Pandemonium Purger
Posts: 1341
Joined: Monday, 24th October 2011, 06:13
unfinished skald god proposal
ok well its a melee-buffcaster hybrid god. turns mana into a beneficial shield augmented with high piety levels. additionally, the player is heavily rewarded for fighting at zero mana. both mana states provide versatility at a great expense to certain resources.playing with zero mana is meant to be a highly offensive, dangerous (for the player and the monsters) style with limited escape options.
A lot of people talk about changing buffs or even summons so that they remove from maxmp instead of having a simple mana cost. this god takes that concept to the extreme - giving players "permabuffs" but locking them in completely, preventing additions. At the same time, the player needs to be able to cast spells in certain circumstances where permanent buffs would not outweigh the lack of mana, so there are benefits to having mana. The gimmick is that the mana/mana free benefits cannot be used at the same time, so the god ends up supporting two distinct playstyles.
players gain piety by killing any type of creature while at zero mana.
Dumb God Name welcomes you!
*same message demonspawn get when they gain Guardian Spirit*
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You gain a permanent old-style Guardian Spirit, removing mana from the character before health when damage is received.When at zero mana, all `beneficial` buffs (including things like teleportation, delaying the teleport) are maintained and not lost until dispelled by a combat effect (purple dragon breath, whatever else) or if the player gains mana in any way.
a - depress: instant. when activated, deals damage based on level of the player`s mana in a radius dependent on the piety level, draining all mana. Damage is massive, but evenly spread upon monsters caught in the blast, so the damage cannot exceed the function of the mana. depress can remain activated as long as the player wants to stay at zero mana. causes exhaustion; cannot be triggered while exhausted. when deactivated, mana regeneration returns to normal and all buffs regain their remaining turns before expiring. the player cannot gain mana in any way; potions of magic are unusable and channeling equipment can be held but have no effect.
Buffs that are not maintained at zero mana:
Disjunction
Death`s Door
Confusing Touch
Passwall
Regeneration
Tornado
Fball
Any `a`bility
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at any mana level above zero and while not exhausted, the player gains a one turn buff after killing an enemy which allows them to target and blink one square away from any hostile - the closest square to your original position - including unaware or sleeping enemies. This is not an extendable buff through depress, but it doesn`t matter anyway; if the player uses that turn to depress the buff is lost anyway since it only lasts one turn. the monster is `marked` in a way, and if the player does not kill that monster, the player gains exhaustion. this is only a mediocre escape spell since you cannot use it to `jump` beyond monsters and run away and suffer a penalty for not killing your target meaning you cannot chain blink away from danger, but it is a tremendous offensive tool especially for stealth builds to eliminate turns moving from monster to monster, therefore reducing stealth check in total. this is an idea i modified from dpeg who posted it later in the thread[/color]
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a - collect power: instant. all `beneficial` buffs are purged (teleportations trigger instead of being cancelled) as the expelled magical power rushes back into the player. one third of the player`s maxMP is restored, and the player loses one third of their current HP. can only be used while under the effect of depress.
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killchain blinking: upon killing an enemy, the player gains a buff kcblink and can blink directly to any enemy in los, landing on an adjacent tile closest to the original position. the buff expires after one turn.
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a - transfocus teleportation: instant. upon activation, drains all mana and places a mark where the player is standing. The player can `a - Return` up to, based on piety, 10****-- 12*****- or 15****** turns later, teleporting the player there regardless when the maximum piety based turns end. You focus your energy into a specific transdimentional location, knowing you will return there shortly.
[*****-]
at any mana level above zero, the player is given one level of Magic Resist. The elemental protection from the mana shield is increased to a 50% chance at this piety level.
[******]
The elemental protection from the mana shield is increased to a 75% chance at this piety level.
The idea came from years of thinking of bad god proposals that were just repeats of other ideas. Zero mana conduct isn't something I've seen suggested before, perhaps because it can be so crippling. Because of that, fighting with zero mana is not mandatory, but heavily encouraged under the right circumstances. The core idea is pretty solid but I don't feel so great about the piety level benefits, expecially the last two. Additionally, +attack speed might not fit thematically, and it also clashes with okawaru. help me think of great stuff to add