Slime Squisher
Posts: 386
Joined: Thursday, 26th March 2015, 01:22
Species Proposal: Death Cob
Species Attributes
Size: Spriggan
HP: -30% MP: 0
Base Stats: Str 4, Dex 10, Int 8
Stat Increase: +1 Str/Dex/Int (equal chance) every three levels
Magic Resistance: +3/level
Spriggan Size, with the armor and weapon restrictions associated with that.
Fast 3
Fast Metabolism 3
Fangs 1
Activated Abilities:
Blink (like the mutation)
Shaft Self
Death Cobs cannot eat comestible items. Instead, they gain satiation by biting corpse-dropping enemies. Any time they bite a non-starving enemy there is a [maybe about 50%; possibly a smaller chance that would rise with # of times bitten] chance that that enemy becomes starving--starving enemies are slowed and have a chance to miscast spells. After a certain number of turns, a starving enemy will die, although you do not get experience when an enemy dies in this way. I imagine that each time a bite gave an enemy the starving status, you would regain satiation equal to 1d3 chunks or something (this number, as well as metabolism speed, could easily be tweaked). Stabs automatically inflict starving/restore satiation. Cobs will continue to replenish satiation in this way until they are engorged.
This proposal is more or less a joke--no one really wants more mechanics related to hunger in the game. However, this species would not have to deal with typical hunger-related tedium (although other hunger-related behaviors might emerge, such as leaving an easily accessible level uncleared for feeding purposes). Ideally, a Death Cob game would feel like a 'race to the orb'--you couldn't durdle around on a mostly-cleared level, looking for items and the last couple monsters. Spells would be costly, but they increase your combat survivability, and could therefore be worthwhile. Basically, this species would play like spriggans do, but with an incentive to enter combat, rather than to avoid it. The extended end-game would probably be impossible, but I am ok with that.