Racial/class combo events...

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Delmuir
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Racial/class combo events...

#1 Post by Delmuir »

Based on this thread: http://forums.te4.org/viewtopic.php?f=3 ... 67#p193167, I have an idea. In order to make certain races more appealing to players, just create a series of events that only show up for particular racial combinations…

Example:

1. Higher Oozemancer makes no sense at all thus, perhaps the player wanders across a wandering band of wackjob cultists or loons. A group of people who are basically crazy and send you on an irrational and silly quest that could produce some unique lore and maybe a cool bonus… probably not enough to OP the combo but enough to make the character a bit more fun or interesting.

2. Ghoul Necromancer is a natural fit so it might have you stumble across a hidden village of Necromancers who can sell you a nifty piece of gear that boosts the natural skill of this combo: summons.

That kind of thing… just a few bonuses that would incentivize a player to try a different combination even if it's for no other reason than gear or a piece of lore or whatever bonus is suitable.

Red
Uruivellas
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Re: Racial/class combo events...

#2 Post by Red »

Cornac
A.K.A. the old farming community racial events

Berserker-Your old farming community, hearing of your rampant bloodlust, fears you've been Cursed and hires an assassin (or twenty) to stop you before you become a true monster.

Bulwark-Your old farming community is under attack by [INSERT MONSTER OF CHOICE HERE] and sends a message begging for assistance.

Archer-An archery rival (from your old farming community) that specializes in whatever you don't challenges you to prove who is truly the superior archer. Possibly a trap.

Arcane Blade-Your old farming community is under attack by [INSERT REALLY REALLY WEAK MONSTER OF CHOICE HERE], but after you save them, they turn on you for your arcane powers.

Brawler-Your old farming community appears on the map. You can stop by after every dungeon you complete to teach the younger people there how to fight better, earning a bit of lore each time about the positive repurcussions that will ahve in the future.

Rogue-You hear word that a prized artifact from (where else) your old farming community is stolen and can recover it for them.

Shadowblade-An elder or similar authority figure from your old farming community is killed, and due to your sneaky, arcane nature you are the main suspect. You can either prove your innonence or murder your way through everything.

Marauder-An old flame from your old farming community (attracted to your by your roguishly handsome ways) returns to you in Last Hope. If you have Melinda with you, they end up in a fight. In addition, she may be some kind of shapechanging monster (just in case you want a fight).

Skirmisher-Your father, who learned from his father how to work a sling and taught you in turn how to work a sling, has died in his home at the old farming community. If you go as soon as you receive word, you may arrive in time to hear his last words. In addition, you get your family pouch of stones, the ammo that was crafted centuries ago and been passed down father to son (and every once in while daughter) ever since.

Alchemist-At your old farming community, your stores of alchemical supplies light on fire and explode, killing most everyone. The survivors band together to hunt you down in vengeance.

Archmage-A few people from your old farming community follow you to Angolwen, revealing the location to the entire town. Two other mages find out about this, and you have to arbritrate between one mage who wants to kill the entire town to be sure Angolwen stays safe and the other who wants to simply take them all to Angolwen as "guests". You may also elect to defend your home from Angolwen itself.

Necromancer-Instead of spawning in Ruins of Kor'Pul, Kor'Pul's Shade comes to your old farming community to strike an enemy Necromancer where it will hurt most. If you do not arrive in time, you will suffer from an attack of the corpses of all your old friends and family.

Summoner-Zigur, seeing how awesome you are at summoning nature things, takes an interest in your old farming community and drops by to "recruit" as many people as possible.

Wyrmic-A dragon, seeing how awesome you are at being draconic, takes an interest in your old farming community. It will tun hostile if you attack it, but if you notice that it's not hostile and talk to it, it will tell you that it has taken your village under its protection and offer you extra Wyrmic training, at a price.

Oozemancer-The oozes that called you from a young age to nature's aid have found their way to your old farming community and are slowly overwhelming it. You can either fight back against the encroaching slime, or aid them in consuming the village and turning everyone in there into more Oozemancers or oozes themselves. If you do let the oozes overwhelm it, your oozes will now occassionally have speech on death, like Necromancer minions.

Sun Paladin-Your old farming community is revealed to have survived the Orcish invasion for now, and you can go rescue it.

Anorithil-Your mother/father, who taught you how to be an Anorithil yourself, has gone demented with Celestial power and has returned to your old farming community, plunging the town into all-consuming night or all-scouring day as their erratic desires will. You can either save your village, or learn from your now-insane parent, which will involve sacrificing the villagers but will grant you minor bonuses to either dark or light powers.

Reaver-An epidemic is sweeping your old farming community, and you are thought to be the cause. You can seek out help from a legendary medicine man, but cultists (or remnants of the cult) from the Charred Scar will try to stop you, believing this to be a cleansing malady sent from the Spellblaze itself.

Corruptor-As a show of good faith, the Grand Corruptor will offer you a powerful artifact after you destroy Zigur. However, she will require you to wipe out your old farming community as a sign of faith to corruption. If you refuse, prepare for a battle.

Doombringer-You have brought doom upon your old farming community, demons finding your home in an attempt to recoup their losses with you.

Demonologist-After you kill any special demon (Walrog, Sassy, etc.) you find they have a lied a dying curse upon you. Your demon seeds now draw on the life force of people from your old farming community, and you must perform a quest for Linaniil to have the curse broken. If you're in the East when this happens, your home might just be -.

Paradox Mage-Your old farming community that you have seen beginning in your old age has recently vanished from the timestream, and you must travel back to Point Zero to destroy whatever destroyed it and recreate your own future.

Temporal Warden-Your old farming community never existed. You were born in Point Zero, and never farmed a day in your life. Yet you find yourself remembering an old farming community, and must travel back to Point Zero to fix the interfering timestream that is causing these false memories.

Mindslayer-You receive word of odd happenings in your old farming community. If you return, you find a few children are manifesting psionic powers, and you can choose to come back after every dungeon to help them learn it properly. If you do, you gain lore about what they will do with their pwoers in the future. If you do not, you will come back later to find the village wracked by disasters caused by untrained psionics.

Solipsist-You find yourself forgetting about your old farming community occassionally, but due to your powers, that causes the village to slowly stop existing. You must make your way through unreality back to the village in order to restore your memory and make it safe.

Just a few ideas here.
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Atarlost
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Re: Racial/class combo events...

#3 Post by Atarlost »

Cornacs are probably one of the two races that don't need events to make them interesting. They're great at pretty much anything. The focus should be on weak combinations, especially weak combinations that should be thematically appropriate.

Apart from mechanically bad race/class combos a few clashing start variants stand out: I'm pretty sure dwarf archmages do not gain a town like other dwarves. Their event should give access to Iron Throne. Undead chronomancers also don't get a town. Their event should give them access to Point Zero or whatever it's called. Dwarf and yeek chronomancers gain only one of the towns, I'm not sure which. Dwarves should give them access to the one they lack and if yeek chronomancers start on Yeek Island they should get access to Point Zero. Arcane yeeks should probably have a way out of The Way other than becoming a lich. Celestials that aren't elves or humans should be notable: either they learned from one of Zemeky's experimental subjects or are an undead that was one of his experimental subjects or discovered how to access celestial power independently and their event should recognize this. Undead necromancers should get something to make up for not having the lich option, but I'm not sure what.

That calls for a few events, some of which apply to multiple classes:
The descendant of a Dwarven refugee mage or exiled chronomancer seeks his/her kin: This should be fairly early and give access to Iron Throne and Deep Below. Is Urthol a dwarf? The existing Trapped quest would make a good point of contact if he is, or someone in Angolwyn/Point Zero could send you to Iron Throne on some excuse.
The lost chronomancer finds Point Zero: Obvious point of contact is the Temporal Explorer escort.
Breaking with The Way: I think the Master of the Ring of Blood is the only yeach that will hold a conversation so he's one possibility. The Grand Corruptor could also corrupt your connection to The Way. Another option is to tack deciding individuality is good onto the Melinda quest line and using the Yikilgur AI to break the connection.
Going to the source of the teachings: Thematically it would be cool if a western start celestial had 0.1x higher multipliers in some non-exclusive categories and 0.1x lower in an equal number of exclusive categories and training in Sunwall brought the low categories up to normal. For paladins something like increasing shield offense, two handed assault, and combat techniques and reducing guardian, crusade, and sun would make sense. The net bonus after Sunwall is mostly in low investment trees. I'm not sure that Anorthil have any non-exclusive categories except locked Survival, though. Maybe western start anorthil would just have survival unlocked and two other categories with reduced multipliers and wind up with a net gain of a cat point in a not very good generic tree. Possibly the event could also bump the multiplier on any celestial category unlocked from an escort or the wordly knowledge prodigy by 0.1x.
Welp, Zemeky's, I'm back, but I'm dead now: An undead celestial shows up blaming Zemeky's portal experiment. He tries to cover it up by making the cloak of deception effect permanent for you.
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Doctornull
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Re: Racial/class combo events...

#4 Post by Doctornull »

Atarlost wrote:Apart from mechanically bad race/class combos a few clashing start variants stand out: I'm pretty sure dwarf archmages do not gain a town like other dwarves. Their event should give access to Iron Throne. Undead chronomancers also don't get a town. Their event should give them access to Point Zero or whatever it's called. Dwarf and yeek chronomancers gain only one of the towns, I'm not sure which.
Great ideas.

Yeek Chronomancers & Archmagi only have access to Yeek Island ("Irkkk" might be the name). Giving them access to Point Zero and Angolwen, respectively, would be great.
Atarlost wrote:The descendant of a Dwarven refugee mage or exiled chronomancer seeks his/her kin: This should be fairly early and give access to Iron Throne and Deep Below. Is Urthol a dwarf? The existing Trapped quest would make a good point of contact if he is, or someone in Angolwyn/Point Zero could send you to Iron Throne on some excuse.
Yeah, or maybe after you finish the Reknor descent, instead of a human kingdom runner you get a Dwarf runner who offers his "lost brother" access to the Iron Throne.
Atarlost wrote:Breaking with The Way: I think the Master of the Ring of Blood is the only yeach that will hold a conversation so he's one possibility. The Grand Corruptor could also corrupt your connection to The Way. Another option is to tack deciding individuality is good onto the Melinda quest line and using the Yikilgur AI to break the connection.
Also Linaliil might be a good way to break from the Way, after the Urkis quest.

The Dreaming One, perhaps, in the Heart of Gloom.

The guy in the Caldera, maybe, if you solve both dreams.
Atarlost wrote:Welp, Zemeky's, I'm back, but I'm dead now: An undead celestial shows up blaming Zemeky's portal experiment. He tries to cover it up by making the cloak of deception effect permanent for you.
Heh, awesome.

This could work for Chronmancers, too: Zemy sent you out long ago, you died, got resurrected, and now future-Zemy shows up to permanent-ify your illusion so you don't emotionally traumatize present-Zemy. He's basically covering over his mistake so he doesn't lose faith, give up his research, and thereby cause a paradox. You'd get access to Point Zero from future-Zemy as part of this, of course.
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Lyoncet
Halfling
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Re: Racial/class combo events...

#5 Post by Lyoncet »

This is a really cool bunch of ideas. While I don't think the "everyone gets a thing" idea is my favorite, I think it would be fun if there were combinations that didn't really need or receive any sort of buff or compensation and we're just there as fun/thematic Easter eggs. A lot of the fun of adventure-ish games is just finding out what's there.

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