Slime Squisher
Posts: 365
Joined: Monday, 7th January 2013, 08:22
Playable skeleton species! (Branch inside)
Skeleton
What does it offer in terms of gameplay?
Skeleton is a species built around pushing your luck. It has a powerful active ability you can use at any point through the game, and the price you pay is forgoing the ability to retreat. Skeletons are mindless automatons designed to extinguish life, and this is reflected in the ability to enter a cold, murderous trance. As opposed to berserk, this ability is designed to completely prevent you from running away, so be careful! Since skeletons cannot quaff, using this ability well is essential for survival, but abusing it will easily get you killed. I believe this is a unique pattern in DCSS species, as no other one is forced to bet on their survival in this way by locking themselves into a fight.
Skeleton is a low HP, high mitigation species, which is a combination I like a lot in RPGs and is realized in DCSS mostly by gargoyle. Skeles go for a different flavour of it however, since it's achieved through the use of an active ability.
In terms of aptitudes, the skeleton offers an atypical mix for an undead species. These skeletons were raised by powerful magicians through arcane means rather than necromancy, and they are built with a single premise: destroy sentient life. This puts them in a particular position with respect to mummies, gargoyles and ghouls, in that they are thoroughly inept at necromancy and all the "subtle" schools of magic, instead focusing on Conjurations. Aside from Conjurations, their aptitudes for elemental magic aren't terrible, so they can fill the "skeleton mage" trope. They are also very apt at using shields, weaponry and tools, but their frail bodies don't lend themselves to rude hand to hand combat (high weapon apts, low fighting and unarmed). Finally, their quality as a mindless construct raised by magic makes them completely uninteresting to the DCSS pantheon, reflected in very low invocations.
Stats:
Aptitude table
- Code:
Fighting: -2
Short Blades: 1
Long Blades: 1
Axes: 1
M&F: 1
Polearms: 1
Staves: 1
Slings: 1
Bows: 1
Crossbows: 1
Throwing: -2
Armour: 2
Dodging: 0
Stealth: -2
Shields: 2
Unarmed Combat: -1
Spellcasting: 0
Conjurations: 1
Hexes: -3
Charms: -3
Summonings: -3
Necromancy: -3
Translocations: -3
Transmutations: -3
Fire Magic: -1
Ice Magic: -1
Air Magic: -1
Earth Magic: -1
Poison Magic: -1
Invocations: -2
Evocations: -2
Intrinsics
- Skeletons don't eat or drink, and have no hunger clock.
- Skeletons are immune to poison, breathless, immune to negative energy, pain and torment. (Generic undead stuff)
- Skeletons are very frail (-20% HP).
- Skeletons resist 20% damage from piercing and slashing weapons (including projectiles, like bolts and tomahawks).
- Skeletons take 20% extra damage from bludgeoning weapons (including projectiles, like stones and large rocks).
- Skeletons can enter a murderous trance at will.
EDIT: Slashing, piercing and bludgeoning damage wasn't interesting enough as a mechanic to offset the cognitive load, especially for console players, so it's out.
Skeleton's unique ability: Reap
From level 1, skeletons have access to a unique ability called Reap. This ability can only be activated in presence of living creatures (i.e. anything without the undead or nonliving holiness). When activated, the skeleton mesmerizes itself towards the closest living being, gaining damage shaving and a 20% skill boost until the creature is dead. Once it dies, Reap will immediately target the next closest living creature, and it will continue to target enemies until nothing in LOS remains alive.
Reap offers a powerful effect that counteracts the skeleton's natural low HP, especially when combined with high AC armour and shields, which they are adept at using. However, it must be utilized with care, since reap will inevitably chain from one monster to the next, so a Reap used against a quokka may lead to your death if there is an ogre around the corner. Breaking mesmerisation through many of the usual means (like noise) is useless, so the only accessible way to run from this curse is to somehow cut LOS, for example via teleport or fog.
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