Non-combat guild skills

by Elryn

Back to Ideas.

Elryn2004-12-22 04:57:48
I'd like to see a few more non-combat abilities for the different classes, since surely you learn more than just defensive/offensive techniques in your career. Yes, I know there is influencing and the various trade skills, but they are available to lots of people, independent of what your class actually learns.

I think it would be fun to blend mini-creative/collective skills into each guild, so that even if they don't have one of the design-based trade-skills, they still have the chance to work on 'creating' things that are rare or interesting.

So, here are a couple of ideas (that will probably never see the light of a Lusternian day!):

- Aquamancers breeding aquatic creatures.
They summon a powerful dragon turtle, I know, but what about having abilities that relate to slowing cultivating different species of fish (useless in battle)? These would be able to be kept in enchanted spheres of water, then displayed in a location like aquariums, or sold to cooks to make rare delicacies. Special fish may even react to visitors/enemies. Maybe if you spend years breeding a particular strain of your favourite tropical fish, you will be able to enchant the little fella to do something useful and you can set him free in the Starry Sea to do his thing.

- Hartstone growing exotic plants/vines.
We have herbalists who can pick utility herbs, but what about actually growing new species of shrubs, flowers and vines? Though a time-consuming hobby, over many years you may cross-pollinate some beautiful new flowering vines, perfect to add that special character to any garden. With enough practice, you could encourage a plant to collect the dew from spring rains over time in its leaves, providing alchemists with an incredible new elixir.

- Moondancers learning the ethereal music of the fae.
By spending time in companionship with the fae of the Ethereal realm, they are able to learn (or sometimes bargain?) for the mystical songs and melodies of their people. These could be shared with those bearing instruments, or blended and slightly changed to create new symphonies. Perhaps after many years of studying the fae lore, you are able to create innocent and decorative effects with the music, or imbue it into a location?

Just a quick random thought... what do you think, or what other non-combat abilities might you like to see?
Unknown2004-12-22 05:02:46
Fun idea! The only downside I can see is the drain on lessons. Would these skills require both effort and RL time to be improved (such as waiting for a fish to mature to breeding age, trimming a bonsai, tending to an organic crystal sculpture, etc.)? This'd yield results without needing training, but also keep people from abusing triggers to bot their skills into the stratosphere.

They'd definitely be nice for fighting-heavy archetypes in need of a break but not wanting an alt.
Elryn2004-12-22 05:09:42
Well, whatever works. I was thinking that there would be a smattering of basic abilities through the relevant existing skill (ie, Wicca for Moondancers, Aquamancy for Aquamancers, Druidry for Hartstone), then it takes lusternian time to grow/breed/develop things. Would that be a problem, you think?
Unknown2004-12-22 05:25:01
That works for me. Maybe two or three different ones sprinkled through the appropriate specializations? A room or two of a guildhall could be dedicated to keeping fish/rockeaters/sheet music of the spheres/etc., maybe.
Elryn2004-12-22 05:27:09
Sure, that might actually give a reason to raid a guildhall, make it worth it, as it were. Which also makes all the defensive measures we take anyway have a good practical reason too. smile.gif

These are only my suggestions though, what else can anyone come up with, that they'd like to see?
Jasper2004-12-22 05:41:56
QUOTE(Elryn @ Dec 22 2004, 04:57 AM)
- Moondancers learning the ethereal music of the fae.
By spending time in companionship with the fae of the Ethereal realm, they are able to learn (or sometimes bargain?) for the mystical songs and melodies of their people.  These could be shared with those bearing instruments, or blended and slightly changed to create new symphonies.  Perhaps after many years of studying the fae lore, you are able to create innocent and decorative effects with the music, or imbue it into a location?
20249



Yes, we so need this. It will give us an actual reason to -dance- happydance.gif

Yes, I can see it now.

Jasper Greythane begins to lightly pluck the strings of his harp, and starts to play one of mystical songs of the Fae. harp.gif

Nementh2004-12-22 05:46:11
I like this idea, don't know how I would handle... I am drained tonight though... give you more suggestions tomorrow.
Silvanus2004-12-22 05:50:14
Necromancers should have the idea of something revolving around the Dead and something similar to that. No ideas yet.
Shoshana2004-12-22 06:02:34
I love this idea too clap_1.gif
Jasper2004-12-22 06:07:08
Necromancers grafting undead body parts

By tearing apart the corpses of their fallen victims, Necromancers can graft body pieces of man and beast to form a vile creature of undeath. During dark, necrotic rites Necromancers of the past formed powerful creatures which they hid in secret chambers hidden within their homes.

Could be a possiblity?
I just thought about this off the top of my head, but it would be neat, seeing undead creatures with a alligators head and roc wings. tongue.gif

Example:

Ripping away the arm of an elfen guard, Silvanus begins to chant dark necrotic spells to perserve them from their decaying process.

Forcing the torse of a Disciple of Xiim together with an arm of an elfen guard, Silvanus chants vile spells to graft the dead pieces together.
Nika2004-12-22 06:08:50
Clap clap clap, I like it also. Gives a bit more of that sweet, sweet customisation that we all like.

Those Aquamancer fishies would remind me of the ones from Riparium. Hmm, I like the rare plant idea as well, almost like a flowerpot. It would have to take a while, though. happy.gif I'm thinking maybe 2 years for a basic that you have to tend to at least once or twice every 2 months? Feeding the fish, cleaning their water, that sort of thing for example. Wouldn't make it every month, shouldn't punish people for not being able to be here.. or maybe make it go down a step if you miss two months in a row?

I like this.
Elryn2004-12-22 08:10:53
Hmm, warriors would be the tough guilds to think of something for. Particularly because they are so combat-oriented, a non-combat diversion is difficult to pin down. Maybe its just because I'm not much of a warrior myself. tongue.gif

I think Celestines would have something that relates to the Supernals, and light or vision... maybe auras? Or celestial orbs or something? Not sure - I only really know a lot about the Moondancer guild.
Jasper2004-12-22 08:37:28
Celestines getting some sort of holy vision would be interesting, not only that but great roleplay. Perhaps for Warriors, they could have a non-killing version of something? Like perhaps they do some sort of fencing or something?
Shiri2004-12-22 12:00:30
I'm just kinda hoping they, if they did this at all, would add it in as a sort of 4th guild miniskill. I like how the 3 guildskills are all combat orientated, because when it came to combat, having, say, an occultist with 3 skillsets fighting a druid with 2 (and one was entirely localised) was kinda annoying. I know the druid could win in his grove and what have you, so that may be a bad example, but I think the trade skills were put aside from guildskills for that very reason.

If that's what you were suggesting all along, ignore me. biggrin.gif
Elryn2004-12-22 12:13:29
Actually, its more like adding abilities to existing skills, not replacing anything. I'd prefer that it goes into our guildskills than having a special skill to start training up as well as the others, and it makes sense that you can't become amazing in any of them without being capable in your guild lore.
Unknown2004-12-22 12:16:01
Geomancers could shape the earth, and make things out of rock...

Do I hear...masonry? biggrin.gif
Jasper2004-12-22 22:14:23
Masonry? They can help build houses and buildings! tongue.gif
Unknown2004-12-22 23:15:27
Skill for Rogues -

Suck
Syntax: Lose

Upon invoking this skill, the user is disarmed of any masterwork weapons they are wielding, and killed by a malevolent force. The victim loses two levels instantly. After returning to life, the user with be afflicted with Suck for 72 hours, in which time everyone they kill gains instant avenger status; also, any time they are killed the offender is not added to their bullies list.

laugh.gif
Shihsou2004-12-23 02:45:39
Demonology. As it is, the demons we Nihilists recieve are granted to us by the Demon Lords. They're tools, little more. One would think that working so closely with them (indeed, partially becoming demons ourselves), we would learn a bit about creating them ourselves. I don't know about you, but I like the idea of crafting evil beings from the heartblood of elfen children in dark rites..... but then again, this from the guy who used zmapper to actually construct a Necropolis....
Daganev2004-12-23 02:53:40
If there is one thing Warriors like its bragging rights... sooo
This would first require bonecrushers to get things like ears and scalps ... note, such ears and scalps to not come from deaths so technically you don't have to kill people for these things.....

Trophies.
By collecting artifacts from various kills and creatures around the basin, Warriors may create trophies to be placed in a trophy room. After years of hard work, they may make 1 shrine to themselves in a room. .. like a old Druid's grove, but only as a trophy room.