User:Zulfiqar/Sandbox/RubyMUD
Ideas for RubyMUD
Ideas for RubyMUD, generated by me and other users alike.
Player races
For the moment when Archons consider adding more races to the MUD.
Lohrke
Not many stat bonuses/drawbacks, or even none at all. Their major rac.bonus is the ability to see in the dark, which is pretty useful in the underground. Their major rac.penalty is vulnerability to sunlight. Dunno how the latter could be implemented in a dungeon-based MUD - maybe have some places where the sun shines through the cave ceiling? Or magically created sunlight? Or maybe make them vulnerable to all kinds of bright light (e.g., magical light, bright fire, etc.)?
Gnoll
Based on the gnoll Muschio meets in the first DiveQuest chapter, their main stat should probably be DEX. They could be a race inclined towards DEX-based combat (not brutish force, but dodging and swift blows). As opposed to Cutebolds, who could become a more CHA-oriented race (that is, Bard-oriented), Gnolls could have more DEX rac.bonuses than 'bolds, but no CHA rac.bonuses. Rough try: Cutebolds -1 str -1 int +1 dex +1 cha Gnolls +2 dex -1 int -1 cha
Orc
They're dungeon-dwellers, they're minion-type, and they appeared in a few quests. The thing is, how to make them more distinct from Ogres? Sadly, I know too little about quest!Ogres and quest!Orcs alike. Judging by appearance, Ogres seem to be more strong, but less agile/smart than Orcs. Rough try: Ogres -1 dex -1 int -1 cha +2 str +1 con Orcs -1 int -1 cha +1 str +1 con. That looks suspiciously similar, but we can maybe distinguish them by giving them some distinct non-stat-based racial quirks?
Ratfolk
Dunno if they're dungeon-dwellers? If no, they could be an NPC race then.
NPC races
Which can be made into Player races, but probably shouldn't.
Kren
Lazurhek
Engsami
Indahl
Mok
Volto
They're not dungeon-dwellers per se, but it would be cool to meet one, even as an NPC.
Nedynvor
See Volto.
Grue
Sentient Darkness
From DarknessQuest.
Mimiga
As a cameo.