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New Class/Test Subject

Posted: Wed Aug 15, 2012 1:38 am
by Planetus
I had an idea a while back to base a class on Subject Z. After all, Subject Z wasn't the only subject, and at least one disappeared entirely through the farportal. Maybe the farportal didn't just take him/her somewhere, but also somewhen. Maybe it deposited him/her thousands of years into the future, into what we call present day Maj'Eyal. Maybe it loosed him/her upon the world, with strange powers. And maybe YOU are him/her!

The Test Subject's talents are unquestionably magical in nature (or maybe 'unknown' in nature, like the Sher'tul artifacts you find), but they are not powered by mana or any magical resource, but rather through some unknown power that mortal minds were not meant to touch. Because of this, using this power drives people mad, and thus mindpower is the critical element in them rather than spellpower. Because of this, I'm not sure if they should be prohibited from the anti-magic path or not.

This class runs on madness. The activated talents generate it, the Madness tree allows for it to be built up, and both use it. One of the sustained madnesses of the Madness tree must be active to accumulate madness (deactivating them all causes madness to slowly decay and prevents you from using abilities). The more madness you have, the more powerful your abilities become, but you may loose yourself to the madness at any time (kind of like paradox, but different). Mindpower improves many talents, and mental saves are critical for this character, as they allow more madness to be built up.

Unless otherwise stated, all talents improve with mindpower and increased madness. The class is designed to be playable as a meleer, archer, or mage, something vaguely like the mindslayer, but more non-distinct. I envision the class being prohibited to halflings (makes sense) and having a starting dungeon of a randomly generated region, like you may encounter through the farportal, which ends up dumping you in one of the other race's starting dungeons (like the Far East origin does). The undead starting dungeon should be the only opening that overrides this. I'm assuming undead test subjects were not test subjects as undead, but rather were test subjects in their lives and now are raised from the dead.
You were a test subject in the halfling studies of the Sher'tul farportals. The halflings prattled on with their probing and testing, and all the while you were opened up to the wonders the farportal was showing you; the wonders it was doing to you. Your many journeys through the farportal left you... changed. The halflings said you were mad, that the farportal had damaged your mind. They just didn't understand. They hadn't SEEN. They just kept poking and proding and testing... And then you ended it. That sure showed them, huh? Now if only you could figure out where you are. Or when you are. Or who you are.

Talents:
Survival (locked)
Combat Training
Combat Veteran (locked)
Two Handed Maiming
Sword and Shield
Dual Wielding
Bow Mastery
Sling Mastery
Mindstar Mastery (if AM path is banned)

Madness (generic) (level and investment requirements are similar to mindslayer shield talents, so you can invest in any right away):
*Mania (sustained): Your madness has taken the form of a raving mania. You have more energy than you could ever contain. Accuracy, critical chance, damage, and speed increase, while defense, armor, resistances, and saves decrease. Values improve with more points spent in the talent, and values become more extreme the more madness you have. In addition, every turn, you must make a mental save (using your base save value, not altered) vs your madness or descend into such a frenzy that even berserkers would call you mad, randomly attacking any target in sight. While frenzied, your mania changes are even more severe, but you loose X madness every turn for Y turns.

*Paranoia (sustained): Your madness has taken the form of a crippling paranoia. Everyone and everything is out to get you. Even the mole kings are conspiring against you. Defense, armor, resistances, and saves are increased, while accuracy, damage, and critical chance are reduced. Values improve with more points spent in the talent, and values become more extreme the more madness you have. In addition, every turn, you must make a mental save (using your base save value, not altered) vs your madness or descend into such a state of panic that nothing can calm you, randomly fleeing from any target in sight. While panicked, your paranoia changes are even more severe, but you loose X madness every turn for Y turns.

*God Complex (sustained): Your madness has taken the form of a consuming god complex. You are a god. You are THE god. These fools around you just don't realize it. Look how they flail at you. Physical, mental, and spell power and saves, your light radius and infravision, and the range of all ranged abilities increase, while speed, defense, trap detection, and stealth and invisibility detection decrease. Values improve with more points spent in the talent, and values become more extreme the more madness you have. In addition, every turn, you must make a mental save (using your base save value, not altered) vs your madness or be consumed by your own greatness, only randomly moving or attacking targets that just attacked you. While basking in your own glory, your Complex changes are even more severe, but you loose X madness every turn for Y turns.

*Delusion (sustained): Your madness has taken the form of a detailed delusion. You are a tree. Mmm, delicious sunlight. Mmm, tasty dirt. Tree tree tree tree tree. HP Regeneration, healing effects, armor, and resistances to any damage but fire and lightning increase, and light damage heals you, but you cannot move. Values improve with talent level, and values become more extreme the more madness you have. In addition, every turn, you must make a mental save (using your base save value, not altered) vs your madness or become completely catatonic, doing absolutely nothing. While catatonic, your delusion changes are even more severe, but you loose X madness every turn for Y turns.

*These talents have 0 cooldown, instant activation, and activating any one of them automatically deactivates any other that is active.

Altered Space:
Displace Weapon (activated): You displace your own attack around the enemy's defenses, scoring an automatic hit, with increased armor penetration and critical chance. If a ranged weapon is equipped, this activates Shoot and uses it's range.

Displacement Shield (activated): For X turns, you attempt to displace any incoming weapons. You make a mental save against any incoming attack to try to displace it to a random adjacent tile. Any targets in that tile take the hit instead.

Fix Tools (activated): Permanently improve the values (i.e. all numbers) of any tool or charm, and reducing any cooldowns associated with it. Can only be used once per tool.

Shadowport (activated): You step into your own shadow and disappear. Target a location and teleport to it. The further away the target is, the more error there is in your movement (maybe 1 squared tile of error for every 5 tiles you move). Line of sight doesn't matter. Range increases with talent level, precision over range increases with mindpower and madness? Additionally, time moves differently for you while shadowporting. For every X tiles you travel, 1 turn passes for you while traveling, reducing durations and cooldowns appropriately, and applying healing, damage, and resource change appropriately. No time passes in the game world, however.

Altered Time:
Faster (passive): You seem to just move through time more slowly than others, due to your farportal experiences. Global speed and your base HP regeneration are increased, with greater increases with talent level and madness.

Longer (activated): You can manage the flow of time around you a little bit. For X turns, every turn, positive effects have a chance to not loose duration, while negative effects have a chance to loose double duration.

Shorter (activated): You can manage the flow of time within you a little bit. For X turns, every turn, your talent cooldowns have a chance to cool down two turns. In addition, your HP regeneration is increased based on your madness.

Better (activated): You have mastered the flow of time around you a little bit. When you focus, for X turns, your luck, accuracy, defense, physical and spell saves, and temporal resistance increase. Benefits increase with talent level and madness.

Altered Magic:
Starscreaming Blade (activated): Your weapon is covered in tiny, screaming stars. For X turns, all attacks deal an additional amount of arcane damage.

Living Shadow (activated, self-centered): You twist space around you in a creeping, spreading, living wake of shadowy mist which expands from you toward your enemies for X turns. Any enemy caught in the shadow is pinned and takes damage every turn.

Twisted Flames (activated): You consume a foe in twisted, unnatural flames, doing damage every turn for X turns of a random damage type (each turn).

Animated Life (sustained, 0 cost): Any foe that falls within (1/1/2/2/3) radius of you gains your special attention. When this talent is deactivated, the dead are animated and fight by your side (summoned in nearest tiles needed to use all bodies). Unfortunately, your manipulations of them are somewhat damaging, causing their HP to decrease over time. Max number of dead , stats of dead, and rate of decay change with talent level and madness. Deactivating this talent increases madness.

Altered Body (level 10+):
Crazy Hands (activated): You twist time and space a little, so that your arms are in two places at once. For the next X turns, you will make an automatic attack against a random enemy in range (melee or ranged), in addition to your other actions that turn.

Mad, Mad Body (passive): Your madness effects your perception of your body. Now, different madnesses also increase stats. Mania increases strength and dexterity, Paranoia increases dexterity and constitution, God Complex increases constitution and willpower, and Delusion increases willpower and cunning. Increase is proportional to madness.

Stranger Shell (activated): Your outer body grows a thick, leathery shell. For the next X turns, you gain increased armor, armor hardiness, and are more resistant to poison and disease.

Twisted Growth (activated): Your body grows strange, glowing pustules which augment you. For the next X turns, all non-physical damage and resistances are increased.

Altered Mind (level 10+):
Disperse Madness (activated): Spread your madness to all within X radius. Enemies that fail a mental save against your madness take on the worst aspects of your madness (varies by active Madness talent) for X turns. This ability actually drains your madness.

Mind Rip (activated): Tear into your target's mind, dealing mind damage and reducing physical, mind, and spell power.

Attentive Mind (passive): You notice random details about your surrounding more often than others. Increases stealth, invisibility, and trap detection.

Mindscream (activated, cone AoE): Let out a mind-shattering scream, dealing mind damage to all within an X-radius cone and dazing them.

Altered Nature (level 10+):
Twisted Aura (activated): For X turns, you coat yourself in an aura of twisted nature, dealing blight damage to anyone within radius 1.

Hungry Vines (activated): Parasitic vines surge out of the ground at the target location (1 tile), pinning any foe and dealing nature damage every turn for X turns. All damage dealt is fed to you as healing. Forced movement or resisting the pin status dispel this effect.

Gravity Wave (activated, cone AoE): You sweep your weapon, causing a wave of intense gravity to spread out from it in a cone of X radius. All enemies in the cone take gravity damage and have a chance to be pinned.

Draining Gaze (activated): You gaze upon a foe, stealing a bit of their power. Reduces a random value of the target (stat, save, hp and max hp, power and max power, whatever), raising its equivalent in you by the same amount. The effect is permanent, but not cumulative (i.e. one bonus will be replaced by a newer bonus).
Some questions:
Should mindpower be a critical element, or only supplementary? I'm thinking it may impact mostly duration of talents, while madness impacts power.
Disabling all madnesses causes madness to decay over time, and disables the use of all active/sustained madness talents. Should it also remove passive benefits?
Should this class ban the anti-magic path? Since you're still allowed to use things like the Rod of Recall when AM, I'm thinking this class would still be allowed, since it's a Sher'tul/farportal-based power, but I'm not sure.
Should loosing control last a fixed number of turns, or last until madness reaches a certain point?
Would switching fluidly between madnesses be overpowered? If so, is it better to just give them cooldowns, or should there be activation time instead/as well?
Should Displacement Shield displace spells? Mind attacks? Or only physical attacks?
Should Fix Tools impact artifact tools as well? Do the mindslayer weapon and armor talents impact them?
Is Fix Tools too powerful as a one-time permanent? Would it be better to temporarily increase tool effect, or maybe to simply reset the cooldown of all charms?
Should the bodies held by Animated Life (I'm thinking it will produce a temporary resource like souls) decay over time, so that you can't build up an army and hold onto them? Alternately, maybe it will simply give a %chance to resurrect any slain creature as an undead minion when they're slain, something like the lvl4 Curse of Corpses, and increase madness every time it activates.
Should Mindscream be a cone or a self-centered blast?
Should Hungry Vines heal you for all damage dealt, in which case it will probably be small damage, or should it do a good bit of damage, but only heal you for a percentage of it?
Should Gravity Wave pin targets, knock them back, or pull them toward you? Pinning is more class-build neutral.
Is Draining Gaze too powerful as a permanent boost (that can be overridden)? I tried to limit the power by making it a random value that's stolen, so you may end up stealing strength from a mage, instead of willpower, but that may not be enough. I'm also figuring it would have at least a 40 turn cooldown, so most fights, even boss fights, wouldn't allow more than one or two.

All in all, I tried to create a class with a somewhat random mix of abilities, covering all the talents Subject Z shows, and allowing for any kind of weapon and armor choice. I know all of Subject Z's talents are actual talents pulled from other classes, so I've re-done some of them in subtle ways that I hope are worthwhile. Living Shadow, for example, I'm thinking will work more like the shadow attack of the twisted creatures in the thaloren (and dwarven?) second dungeon, chasing down potential targets. And, of course, I've tried to come up with some unique, strange, and fun ones of my own. Other suggestions are welcome.