Character Classroom

The Rune Mage

The Rune Mage is a unique class in New Asgard, drawing upon the ancient and mystical power of runes to perform magic. Runes are the language of the world, and by speaking this language knowledgeably and correctly, Rune Mages can alter reality. This class focuses on the intricate balance between preparation and improvisation, with powerful, ritualistic magic and the ability to adapt quickly in the heat of battle.

The Runewarden

The Runewarden is a formidable defensive tank character who uses runes engraved on their armor and tattooed on their body to harness powerful protective magic. Unlike the Rune Mage, who approaches runic magic with a hermetic, scientific method, the Runewarden has a more intuitive and organic connection to the runes. This connection allows them to endure and mitigate immense damage while protecting their allies.

Berserker

The Berserker is an iconic class in New Asgard, known for their unparalleled ferocity and unyielding rage in battle. Their power is drawn from a deep, primal connection to ancient spirits or forces, allowing them to enter a berserk state that grants them immense strength and resilience. However, this power comes with significant drawbacks, including emotional instability and periods of extreme exhaustion.

Pathfinder

The Pathfinder is a master of exploration, survival, and reconnaissance. Trained in advanced survival techniques and supplemented by ancient rune magic and spirit guides, Pathfinders are the eyes and ears of any expedition. They are adept at navigating through the wild, uncovering hidden secrets, and ensuring the safety of their companions.

The Unseen

The Unseen is a unique take on the traditional stealth class, focusing on both physical and social invisibility. These individuals possess an innate ability to remain unnoticed, blending into the background and becoming nearly invisible to those around them. This power, while advantageous in many situations, also comes with drawbacks, making them struggle to interact with the world and be remembered by others.

Attributes

Adaptiveness: Ability to learn new skills and overcome obstacles.

Resonance: Influence and manipulate the digital reality.

Valor: Courage and determination in facing challenges.

Harmony: Balance and synergy in social dynamics.

Insight: Perceptiveness and understanding hidden truths.

Strength: Physical might and combat prowess.

Agility: Speed, reflexes, and dexterity.

Resilience: Ability to withstand damage and recover from afflictions.

Hidden: Redacted

Skills

Physical Skills:

Athletics, Hand-to-Hand Combat, Melee Weapons, Ranged Weapons, Stealth.

Crafting Skills:

Blacksmithing, Woodworking, Alchemy, Runecrafting.

Social Skills:

Persuasion, Deception, Intimidation, Leadership.

Knowledge Skills:

Lore, Arcana, Nature, Religion.

Turn-Based Combat: Initiative determined by Agility

Rule System:

The rule system is designed to be compatible with a Tabletop Role-Playing Game (TTRPG) release. While the computer version of New Asgard will feature more granular complexity, the TTRPG version will maintain the core mechanics to ensure a seamless experience across both formats.

Damage:

Calculated by Strength or Agility + Weapon Modifier and Defender’s Armor, Runes, or Blessings.

Combat System

Actions:

Attack, Defend, Use Skills, Use Items, or Cast Runes.

Health & Stamina:

We are reviewing the viability of implementing a staged health box system that is area-specific. This means that injuries to different parts of the body will have specific penalties. For example, damage to a character’s leg will impair movement, while damage to an arm will affect actions like attacking or crafting. This system aims to add a layer of realism and strategy to combat and other physical activities.

Penalties:

The game will feature a penalty system that impacts the success rates of activities based on the type of injury sustained. For example, a hand injury will reduce the effectiveness of tasks that require manual dexterity, such as using weapons or tools, but will not affect a character’s ability to run or move. This system ensures that injuries have realistic consequences without overly penalizing unrelated actions.example.