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Halls Hopper
Posts: 86
Joined: Saturday, 18th January 2014, 09:40
Non-human undead players.
It's always slightly bothered me that you could only play human Vampires/Mummies in a world filled with such a (delightfully) whacky selection of sentient species (I mean mummy Felids - that's a thing here, surely they'd do that in Zotistan too?).
So I was thinking, improve the undead species by removing them...
For Mummies:
Ossuary becomes a guaranteed branch (perhaps with a bit of work on the level generator and the possibility of extra floors). On entering a message to the effect of: "It is said that the mummified remains of those who die here are doomed to wander the dungeon eternally..." is diplayed in a nice lurid purple/green colour.
Now if you die in the Ossuary you get the usual You die... message and inventory screen then, assuming you are an appropriate species (I'd only rule out Gargoyles, Djin and Lava Orcs from the current set although Demigods would take a bit of consideration) and also assuming you don't suffer stat death after the modifiers for mummification are applied you come back to (un)life to discover that.
1) about half of your inventory has been looted, about half of that can be found scattered about the Ossuary anyway. (excluding starting gear, branded items and artifacts and spell books, which can be arranged ceremoniously around you in the Tomb of [Player] vault you awaken in.)
2)100 Million turns have passed (or some other huge number). Aside from the addition of some of your favourite scrolls and nick-nacks being scattered around it the Ossuary is exactly as you left it, the Dungeon outside however still has the same basic floorplan but everything movable (treasure/monsters) has changed as the centuries ticked by.
3) Species specific abilities are (mostly) stripped, Felids extra lives do not apply in the Ossuary and certainly not post-mummification, Demonspawn stick with their present form but do not continue to transform, Naga do not spit venom and so on. Felids would stay fast though and flying Tengu might, just, arguably be allowed to retain that.
Sorting out post transformation aptitudes is probably a bit tricky, either averaging current Mummy aptitudes with the players species aptitudes or just switching the players aptitudes to the current Mummy ones seems best to me, although I'd keep the characters attribute levelling as per their original species.
For Vampires:
At least one Potion of Blood is guaranteed to be generated on a different level in the same range of levels as the Ossuarry.
Drinking a Potion of Blood as a non-vampire now gives you the Vamp status in a (rich shade of burgundy) which is a long-lasting effect (similar duration to current handling of Drain). If you die while under the influence of Vamp you come back after a few thousand turns. Monsters on the level who tend to pick up gear will all get the opportunity to loot your corpse and any surviving monsters will have moved around a bit but other wise things will be more or less the same. Bat Form and Bottle Blood will be acquired one at a time on level up once the level requirement is reached, so a character dying at level 5 with Vamp gets Bat Form at 6 then Bottle Blood at 7. As with Mummies characters would no longer gain their species based transformations on levelling but would retain physical changes.
Blood potions would now only drop in the Ossuary range levels and would have a slow timer even on unidentified potions sitting on the floor to prohibit characters levelling up too much before becoming Vampires. Vampirism capable species might be a slightly narrower set than mummification capable ones.
The Potion of Blood's description would include an explanation of how to use it to become a vampire.
While I was at it I'd give high level vampires a third ability: Raise Vampire - allowing them to choose a suitable, fresh corpse and raise it as a minion. This would take lots of Potions of Blood (? based on corpses HD) and be capped in some way (permanent MP reduction, HD total of minions = your level or something like that, and would be designed generally to be more fun than useful, with some chance of enchantment resistant progeny turning against you so brining back named characters would be doable but risky and carefully nerfed, more so you could say that you did it than so that you could auto-win Zigguruts (and not out of scale with Summoning or conversion anyway).