Raccoonian race brainstorming

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Ramonacus
Low Yeek
Posts: 6
Joined: Mon May 04, 2015 8:36 am

Raccoonian race brainstorming

#1 Post by Ramonacus »

Hi all, I've been toying around with the idea of programming an addon for ToME. I'd really appreciate your feedback and ideas on what I have in mind right now:

The Raccoonian race
Raccoonians are timid creatures with keen senses and agile bodies. They also have no talent for magic whatsoever.

Life per level: 10
Dex: +2
Mag: -4
Cun: +5
PX penalty: +15%

Talents
Raccoonian senses: Sustained. Focus on the smells and noises of your surroundings, granting vision in a radius of X but slightly slowing you while active (resourceless track with a small twist).
Raccoonian rage: Passively grant attack/mind speed scaling with your % of life lost.
Raccoonian musk: Mark an 3 radius area with your musk glands for X turns, granting you large bonus to mental, physical and magic resist while in it.
Raccoonian instincts: Whenever you are hit for X% of your total life you have a Y% chance of gaining ~500% move speed for a turn.

So these are my first ideas, all of them are drafts (I basically copied the code from Track ;) ) and I am sure they will change in the future.
I'd really appreciate your feedback :) Thanks in advance!
Last edited by Ramonacus on Thu May 14, 2015 9:54 am, edited 1 time in total.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Raccoonian race brainstorming

#2 Post by Radon26 »

hmm

some suggestions

stats
if they are mad with magic, shouldn't they be bad with mind as well?
also, from the sound of they name i think it would be appropriate to give them +2 or +3 to con

-Racconian senses
should be a sustain.
also, over time it apply a stacking debuff lowering your defences, and increasing damage from recieved crits.
debuff should go away as soon as you turn off the sustain.

-Racconian rage
is deffinitely something i would expect.
if they are c**p with magic, why do they have increased casting speed? not to mention rage would make it even more difficult to focus on casting a spell.

-Racconian musk
... no.

-Racconian instincts
... or maybe defence instead of speed?


but thats just my opinion.

Ramonacus
Low Yeek
Posts: 6
Joined: Mon May 04, 2015 8:36 am

Re: Raccoonian race brainstorming

#3 Post by Ramonacus »

Hey, thanks for your post, really appreciate it :)
Radon26 wrote:hmm
stats
if they are mad with magic, shouldn't they be bad with mind as well?
also, from the sound of they name i think it would be appropriate to give them +2 or +3 to con
What I wanted to say it's that, as creatures with strong bonds with nature, they suck at arcane magic. I feel they should be allowed to be decent wilders, e.g. summonners. I will change the text.
Radon26 wrote: -Racconian senses
should be a sustain.
also, over time it apply a stacking debuff lowering your defences, and increasing damage from recieved crits.
debuff should go away as soon as you turn off the sustain.
I agree on the sustain thing, I think it's a good idea. I will stick to slow effect for the debuff for the moment 'cause I like the fluff and it's easier to implement.
Radon26 wrote: -Racconian rage
is deffinitely something i would expect.
if they are c**p with magic, why do they have increased casting speed? not to mention rage would make it even more difficult to focus on casting a spell.
You are right, but again I want them to be capable of both physical and mind actions. Will be rephrased to "attack/mental speed".
Radon26 wrote: -Racconian musk
... no.
Constructive feedback is welcome :wink:
Radon26 wrote: -Racconian instincts
... or maybe defence instead of speed?
I feel the move speed gives a lot of utility to the little Raccoonian (gap closer, escaping) but raising defense makes sense too. I will consider that as an option.
Radon26 wrote:but thats just my opinion.
Much appreciated :D

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