Gemini
Posted: Fri Oct 25, 2013 8:03 am
This is my preliminary sketch of a rogue-oriented temporal class, the Gemini. The class seems pretty complex in terms of mechanics, to me, so it seems better to discuss it first and see if it's a good idea before anyone tries to implement any part of it. Balance at this stage is only approximate, and if the class were implemented I suspect that development would proceed as is typical for new classes in vanilla tome. That is, it would start off uber-powerful and get nerfed from there, based on feedback from actual gameplay.
Those in the Gemini Guild cooperate from time to time in important tasks, though the organization mostly acts as a hub of information and a source of training for those new to their art: a blend of basic skullduggery with the practical knowledge of a branch of spacetime theory that is very poorly understood by even the most advanced theoreticians of Point Zero, in which a subspace can be made to interact with itself as its own dual. The Gemini Guild doesn't insist on moral scruples of any kind and while some Gemini have found their way into the employ of the Keepers of Reality, it's far more common to find the Gemini within the ranks of various teams of temporal bandits -- even the occasional temporal parasite, if it's sufficiently cunning and capable of communication with the people of Maj'Eyal. There is really only one ethical precept common to Gemini: that when it comes to brass tacks, they can only trust themselves.
Gemini don't have an additive penalty to life rating: instead their hit points are half of what they would be, rounded up. Of existing class talents, they get dual techniques and time travel (locked). So far I can sketch one unlocked tree for class talents and one unlocked. The unlocked tree:
Temporal Duplicity
1.Gemini, active. My estimate for the cost is around 200 paradox or so. Cooldown is 6.
Brings your alternate self into reality. Both you and your twin get -20%+5%*tlvl resist all for 5 turns. Your alternate has movement speed +10%*tlvl, separate inventory, separate rune slots and all your talents, but no real volition or sophisticated intelligence apart from your magical direction and is unable to use any active talents except runes/infusions and dual weapon techniques, the latter capped at your mastery in this skill. If you die you become your twin, with your talents at the same cooldown level as before in your prior body and your paradox level the same. The talent can't be used when you have a twin, and if you get left without a twin then the talent goes into cooldown. If you have no twin for 7 turns, you die. Your twin is otherwise like a pet that follows you as close as possible when no enemies are in sight, but with some special properties, to limit abuse. If you get beyond 6 tiles of your twin then your twin blinks as close to you as possible, and if there are no places for it to blink to within 6 tiles, it perishes. Each time your twin attacks something you can't see costs you 30 paradox, with checks for anomalies. Each turn when your twin exists but is not in sight costs 30 paradox, with anomaly checks.
2. Temporal Cloak-and-Dagger, instant sustain, cooldown 4. Cost is maybe 80 paradox. Your alternate is in stealth mode, with a little less power than the rogue at equivalent mastery. However it doesn't matter what can see it when you activate the sustain: nothing can prevent entry. You get the effect of the shadowstrike passive at half mastery, and for damage purposes, when using daggers, you substitute cunning for str; on your offhand you also substitute mag for dex. Stealth power scales with cunning and paradox.
3. Soulthread Relay, active, ~20 paradox, cooldown around 10 - tlvl. Become your twin, and your twin becomes you. Deal tlvl strikes with your offhand weapon as temporal damage randomly to adjacent foes if any are present after your 'main' self switches. There is bonus damage on these strikes that scales with spellpower and paradox. Each strike consumes 20 stamina, and can't be realized without the required stamina.
4. Poof, active, cooldown 15. Named after an incident famous to both temporal wardens and gemini alike, in which a cadet in the warden academy was discovered as a Gemini operative. Your twin detonates as a cloud of temporal vapor with radius 4 and duration similar to that of arctic vapor, dealing a little bit less damage to foes than that spell; you instead recover 20 paradox for each turn inside the cloud. Paradox recovery scales with willpower and paradox, damage with spellpower and paradox.
And the locked tree:
Pandimensional Ninpo. Mastery 1.0
1. Dualspace Blasting, active, cooldown 8, 60 paradox. Manipulates your intersection with dualspace to create a violent explosion. That is, your twin is annihilated, doing half fire, half temporal damage in radius two. Temporal damage scales with spellpower and paradox; fire damage scales with cunning. When you have a twin again your twin has an irremovable status for 10 turns. It cannot heal and loses 10% of max hp per turn.
2. Mist Spider Lock, sustain, cooldown 30, 150 paradox. Famed technique of the legendary Gemini, Mist and Spider. Strike with both weapons and attempt to pin for 3 turns. Then switch with your twin. Your twin is now in a deadly embrace with your target and cannot act normally. Instead each turn it strikes the target with both weapons and reduces air by 8 + tlvl for every 10% reduction in monster's current hp. While the sustain is active your twin has +4*(tlvl+1)% resist all and -30+5*(tlvl+1)% evasion against the target only. If the twin is forced to blink, or if the target teleports, or moves to another tile at a faster speed than your twin, then the sustain deactivates, but the sustain won't deactivate if the target moves a tile and 5the tile that it left is vacant for the twin to occupy. The twin is essentially being dragged along by whatever it grips in its relatively lightweight, temporally phased state, but is still capable of losing grasp if the target moves too fast. At talent level three the twin will attempt to pin each round it attacks, with chance based on cunning, and will not blink to you as usual if you get out of range of it. At level 5 it also prevents the target from teleporting.
3. Dualspace Glitch, cooldown 30, 60 paradox and 60 stamina. Strike target, dealing offhand damage as temporal. For each 10% of target's current hp in damage from mainhand, reduce target's air by 6+tlvl. Mainhand damage scales with tlvl and temporal damage scales with tlvl and spellpower and paradox. If the target dies because of this attack then a new twin is created in its place. You cannot switch into this twin if you already have a twin present, but if there are only two of you on the board then it becomes your actual dual; think of the twins that you switch between as '+' and '-'; the third one would be '='. If +,-,and = are already present then the glitch attack cannot introduce a third twin. Every that you have three of you in play costs you 30 paradox, with appropriate anomaly checks. If the third twin = is introduced by the glitch then it has the same inventory and runes/infusions as your current alternate. At level 5 the hit to air can critical.
4. Dualspace Patching, sustain, cooldown 15, 100 paradox. Legendary technique of the legendary Gemini, Mist and Spider (&Lock). Nullifies the cost of sustaining the 3rd twin =. Instead you can't use any of your active talents except runes and infusions. When the sustain ends these blocked talents are all in cooldown at 3*(6-tlvl) turns.
Again, this is probably a very complicated sort of class to design to completion and explain to players through the TOME interface, my main preliminary interest is whether this sort of idea for a class would be fun to play or not.
Those in the Gemini Guild cooperate from time to time in important tasks, though the organization mostly acts as a hub of information and a source of training for those new to their art: a blend of basic skullduggery with the practical knowledge of a branch of spacetime theory that is very poorly understood by even the most advanced theoreticians of Point Zero, in which a subspace can be made to interact with itself as its own dual. The Gemini Guild doesn't insist on moral scruples of any kind and while some Gemini have found their way into the employ of the Keepers of Reality, it's far more common to find the Gemini within the ranks of various teams of temporal bandits -- even the occasional temporal parasite, if it's sufficiently cunning and capable of communication with the people of Maj'Eyal. There is really only one ethical precept common to Gemini: that when it comes to brass tacks, they can only trust themselves.
Gemini don't have an additive penalty to life rating: instead their hit points are half of what they would be, rounded up. Of existing class talents, they get dual techniques and time travel (locked). So far I can sketch one unlocked tree for class talents and one unlocked. The unlocked tree:
Temporal Duplicity
1.Gemini, active. My estimate for the cost is around 200 paradox or so. Cooldown is 6.
Brings your alternate self into reality. Both you and your twin get -20%+5%*tlvl resist all for 5 turns. Your alternate has movement speed +10%*tlvl, separate inventory, separate rune slots and all your talents, but no real volition or sophisticated intelligence apart from your magical direction and is unable to use any active talents except runes/infusions and dual weapon techniques, the latter capped at your mastery in this skill. If you die you become your twin, with your talents at the same cooldown level as before in your prior body and your paradox level the same. The talent can't be used when you have a twin, and if you get left without a twin then the talent goes into cooldown. If you have no twin for 7 turns, you die. Your twin is otherwise like a pet that follows you as close as possible when no enemies are in sight, but with some special properties, to limit abuse. If you get beyond 6 tiles of your twin then your twin blinks as close to you as possible, and if there are no places for it to blink to within 6 tiles, it perishes. Each time your twin attacks something you can't see costs you 30 paradox, with checks for anomalies. Each turn when your twin exists but is not in sight costs 30 paradox, with anomaly checks.
2. Temporal Cloak-and-Dagger, instant sustain, cooldown 4. Cost is maybe 80 paradox. Your alternate is in stealth mode, with a little less power than the rogue at equivalent mastery. However it doesn't matter what can see it when you activate the sustain: nothing can prevent entry. You get the effect of the shadowstrike passive at half mastery, and for damage purposes, when using daggers, you substitute cunning for str; on your offhand you also substitute mag for dex. Stealth power scales with cunning and paradox.
3. Soulthread Relay, active, ~20 paradox, cooldown around 10 - tlvl. Become your twin, and your twin becomes you. Deal tlvl strikes with your offhand weapon as temporal damage randomly to adjacent foes if any are present after your 'main' self switches. There is bonus damage on these strikes that scales with spellpower and paradox. Each strike consumes 20 stamina, and can't be realized without the required stamina.
4. Poof, active, cooldown 15. Named after an incident famous to both temporal wardens and gemini alike, in which a cadet in the warden academy was discovered as a Gemini operative. Your twin detonates as a cloud of temporal vapor with radius 4 and duration similar to that of arctic vapor, dealing a little bit less damage to foes than that spell; you instead recover 20 paradox for each turn inside the cloud. Paradox recovery scales with willpower and paradox, damage with spellpower and paradox.
And the locked tree:
Pandimensional Ninpo. Mastery 1.0
1. Dualspace Blasting, active, cooldown 8, 60 paradox. Manipulates your intersection with dualspace to create a violent explosion. That is, your twin is annihilated, doing half fire, half temporal damage in radius two. Temporal damage scales with spellpower and paradox; fire damage scales with cunning. When you have a twin again your twin has an irremovable status for 10 turns. It cannot heal and loses 10% of max hp per turn.
2. Mist Spider Lock, sustain, cooldown 30, 150 paradox. Famed technique of the legendary Gemini, Mist and Spider. Strike with both weapons and attempt to pin for 3 turns. Then switch with your twin. Your twin is now in a deadly embrace with your target and cannot act normally. Instead each turn it strikes the target with both weapons and reduces air by 8 + tlvl for every 10% reduction in monster's current hp. While the sustain is active your twin has +4*(tlvl+1)% resist all and -30+5*(tlvl+1)% evasion against the target only. If the twin is forced to blink, or if the target teleports, or moves to another tile at a faster speed than your twin, then the sustain deactivates, but the sustain won't deactivate if the target moves a tile and 5the tile that it left is vacant for the twin to occupy. The twin is essentially being dragged along by whatever it grips in its relatively lightweight, temporally phased state, but is still capable of losing grasp if the target moves too fast. At talent level three the twin will attempt to pin each round it attacks, with chance based on cunning, and will not blink to you as usual if you get out of range of it. At level 5 it also prevents the target from teleporting.
3. Dualspace Glitch, cooldown 30, 60 paradox and 60 stamina. Strike target, dealing offhand damage as temporal. For each 10% of target's current hp in damage from mainhand, reduce target's air by 6+tlvl. Mainhand damage scales with tlvl and temporal damage scales with tlvl and spellpower and paradox. If the target dies because of this attack then a new twin is created in its place. You cannot switch into this twin if you already have a twin present, but if there are only two of you on the board then it becomes your actual dual; think of the twins that you switch between as '+' and '-'; the third one would be '='. If +,-,and = are already present then the glitch attack cannot introduce a third twin. Every that you have three of you in play costs you 30 paradox, with appropriate anomaly checks. If the third twin = is introduced by the glitch then it has the same inventory and runes/infusions as your current alternate. At level 5 the hit to air can critical.
4. Dualspace Patching, sustain, cooldown 15, 100 paradox. Legendary technique of the legendary Gemini, Mist and Spider (&Lock). Nullifies the cost of sustaining the 3rd twin =. Instead you can't use any of your active talents except runes and infusions. When the sustain ends these blocked talents are all in cooldown at 3*(6-tlvl) turns.
Again, this is probably a very complicated sort of class to design to completion and explain to players through the TOME interface, my main preliminary interest is whether this sort of idea for a class would be fun to play or not.