Race name: Zombie
Subrace of: Undead
Stats: +5 CON, +5 STR, -3 MAG, -3 WILL, -2 DEX, -2 CUN
Hp per level: 16
Xp penalty: 160%
Racial powers:
ZOMBIE FLESH
passive
movement speed reduced by 20%-talent_level*2
cold resistance increased by talent_level*4
blight resistance increased by talent_level*4
disease resistance increased by talent_level*4
fire restistance reduced by 20%-talent_level*2
light resistance reduced by 20%-talent_level*2
GRAB THE LIVING
activated power
attack dealing max(physical_power, spell_power)*(100+talent_level*10)/100 damage
on talent level 1 - pins both opponent and actor
on talent level 2 - poisons opponent
on talent level 3 - brainlocks opponent
on talent level 4 - random disease on opponent
on talent level 5 - stuns opponent
PUTRID STENCH
sustained power
sustain cost: 50Hp, regeneration reduced by 50%
aura of radius equal to talent_level, radiating from actor
each character within suffers the following effects each round:
on talent lvl 1 - (10+talent_level*2) blight damage
on talent lvl 2 - talent_level*2 chance of getting random disease
on talent lvl 3 - talent_level*2 chance of getting random poison
on talent lvl 4 - daze for 1 turn, chance equal to talent_level*2%
on talent lvl 5 - miss chance for projectiles fired equal to (10+talent_level*2)%
DEVIOUR FLESH
passive power
each living enemy fallen by actor heals him by a small amount, depending on enemy rank:
critter - 5+talent level
normal - 10+talent_level*2
elite - 15+talent_level*3
boss - 25+talent_level*5
Unlocked by:
Clearing Cementary as Undead race OR destroying Master as a Necromancer
updated due to discussion below
New race: Zombie
Moderator: Moderator
New race: Zombie
Last edited by marchewka on Mon Jan 30, 2012 1:32 pm, edited 2 times in total.
-
phantomglider
- Archmage
- Posts: 372
- Joined: Fri Jan 20, 2012 12:13 am
Re: New race: Zombie
The game already has a Zombie race; they're called Ghouls. Slow, strong and tough but not agile, your Putrid Stench and Grab the Living are alternate versions of what are currently Retch and Gnaw respectively, and they can even do the "sudden burst of speed" thing with Ghoulish Leap.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.
Re: New race: Zombie
I am quite aware of the existance of Ghoul race, even played one semi-successful ghoul reaver up to East, and was quite enjoying it.
From the game-mechanics point of view the idea behind Zombie race would be to add a race that excels at one thing - soaking up damage - but is poor at everything else. Not the prime choice for everyone, but possibly an interesting twist for some classes.
If you think the presented race idea is not distinguished enough, maybe it could be tweaked in the following way:
Xp penalty: 160%
ZOMBIE FLESH
add:
fire restistance reduced by 20%-talent_level*2
light resistance reduced by 20%-talent_level*2
GRAB THE LIVING
change:
on talent lvl 1 - pin both opponent and actor
PUTRID STENCH:
change to:
sustained power
cost of sustain - 50Hp (this way the CON/HP bonus can be exchanged to activation of this power)
add:
- each affected character can get dazed for 1 turn, chance equal to talent_level*2%.
- each affected character has miss chance for projectiles fired equal to 10+talent_level%.
[incorporating these changes in the main post]
From the game-mechanics point of view the idea behind Zombie race would be to add a race that excels at one thing - soaking up damage - but is poor at everything else. Not the prime choice for everyone, but possibly an interesting twist for some classes.
If you think the presented race idea is not distinguished enough, maybe it could be tweaked in the following way:
Xp penalty: 160%
ZOMBIE FLESH
add:
fire restistance reduced by 20%-talent_level*2
light resistance reduced by 20%-talent_level*2
GRAB THE LIVING
change:
on talent lvl 1 - pin both opponent and actor
PUTRID STENCH:
change to:
sustained power
cost of sustain - 50Hp (this way the CON/HP bonus can be exchanged to activation of this power)
add:
- each affected character can get dazed for 1 turn, chance equal to talent_level*2%.
- each affected character has miss chance for projectiles fired equal to 10+talent_level%.
[incorporating these changes in the main post]