Euquanauque, God of Symmetry

Pronounced: You-Kwan-A-Kay. – “You see here a mirrored altar of Euquanauque.”

Overview

Power and Risk, through Symmetry

Euquanauque is a god of indeterminate gender. It likes symmetry, agility, and danger. It dislikes clutter and time-wasting, and is sort of CDO, which is like OCD but with the letters in correct, alphabetical order.

It only accepts worship from highly dexterous players. They must be able to quickly make dexterity their highest attribute, so it must be within 3 points of the highest.

  • Power
    • Dual Wield is an over-powered game feature. Consider hooning through Pandaenomium with two Sacred Scourges, for example.
    • Euquanauque allows precisely that. Potentially ridiculously massive damage output, further augmented by a system of boosts… with risk.
  • Risk
    • Dual Wielding only works in light armour, and mainly helps with fighting multiple enemies. It hinders spellcasting as much as shields do, so defense depends primarily on high evasion.
    • Boosts are dramatically stronger at high piety, but that requires symmetry in rings and weapons, and so limits a player's resistances.
    • The demands of ambidexterity halve a player's carrying capacity from 52 to 26 items, and so limits access to get-out-of-jail magical goods (although the Theatre allows periodic access to remote storage).
    • Euquanauque rewards and very actively encourages audacious play.

Rationale and Crawly Character

  • This seems to me to fit the crawl style of gods pretty nicely.
    • The god has a single, unified, believable, aesthetic concept (not just “Likes you killing stuff!”) …
    • … with unique and plausible implications for game-play (so it does help you kill stuff… with an element of risk…)
    • … who empowers a particular playing style (light-armour + high-dexterity), which could do with it's own personality distinct from magic/melee hybrid.
  • I'm aware, of course, that Dual Wielding is on the list of Refused and Rejected Concepts.
    • Making ambidexterity a god's gift provides a few elegant and genuinely crawly ways to skirt the balancing problems, and link them with compensating challenges.
  • The letter (E) is taken by Elyvilon; (U) might be used for Euquanauque; a palindromic name is preferable.
  • Comments? — DeptOfElf 2015-02-08 14:39.

Piety

  • It is raised (at low levels only) by Sweep.
  • It is raised by gaining Boosts.
  • It is raised by winning matches in the Theatre of Euquanauque (and lowered by losing).
  • It is lowered (at high levels only) by the sustained absence of symmetry (say, for >100 turns). Symmetry means:
    • Having Dexterity as your highest attribute.
    • Wearing identical rings.
    • Dual wielding identical weapons.
    • Having asymmetric mutations. (A restoration boost can help address these).
  • It is lowered through periods of non-combat, or of only trivial combat.
  • The “Balance Weapons” ability carries a piety cost.

Benefits

  • Level 1: Theatre of Euquanauque and Sweep
  • Level 2,4,6: – Style Boosts, and ability rewards, including Mirror.
  • Level 3: Dual Wield
  • Level 5: Balance Weapons

Level 1: Theatre of Euquanauque (ability to enter)

  • Euquanauque likes to showcase its followers skills.
  • The Theatre may be entered once for each XL gained, and once for each skill level that reaches 27.
    • Euquanauque will not let you enter unless at full health.
  • The theatre is comprised of two areas, a perpetually silenced arena and sanctum.
    • To enter the sanctum you must overcome a combat challenge, appropriate to each experience level 1–27.
    • The sanctum may contain useful goods you are free to take and use, and you may leave other items there for later.
  • Euquanauque stops every would-be fatal blow, but the loser immediately disappears.
    • If you lose, you return to the dungeon, where you were, with the last positive hit-point value you had.
    • If you win,
      • you are given a complementary regeneration and restoration boost,
      • you regain the piety you spent to travel there, and more, and –
      • you may recover in the sanctum, making use of anything stored there, or leaving goods for later.

Level 1: Sweep

  • Euquanauque is sort of OCD. Upon prayer, the area around the player will be tidied.
  • Especially valuable items are stacked on the player's square, and others are organized into self-similar piles nearby, preferring safe and empty squares with at least three adjacent walls (i.e. tucking them into corners or lining them against walls; or otherwise putting them next to the player). These are marked as having already been auto-explored.
  • This tidies the dungeon, lets the player move along on more quickly, and gives the player a powerful apportation effect.
  • Limits:
    • Sweeping will not pull through walls.
    • Sweeping does not affect artifacts or runes.
    • The largest nearby stack of each kind will be added to. (This prevents mountains of gear being dragged around the dungeon behind the player, simply by moving and praying.)

Level 2, 4, 6: Style Boosts

Temporary combat advantages awarded for pursuing Euquanauque's combat ideals.

  • Each boost gives increasing benefits per piety level, e.g. +1, +2, +3, +5, +8, +13.
  • This effect declines to zero over the timespan of the effect.
  • These are stackable up to a specific total, again based on piety level; you keep your most recent boosts and the old ones disappear.
  • There is thus a constant motivation to melee or stab multiple, difficult enemies, in order to maintain boost benefits.

Types of Boost

This will take some tuning and balancing, but the idea seems sound.

Dangerous refers to the rating given for a monster on the 'x,v' info screen

  • Level 2:
    • EV (500 turns.), for $n turns of melee combat without injury. (“Euquanauque likes your style.\nYou feel more nimble.”)
    • Dex (500 turns.), for killing or stabbing $x total monsters in $x turns. (“Euquanauque likes your style.\nYou feel more agile.”)
    • Slay (200 turns), for killing or stabbing $x total monsters each in one hit in $x turns. (“Euquanauque likes your style.\nYou feel more deadly.”)
    • Sth (500 turns), for $n turns in sight of $x monsters without detection. (“Euquanauque smiles upon artfulness.\nYou feel more stealthy.”)
    • Repel (500 turns), for dodging >$x projectiles in a row. (“Euquanauque likes your style.\nYou begin to repel missiles.”)
    • Regen (XL * 10 turns), for reducing the total on-level monsters who have seen you from >10 to 0. (“Euquanauque likes your style.\nYou begin to heal more quickly.”) – Blesses end of combat wave.
  • Level 4:
    • Haste (50 turns.), for killing $x dangerous monsters in $x turns. (“Euquanauque smiles on efficiency.\nYou feel yourself speed up.”)
    • Abjuration (50 turns.), for killing $x dangerous summons in $x turns. (“Euquanauque evens the odds.\n[Abjuration Notice].”) – Anti-magic measure.
    • Stillness (50 turns), for $n turns in sight of $x dangerous monsters without detection. (“Euquanauque smiles on discretion.\nYou feel very still.”) Extreme stealth when holding position, monsters lose track.
    • Umbra (50 turns), for stabbing $x dangerous monsters in $x turns. (“Euquanauque smiles upon deadly guile.\nYou are covered by shadow.”)
    • Deflect (50 turns), for dodging >$x projectiles in a row from dangerous monsters. (“Euquanauque appreciates being untouchable.\nYou begin to deflect missiles.”)
    • Restor (50 turns), for reducing the total on-level dangerous monsters who have seen you from >10 to 0. (“Euquanauque smiles on audacity.\nYou are surrounded by a golden glow.”) Opposite of contamination, constant chance of removing debilitation of all kinds; NetHack reference.Blesses end of major combat wave.
  • Level 6:
    • Detect Items (50 turns), for discovering $x special items on an out of depth level, incl. Abyss. (“Euquanauque likes your sense of adventure.\nYou become aware of nearby items.”)
    • Dissipate (50 turns), for killing a dangerous and cloud-causing monster while in one of their clouds. (“Euquanauque appreciates not flinching.\nYou begin to dissipate nearby clouds.”) – Anti-magic measure.
    • Mirror (gain 1 use, to be used within 1000 turns), for killing $x dangerous monsters in $x turns without taking damage. (“Euquanauque appreciates invincibility.\nYou have gained a mirror.\nUse it quickly.”) – Timeout shows on abilities screen.
    • Extra Life (gain 1 use, to be spent within 1000 turns), for winning $z boosts within $z turns. (“Euquanauque says, 'When was the last time you tried something for the first time?'\nYou have gained an extra life.\nUse it quickly.”) – Works like a felid reset. – Timeout shows on abilities screen.

Mirror (ability, gained as a boost)

Creates an illusory copy of self, which appears alongside then moves in the opposite direction to the player each turn (where possible).

  • Gained as a boost. (See above.)
  • Monsters cannot distinguish the mirror from the player (unless they are telepathic?).
  • It appears to fight but never causes injury.
  • It “shatters into a thousand reflections” and is destroyed when it suffers any injury costing 10% of HP; otherwise is unharmed.
  • The player can swap position with their doppelganger at no cost.
    • Normally, you will use the mirror as a tactical decoy (backing yourself away)
    • Or use the mirror as a fallback position, a kind of blink (moving yourself forward)
  • It cannot use stairs, and will vanish if it loses line of sight to the player for any reason. “You lose sight of your mirror. You hear a shattering sound.”

Level 3: Dual Wield (ability)

Euquanauque offers and rewards a unique ability, Dual Wield.

This need not be trained as a skill in the skills system.

  • Dual wield is Euquanauque's gift of ambidexterity.
    • DW enables a player to fight two monsters at once, each just as effectively as fighting one.
    • By default you will fight the last two monsters you attacked in melee; if there is no monster selected in this way, you will attack a random, higher-level adjacent monster.
    • The gift of ambidexterity is less adapted to fighting a single monster, and is of much less benefit.
    • It allows simultaneous stabbing of adjacent, unaware adversaries.
  • Dual wield is unique and powerful but carries high risk.
    • Dual wielding is an extreme dexterity skill. It cannot be performed in heavy armour, whatever one's armour level.
    • Spell casting is harder with DW; the extra weapon is like carrying a shield, and a large shield if it is anything larger than a short sword. High weapon skill can overcome this, as for shields.
  • Dual wielding unequal weapons (e.g. unmatched artifacts), or wearing unmatched rings, is possible, but will quickly pull a player away from high symmetry levels, and their accompanying bonuses.

Level 5: Balance Weapons

  • (Averages two weapons of the same type).
    • e.g. +3 and +8 long swords both become +5. If only one is branded that brand will be lost. If differently branded the new brand is random.
    • Mid level piety cost (like Finesse).
    • Because objects are rounded down in the averaging, it doesn't seem possible to game this. Its only benefit is access to higher piety levels through increased symmetry (see Boosts for why that is a good thing).

Costs

Euquanauque's gameplay deal is trading potentially ridiculously massive damage for lightness, speed and agility. That means:

  • half-inventory (!!).
    • only the 26 lowercase letters can be used.
    • meaning reduced access to get-out-of-jail magic supplies in emergencies
  • vulnerability in the form of:
    • light armour only
    • high-risk reliance on boosts
    • lower magic ability than hybrid characters while dual wielding
  • ring and weapon symmetry is required for high levels of piety, and so, for most effective boosts.
    • must rely more on armour for elemental resistances.
    • Can only briefly switch to artifact rings and weapons, before piety starts to decrease.

Half Inventory, and the Theatre of Euquanauque

  • Euquanauque's costs limit a player's ability to hoard to magical devices for difficult situations during in combat.
  • But Euquanauque also dsilikes wasting time by traveling to and from stashes.
  • Hence the Theatre and sanctum (see above).

Wrath

  • Loss of all benefits; cannot return to Euquanauque in future.
  • Periodically pulled into a dangerous scenario in the Theatre, in which Euquanauque will not spare your life on losing.
  • No access to stored goods; victory means an immediate return the dungeon, wherever you left it.
  • Repeated victories will mollify Euquanauque over time. The more skillful, the better.

Praying

  • See Benefits: Sweep.

Titles

  • Level 0: The Upright.
  • Level 1: The Fair.
  • Level 2: The Balanced.
  • Level 3: The Dextrous.
  • Level 4: The Effortless.
  • Level 5: The Perfected.
  • Level 6: The Mirror of Euquanauque.
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dcss/brainstorm/god/propose/symmetry.txt · Last modified: 2015-02-21 17:01 by DeptOfElf
 
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