Slime Squisher
Posts: 354
Joined: Thursday, 14th April 2011, 17:28
Race Proposal: Skuggi (v2.0)
CDO Species Proposal
Skuggi
Rumored to be the creation of a necromantic rite gone horribly wrong, these creatures exist with magical energies entwined in every fiber of their bodies.
Inexorably mixed with magic, Skuggi cast spells using their life force, are immune to rotting, and poisons have a difficult time affecting them. Their very presence inhibits the arcane in a small area around them. As they grow their magic will either run wild or become somewhat subdued.
Skuggi may not worship Trog, as Trog believes their very existence to be an abomination. Skuggi are also vulnerable to antimagic weapons, and cannot wield them.
Species Attributes
HP: +10%, MP: No Mana Pool
Base Stats: Str 6, Int 8, Dex 10
Stat Increase: 1 Str/Int/Dex every 4 levels
Exp Gain: -1
Suggested Classes: Fighter, Monk, Transmuter, Air Elementalist, Warper, Necromancer
- Code:
static const map<species_type, species_def> species_data =
{
{ SP_SKUGGI, {
"Sk",
"Skuggi", nullptr, nullptr,
SPF_NO_HAIR,
-1, 1, 0,
18, 6,
MONS_SKUGGI,
HT_LAND, US_ALIVE, SIZE_MEDIUM,
6, 8, 10, // 24
{ STAT_STR, STAT_INT, STAT_DEX }, 4,
{ { MUT_SLOW_METABOLISM, 1, 1 }, { MUT_ROT_IMMUNITY, 1, 1 }, { MUT_POISON_RESISTANCE, 1, 1 }}
{ "You radiate an aura of Silence." },
{ "silence aura" },
{ JOB_FIGHTER, JOB_MONK, JOB_TRANSMUTER, JOB_AIR_ELEMENTALIST,
JOB_WARPER, JOB_NECROMANCER },
{ SK_MACES_FLAILS, SK_AXES, SK_POLEARMS, SK_LONG_BLADES, SK_STAVES,
SK_BOWS, SK_CROSSBOWS, SK_SLINGS, SK_UNARMED_COMBAT },
} }
}
Traits:
Rot Immunity:
Posion Resistance: (rPois+)
Antimagic Vulnerablility: weak to Antimagic brand, cannot wield antimagic weapons
Slow Metabolism: Skuggi are partially sustained by magic, and do not have to eat as often
Innate Abilities:
Silence Aura: (Passive) Radius=2
*** I would like to add the following, but I'm still trying to figure out how to code a forced mutation via choice ***
Expand/Contract Aura: When Skuggi reach level 7, they must choose;
Expand their magical ability into their aura, increasing its reach (gain: mut_subdued_magic 1, silence aura radius +1)
Contract their magical ability into themselves, shrinking its reach (gain: wild_magic_1, silence aura radius -1)
Aptitudes:
- Code:
static const species_skill_aptitude species_skill_aptitudes[] =
{
// SP_SKUGGI
APT(SP_SKUGGI, SK_FIGHTING, 0),
APT(SP_SKUGGI, SK_SHORT_BLADES, -1),
APT(SP_SKUGGI, SK_LONG_BLADES, -1),
APT(SP_SKUGGI, SK_AXES, -1),
APT(SP_SKUGGI, SK_MACES_FLAILS, -1),
APT(SP_SKUGGI, SK_POLEARMS, -1),
APT(SP_SKUGGI, SK_STAVES, -1),
APT(SP_SKUGGI, SK_SLINGS, -1),
APT(SP_SKUGGI, SK_BOWS, -1),
APT(SP_SKUGGI, SK_CROSSBOWS, -1),
APT(SP_SKUGGI, SK_THROWING, -1),
APT(SP_SKUGGI, SK_ARMOUR, -2),
APT(SP_SKUGGI, SK_DODGING, -1),
APT(SP_SKUGGI, SK_STEALTH, 0),
APT(SP_SKUGGI, SK_STABBING, UNUSABLE_SKILL),
APT(SP_SKUGGI, SK_SHIELDS, -1),
APT(SP_SKUGGI, SK_TRAPS, UNUSABLE_SKILL),
APT(SP_SKUGGI, SK_UNARMED_COMBAT, -1),
APT(SP_SKUGGI, SK_SPELLCASTING, -2),
APT(SP_SKUGGI, SK_CONJURATIONS, -1),
APT(SP_SKUGGI, SK_HEXES, 0),
APT(SP_SKUGGI, SK_CHARMS, -1),
APT(SP_SKUGGI, SK_SUMMONINGS, -2),
APT(SP_SKUGGI, SK_NECROMANCY, 0),
APT(SP_SKUGGI, SK_TRANSLOCATIONS, 0),
APT(SP_SKUGGI, SK_TRANSMUTATIONS, 0),
APT(SP_SKUGGI, SK_FIRE_MAGIC, -1),
APT(SP_SKUGGI, SK_ICE_MAGIC, -1),
APT(SP_SKUGGI, SK_AIR_MAGIC, 0),
APT(SP_SKUGGI, SK_EARTH_MAGIC, -2),
APT(SP_SKUGGI, SK_POISON_MAGIC, -1),
APT(SP_SKUGGI, SK_INVOCATIONS, 1),
APT(SP_SKUGGI, SK_EVOCATIONS, 0),
}
Notes:
A "magic" themed species that has no MP and can cast spells using HP with a fun Risk vs Reward feel.
I don't view subdued magic as a bad mutation, as it can allow spell casting in higher ER armour, and for hybrid characters that are mostly self-buffing, I see this as a positive.
** I've made some significant changes to this species after all the comments below, adjusting pretty much everything **
Busy dying horrible deaths from chugging too many pots of Mutation.