The Species of Rootless


One idea I had early on for Rootless is to involve a large number of different animal species in the game.  Forests are usually home to tonnes of different kinds of animals, and I didn't want to limit the game to just a handful. 

Unit Stats

Before I dive too deep into the specific species, I should outline what we're working with for stats.  Each unit will have the same 8 stats:

  • Might - a measure of strength; directly affects skills like Attack
  • Fortitude - how physically sturdy they are, similar to a Defense stat
  • Finesse - their ability with items, weapons, or skills in general, similar to Accuracy
  • Agility - the unit's skill and awareness of their body, a defensive Evasion stat
  • Wits - how clever the unit is, used as an offensive mental stat
  • Resolve - the mental strength of the unit; how easy are they to trick, confuse, or distract?
  • Stamina - their physical reserves, which directly affect their max HP
  • Speed - how fast they can perform actions, which direct affect how quickly they take their next turn

The cool thing about basing the units on animals is that we have existing archetypes we can work with; a frog is faster than a bear, but a bear is much stronger.  We can seed the initial values of all these stats based on their relative species blueprint.

To attempt to balance things the initial stats are based on a "40 point buy"; the sum of each stat's value adds up to 40, to avoid one particular species being better overall than another.  A bear who might incredibly strong (high Might) will have to pay that cost in another stat (low Agility)  That said I haven't put these all through their paces yet so it's likely that we'll have to do some tweaking to ensure one stat's value isn't dominant compared to others.

Species Names

One lore thing I wanted to iterate on was the species names as well; while the animals in Rootless will converse in English (or other languages if/when we support localization), it doesn't necessarily mean they need to refer to each other by their human-assigned names.  I worked with Gemini to come up with some clever descriptive alternates :)

Here are some of the animals I had in mind, along with their potential stats:

SpeciesMightFortitudeFinesseAgilityWitsResolveStaminaSpeed
Clever-Beak (Crow)33669436
Coil-Striker (Snake)82775335
Deep-Delver (Mole)67235773
Earth-Guard (Badger)77523673
Echo-Flit (Bat)42886327
Great-Antler (Elk)66445654
Great-Claw (Bear)98412673
Howl-Pack (Wolf)65655454
Iron-Hide (Boar)78422872
Long-Ear (Rabbit)22496638
Mask-Hand (Raccoon)55539454
Needle-Tooth (Shrew)72773428
Pond-Hopper (Frog)42785437
Prickle-Back (Porcupine)59514673
Quick-Fur (Weasel)82783327
Quick-Scale (Lizard)54675445
River-Dancer (Otter)63685336
Shadow-Stalker (Bobcat)73873336
Sharp-Hiss (Goose)66543763
Sharp-Talon (Eagle)74863336
Shell-Back (Turtle)49415782
Silent-Wing (Owl)53957335
Sly-Step (Fox)54668344
Still-Heart (Opossum)36436873
Swift-Hoof (Deer)23486746
Tree-Chatterer (Squirrel)32786338
Tree-Drummer (Woodpecker)74744554
Warning-Stripe (Skunk)36427873
Web-Foot (Duck)55545664
Whisker-Folk (Mice)22587547
Wood-Shaper (Beaver)66427564

Of course this won't be the _only_ thing to decide your unit's stats; we'll have some natural variance baked in, some +1s and -1s so that every single Goose isn't identical.  Not to mention changes from equipment, tags, skills, etc.

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