that prefer drinking and eating over most other things. Surprisingly, they make good farmers.
Preferences: Cyclops prefer eating meat, preferabbly those of humans. They also prefer torture and eat their opponents alive if they can. They also tend to their farms whenever they can.
Default Actions: Eating, drinking, eating prisoners alive.
Requirements: Farm area, torture room, very tall ceilings.
Abilities: Good farmers: Cyclops are good at farming, surprising as it is.
Stats:
Attack: 4
Defense: 3
HP: 5
Character
Name: Wegog the Devourer
Appearance: A muscular Cyclops wearing a leather loincloth and armor, made of human leather. He carries a large wooden club with him.
Personality: Wegog is cruel and as his name implies, very hungry.
Preferences: Human meat and byproducts, torturing enemies, drinking, eating.
Default Actions:
Requirements: A torture room, a farm area, a dining hall.
Abilities: Grand farmer: Wegog is good at farming, more so than the rest of his kind.
Feast: Wegog's urges cause him to eat opponents even during fights.
Stats:
Attack: 6
Defense: 4
HP: 7
Good starting stats but no mods, so still pretty weak in the long run. Needing a torture room and farm area, and having farming as an ability, come together nicely.
Wegog has a similar issue statwise. His farming+ ability is alright, though I'm not sure if it'll just be a higher bonus or better starting skill or if it'll allow different crops or similar. In-combat feasting might heal him and/or execute downed foes.
Armok's Witches and MargretCreature
Name: Witch/Hag
Appearance: Very old female human.
Personality: Irritable, wise, judgmental
Preferences: To be left alone to their work and not be disturbed by petty conflict.
Default Actions: Research, brewing/collecting ingredients for potions, complaining, evil rituals, snoring loudly having fallen asleep during the previous activities
Requirements: Library, peace and quiet, not being to cold damp or having to many stairs, some kind of garden or natural cave to grow/gather ingredients
Abilities:
- Spells as a warlock at 2 levels lower
- Can brew potions that buff stats (by an amount equal to the witch's level) for a short time or mimic any creature-buffing spells a warlock 1 level higher could cast. (balance this by making the production as slow as it needs to)
- Good at diverse kinds of minion-creating or equipment-enchanting magic. Necromancy, summoning, that kind of thing.
Attack: 4 (-2)
Defense: 4 (-2)
HP: 4 (-2)
Character
Name: Margret the Watchmaker.
Appearance: A clockpunk-styled witch, one to large and unseeing clockwork eye (that's actually a crystal ball) and the other is gone completely. Emits a constant disturbing ticking sound.
Personality: Pragmatic, Introverted, Brilliant ((think Wetherwax))
Preferences: To continue her experiments without diversion, simple material comfort in her old age (especially warm things like fireplaces and socks)
Default Actions: Research, tinkering with clockwork, building things, pointing out the myriad ways in which everyone else is wrong
Requirements: Library, workshop, surgical equipment (well stocked torture chamber will do in a pinch), occasional imps or prisoners to disassemble for parts, a small room with a fireplace and a lockable door
Abilities:
- Spells as a warlock at 2 levels lower
- Excels at building all kinds of traps
- Constructing minions on various kinds, usually clockwork. This is the BIG THING.
- General engineering and physics knowledge and resulting awesomeness
- Her crystal ball eye while blurry and monochrome does mean her viewpoint is not tied to her physical location
Attack: 3 (-1)
Defense: 3 (-1)
HP: 3 (-1)
Stats are complete crap (once edited in), at -6 with a bit of starting stats to compensate. Requirements are fairly low except for the garden, which could be a bit tricky.
Abilities are potent, problematic, and vague. They cast like Warlocks at 2 levels lower, which is both lazy, doesn't specify which game's warlocks we're talking about, and relies on a mechanic that doesn't exist in this game, since there are no levels.
They can brew potions that buff stats by an amount equal to the witch's level, which again doesn't exist and would probably be overpowered if it did. They can also make these potions cast any creature-buffing spell a warlock one level higher could cast, which I think is just Invisibility and Heal, even in DK1. This is supposed to be balanced out by making production times as long as necessary, which is a nice possible direction to go in, but doesn't address the fact that none of these systems actually work.
Probably the closest you could get would be flat or nearly flat Att and Def potions (and probably invis as well), and healing or HP-buffing potions based on one of the witch's stats. I do like the idea of basing created potions on the brewer's strength, but Att and Def tend to scale linearly; going from +2 Att to +4 Att should generally be similar to going from +10 Att to +12 Att.
Finally, they're good at "diverse kinds of minion-creating or equipment-enchanting magic," with summoning and necromancy as examples. I assume minion creation is intended to be permanent, which would probably make it tricky to balance while being so vague; equipment-enchanting I'm less certain of, but I'd tend to think so, as these appear to be decidedly support/crafting casters.
So this is all kinds of trouble to figure out the power to, since I'm not sure what's actually supposed or likely to be happening here. Their crap stats are a big downside, but of course that's only an issue if they have any benefit to getting into combat; scaling their creations off their stats might help here, and should probably be the default for crafting more advanced things.
A grab bag of spells is hard to figure out; DK2 locks only have 3 of them, so that's easy, but DK1 are pretty loaded with a wide range of useful and useless trinkets and powerhouses. Utility casting would be a pretty handy addition.
Brewing buff potions is a handy ability, but again it depends on what kinds of potions and how. It also interferes somewhat with their other crafting/noncombat abilities, since you can only do one or the other at a time.
Generic or varied minion creation and equipment enchantment ability is problematic. By itself neither would be terribly out of place, but together and combined with utility casting and potion brewing they don't seem like they have a unified theme other than out of combat eggheads. Mechanically, the abilities do all interfere with each other, since you can only do one at a time, but one unit having utility casting, buff, healing, and invisibility potion brewing, minion creation, and equipment enchantment still seems overloaded, even for a -6 in stats.
Whew. On to Margret...
Less crap stats, at -3, which is still abysmal. Requirements are probably more stringent; the lack of garden is a plus, but needing dissection victims probably more than makes up for it.
Abilities suffer from considerably less confusion and overloading, I think. The spells thing has the same issues as with normal witches; building traps of all kinds is a bit peculiar, but not especially problematic or powerful.
Constructing minions of various kinds, but especially clockwork, with a major emphasis on it, is where we start getting expensive. Fancy golemcrafting is a fine but powerful ability.
General engineering and physics knowledge, and especially the "resulting awesomeness," is strange and vague. I'm not sure what you're looking for practically speaking; the ability to engineer golems in the first place would probably, but I guess not necessarily, fall under your minion crafting skill; I was thinking of it as a more clockwork-focused ability, but theoretically it could be more generalized out and based on other talents for the clockwork portion.
Finally, her weird scrying thing doesn't seem too powerful, provided the range is reasonably short. If it's intended to be poor-quality innate scrying... that's still probably not massively powerful.
mastah's Dark Dwarves and UristName: Dark Dwarves
Appearance: Short, stocky, heavily bearded fellows.
Personality: Chronic alcoholics and artisans, they love being underground, creating masterpieces, and having no recollection of the prior day.
Preferences: Alcohol and Industry.
Default Actions: Building Traps and Doors in the Workshop, or Mining Gold.
Requirements: Some form of alcohol, and a proper workshop with which to create their favorite devices, traps. And a good bunk to pass out on, of course.
Abilities: Tunneling: Dark Dwarves are capable of digging, and carry their own picks.
Master Artisans: Dark Dwarves gain bonuses to building traps, and avoiding the traps of enemies.
Attack: 3 (+1)
Defense: 3 (+2)
HP: 4 (+3)
Name: Urist Morulfath
Appearance: A rather typical member of his species, although perhaps slightly bulkier.
Personality: Urist is an avid gambler, and has been known to drink far more than the standard dwarven share of rum. His love of diabolical traps is above all. He loves working with dark Overlords, as they seem to be the only ones who can appreciate his talents, and not complain about his diet.
Preferences: He loves rum, in particular, and games of chance, even more so when money is involved.
Default Actions: Trap making in the Workshop. Gambling. Mining Gold.
Requirements: A large supply of potent drink and gold, and massive stockpiles of spare materials with which to make traps.
Abilities: Tunneling: Urist is capable of digging, and carries his own pick.
Master Artisans: Urist gains bonuses to building traps, and avoiding the traps of enemies.
Nose for Gold: Urist can sense the presence of nearby gold.
Stats You may have stronger or slightly different stats than normal for your kind. Bear in mind that you are likely to accumulate far more power naturally than most NPC versions of yourself, so even without mechanical benefits you're likely to exceed your brethren.
Attack: 3 (+3)
Defense: 4 (+3)
HP: 7 (+5)
At +6, they're very powerful. Trapbuilding and trap avoidance aren't terribly powerful, mining is handy but again not massively so. Their requirements are still pretty low for all that, needing just liquor and a workshop. They'll probably end up needing specialized stills and workshops, at the very least.
Urist is obscenely powerful at +11; his abilities aren't very spectacular otherwise, but his requirements of potent drink, gold, and trap materials is still low for that. We're probably talking about fairly legendary, piled-to-the-ceiling examples of each, at the very least. Probably high quality of said piles as well.
Can i trow one out their?
Slime Lizards:
Atk: 2
Def: 2
HP: 5
Must be around swampy water in order to survive.
I'm not sure if I should allow people to throw in critters without joining or not.
If so, these guys are rather bland, though. Weak starting stats but no mods, no special abilities, and a need for swampy water. The water requirement in particular is likely to mean they might not ever see use.