Blog for worldbuilding and organizing ideas, mechanics, and lore around my TTRPG named Wounds of Eler. Set in a retrofuturistic solarpunk world drenched in eldritch horror elements. Heroes must rise up to the challenge to figure out what ails planet Eler and find a way to heal the world lest all be consumed by a strange spreading sickness. Starring 10 playable races and 15 classes to choose from.
19 May 2024
Class : Mercenary
As a Mercenary, you are a guileful dual-wielder dancing on the battlefield. You are a well-travelled sellsword who has visited many different countries and interacted with many different cultures. For you, no mission is too perilous if the coin is generous.
+2 STR
+2 DEX
Baseline : Endurance
Weapon Proficiency : dual-wielding blades (swords, axes, glaives)
You can pick 2 other languages (not including Peatspeech or Galatel) to speak fluently.
You have basic Runecarving knowledge, allowing you to engrave your weapons with a basic fire or ice enchant. Enchants add LVL Heat or Cold dmg to WP and have a 10% chance to cause their related debuff, Burn or Frostbite. You can have a fire and an ice weapon, or go for both fire or both ice.
BASIC SKILLS
Slice & Dice
Blade Dance
PERKS
Survivalist
You can pick 3 terrains of expertise in the Wilderness Survival skill without dedicating a talent slot to it. If you already picked Wilderness Survival skill, you will now have 4 terrains of expertise.
Rivalry
You have a lot of experience fighting against a specific people and know their techniques. Select one playable race as a permanent target. Whenever you fight this race, you deal LVL+3 more Physical dmg to them and have a 20% additional chance to dodge their attacks.
ULTIMATE SKILLS
Sun & Moon Slicer
Frostfire Whirl
ULTIMATE PERKS
Seasoned Traveller
You speak all languages of Eler fluently, including the very rare Peatspeech and Galatel. Your exploits are spoken of all over the world, netting you a +2 Renown with all factions whenever you complete a quest.
Greater Runecarver
You have a deep understanding of enchanting. Enchants now add 4xLVL Heat or Cold dmg and have a 40% chance to cause their related debuff, Burn or Frostbite. Hitting a Frostbitten enemy with fire will always do critical damage. Hitting a Burned enemy with ice will always do critical damage.