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Making my own system; suggestions for "mad doctor" profession mechanics?
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<blockquote data-quote="System Ufera" data-source="post: 6087014" data-attributes="member: 6671268"><p>Hello, everyone. As I'm sure some of you are well aware, I'm making my own roleplaying system. In preparation for my next playtesting campaign, one of my players said he'd like to play a mad doctor, along the lines of "Dr. Frankenstein" or the like. I was thinking that I could make a profession (see next paragraph) to better represent that mechanically, so I'll need ideas regarding what the profession should be able to do.</p><p></p><p>In case you're wondering why I call it a profession, or why I'd make it so specifically flavored, the reason is that in my game, rather than having a single "class" that defines your character from beginning to end with little variation (as in DnD 4e), I've replaced classes with "professions," in this context meaning a large number of mini-classes representing various themes or specialties. A character can, of course, have as many professions as he or she cares to spend a special sort of experience on. The reason one gains professions, however, is to gain access to special abilities which must be bought with the same type of experience - for instance, a warrior-type would buy the "Fighter" profession first, then from there, he might buy ranks in any of the basic abilities that the Fighter has access to, or he may buy a second-level profession (For example, "Blademaster," which would give bonuses when wielding swords or knives; or "Armiger," which would give benefits for wearing heavy armor) that requires the Fighter profession, granting him access to more abilities.</p><p></p><p>Now that that's explained, I would like ideas for a profession themed after a mad doctor, as explained in the first paragraph. So far, all I have for ideas is the ability to surgically change the body (for example, grafting body parts or changing facial features) and, for a high experience cost, revive the dead. Any other ideas for this profession?</p></blockquote><p></p>
[QUOTE="System Ufera, post: 6087014, member: 6671268"] Hello, everyone. As I'm sure some of you are well aware, I'm making my own roleplaying system. In preparation for my next playtesting campaign, one of my players said he'd like to play a mad doctor, along the lines of "Dr. Frankenstein" or the like. I was thinking that I could make a profession (see next paragraph) to better represent that mechanically, so I'll need ideas regarding what the profession should be able to do. In case you're wondering why I call it a profession, or why I'd make it so specifically flavored, the reason is that in my game, rather than having a single "class" that defines your character from beginning to end with little variation (as in DnD 4e), I've replaced classes with "professions," in this context meaning a large number of mini-classes representing various themes or specialties. A character can, of course, have as many professions as he or she cares to spend a special sort of experience on. The reason one gains professions, however, is to gain access to special abilities which must be bought with the same type of experience - for instance, a warrior-type would buy the "Fighter" profession first, then from there, he might buy ranks in any of the basic abilities that the Fighter has access to, or he may buy a second-level profession (For example, "Blademaster," which would give bonuses when wielding swords or knives; or "Armiger," which would give benefits for wearing heavy armor) that requires the Fighter profession, granting him access to more abilities. Now that that's explained, I would like ideas for a profession themed after a mad doctor, as explained in the first paragraph. So far, all I have for ideas is the ability to surgically change the body (for example, grafting body parts or changing facial features) and, for a high experience cost, revive the dead. Any other ideas for this profession? [/QUOTE]
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