new race: skeleton


If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.

Ziggurat Zagger

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Post Thursday, 29th June 2017, 01:41

new race: skeleton

apts are +2 to bows, necromancy, and unarmed combat and -1 to everything else. you can quaff potions but when you do, they spill on the ground and make a big mess. has level 4 of the bone armor mutaiton (increases to level 5 at level 12) and reduces damage from piercing and slashing weapons by 10

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Ziggurat Zagger

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Post Thursday, 29th June 2017, 02:00

Re: new race: skeleton

This is on the won't do list: +2 to unarmed. Sorry.

Tartarus Sorceror

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Post Thursday, 29th June 2017, 06:28

Re: new race: skeleton

tasonir wrote:This is on the won't do list: +2 to unarmed. Sorry.



How about rebalance unarmed so that a +2 apt wouldn't be too strong?

Ziggurat Zagger

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Post Thursday, 29th June 2017, 06:32

Re: new race: skeleton

I think it is weird provided we still have Mf and gifting gods.
Underestimated: cleaving, Deep Elf, Formicid, Vehumet, EV
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Crypt Cleanser

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Post Thursday, 29th June 2017, 07:42

Re: new race: skeleton

I think it would be fair to have the level 4 and 5 mutations paid for by the need to put an obligatory cloth into an inventory slot, to clear up the potion messes.
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Post Thursday, 29th June 2017, 08:21

Re: new race: skeleton

Do they get all the other benefits/disadvantage of being undead, and hunger immunity?

Swamp Slogger

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Post Thursday, 29th June 2017, 09:35

Re: new race: skeleton

duvessa wrote:you can quaff potions but when you do, they spill on the ground and make a big mess.
Like a single tile Evaporate at your current location?

4Hooves2Appendages wrote:Do they get (...) hunger immunity?
They should be permanently Starving (but without the penalties), eating anything simply drops the item through.

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Lair Larrikin

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Post Thursday, 29th June 2017, 13:40

Re: new race: skeleton

Maybe balance by having limbs fly off after particularly powerful melee hits? You'd be limited to 1h until you picked it up from across the room...

Abyss Ambulator

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Post Thursday, 29th June 2017, 19:22

Re: new race: skeleton

Do you get to pick a base species too, like centaur skeleton?

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Post Friday, 30th June 2017, 13:48

Re: new race: skeleton

Airwolf wrote:Do you get to pick a base species too, like centaur skeleton?

Now we are talking! Ce master race.

Abyss Ambulator

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Post Friday, 30th June 2017, 17:43

Re: new race: skeleton

4Hooves2Appendages wrote:
Airwolf wrote:Do you get to pick a base species too, like centaur skeleton?

Now we are talking! Ce master race.

And sexy elf skeleton.

Ziggurat Zagger

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Post Friday, 30th June 2017, 20:56

Re: new race: skeleton

Rast wrote:
tasonir wrote:This is on the won't do list: +2 to unarmed. Sorry.

How about rebalance unarmed so that a +2 apt wouldn't be too strong?

I mean, it depends on the specific details of what you are proposing, but in the big picture, you're asking "Can we nerf this so that we can buff it again" which basically leaves you right where you started. Assuming that you raised aptitudes for most/all species; if you made unarmed weaker and then gave only this race +2, I suppose that would just be a nerf for anything non-skeleton.

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