Slime Squisher
Posts: 354
Joined: Thursday, 14th April 2011, 17:28
Species Proposal: Turtlekin
Stuff:
Actual Stats:
- Above avg Str, avg Int, below avg Dex
- Avg HP, -10% MP, avg XP gain
- Gains +1 str/int every 3 levels
Large: like Troll/Ogre/etc (Not necessary, but after reading what ppl have said about a more "normal" large species, I thought Turtlekin might be a good candidate)
Shell Shield: Starts game with 5 SH, gains +1 SH every 2 levels (Max +18 SH @ 27)
Irregular body: Can wear body armor but does not get full benefit
Cold Blooded: rC-
Corrosion Resistant: rCorr+
Swims: Deepwater Yes
Active Ability - Hide in Shell:
- Vision radius reduced to 1 tile, cannot move, cannot attack, cannot evoke, cannot quaff, cannot read scrolls, CAN invoke, CAN spellcast (maybe? good luck targetting with 1 tile LoS though, basically self only)
- Delays Teleports by 2 turns, EV = 0
+ Gains small dmg shaving, increased armor, and increased regen
Aptitudes (the ones that "matter" most for this species):
Dodging -2
Armor -1
Shields +2
Ice Magic: -2
Staves: +1
Polearms: +1
Stealth: +0, mostly b/c someone will want to play a TMNT, and IF(critter.large = YES) THEN a large critter with decent stealth is interesting to me
Reasoning
Hide in Shell - I think this may be controversial, where many people think it's useless. I think it could make for interesting tactical decisions, and is a potential boon to speedrunners. It has a fairly high risk/reward when used tactically, you can use it in a sticky situation to help save yourself, but there are costs...
Situation One: Read Tele scroll, use Hide in Shell, gtfo
Teleport will be delayed. Increased regen and defenses may help you live until tele kicks in, but you won't be able to see new bad guys who have you in their LoS, it does nothing to protect you from magic damage, confuse, etc. You still have to crawl out of your shell after you teleport, so you won't even know if you're out of the woods for an additional turn after teleport works.
Situation Two: 1 bad guy, Hide in Shell, hope to out regen bad guys dps
Combined with good SH, you might be able to regen more hp than you lose, and thus after a couple turns, come back out and finish off the bad guy. A worse threat could come around the corner and annihilate you though.
Situation Three: No bad guys around, Hide in Shell for faster heal & lower turncount
This is the situation I see it being used most. And tbh, I think this is a good thing. It lowers food requirements due to lower turncount spent healing, it reduces piety decay for the same, and would save potions of !curing if you were poisoned and wanted to wait it out.
Situation Four: Move to Deep water, Hide in Shell, cheese heal
I don't see this as any different from running to a staircase and healing, in fact, I think this would be less of a problem because while there are always stairs, there is not always a source of deep water. You're also not protected from anything that can fly or also swim, ranged attacks can still get you, as can spells.
Potential abuses: Quaz + Hide in Shell
The sheer noise alone is going to draw something that can break through your defenses and destroy you, clouds killing bad guys won't be enough to save you from every monster in the level coming down on you. This'll work on popcorn, but any actual threat or OoD monster is going to stomp you into shards and goo. And let's be honest, if you die to popcorn, you did this to yourself.
Overall:
I think this species would be interesting and provide different playstyle options the same way that Gr does. I would also like to play a species that has neat SH options, as I think there is the potential for some neat interactions. (Really high SH with Quaz and a large shield, amulet of reflection and high SH, and stuff like that)
Thoughts?
Busy dying horrible deaths from chugging too many pots of Mutation.
- For this message the author infinitevox has received thanks:
- kuniqs