diesalher said:
Warforged are mechanical entities created, but not controlled.They have their own personality and will and his state is permanent. Nobody controls them, so i think Necromantic Arts maybe dont match this concept well.
They can be player caracters in Eberron.
- dont need to breath, eat or sleep
- Partially Inmmune to criticals
- Cannot be healed (only repaired)
- And so forth..
OK - well those features are simple enough to rep in MRQ2 and would just be allocated as traits because they derive from the nature of the character's construction. I looked quickly at what Warforged are - and it looks like you have a construct body into which (by magic) a spirit is fused (apologies of any of this is way off the mark). But I'm interested in the question, it's a useful thing to think through
Cannot be healed - suggests they have no CON - that would presume HP per location are a function of SIZ and composition material modified by any magical hardening or armouring, like an inanimate object (or a collection of them fused together). Where's the "seat of the soul" or "engine room"? Are any locations vital?
SIZ would be based on the form created for the warforged character. However if they are superheavyweight because made of iron or something, that needs to be taken into account.
INT, POW and CHA would depend on the spirit fused with or generated for the construct, but I would assume at least a significant CHA penalty compared to a human character.
STR and DEX are the bits that the creator of the construct must have the ability to provide - is this through mechanical engineering/artifice, or is the warforged ability to "move" magically derived?
Skills - if Warforged has a limited range of skills because they are not fully "human" and can only do what they were created for, maybe they have to buy basic skills at chargen (ie all skills are advanced) and they have a significant drag on learning new skills?