Temple Termagant
Posts: 5
Joined: Saturday, 3rd March 2012, 20:58
[Suggestion] New race: Werebeast
This is just a thought-out idea... would still need tweaking and whatnot by balance experts. Great benefits to roles based on archtype which strengthen based on character level, but with constant Contamination regulation. I might be willing to delve into the code to create it, if it has a positive vibe, and I can get some direction on tweaking values.
Special creation property:
Select Beast from
Elephant
Yak
Hound
Race becomes either Werephant, Wereyak, or Werewolf.
A bit of 'flavor text' for the races...
Werephant: Large and strong people in human form. When transformed, their size prevent focusing magical energies but their trunk allows item manipulation.
Wereyak: Magically inclined individuals in human form. When transformed, their strength lies in attacking through their magical focus.
Werewolf: Crafty people in human form. When transformed, they can close the gap quickly and shred their prey.
In human form:
Human Aptitudes
Special Ability: Transform
rSilver- and rSteel- (silver always applies bonus, steel provides +60% instead of +30% damage)
rMut (very resistant to mutations, due to innate weirdness)
Mut (their innate weirdness also cumulates in the form of contamination.. too high and it may still overcome rMut)
In animal form:
Three flavors, see below. To sum it up, Werephants become strong melee machines capable of wielding weapons; Wereyaks become very strong casters; and Werewolves become deadly assasins.
Retain susceptibilities.
rMut and Mut are removed (their innate weirdness is being channeled)
Cannot change back on their own, has to time out.
Would prefer the 'beast type' selection prior to selecting background... strongly influences strengths. If not possible, then mark none as suggested.
Otherwise...
Werephant - Fighter, Berserker, the Knights, Artificer
Wereyak - All mages
Werewolf - Monk, Fighter, Assassin, Stalker
The Transform ability will cause the player to shapeshift into a beast, determined by race and level. When applied, it changes aptitudes, so recalculates levels during shift (sort of like Ashenzari's ability to move XP, only its moving from itself to itself, under a new apt). All xp applied to skills remains where it is, so some skills will see a boost, others a decline. Will not allow skills to exceed 27 or drop below 0. Requires magical contamination to activate, and consumes all magical contamination in the process. Once in their beast form, it lasts for a duration based on the consumed contamination. Perhaps even force it to occur if the user does incur some mutation... preventing too much Contamination storage.
.
From level 1-10:
The player will transform into either an Elephant, Yak, or Hound.
Elephant (melee archtype):
Fighting +2
Unarmed Combat +2
Weapon Skills: -2
Dodge -2
Stealth -4
Throwing +1
All Magic -4
Evocations +1
Movement speed slowed down a little.
Armor melded.
Cannot cast.
Weapon selection limited to 1 handed weapons.
More HP and AC, stronger Damage, MUCH less EV than human form.
Yak (magic archtype):
Fighting -2
Dodge +2
Stabbing -2
All magic skills +2
Movement speed increased a little.
Weapons and Armor melded, become Teeth and Hooves.
Cannot evoke items.
Less HP and AC, less Damage, a small EV buff, and a substantial bonus to MP compared to human form.
Hound (stealth archtype):
Fighting +2
Unarmed Combat +2
Weapon Skills -4
Stealth +2
Dodge +3
Stabbing +3
All Magic: -2
Weapons and Armor melded, become Teeth and Claws.
Cannot evoke items.
About the same HP and AC, a little less Damage, a little more EV, and ability to 'Take Down'.
Take Down - Moves to adjacent square from 2 tiles away, applies 'backstab', usable only on monsters who are not aware of the player.
.
From level 11-20:
Dire Elephant
Fighting and Unarmed +3
Dodge -3
Stealth -4
Movement speed slowed down a little further.
Add ability to weild 1.5 hand weapons.
A little more HP and AC, less EV than elephant.
Add knockback effect to unarmed melee.
Death Yak
Fighting -3
Dodge +3
All Magic +3
Movement increased a little more.
A little more EV, and a 5% bonus to magic strength compared to Yak.
War Dog
Fighting and Unarmed combat +3
Stealth +3
Dodge +4
Stabbing +4
All Magic -3
A little more HP, a little more Damage, and a little more EV than Hound.
Take Down increases to 3 tiles.
.
From level 21-27
Hellephant
Fighting and Unarmed +4
Stealth and EV becomes 0
A lot more HP and AC than Dire Elephant
Ability to wield 2 handed weapons.
Gain ability Trample
Trample: Expects an enemy adjacent, moves player to opposite side of enemy and causes damage. Requires ability to travel over both squares.
Catoblepas
Fighting -4
Dodge +4
All Magic +4
A little more EV and AC compared to a Death Yak
Another 5% bonus to magic strength (effectively 10%)
Gain ability Calcify
Calcify: Breathes calciyfing dust, requires Breath.
Wolf:
Fighting and Unarmed +4
Stealth +4
All Magic -4, additional increased difficulty in casting spells.
A little more HP, a little more Damage, a little more EV than a War Dog.
Movement speed increased to just below a Spriggan.
Any attack causing more than some percentage of damage to player causes unpreventable berserk with very short exhaustion and no after-slow.
Still limited to Teeth and Claws with no evoking.