o/ hello all; after consulting with many of you and talking with the others helping with this project, we've made a series of changes across the board to not only improve this lorepiece's feasibility but greatly expand the lens that one may take with it; of these, the biggest changes are as follows:
The REFORMAT of the piece's more worse-off parts so the priorly-illegible table format across the piece is now gone, making this now able to be read easily on any device! sry for that, this should be legible on most phones and tablets now
The REMOVAL of oathblades, letting them use any armaments or tools they want freely, rather than mindlessly preventing them from using anything but a certain level of armaments. This means that they are now free to use any type of weapon or materials they so wish to, alongside shields, tools, bows, and so on, thus opening many lens of unique playstyles without being too overpowered.
The REWORK of rusting, making it solely a VISUAL and MENTAL downside that lasts much shorter rather than actually being combat-inhibiting.
The REMOVAL of augments, a system that is in current lore sadly flawed, and likewise sadly does not work well here, causing people to prioritize corporeal gains and forcing individuals to not be able to mesh with others well. As such, we have also taken the advice to distance the two subtypes; BM-made ones now have Signates of their own, whilst Mystic ones have an innate Truesight.
The ADDITION of TWO MAGIC SLOTS, which can be used for Blood Magic/Mystic (depending on which magic made them) and Slotted Seerdom- this fixes one of the biggest critiques; a magic that was doomed to solely be CRP slop, and also adds something which many individuals have requested- a form of 'immortal' CA to mantle Blood Magic within whilst also bearing the potential to fit within the spells and magics of both pathways independently; additionally, this does NOT infringe on Wightdom anymore than Draugar does; a mystic-dreadknight would still be only with one of the subtypes, have a weaker armor, and only capped at T4 as opposed to a wight which gets the full value out of it.
The INCREASE of their strength to be ORCISH at base, which permits for brute-style buids; however, if they have magics this is reduced to peak human for balancing purposes, thus permitting a unique benefit for going down a 'magicless' pathway
lmk if you have further feedback mreow