Solipsist (Reality bending Psionicist)
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Solipsist (Reality bending Psionicist)
Started work on this a couple of days ago. The basic concept is somewhat of a lucid dreamer idea really, except with the belief that the real world is a construct of those that experience it and that someone that woke up to that idea could manipulate reality with nothing more then the power of their mind. The catch is Solipsism.
Solipsism is the belief that only the self exists and that everything "else" is merely a reflection of their inner thoughts. I've personally read in philosophy books that many great philosophers found solipsistic thought processes to be a dangerous idea because it can quickly lead to apathy and inaction as the individual loses all emotional connection to the real world (since they no longer believe that it is real). Rather or not I'm remembering correctly or possibly misquoting I found the idea interesting. So Solipsism is dangerous. It's not the state the player wants his character in. Psi, for the Solipsist, represents mental focus and energy. When Psi falls to low the character becomes fatigued and begins to fall into a solipsistic thought cycle.
Mechanically Solipsism is very real. The character will start with one point in a talent that will give them an attribute called a solipsism threshold. When the players Psi percentage falls below this mark he'll suffer global speed penalties as he begins to surrender to the 'dream state' that is the waking world. For each new solipsism talent the player learns the threshold will increase. Assuming the player learns the whole tree (which will be full of appropriately powerful effects to offset the drawback) they'll be sitting at a 50% threshold, meaning at 25% of max psi they'll have a 25% global speed penalty, at 0% a 50% penalty.
-- Coded trees
Solipsism(class)
Solipsism (passive)
You believe that your mind is the center of everything. Permanently increases the amount of psi you gain per level by 10 and reduces your life rating (affects life at level up) by 50%% (one time only adjustment).
You also have learned to overcome damage with your mind alone and convert %d%% of all damage into Psi damage and %d%% of your healing and life regen now recovers Psi instead of life.
The first talent point invested will also increase your max Psi by 50 and your solipsism threshold by 20%%, reducing global speed if your Psi falls below the threshold (currently %d%%).
Balance(passive)
You now substitute %d%% of your mental save for %d%% of your physical and spell saves throws (so at 100%% you would effectively use mental save for all saving throw rolls).
The first talent point invested will also increase your max Psi by 50 and your solipsism threshold by 10%% (currently %d%%).
Clarity(passive)
For every percent that your Psi pool exceeds %d%% you gain 1%% global speed (up to a maximum of 50%%).
The first talent point invested will also increase your max Psi by 50 and your solipsism threshold by 10%% (currently %d%%).
Dismissal(passive)
Each time you take damage you roll %d%% of your mental save against it. If the saving throw succeeds the damage will be reduced to 0.
The first talent point invested will also increase your max Psi by 50 and your solipsism threshold by 10%% (currently %d%%).
Discharge(class/locked)
Discharge talents are powered by Feedback rather then Psi.
Backlash(passive)
Your subconscious now retaliates when you're attacked, inflicting %0.2f mind damage to any creature within a radius of %d when the damage it deals to you results in you gaining at least one Feedback.
The damage will scale with your mindpower.
Feedback Loop (active)
Activate to invert your Feedback decay for %d turns. This effect can be a critical hit, increasing the duration even further.
Using this talent will not break psionic channels (such as Mind Storm). You must have some Feedback in order to start the loop.
The maximum Feedback gain will scale with your mindpower.
Mind Storm (sustained)
Unleash your subconscious on the world around you. While active the range of all Discharge talents will be increased by %d and you'll fire up to %d bolts each turn (one per hostile target) that deal %0.2f mind damage. Each bolt consumes 1 Feedback.
Feedback gains beyond your maximum allowed amount may generate extra bolts (one bolt per %d excess Feedback), but no more then %d extra bolts per turn.
This effect is a psionic channel and will break if you move, use a talent, or activate an item.
The damage will scale with your mindpower.
Focused Wrath(active)
Focus your mind on a single target, diverting all offensive Discharge talent effects to it for %d turns. While this effect is active all Discharge talents gain %d%% critical power.
Using this talent will not break psionic channels (such as Mind Storm). If the taget is killed the effect will end early.
The damage bonus will scale with your mindpower.
Feedback(generic)
Feedback talents are powered by Feedback rather then Psi.
Biofeedback (passive)
Your Feedback decay now heals you for %d%% of the loss.
The healing effect will scale with your mindpower.
Resonance Field(active)
Activate to create a resonance field that will absorb 50%% of all damage you take (%d max absorption). The field will not interfere with Feedback gain.
Using this talent will not break psionic channels (such as Mind Storm).
The max absorption value will scale with your mindpower and the effect lasts up to ten turns.
Amplification(passive)
Increases your maximum Feedback by %d and increases your base Feedback gain ratio to %d%%.
The Feedback gain will scale with your mindpower.
Conversion(active)
Use Feedback to replinish yourself. Heals you for %d life and restores %d stamina, %d mana, %d equilibrium, %d vim, %d positive and negative energies, %d psi energy, and %d hate.
Using this talent will not break psionic channels (such as Mind Storm).
The heal and resource gain will improve with your mindpower.
Mentalism(generic)
Psychometry(passive)
When you wield or wear an item infused by psionic, nature, or arcane-disrupting forces you improve all values under its 'when wielded/worn' field by %d%%.
Note this doesn't change the item itself, but rather the effects it has on your person (the item description will not reflect the improved values).
Schism(sustain)
Divide your mental faculties, increasing your mindpower for mind damage hit calculations by %d%% and giving you a %d%% chance to roll any mental saves against status effects twice, taking the better of the two results.
Projection(active)
Activate to project your mind from your body for %d turns. In this state you're invisible(+%d power), can see invisible and stealthed creatures (+%d detection power), can move through walls, and do not need air to survive.
All damage you suffer is shared with your physical body and while in this form you may only deal damage to 'ghosts' or through an active mind link (mind damage only in the second case.)
To return to your body, simply release control of the projection.
Mind Link(sustain)
Link minds with the target. While your minds are linked you'll inflict %d%% more mind damage to the target and gain telepathy to it's creature type.
Only one mindlink can be maintained at a time and the mind damage bonus will scale with your mindpower.
Dreaming (generic)
Sleep(active)
Puts targets in a radius of %d to sleep for %d turns, rendering them unable to act. Every %d points of damage the target suffers will reduce the effect duration by one turn.
When Sleep ends the target will suffer from Insomnia for %d turns, rendering them resistant to sleep effects.
The damage threshold will scale with your mindpower.
Lucid Dreamer(sustain)
Slip into a lucid dream. While in this state you are considered sleeping but can still act, are immune to insomnia, inflict %d%% more damage to targets under the effects of Insomnia, and your physical, mental, and spell saves are increased by %d.
The saving throw bonuses scale with your mindpower.
Dream Walk (active)
You move through the dream world, reappearing next to a sleeping target within range (%d). At talent level 5 you may teleport anywhere within range as long as you have Lucid Dreamer active.
Dream Prison (sustain/channeled)
Imprisons all sleeping targets within range in their dream state, effectively extending sleeping effects for as long as Dream Prison is maintainted.
This powerful effect constantly drains %d Psi per turn and is considered a psionic channel as such it will break if you move, use a talent, or activate an item.
(Note that sleeping effects that happen each turn, such as Nightmare's damage and Slumber's contagion, will cease to function for the duration of the effect.
Slumber (class)
Slumber (active)
Puts the target into a deep sleep for %d turns, rendering it unable to act. Every %d points of damage the target suffers will reduce the effect duration by one turn.
When Slumber ends the target will suffer from Insomnia for %d turns, rendering them resistant to sleep effects.
At talent level 5 your Slumber will become contagious and has a 25%% chance to spread Sleep to nearby targets each turn.
The damage threshold will scale with your mindpower.
Restless Night(passive)
Targets you have slept now take %0.2f mind damage upon waking.
The damage will scale with your mindpower.
Sandman(passive)
Increases the amount of damage you can deal to sleeping targets before reducing the effect duration by %d and reduces the duration of all Insomnia effects by %d turns.
These effects will be directly reflected in the appropriate talent descriptions.
The damage threshold bonus will scale with your mindpower.
Dreamscape(active)
Enter a sleeping target's dreams for %d turns. While in the dreamscape you'll encounter the target's invulnerable sleeping form as well as dream projections that it will spawn every four turns to defend it's mind. When the dreamscape ends the target's life will be reduced by 10%% and it will to be brainlocked for one turn for each projection destroyed.
Lucid dreamer's will spawn projections every two turns instead of every four and their projections will deal more damage (generally projections have a 50%% penalty to all damage).
In the dreamscape your damage will be improved by %d%%.
The damage bonus will improve with your mindpower
Nightmare (class/locked)
Nightmare (active)
Puts targets in a radius %d cone into a nightmarish sleep for %d turns, rendering them unable to act. Every %d points of damage the target suffers will reduce the effect duration by one turn.
Each turn they'll suffer %0.2f darkness damage. This damage will not reduce the duration of the effect.
When Nightmare ends the target will suffer from Insomnia for %d turns, rendering them resistant to sleep effects.
The damage threshold and mind damage will scale with your mindpower.
Inner Demons(active)
Brings the target's inner demons to the surface. Each turn for %d turns there's a %d%% chance that the a demon will surface, requiring the target to make a mental save to keep it form manifesting.
If the target is sleeping the chance will be doubled and no saving throw will be allowed. Otherwise if the summoning is resisted the effect will end early.
The summon chance will scale with your mindpower.
Waking Nightmare (active)
Inflicts %0.2f darkness damage each turn for %d turns and has a %d%% chance to randomly cause blindness, stun, or confusion (lasting 3 turns).
If the target is sleeping the chance of suffering a negative effect will be doubled.
The damage will scale with your mindpower.
Night Terror (sustain)
Increases your damage and resistance penetration on sleeping targets by %d%%. Additionally every time you slay a sleeping target a Night Terror will be summoned for %d turns.
The Night Terror's stats will scale with your mindpower as will the damage bonus to sleeping targets.
Thought Forms(class)
Thought-Forms(teaches three sustains)
Forge a guardian from your thoughts alone. Your guardian's primary stat will be improved by %d and it's two secondary stats by %d.
At talent level one you may forge a powerful warrior wielding a two-handed weapon, at talent level 3 you may forge a strong defender using a sword and shield, and at talent level 5 a mighty bowman clad in leather armor.
Thought forms can only be maintained up to 10 tiles away and will die if they go beyond this range.
Only one thought-form may be active at a time and the stat bonuses will improve with your mindpower.
Transcendent Thought-Forms(passive)
Your thought-forms now know Lucid Dreamer, Biofeedback, and Psychometry at talent level %d.
Over Mind(sustain)
Take direct control of your active thought-form, improving it's damage, attack speed, and maximum life by %d%% but leaving your body a defenseless shell.
Also increases the range at which you can maintain your thought forms (rather this talent is active or not) by %d.
The life, damage, and speed bonus will improve with your mindpower.
Thought-Form Unity
You now gain a %d bonus to mindpower while Thought-Form: Warrior is active, a %d bonus to armor and defense while Thought-Form: Defender is active, and a %d bonus to mental speed while Thought-Form: Bowman is active.
At talent level one any Feedback your Thought-Forms gain will be given to you as well, at talent level three your Thought-Forms gain a bonus to all saves equal to your mental save, and at talent level five they gain a bonus to all damage equal to your bonus mind damage.
These bonuses scale with your mindpower.
-- Tree ideas still contemplating.
Distortions(class)
Heavy nuke tree. This is you bending reality to your will in ways that can kill or maim. Some utility could be possible but the class really needs some solid nukage.
Psychic Assault(class)
Not 100% sure I want to include this one for the Solipsist but it's still on the table. Basic mind attack stuff (Mind Sear will go in this tree).
Trances(generic)
Not sure, like the name though and theme but I couldn't really come up with any ideas I liked. This could be a locked generic tree. It could work like chants/hymns. If it does I'd like there to be on activate effects (like reverse spiking) to encourage the player to learn more then one and swap between them.
Solipsism is the belief that only the self exists and that everything "else" is merely a reflection of their inner thoughts. I've personally read in philosophy books that many great philosophers found solipsistic thought processes to be a dangerous idea because it can quickly lead to apathy and inaction as the individual loses all emotional connection to the real world (since they no longer believe that it is real). Rather or not I'm remembering correctly or possibly misquoting I found the idea interesting. So Solipsism is dangerous. It's not the state the player wants his character in. Psi, for the Solipsist, represents mental focus and energy. When Psi falls to low the character becomes fatigued and begins to fall into a solipsistic thought cycle.
Mechanically Solipsism is very real. The character will start with one point in a talent that will give them an attribute called a solipsism threshold. When the players Psi percentage falls below this mark he'll suffer global speed penalties as he begins to surrender to the 'dream state' that is the waking world. For each new solipsism talent the player learns the threshold will increase. Assuming the player learns the whole tree (which will be full of appropriately powerful effects to offset the drawback) they'll be sitting at a 50% threshold, meaning at 25% of max psi they'll have a 25% global speed penalty, at 0% a 50% penalty.
-- Coded trees
Solipsism(class)
Solipsism (passive)
You believe that your mind is the center of everything. Permanently increases the amount of psi you gain per level by 10 and reduces your life rating (affects life at level up) by 50%% (one time only adjustment).
You also have learned to overcome damage with your mind alone and convert %d%% of all damage into Psi damage and %d%% of your healing and life regen now recovers Psi instead of life.
The first talent point invested will also increase your max Psi by 50 and your solipsism threshold by 20%%, reducing global speed if your Psi falls below the threshold (currently %d%%).
Balance(passive)
You now substitute %d%% of your mental save for %d%% of your physical and spell saves throws (so at 100%% you would effectively use mental save for all saving throw rolls).
The first talent point invested will also increase your max Psi by 50 and your solipsism threshold by 10%% (currently %d%%).
Clarity(passive)
For every percent that your Psi pool exceeds %d%% you gain 1%% global speed (up to a maximum of 50%%).
The first talent point invested will also increase your max Psi by 50 and your solipsism threshold by 10%% (currently %d%%).
Dismissal(passive)
Each time you take damage you roll %d%% of your mental save against it. If the saving throw succeeds the damage will be reduced to 0.
The first talent point invested will also increase your max Psi by 50 and your solipsism threshold by 10%% (currently %d%%).
Discharge(class/locked)
Discharge talents are powered by Feedback rather then Psi.
Backlash(passive)
Your subconscious now retaliates when you're attacked, inflicting %0.2f mind damage to any creature within a radius of %d when the damage it deals to you results in you gaining at least one Feedback.
The damage will scale with your mindpower.
Feedback Loop (active)
Activate to invert your Feedback decay for %d turns. This effect can be a critical hit, increasing the duration even further.
Using this talent will not break psionic channels (such as Mind Storm). You must have some Feedback in order to start the loop.
The maximum Feedback gain will scale with your mindpower.
Mind Storm (sustained)
Unleash your subconscious on the world around you. While active the range of all Discharge talents will be increased by %d and you'll fire up to %d bolts each turn (one per hostile target) that deal %0.2f mind damage. Each bolt consumes 1 Feedback.
Feedback gains beyond your maximum allowed amount may generate extra bolts (one bolt per %d excess Feedback), but no more then %d extra bolts per turn.
This effect is a psionic channel and will break if you move, use a talent, or activate an item.
The damage will scale with your mindpower.
Focused Wrath(active)
Focus your mind on a single target, diverting all offensive Discharge talent effects to it for %d turns. While this effect is active all Discharge talents gain %d%% critical power.
Using this talent will not break psionic channels (such as Mind Storm). If the taget is killed the effect will end early.
The damage bonus will scale with your mindpower.
Feedback(generic)
Feedback talents are powered by Feedback rather then Psi.
Biofeedback (passive)
Your Feedback decay now heals you for %d%% of the loss.
The healing effect will scale with your mindpower.
Resonance Field(active)
Activate to create a resonance field that will absorb 50%% of all damage you take (%d max absorption). The field will not interfere with Feedback gain.
Using this talent will not break psionic channels (such as Mind Storm).
The max absorption value will scale with your mindpower and the effect lasts up to ten turns.
Amplification(passive)
Increases your maximum Feedback by %d and increases your base Feedback gain ratio to %d%%.
The Feedback gain will scale with your mindpower.
Conversion(active)
Use Feedback to replinish yourself. Heals you for %d life and restores %d stamina, %d mana, %d equilibrium, %d vim, %d positive and negative energies, %d psi energy, and %d hate.
Using this talent will not break psionic channels (such as Mind Storm).
The heal and resource gain will improve with your mindpower.
Mentalism(generic)
Psychometry(passive)
When you wield or wear an item infused by psionic, nature, or arcane-disrupting forces you improve all values under its 'when wielded/worn' field by %d%%.
Note this doesn't change the item itself, but rather the effects it has on your person (the item description will not reflect the improved values).
Schism(sustain)
Divide your mental faculties, increasing your mindpower for mind damage hit calculations by %d%% and giving you a %d%% chance to roll any mental saves against status effects twice, taking the better of the two results.
Projection(active)
Activate to project your mind from your body for %d turns. In this state you're invisible(+%d power), can see invisible and stealthed creatures (+%d detection power), can move through walls, and do not need air to survive.
All damage you suffer is shared with your physical body and while in this form you may only deal damage to 'ghosts' or through an active mind link (mind damage only in the second case.)
To return to your body, simply release control of the projection.
Mind Link(sustain)
Link minds with the target. While your minds are linked you'll inflict %d%% more mind damage to the target and gain telepathy to it's creature type.
Only one mindlink can be maintained at a time and the mind damage bonus will scale with your mindpower.
Dreaming (generic)
Sleep(active)
Puts targets in a radius of %d to sleep for %d turns, rendering them unable to act. Every %d points of damage the target suffers will reduce the effect duration by one turn.
When Sleep ends the target will suffer from Insomnia for %d turns, rendering them resistant to sleep effects.
The damage threshold will scale with your mindpower.
Lucid Dreamer(sustain)
Slip into a lucid dream. While in this state you are considered sleeping but can still act, are immune to insomnia, inflict %d%% more damage to targets under the effects of Insomnia, and your physical, mental, and spell saves are increased by %d.
The saving throw bonuses scale with your mindpower.
Dream Walk (active)
You move through the dream world, reappearing next to a sleeping target within range (%d). At talent level 5 you may teleport anywhere within range as long as you have Lucid Dreamer active.
Dream Prison (sustain/channeled)
Imprisons all sleeping targets within range in their dream state, effectively extending sleeping effects for as long as Dream Prison is maintainted.
This powerful effect constantly drains %d Psi per turn and is considered a psionic channel as such it will break if you move, use a talent, or activate an item.
(Note that sleeping effects that happen each turn, such as Nightmare's damage and Slumber's contagion, will cease to function for the duration of the effect.
Slumber (class)
Slumber (active)
Puts the target into a deep sleep for %d turns, rendering it unable to act. Every %d points of damage the target suffers will reduce the effect duration by one turn.
When Slumber ends the target will suffer from Insomnia for %d turns, rendering them resistant to sleep effects.
At talent level 5 your Slumber will become contagious and has a 25%% chance to spread Sleep to nearby targets each turn.
The damage threshold will scale with your mindpower.
Restless Night(passive)
Targets you have slept now take %0.2f mind damage upon waking.
The damage will scale with your mindpower.
Sandman(passive)
Increases the amount of damage you can deal to sleeping targets before reducing the effect duration by %d and reduces the duration of all Insomnia effects by %d turns.
These effects will be directly reflected in the appropriate talent descriptions.
The damage threshold bonus will scale with your mindpower.
Dreamscape(active)
Enter a sleeping target's dreams for %d turns. While in the dreamscape you'll encounter the target's invulnerable sleeping form as well as dream projections that it will spawn every four turns to defend it's mind. When the dreamscape ends the target's life will be reduced by 10%% and it will to be brainlocked for one turn for each projection destroyed.
Lucid dreamer's will spawn projections every two turns instead of every four and their projections will deal more damage (generally projections have a 50%% penalty to all damage).
In the dreamscape your damage will be improved by %d%%.
The damage bonus will improve with your mindpower
Nightmare (class/locked)
Nightmare (active)
Puts targets in a radius %d cone into a nightmarish sleep for %d turns, rendering them unable to act. Every %d points of damage the target suffers will reduce the effect duration by one turn.
Each turn they'll suffer %0.2f darkness damage. This damage will not reduce the duration of the effect.
When Nightmare ends the target will suffer from Insomnia for %d turns, rendering them resistant to sleep effects.
The damage threshold and mind damage will scale with your mindpower.
Inner Demons(active)
Brings the target's inner demons to the surface. Each turn for %d turns there's a %d%% chance that the a demon will surface, requiring the target to make a mental save to keep it form manifesting.
If the target is sleeping the chance will be doubled and no saving throw will be allowed. Otherwise if the summoning is resisted the effect will end early.
The summon chance will scale with your mindpower.
Waking Nightmare (active)
Inflicts %0.2f darkness damage each turn for %d turns and has a %d%% chance to randomly cause blindness, stun, or confusion (lasting 3 turns).
If the target is sleeping the chance of suffering a negative effect will be doubled.
The damage will scale with your mindpower.
Night Terror (sustain)
Increases your damage and resistance penetration on sleeping targets by %d%%. Additionally every time you slay a sleeping target a Night Terror will be summoned for %d turns.
The Night Terror's stats will scale with your mindpower as will the damage bonus to sleeping targets.
Thought Forms(class)
Thought-Forms(teaches three sustains)
Forge a guardian from your thoughts alone. Your guardian's primary stat will be improved by %d and it's two secondary stats by %d.
At talent level one you may forge a powerful warrior wielding a two-handed weapon, at talent level 3 you may forge a strong defender using a sword and shield, and at talent level 5 a mighty bowman clad in leather armor.
Thought forms can only be maintained up to 10 tiles away and will die if they go beyond this range.
Only one thought-form may be active at a time and the stat bonuses will improve with your mindpower.
Transcendent Thought-Forms(passive)
Your thought-forms now know Lucid Dreamer, Biofeedback, and Psychometry at talent level %d.
Over Mind(sustain)
Take direct control of your active thought-form, improving it's damage, attack speed, and maximum life by %d%% but leaving your body a defenseless shell.
Also increases the range at which you can maintain your thought forms (rather this talent is active or not) by %d.
The life, damage, and speed bonus will improve with your mindpower.
Thought-Form Unity
You now gain a %d bonus to mindpower while Thought-Form: Warrior is active, a %d bonus to armor and defense while Thought-Form: Defender is active, and a %d bonus to mental speed while Thought-Form: Bowman is active.
At talent level one any Feedback your Thought-Forms gain will be given to you as well, at talent level three your Thought-Forms gain a bonus to all saves equal to your mental save, and at talent level five they gain a bonus to all damage equal to your bonus mind damage.
These bonuses scale with your mindpower.
-- Tree ideas still contemplating.
Distortions(class)
Heavy nuke tree. This is you bending reality to your will in ways that can kill or maim. Some utility could be possible but the class really needs some solid nukage.
Psychic Assault(class)
Not 100% sure I want to include this one for the Solipsist but it's still on the table. Basic mind attack stuff (Mind Sear will go in this tree).
Trances(generic)
Not sure, like the name though and theme but I couldn't really come up with any ideas I liked. This could be a locked generic tree. It could work like chants/hymns. If it does I'd like there to be on activate effects (like reverse spiking) to encourage the player to learn more then one and swap between them.
Last edited by edge2054 on Sat Jul 21, 2012 3:33 am, edited 9 times in total.
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Re: Solipsist (Reality bending Psionicist)
Oh, 'dismissal' sure reminds me of something hugely familiar… Nevertheless, before I would finish own idea refactoring, only valuable proposal from that side: try to find SRPG “Winter Voices”, which got whole skill system based around pretty consimilar reality apprehension. Should help a lot.
Re: Solipsist (Reality bending Psionicist)
haha.. if you're referring to your entropic knight ideas frankly I can't understand those talent descriptions at all and didn't bother reading all of them because... well...
Not that I wouldn't use them if they were good and understandable. I poach ideas from other class ideas and games all the time. It may sound 'douchy' but unless an idea is in active development or someone says they intend to code it themselves, I consider any idea anywhere fair game.
Anyway thanks for the lead on Winter Voices, I'll check it out.
No offense, but this sounds like gibberish to me and trying to understand what it's supposed to do hurts my head.Effect: clenches all of your aspiration into one simple and most actual impulse for current situation: getting out ([Willpower]% of success). While clenching, time still would flow as normal (20) turns, so things around could what they like most...
Contraindications: ...and some of them (precisely, those in 6->2 cells around you) would re-appear in reality together with you. Sadly, there are no known way to avoid those vexatious nuance.
Not that I wouldn't use them if they were good and understandable. I poach ideas from other class ideas and games all the time. It may sound 'douchy' but unless an idea is in active development or someone says they intend to code it themselves, I consider any idea anywhere fair game.
Anyway thanks for the lead on Winter Voices, I'll check it out.
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Re: Solipsist (Reality bending Psionicist)
Well, quite amusing consilience we got there, it seems:
...ALSO: reffered "Fuga", at it's core, could be interpreted as fast "self-resurrect" (given that EK going to their "own" hellspace after perishing) with consequentive bonus.->Denial Installation (sustained)
Cooldown: 50
Effect: eventually, rejecting own existence would define more and more passages for craved intervention. Once rapport with Blank Segment is attained (75%->25% chance to fail), worldly affairs (be it mere punch or wyrmic sneeze) can do no more harm for you...
Contraindications: ...syne there may not be definite “you” under such circumstances: all other sustained talents become forsaken and no actions more complex then locomotion could be taken. Also, willpower check should be made each turn to prevent “Denial Breach” condition with same restrictions, yet no aegis at all for 20->10 turns.
(Rem: does not prevent encasement in ice block or forced teleportation)
Re: Solipsist (Reality bending Psionicist)
Ahh.. I see the correlation. But yeah, my original idea was to Forget one creature and be immune to just it for X turns and still be able to go about your normal business. Unfortunately technical limitations prevented that idea from working so I changed over to invulnerability for X turns with the condition that it breaks when you do other things (because otherwise invincibility has no draw backs).
And I'm sorry if I came off as crass. Maybe english isn't your primary language. I did have a lot of trouble understanding the effects of the talents in the Entropic Knight tree and didn't read most of them. In any case, overlap amongst ideas in RPGs is bound to happen and even in ToME there's several effects that are similar. It's just how things go.
Anyway, derail aside...
Talent ideas!?!?
And I'm sorry if I came off as crass. Maybe english isn't your primary language. I did have a lot of trouble understanding the effects of the talents in the Entropic Knight tree and didn't read most of them. In any case, overlap amongst ideas in RPGs is bound to happen and even in ToME there's several effects that are similar. It's just how things go.
Anyway, derail aside...
Talent ideas!?!?
Re: Solipsist (Reality bending Psionicist)
How about something like this for Puppetry, to distinguish it from Domination?
Puppetry
You control the puppet directly, but your own body becomes inactive during the puppetry and your talents do not cool down.
Works even on bosses.
You can't access the puppet's inventory.
Ends when the puppet takes a certain amount of damage, or it goes more than a certain distance away from you.
You receive a portion of the damage dealt to the puppet.
Mindpower increases the amount of damage the puppet can take before the effect ends.
Puppet Strings
Every turn, everything standing in a beam between you and your puppet takes mind damage. Also increases the max distance your puppet can travel away from you.
Counterfeit
Creates a hostile copy of any target, even bosses. However, the copy will not do anything on its own. (You have to use Puppetry on the copy in order to make it do anything.)
Something
I don't know yet.
Puppetry
You control the puppet directly, but your own body becomes inactive during the puppetry and your talents do not cool down.
Works even on bosses.
You can't access the puppet's inventory.
Ends when the puppet takes a certain amount of damage, or it goes more than a certain distance away from you.
You receive a portion of the damage dealt to the puppet.
Mindpower increases the amount of damage the puppet can take before the effect ends.
Puppet Strings
Every turn, everything standing in a beam between you and your puppet takes mind damage. Also increases the max distance your puppet can travel away from you.
Counterfeit
Creates a hostile copy of any target, even bosses. However, the copy will not do anything on its own. (You have to use Puppetry on the copy in order to make it do anything.)
Something
I don't know yet.
Re: Solipsist (Reality bending Psionicist)
I like Psionic/Slumber quite a bit, interactions between talents, damage effects, and status effects make for interesting itemization. A few more ideas in this realm:
Waking Terror - take damage when sleep breaks (or just when the duration ends?)
Dreamworld - enter a sleeping foe's Dreamworld. Similar to Fearscape. While in the Dreamworld, your enemy is still "asleep" but acts as if awake. Dreamworld is canceled if the sleep duration ends. The idea is that it would be more of a recovery ability, letting you slip into a weak enemy's Dreamworld to avoid some more powerful enemy. The Dreamworld itself could use the current level's level generator but on a much smaller scale, with a purple, glowing overlay. Would combo well with Psionic/Slumber talents, too, for dealing some damage.
Worst Nightmare - Sleep-themed, but not truly related. Single-target damage and a status effect. The status effect is randomly chosen from a basic list (confusion, stun, blind, etc.), but it is always one that the target is not immune to. The damage type is the type of damage that the target is weakest to. (sorry, that was really poorly phrased, hopefully you get the idea) Certain types of damage could be excluded, like mind, arcane, and temporal.
Sleep Walker - puts your body to sleep, while you control a "dream" version of your self. High stealth and movement speed, so it could be used for some scouting, but all other actions cancel the effect. Also grants passive sleep immunity, up to 100%.
And some general solipsist ideas:
Universal Suffering - sustained, % chance to randomly inflict any status effect (physical/magical/mental) you suffer on a nearby foe. It could just be mental effects, but since its purely offensive I don't think it would be too powerful.
Universal Death - a very expensive sustain. On dying, you return with a fraction of your health, and all in a large radius suffer significant physical/mind damage.
Trances - I think it would be cool if these acted kind of like Spin Fate, though the effects would be more specific. Each time a trance is triggered, it becomes more powerful for the next few turns, stacking up to some max. Or they could slowly build up to their maximum effect (say, over 20 turns), and a passive talent could allow you to switch between trances with reduced penalty and maybe some bonuses.
Astral Projection - sustained, creates an ethereal version of yourself as an ally, large damage penalty (like 90%). Takes reduced damage, and is automatically re-conjured a few turns after dying, like Doomed's shadows. Other talents could let you do things like swap places with your projection, or make it explode on dismissal. Would have a high global speed (or it could teleport around, but that might be too similar to shadows).
Waking Terror - take damage when sleep breaks (or just when the duration ends?)
Dreamworld - enter a sleeping foe's Dreamworld. Similar to Fearscape. While in the Dreamworld, your enemy is still "asleep" but acts as if awake. Dreamworld is canceled if the sleep duration ends. The idea is that it would be more of a recovery ability, letting you slip into a weak enemy's Dreamworld to avoid some more powerful enemy. The Dreamworld itself could use the current level's level generator but on a much smaller scale, with a purple, glowing overlay. Would combo well with Psionic/Slumber talents, too, for dealing some damage.
Worst Nightmare - Sleep-themed, but not truly related. Single-target damage and a status effect. The status effect is randomly chosen from a basic list (confusion, stun, blind, etc.), but it is always one that the target is not immune to. The damage type is the type of damage that the target is weakest to. (sorry, that was really poorly phrased, hopefully you get the idea) Certain types of damage could be excluded, like mind, arcane, and temporal.
Sleep Walker - puts your body to sleep, while you control a "dream" version of your self. High stealth and movement speed, so it could be used for some scouting, but all other actions cancel the effect. Also grants passive sleep immunity, up to 100%.
And some general solipsist ideas:
Universal Suffering - sustained, % chance to randomly inflict any status effect (physical/magical/mental) you suffer on a nearby foe. It could just be mental effects, but since its purely offensive I don't think it would be too powerful.
Universal Death - a very expensive sustain. On dying, you return with a fraction of your health, and all in a large radius suffer significant physical/mind damage.
Trances - I think it would be cool if these acted kind of like Spin Fate, though the effects would be more specific. Each time a trance is triggered, it becomes more powerful for the next few turns, stacking up to some max. Or they could slowly build up to their maximum effect (say, over 20 turns), and a passive talent could allow you to switch between trances with reduced penalty and maybe some bonuses.
Astral Projection - sustained, creates an ethereal version of yourself as an ally, large damage penalty (like 90%). Takes reduced damage, and is automatically re-conjured a few turns after dying, like Doomed's shadows. Other talents could let you do things like swap places with your projection, or make it explode on dismissal. Would have a high global speed (or it could teleport around, but that might be too similar to shadows).
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Solipsist (Reality bending Psionicist)
I'm a fan of odd builds... the first thing I think when I look at this is the possibility of playing a non-solipsist solipsist. Unlearn that first talent point in the solipsism tree and focus on trees that don't have the same level of disadvantage with the advantage. The second thing I think is someone who cranks Clarity, skips Dismissal, and does their best to run on a low-psi-use/high-recovery build, making use of the speed benefit.
Possible generic power: Waning. Gives you Will and Cunning, but you lose Strength and Con. (+3/-1 or +3/-2 seems about right. Possibly +5/+2/-2/-2 or something)
Possible other generic power from same tree: Its All In Your Mind. You now use %d%% of your Will and %d%% of your Str/Dex/Magic/Con for qualifying for various weapons/armors/skills/etc.
Also... Psionic Distortions should have a powerful single-target attack... Forget. Applies a condition of "forgetting" to the target. If the target damages you, you are unable to forget them, the effect ends, and they're fine. If they cannot damage you before the condition ends naturally, the target dies. Admittedly, that's pretty string with Dismissal in play. Possibly make them mutually exclusive effects or something. Alternately, if that's too broken for you, make it a targeted sustain that causes large quantities of damage, drains a bit of psi, and causes all of the damage that the enemy hits you with to go to psi. It also makes them completely invisible and suppresses any messages that they generate. Possibly also applies the "forgetting" effect on any summons they make or effects they drop (though that could get a bit much). I just like the idea that if the Solipsist can just manage to ignore you for long enough, you really do go away.
I might also suggest a solipsism effect where the low-psi/low-speed state gives you a bit of a boost to psi-regen. It is restful, after all, falling into apathy.
Possible generic power: Waning. Gives you Will and Cunning, but you lose Strength and Con. (+3/-1 or +3/-2 seems about right. Possibly +5/+2/-2/-2 or something)
Possible other generic power from same tree: Its All In Your Mind. You now use %d%% of your Will and %d%% of your Str/Dex/Magic/Con for qualifying for various weapons/armors/skills/etc.
Also... Psionic Distortions should have a powerful single-target attack... Forget. Applies a condition of "forgetting" to the target. If the target damages you, you are unable to forget them, the effect ends, and they're fine. If they cannot damage you before the condition ends naturally, the target dies. Admittedly, that's pretty string with Dismissal in play. Possibly make them mutually exclusive effects or something. Alternately, if that's too broken for you, make it a targeted sustain that causes large quantities of damage, drains a bit of psi, and causes all of the damage that the enemy hits you with to go to psi. It also makes them completely invisible and suppresses any messages that they generate. Possibly also applies the "forgetting" effect on any summons they make or effects they drop (though that could get a bit much). I just like the idea that if the Solipsist can just manage to ignore you for long enough, you really do go away.
I might also suggest a solipsism effect where the low-psi/low-speed state gives you a bit of a boost to psi-regen. It is restful, after all, falling into apathy.
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- Halfling
- Posts: 84
- Joined: Wed Apr 13, 2011 6:43 pm
Re: Solipsist (Reality bending Psionicist)
My idea for thought forms!
1. Somnambulist- creates 1-3 projections of your mind. These projections wander randomly and draw enemies attention but cannot take any action. At level three you can see through their eyes.
2. Sleeping sickness- your clones now randomly spread via touch a disease that attempts to cause sleeping, confusion, or damage.
Chance to spread disease increases with level.
3. Night terror - your clones now can attack, but do so randomly, after level three their damage can be any random element. Each level increases their damage up to 100% of your damage.
4. Dream self - you can now summon your dream selves, up to a maximum of two. These clones have random skill sets, as they are who you dream yourself to be. These dream selves are not of this plain, and may not be of your race.
Pulling these dreams takes alot of energy, and takes both a psi cost and a health cost.
1. Somnambulist- creates 1-3 projections of your mind. These projections wander randomly and draw enemies attention but cannot take any action. At level three you can see through their eyes.
2. Sleeping sickness- your clones now randomly spread via touch a disease that attempts to cause sleeping, confusion, or damage.
Chance to spread disease increases with level.
3. Night terror - your clones now can attack, but do so randomly, after level three their damage can be any random element. Each level increases their damage up to 100% of your damage.
4. Dream self - you can now summon your dream selves, up to a maximum of two. These clones have random skill sets, as they are who you dream yourself to be. These dream selves are not of this plain, and may not be of your race.
Pulling these dreams takes alot of energy, and takes both a psi cost and a health cost.
Re: Solipsist (Reality bending Psionicist)
Dream selves should also inflict backlash on death... or return the health (and possibly some fo the psi) if their duration expires (or perhaps if they are unsummoned voluntarily)
Side note - this seems like a great power set to run Murghol off of (or whatever his name was - leader of the Yaech)
Side note - this seems like a great power set to run Murghol off of (or whatever his name was - leader of the Yaech)
Re: Solipsist (Reality bending Psionicist)
Idea for Psionic/Thought Forms: Make the each of the summons be an animated item/items, for example if you animate a suit of armour, it becomes a defensive tank that soaks up damage. A dagger becomes a flanker/sneaky attacker, boots become a scout, etc...
If you like the idea of animated items, there are several ways I see of doing it.
One way would be to make around three new creatures, like a tank (armour + sword+ shield?), a DPS dealer (dagger+ sling + cloak?), and a caster (staff + rings?). You could then sustain a talent (at high resource drain, perhaps more than just per-turn as well) to summon one of them. Each one of the three would be similar to the alchemist's golem in that it gets persistent bonuses and equips, but less powerful. This would give versatility to the class's progression, as each of the three thoughtforms could be developed independently.
The second way is basically the same as summoner summons. You use an activated talent to summon one of the several selections, and it appears, does its thing, then disappears. I'm not sure about this one, but then again, I haven't played the class yet (obviously).
The third way is similar to Cursed Weapon, either with or without the item disappearing (or returning to inventory on its own). You choose one of several (or all!) items, and it becomes an appropriate NPC for several turns.
Other random ideas for thought forms:
Effect somewhat similar to one part of Haste: every turn, for a while, in a radius of 2, two "hallucinations" appear. They are copies of you that last for two turns, and their only action is to taunt enemies, switching their targeting to them. Basically, you will have 4 weak meatshields around you for the duration of the effect. Another way to do it is a sustain that costs psi when they taunt or get killed.
Depending on how saving is done, you could summon a past copy of yourself (or other players' solipsists!).
Make copies of creatures with the "thought formed" template (think gloomy, dark crypted, etc...) applied to it.
- or make it like shadows, but of the last 4(?) creatures you have killed. To prevent the need for keeping a list, it is always the last ones, even if one needs to get resurrected multiple times.
allow creation (temporary) of walls, doors, floor etc...
If you like the idea of animated items, there are several ways I see of doing it.
One way would be to make around three new creatures, like a tank (armour + sword+ shield?), a DPS dealer (dagger+ sling + cloak?), and a caster (staff + rings?). You could then sustain a talent (at high resource drain, perhaps more than just per-turn as well) to summon one of them. Each one of the three would be similar to the alchemist's golem in that it gets persistent bonuses and equips, but less powerful. This would give versatility to the class's progression, as each of the three thoughtforms could be developed independently.
The second way is basically the same as summoner summons. You use an activated talent to summon one of the several selections, and it appears, does its thing, then disappears. I'm not sure about this one, but then again, I haven't played the class yet (obviously).
The third way is similar to Cursed Weapon, either with or without the item disappearing (or returning to inventory on its own). You choose one of several (or all!) items, and it becomes an appropriate NPC for several turns.
Other random ideas for thought forms:
Effect somewhat similar to one part of Haste: every turn, for a while, in a radius of 2, two "hallucinations" appear. They are copies of you that last for two turns, and their only action is to taunt enemies, switching their targeting to them. Basically, you will have 4 weak meatshields around you for the duration of the effect. Another way to do it is a sustain that costs psi when they taunt or get killed.
Depending on how saving is done, you could summon a past copy of yourself (or other players' solipsists!).
Make copies of creatures with the "thought formed" template (think gloomy, dark crypted, etc...) applied to it.
- or make it like shadows, but of the last 4(?) creatures you have killed. To prevent the need for keeping a list, it is always the last ones, even if one needs to get resurrected multiple times.
allow creation (temporary) of walls, doors, floor etc...
Re: Solipsist (Reality bending Psionicist)
Lots of good ideas in this thread.
I think I'm going to ditch puppetry, I fear it will have to much over lap with another classes core mechanics (one that's not finished yet but that I know someone has been thinking about doing for a long time). Maybe Dominion, a charm/mental manipulation kinda tree. Possibly even an advanced tree with correspondingly stronger effects.
My initial thought forms idea luke was kinda like your last one. You'd copy creatures on the level basically. I like your implementation better. Could even let you summon a boss after killing it which would be amazingly fun and really only an 'unfair' advantage in one encounter that I can think of. I also like the creation of walls, floors idea and there's some code support for it for a paradox mage talent I had written but decided not to implement.
So the question becomes how would you balance it?
The original idea I had for the paradox mage talent was an effect called Terraforming. Basically it was a talent that let you turn a wall into a floor or a tree into grass, etc. etc. The balance issue I had with it was scaling. Dig has this same issue. It's not really useful to level it up unless you can target multiple tiles at once and if you can you either restrict the player to a ball, cone, etc. or force them to make multiple clicks per cast (like Turn Back the Clock) which can get tedious. And talents simply improving cooldown or getting cheaper, while viable, isn't a lot of fun really.
Maybe a talent like Ice Wall? But allow the player to create either walls or floors with it? Either through a dialogue or possibly with a pair of talents that advance together.
*edit* Random talent idea..
Resonance - Gives bonuses based on the number of psionically powered items you're wearing.
I think I'm going to ditch puppetry, I fear it will have to much over lap with another classes core mechanics (one that's not finished yet but that I know someone has been thinking about doing for a long time). Maybe Dominion, a charm/mental manipulation kinda tree. Possibly even an advanced tree with correspondingly stronger effects.
My initial thought forms idea luke was kinda like your last one. You'd copy creatures on the level basically. I like your implementation better. Could even let you summon a boss after killing it which would be amazingly fun and really only an 'unfair' advantage in one encounter that I can think of. I also like the creation of walls, floors idea and there's some code support for it for a paradox mage talent I had written but decided not to implement.
So the question becomes how would you balance it?
The original idea I had for the paradox mage talent was an effect called Terraforming. Basically it was a talent that let you turn a wall into a floor or a tree into grass, etc. etc. The balance issue I had with it was scaling. Dig has this same issue. It's not really useful to level it up unless you can target multiple tiles at once and if you can you either restrict the player to a ball, cone, etc. or force them to make multiple clicks per cast (like Turn Back the Clock) which can get tedious. And talents simply improving cooldown or getting cheaper, while viable, isn't a lot of fun really.
Maybe a talent like Ice Wall? But allow the player to create either walls or floors with it? Either through a dialogue or possibly with a pair of talents that advance together.
*edit* Random talent idea..
Resonance - Gives bonuses based on the number of psionically powered items you're wearing.
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- Higher
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Re: Solipsist (Reality bending Psionicist)
Wait a moment... Sometalent like that ?my original idea was to Forget one creature and be immune to just it for X turns and still be able to go about your normal business
ASLO, regarding your own concept: did you even considered idea of 1-levelled passive talent, which prevents death of possessor by complete reorganizing level and “awaking” at new version ? Invested point is lost after said manipulations, of course... Was mine initial idea on "Forget Me Now", yet scrapped.->Obliterate (active)
Range: 3
Cooldown: 10->5
Effect: once self-devastation is no more enough, other beings could share their portion of distilled oblivion as well: by banning irrefutable fact of target’s existence, you temporally shelter self from disfavored victim...
Contraindications: ...as well as ability to detect her presence be any means. Protection ends abruptly on first insurmountable reminder (i.e. attempt to occupy same cell), while collateral screening – only with successful effort of will.
Re: Solipsist (Reality bending Psionicist)
Please stay away from domination & such effects, that'll be the realm of the possessor 

[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Solipsist (Reality bending Psionicist)
@Guevara-chan
Dude.. are you seriously accusing me of ripping off your ideas? I've been talking about working on this class and thinking about it for months. I haven't felt motivated to code it until now. As I said I hardly read your post because the way you wrote everything made it give me a headache to try to understand. I honestly suggest that in the future when you post talent ideas you rip ME off a bit and keep it as simple and as concise as possible. Because all the flowery speech and flavor text in your posts makes the signal to noise ratio too high for myself, and presumably others, to care to put the effort in to trying to figure out what your talent ideas are even supposed to do.
ALSO, there's very few original ideas left in RPGs. Nearly every effect any of us could think of has already been done in a core or supplemental D and D or other table top RPG book. Not to mention the 100s of RPG video games. Of which, I've played many of (table top and video) over the course of my life. I try to come up with new and original concepts but odds are I was inspired by something I encountered before and am merely putting my own spin on it.
All of that said, if I had actually read your ideas and wanted to use one of them, I would have asked first, because you mentioned you may be interested in actually implementing it (something I'd be willing to aid you with on IRC if you decide to go through with that). A lot of other talent ideas get posted on these boards and they're just that, they're ideas. Many of the posters have no intention of implementing them themselves and I won't hesitate to rehash those ideas even if it was originally posted for a different class or a new class.
As to the idea you posted, it sounds like a pain to balance.
@Darkgod
Yeah, I was hesitant with the Puppetry idea. Felt it had way to much overlap. If you're going to work charms and dominates in as a core theme of the class I'll avoid those too
Did you have generic talent tree ideas worked up? Trances might be good for both classes. I'm not sure if I want a generic Dreaming tree or not yet. Feedback will be generic but is probably more suited to Mindslayers than Possessors (though Mindslayers have a ton of generics all ready).
Dude.. are you seriously accusing me of ripping off your ideas? I've been talking about working on this class and thinking about it for months. I haven't felt motivated to code it until now. As I said I hardly read your post because the way you wrote everything made it give me a headache to try to understand. I honestly suggest that in the future when you post talent ideas you rip ME off a bit and keep it as simple and as concise as possible. Because all the flowery speech and flavor text in your posts makes the signal to noise ratio too high for myself, and presumably others, to care to put the effort in to trying to figure out what your talent ideas are even supposed to do.
ALSO, there's very few original ideas left in RPGs. Nearly every effect any of us could think of has already been done in a core or supplemental D and D or other table top RPG book. Not to mention the 100s of RPG video games. Of which, I've played many of (table top and video) over the course of my life. I try to come up with new and original concepts but odds are I was inspired by something I encountered before and am merely putting my own spin on it.
All of that said, if I had actually read your ideas and wanted to use one of them, I would have asked first, because you mentioned you may be interested in actually implementing it (something I'd be willing to aid you with on IRC if you decide to go through with that). A lot of other talent ideas get posted on these boards and they're just that, they're ideas. Many of the posters have no intention of implementing them themselves and I won't hesitate to rehash those ideas even if it was originally posted for a different class or a new class.
As to the idea you posted, it sounds like a pain to balance.
@Darkgod
Yeah, I was hesitant with the Puppetry idea. Felt it had way to much overlap. If you're going to work charms and dominates in as a core theme of the class I'll avoid those too

Did you have generic talent tree ideas worked up? Trances might be good for both classes. I'm not sure if I want a generic Dreaming tree or not yet. Feedback will be generic but is probably more suited to Mindslayers than Possessors (though Mindslayers have a ton of generics all ready).