New Monster Idea: Poltergeist


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Mines Malingerer

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Joined: Monday, 17th February 2014, 23:58

Post Thursday, 13th March 2014, 22:17

New Monster Idea: Poltergeist

What if there was a new type of undead monster called a poltergeist? It would appear in the early-mid dungeon, and when it was aware of the player, would make loud noises (probably louder than a typical shout) to alert nearby enemies that the player was nearby. It could also slam doors from across the room (though it would not keep them shut like a vault warden.) It would have relatively low health, low ac, and higher evasion. But on top of this, it could also fling items from the ground in LOS towards the player as a weak attack, similar in damage to the player throwing an item that is not a throwing weapon.
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Blades Runner

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Post Friday, 14th March 2014, 01:57

Re: New Monster Idea: Poltergeist

That sounds pretty interesting actually. I'm not sure why this was moved to CYC.
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Sewers Scotsman

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Post Friday, 14th March 2014, 09:03

Re: New Monster Idea: Poltergeist

Would it communicate through a television set?

Ziggurat Zagger

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Post Friday, 14th March 2014, 13:50

Re: New Monster Idea: Poltergeist

It would generate near a special vault that would turn out to have been constructed on top of an Indian burial ground.
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Sewers Scotsman

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Post Friday, 14th March 2014, 13:57

Re: New Monster Idea: Poltergeist

Grimm wrote:It would generate near a special vault that would turn out to have been constructed on top of a pet animal burial ground. Quokka zombies everywhere.

ftfy

Ziggurat Zagger

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Post Friday, 14th March 2014, 19:10

Re: New Monster Idea: Poltergeist

Confidence Interval wrote:
Grimm wrote:It would generate near a special vault that would turn out to have been constructed on top of a pet animal burial ground. Quokka zombies everywhere.

ftfy

not to mention one felid zombie, and one halfling zombie.
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Mines Malingerer

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Post Friday, 14th March 2014, 19:51

Re: New Monster Idea: Poltergeist

Yeah, this really isn't a bad concept. The thing is, how do you stop/kill it?

Vaults Vanquisher

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Post Friday, 14th March 2014, 21:41

Re: New Monster Idea: Poltergeist

The item throwing sounds potentially irritating, but otherwise I quite like the idea. I assume it wouldn't be able to slam doors every turn, since that would make the door basically sealed. A relatively early monster that tries to call in backup while it impedes your escape sounds interesting.

bryanpeddy wrote:Yeah, this really isn't a bad concept. The thing is, how do you stop/kill it?

Hit it with something or cast a spell at it

Barkeep

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Post Friday, 14th March 2014, 22:55

Re: New Monster Idea: Poltergeist

bryanpeddy wrote:Yeah, this really isn't a bad concept. The thing is, how do you stop/kill it?


Find its grave(s) and pray to apologize, then punch the greedy real estate developer who chose the location for the DCSS dungeon. Also, until you do that, your meat rations drop out of your inventory and try to squirm away from you.

Ziggurat Zagger

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Post Saturday, 15th March 2014, 04:47

Re: New Monster Idea: Poltergeist

You'd have to shout "THEY ONLY MOVED THE HEADSTONES"

Mines Malingerer

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Joined: Sunday, 16th February 2014, 16:01

Post Saturday, 15th March 2014, 13:03

Re: New Monster Idea: Poltergeist

Yes and there should be a shaky-camera affect when he appears to fool the audience into thinking that this game is a. low-budget and b. is based on real events, when a. production cost is actually in the millions and b. is all made up. Wait a minute...

Mines Malingerer

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Joined: Sunday, 16th February 2014, 16:01

Post Saturday, 15th March 2014, 13:04

Re: New Monster Idea: Poltergeist

Deep Dwarf Fighter wrote:Yes and there should be a shaky-camera effect when he appears to fool the audience into thinking that this game is a. low-budget and b. is based on real events, when a. production cost is actually in the millions and b. it's all made up. Wait a minute...
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Pandemonium Purger

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Post Monday, 17th March 2014, 00:33

Re: New Monster Idea: Poltergeist

Production cost in the millions, couldn't afford to add an edit to the budget instead of a quote.

Lair Larrikin

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Post Monday, 8th June 2015, 19:09

Re: New Monster Idea: Poltergeist

I think this monster idea should be revisited.

Spawning Area: Orcish Mines and Elf.
Invisible, Low HP, No Physical Attack
Only Two spells: a. Telekinesis (throw item from the floor at target - range = LoS) and b. Blink.

By itself it should be an annoyance rather than a threat, but in the hall of blades it would have the potential to make a massive battle more chaotic and challenging.

A vault filled with items and poltergeists would be fun as well.

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