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New class idea: Poltergeist

Posted: Sat Jan 18, 2014 7:39 pm
by Faeryan
A conversation on ideas forum made my mind wander a bit and I started to play around with the idea of poltergeist type class.

It would have some kind of Solipsist type willpower based HP thingies going since they don't have a real physical body, just their force of will to stay in our world.

They could have some form of phase walk like dreads and stuff. For their weaponry they would have hovering weapons, like Mindslayer telekinetic wielding.
Their ranged attacks could consist of throwing stuff around and maybe some kind of Will based Doomed type of gesture thingie.

Basically it could be made to include all kinds of special stuff other classes have, along with the all-new life force gauge based on Wil instead if Con.

Re: New class: Poltergeist

Posted: Sat Jan 18, 2014 7:43 pm
by Umbrall
Don't use a title like that unless you actually have a new class. You need to include that it's a concept or idea etc.
Mayfair wrote:Basically it could be made to include all kinds of special stuff other classes have.
That's code for "this class has nothing unique and isn't worth playing"

Re: New class: Poltergeist

Posted: Sun Jan 19, 2014 12:16 am
by malboro_urchin
Umbrall wrote:Don't use a title like that unless you actually have a new class. You need to include that it's a concept or idea etc.
This especially does not belong in the Addons subsection, as it's not an addon. It belongs in the ideas section. I was excited for a new class to play around with, and then I was disappoint.

Re: New class: Poltergeist

Posted: Sun Jan 19, 2014 4:51 am
by The Revanchist
Moved topic to Ideas forum, at least until it becomes an addon.

I'd be interested in a Poltergeist, either as a race, or a class.

As a race, I'm envisioning Undead, and an innate ability to pass through walls, a la Wraithform. Other abilities would include high resistance to physical and darkness damage, and a "launch" attack, projecting enemies away. As well as projectiles, no doubt.

A class would be a bit strange, if only because "Dead Ghost" is an odd (un)life choice. :)

I'm curious to see where an idea like this could go, though. Do you have any experience with Lua, or editing ToME files?

Re: New class: Poltergeist

Posted: Sun Jan 19, 2014 6:41 am
by Faeryan
Actually I believe this should go to add-ons section as ideas forum is for ToME releases and ideas for it while add-ons section is for add-ons and ideas for them.
This being rather an idea for add-on than a straight suggestion to include it in main game I posted it on add-ons.

As for the actual coding and lua stuff I tried to do that with ToME 2 some 10 years ago, so whatever inkling I might have had the past it's now gone.
I guess I could learn to do simple stuff if I put my mind to it, but if any add-on maker would be interested this go it.

Re: New class: Poltergeist

Posted: Sun Jan 19, 2014 3:55 pm
by malboro_urchin
Mayfair wrote:Actually I believe this should go to add-ons section as ideas forum is for ToME releases and ideas for it while add-ons section is for add-ons and ideas for them.
This being rather an idea for add-on than a straight suggestion to include it in main game I posted it on add-ons.

As for the actual coding and lua stuff I tried to do that with ToME 2 some 10 years ago, so whatever inkling I might have had the past it's now gone.
I guess I could learn to do simple stuff if I put my mind to it, but if any add-on maker would be interested this go it.
War of the Mods! Round 1: Revanchist vs Mayfair! Fight!
:D

I think that if you fleshed out the idea, by detailing base stat bonuses and maluses, hp per level, talent trees (both class and generic, including masteries) and abilities, I'm sure someone would be able and willing to code it for you. As it stands, if you want this class to use only existing abilities (perhaps with changes to which stats those abilities work off of), it shouldn't be too difficult for anyone with experience (eg not me).

Re: New class idea: Poltergeist

Posted: Sun Jan 19, 2014 4:14 pm
by ghostbuster
Indeed, I was thinking of a Polstergeist race (not class, of course) a couple of weeks ago. IMO, polstergeist are tricky ghosts, more stupid than really nasty. They love objects, moving them, playing with them, frightening humans with them, but they are clumsy and tend to miss whatever they try.
So here a brief of my conclusions on this basis. More a spoof than a real race design, but it was fun thinking of it...

Throw object
Activated
Range 6..8
Cooldown 6

You try to kill a distant foe by throwing at him an item of you backpack. Indeed, you fail do deal any damage, but the target is pushed 3 tiles away and rendered off-balance for 2 turns. The foolishness of your action also brainlocks him.
At level 3, the item can bounce to second foe in range, and at level 5, a third rebound is possible.
The object will be rendered useless with a probability 80..30%.

The first point invested in this talent increases your carrying capacity by 50.

Object telekinesis
Activated
Range 6..8
Cooldown 15

You try to grab distant objects with your telekinesis power. Alas, you fail miserably and just succeed to make objects in a radius 1..5 fly at a distance [4..6] of their position. If at least one object is transported, any foe looking at this strange scene will be confused (power 20..30%) for 4 turns and every other flying object will increase his confusion by 2%. If an objet hits a foe, he will get a (very) small damage. At level 5, it can also be stunned for 3 turns.

Steal objects
Activated
Range 6..10
Cooldown 20..10

You try to use your teleportation skills to steal objects from distants foes. You move at a distance 6..10 in line of sight while searching the pockets of every foe on or adjacent to your path. Unfortunately you fail to take the items, and just succeed to disarm the foes for 3 turns and to have them drop their inventory on the ground.
At level 5, you can move through walls and the target tile does not need to be in line of sight.


Deconstruction
Activated
Cooldown 50..20

You play with an object in your backpack trying to deconstruct it. In fact, you miserably just succeed to destroy the item (with a probability 100..50%) and to trigger its activation.
At level 1, you can deconstruct infusions and runes.
At level 3, you can also deconstruct charms.
At level 5, you can try on any object with an activation.

Re: New class idea: Poltergeist

Posted: Sun Jan 19, 2014 4:25 pm
by Marson
If I were doing it, I'd try it as a race/class combo. That would limit its range/replayability, but would give you more control and probably be easier to balance. In my mind, there are a number of class abilities that don't sit well with an idea of a ghost. I see it as a whole package.

Re: New class idea: Poltergeist

Posted: Sun Jan 19, 2014 4:34 pm
by Faeryan
Marson wrote:If I were doing it, I'd try it as a race/class combo. That would limit its range/replayability, but would give you more control and probably be easier to balance. In my mind, there are a number of class abilities that don't sit well with an idea of a ghost. I see it as a whole package.
Well spoken. Poltergeist as a race would of course sound better, but the original idea was to play with carefully crafted mechanics like telekinesis and Wil based HP. Giving for example Mindslayers yet another tele weapon and possibility to ignore Con and still get decent HP would be overkill up to the point it's no longer even fun. How about Cursed with tele weapon and Wil HP?

Some kind of prestige race/class would be ideal.