Homebrew angel race
I'll admit, I'd have to do a lot of math to check out the race. At a glance the main issue is that Angels are supposedly Natural beings, according to the description of Increasing Power , but that doesn't make any sense at all. They should be Beings Between Worlds, pretty much hands down.
I did take a look at the Blood Legacy. My only issue with it at first glance is the last option, which is a bit... wonky.
+10 Zeon per turn is the same as a Zeon Regen of 288,000. In other words, any angel with this advantage would only ever be limited by their pool when it comes to casting spells, but could maintain pretty much every spell in the game at maximum level after casting without any sort of real hit to their regen level (I haven't actually done the math on this one, but given that the most expensive spell to maintain has nothing close to 1000 maintenance, I'm not worried about it). I get that it totals out to 3 CP and a +4 Level Mod (with the base race), but it's a bit ridiculous.
If I'm reading that wrong, and it's just that they add +10 to their daily regen level, then it's wholly underwhelming for requiring a +1 Level Mod and 3 CP.
Honestly though, the only thing I can suggest is toning it down by... a lot. Any Zeon Regen per turn is too much, and even 1/minute would be 1440 per day, which is a big boost for any mage or summoner, though possibly worth it for 3 CP and 1 LA. Possibly. I'd still need to do some math on it, but it would be at least a bit more reasonable.
Ki Regen per turn has a similar issue, because although it can already be recovered quite quickly, per turn makes it pretty darn powerful. However, if the Alternate Dominus rules are used for recovery then it's actually a bit underwhelming for the costs, since just spending 3 CP can get you to a base of 1 every 2 turns. Whether or not a +1 LA is worth the boost is... debatable, but at least it's not broken like the Zeon one.
Oh, and Inhumanity is a bit redundant since the base race already has it.
Ya i can see where zeon regeneration per turn would be overpowered, the inhumanity portion of it is for if you take it as a non-angel, it's not stricly for angels but it is a blood-bond that they can take, most of which they can't because, well there not descended from the sources that provide those.
the inhumanity portion of it is for if you take it as a non-angel, it's not stricly for angels but it is a blood-bond that they can take, most of which they can't because, well there not descended from the sources that provide those.
That... makes sense. For whatever reason I thought that the Blood Legacy was only for Angel characters. Well, that makes it better, definitely, and it makes a lot more sense too. I suppose that's what I get for reviewing on the fly. XD
@Tyr, I am not surprised that you find the Blood Bond powerful, since it was created by Elric as a Demonic Blood Bond. As you said on the other forum, he definitely makes stuff on the higher powered end of the spectrum.
@Odium, I have not taken a close look at the race, but the Bond should be carefully used. With the Angel race, that final ability gives the character a whopping +5 Level Modifier. However, if it can be taken by a human, then for only a +2 modifier, he gains access to insane levels of mana regeneration. Add that to a Wizard or, heaven forbid (pun intended) Summoner of Angels, then you are going to have a superpower on your hands.
Edited by Nurddude