(DRAFT) Wretch Subclass - Dreamweaver#7083
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SmokingCrackForChrist wants to merge 22 commits into
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adds spell, spell to beggar for testing, etc
…uzzword the slasher villans are using nowadays
… last spell to give Nightmares
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Looks fuckin neat |
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If i see this getting smacked with being op or that doesnt fit. I SHALL DECLARE WAR ON THE MAINTS AS A ONE MAN ARMY TO DEFEND THIS |
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For the record, this was not yet approved and will not be merged/testmerged until further discussion is had. |
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I have life quickly approaching me with a shotgun aimed at my head. When does this discussion start? |
Maybe with a discord thread?, I dunno |
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About The Pull Request
Obligatory Burialgoods Song
Skills/Stats/Lore/Everything subject to change, barring the idea, which will be made real. This is still a living project that could have a few more additions and changes, along with needing a few fixes.
The Dreamweaver was a child prodigy, a naturally gifted sorcerer who had studied at the Kingsfield college of magic. What takes many a mage ten years, he would learn in one. Having delved into the dreams of the others at the college, he had come to the realization that the idea of a man surpasses the physical being - and that the flesh, will one day, die. All men die. Ideas do not. At the bottom of a reflecting pool will be his corpse, and the top will be a long, drawn-out shadow.
He's a snowball antagonist. His kit is centered around stealth, breaking-and-entering, debuffing, and stealing the dreams of unconscious victims to gain a boon to a stat of his choice. He is weak off the bat, but isn't defenseless - in a one-on-one fight, he's able to sustain his health with his enchanted knife. Anyone that's in a group of two (on-paper, and hopefully) or has a ranged weapon should have a significantly easier time fighting him. Otherwise there's a chance that he can sustain himself longer than his opponent. You do not want this to happen, as losing against him means he may get stronger.
Steal Dream is currently implemented in a less-than-stellar way. It works, but it's subject to change, doubly so if it's too strong. Due to the the current rebalance the dials that grant the Dreamweaver buffs can simply be commented out, or another stat can be dialed down in exchange for raising one. I have current oversights and how to (probably best) fix them after each listed spell.
Trespass needs to be fixed, but it's currently functional if not slightly broken.
The skills/stats/spell costs are currently not fully done.
NOTABLE FEATURES:
Hex Knife - A Navaja with the Vampiric enchantment, along with having a unique folding/unfolding sound. It has unique lines like the profane dagger, along with temporarily giving whoever decides to pick it up Dreamweaver hallucinations. It's parrying is better to compensate for the (weaker) armor and lack of dodge, meaning you probably shouldn't lose it. Why would you, anyways? It's cool.
A Normal Leather Jacket - A leather jacket, that which is his skin. It regenerates, and cannot be taken off. He cannot blend into a crowd to strike, nor can he get better armor (barring undershirts).
Kit/Traits/Eyes based around reconnaissance/stalking - Keen eyes, ears, thermal vision, silent footsteps, no reflection, deceiving meekness.
NOTABLE SPELLS:
If there's any possible improvement, I'd make this unable to be casted if you're restrained/grabbed.
Sleepwalk: A toggleable-spell that turns you partially transparent, and gives you a -2 speed penalty when active. It's meant to be somewhat effective in low-light, and a scare-factor for daytime. This will not let you sneak past crowds. This is not a get out of jail free card.
Phantasm: A spell that gives its' target temporary non-maniac hallucinations, along with slightly poisoning them (nausea) and lowering their fortune by 2, for 2 minutes. They are continually assailed by random ominous messages and images.
Steal Dream: A spell with MANY conditionals before it can be used. The target must be a person, who isn't closed out of the game, is asleep, isn't the user, isn't dead, and hasn't been targeted by the spell before. If these conditions are met, the target is met with around twenty points of nausea, along with more ominous messages. The Dreamweaver gets to raise a random skill by one point. The target has an ominous trait that does nothing mechanical, other than inform them of the fact that they suck and will have to live with this fact for the rest of the round.
There is CURRENTLY a ten second, audible windup. The Dreamweaver should get memorize the crafting recipe for rope. People should leave the injured attended when he's around. The forest guard have a reason to patrol when he's around. The Dreamweaver should (on paper) only target the isolated, he does not want to draw attention to himself. Being in a group is meant to be his counter.
If I could code, I'd have his base stats not change much on spawn, and instead have the points he gets accumulate into a set amount of buffs upon reaching specific threshholds. As it stands right now this works enough to function. It's likely to get quite strong depending on how long a round goes for, and how many people leave him alone with the unconscious and the dying.
I would also give him a HUGE fortune and small endurance malus whenever he's not in the town z-level. The option to take advantage of people in the forest like a vulture should be kept, ideally he shouldn't be picking fights there.
I have to turn this quirk into a status_effect, as it's purchasable in the quirk shop. Otherwise appears to work as intended.
Why It's Good For The Game
Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place.
Changelog
🆑
add: The Dreamweaver Wretch, along with a good handful of traits, items, and effects related to him.
add: Make me real.
/:cl:
Pre-Merge Checklist