Solipsist (Reality bending Psionicist)
Posted: Thu Jun 28, 2012 5:39 pm
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.