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Playable Races/ Darksides |
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Lesser Deamons |
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Anyone new to the game this year may not remember lesser deamons. They had 15 power, a function similar to the dead gods faith. They swung 1 essence, and had an ability to throw up to 15 (30 on a new moon) non- lethal damage at a cost of one health per damage. Thier most intresting ability was that of curse. There were a great deals of curses, but most of them were to weak, and too difficult to pull off. Fortunatley the games plot allowed us to write them out this year, giving us a chance to possibly tinker with them and make them more balanced. However don't count on it. |
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Tragedines/Banshees |
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Banshees, or tragedines as they were originally listed on the web site, were the second race of wraiths. They were meant to be a non- offensive combat darkside. The only ability i remember, and the one the players remember the most, was thier ability to paralyze by thier gaze. This ridiculously overpowered ability eventually led to them being scrapped as both a plyaybale and non-playable race. I'm still working on fixing them but untill then they remain in the archive of failed experiments. |
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Viruses |
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An often forgotten darkside on the original website, this was going to be the third playable technocracy darkside. However me and dan could never come up with a balanced or creative way to design them, and we also fel the amount of darksides in the game was adequite. that's not to say they might not apear eventually as a NPC, but only the future and a lot of rules crunching to decide. |
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Gremlins |
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"But Keith there ARE gremlinsa in the game. I played one last night." Shut up who asked you. Anyway the original concept of the Gramlin was as a PC race. IT was the first last and only class of PC technocracy before we came up with the concept of player darksides. I beleive they were also going to be a playable Fae race at some point. It wasn't until we decided we didn't want to play all the monster's in the game that we came up with the idea of darksides. And as it stays today, Gremlins were the first, and still most popular playable darkside. |
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Gods OF Wealth/Greed/Money |
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Whatever you call them they were problematic from the begining. the concept was simple. They could create currency, simply by expending faith, or having people worship them longer then needed. When originally designed we never intended any god to be the front line fighters they became. We also had the problem last year or lack of currency, due to the ridiculous quicksilver pool system, gods of Wealth could all to easily over run the game. No one ever played them, thankfully they were thematically suck ass, so no one noticed when we simply eleiminated them from the game. Actually i think at one point we did have a God of Wealth. It was rob if i remember. How often have you seen him in game anyway. |
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King Scully |
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King scully is a special darksides in that you never really kill him really. the whole point of this devious anti- god was to worship him enough until he goes away, generally rewarding you, if not just leaving you with a great feeling of satifaction. King scully starts out with 60 health. Every time you would do damage to him he loses 1/4 of a health point. At any time he may choose to dismiss your tribute, by demanding you roll a 1d6, and he rolls one as well. if the die rolls matched the tribute was denied and he loses no health. he phased out when his health reached 0, i.e. he was properly worshipped. This darside was scrapped due to the complications of die rolling, although some people still regard him as a true function of the game. Players have been know to still worship him from time to time, making this darkside a true classic. |
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