Utility Abilities/Effects

by Estarra

Back to Ideas.

Sylphas2006-09-14 17:54:41
Even if it just showed general messages, like warriors get, that would be nice.

I don't really have an idea for a new utility skill, but I thought I'd just say how much I love Prints. I pretty much totally overlooked it when I had Hunting last, but it's usefulness has since been pointed out to me (very handy for being able to tell if you're missing furrikin in Estelbar). It's just a very neat skill in general, and more things like it would be neat, skills that you might think of a use for, but have a neat epiphany one day and discover are actually very handy.

Genos2006-09-14 20:43:30
QUOTE
For Necromancy users:

Raise dead - This ability allows to raise corpses (should you have one or in the room) into a skeleton and the higher skill in Necromancy, the stronger the skeleton gets (No, not TO strong like Near God hood or something)

Yeah, I know, I got this from Diablo ninja.gif


They already have that ability... with the exact same name. It raises different undead depending on the level of the player whose corpse is used.



I know I posted this in another thread before but here's just some random utility abilities for Hunting/Tracking.

Hunting:
Change Stalk to be able to be used on Mobs so you can follow them, good for quests or keeping an eye out on a certain denizen.

Add an ability to have a chance to harvest a spinneret from a dead spider (like the ones from Black Widows, obviously Black Widows wouldn't be able to have them harvested since they drop them on death).

Tracking:

In Huntingcompanion - Something like "Herding", a passive ability that ticks every few seconds and pacifies a startled animal, also while in effect the bond will prevent you from running into cows or sheep.
Unknown2006-09-14 21:04:51
(from a thread of mine way back when)

First is an addition to the CAMPFIRE ability.

Syntax: ROAST
I've always thought it was sort of silly that Hunter's couldn't feed themselves. I mean, that has got to be a major point of 'hunting', in all reality. This would create "bits of roasted " which could be eaten. You'd get more chunks based on the essence value of the corpse (which is, I believe, how Necromancers eat corpses). With an obvious cap, so you don't get hundreds of bits of food. They'd decay at the end of the current month, but would allow the hunter to feed himself and those who are hunting with him. It will still cost them the wood though, so it wouldn't really be abused to put cooks out of buisness across the board or anything.

An example would be, you kill a moose. You roast it, and get three "bit of roasted moose" in your inventory.

Next is a new BOND ability for Trackers

HERDING
Syntax: BOND HERD
This works similarly to Rustle, but rather than using a rope, you're using your Hound, and you can also herd sheep as well as cows. The added advantage is that if a cow/sheep panics and bolts, the hound will follow and herd it back to you, rather than making you chase after it yourself. This ability can also be used from a distance-the hound will herd the animal and bring it back to you, but only within local area.

This, again, isn't a huge advantage, but its something to give them a bit of an edge, especially since they rely so heavily on commodities.

Third, is a boost to PRINTS upon choosing Tracking.
Currently, Prints will show you what's in the area, but it doesn't give you any idea of where. This doesn't really make sense, as a tracker should be able to tell which direction the prints are headed. So, upon taking Tracking, Prints also gives a general direction to things of particular interest-ie, players.

A usual Prints readout shows like this:
QUOTE

You squat down and study the prints on the ground, determining that there are at
least 4 rabbits, 3 bucks, 4 squirrels, 3 frogs, 3 does, 11 native faelings, 11
native elfens, a native furrikin, a platypus, a salamander, 2 native igashos, 3
furrikins, an elfen, a lucidian, and a mugwump living in this area.



It would change to look like this:
QUOTE

You squat down and study the prints on the ground, determining that there are at
least 4 rabbits, 3 bucks, 4 squirrels, 3 frogs, 3 does, 11 native faelings, 11
native elfens, a native furrikin, a platypus, a salamander, 2 native igashos.
Of special interest:
a furrikin and mugwump are to the west.
2 furrikin are to the north.
an elfen and a lucidian are to the southeast.


Its still no match for Wolf Scent, but Trackers really could use something to help them actually..you know track people. And by the way.. where are there native igashos in Southern Serenwilde? blink.gif

Lastly, and while this one may slightly affect combat, if Alarm comes back, it won't.

Pretty much a trap like any other, its a simple trip wire. The difference between this and all other traps is that it isn't aggressive, and so you do not have to declare or have them enemied. This will effect everyone except personal allies. All it does is act as an alarm, so you know when people pass a certain location.

the thing that made me think of it is that Hunter's tents have no doors, so you have no clue if someone shrouded comes in. That just seemed wrong to me, considering it says the tent has a door, but anyone can slip in un-noticed. So a possible use of this trap would be so that you know when someone approaches outside of your tent, so that you aren't completely caught off guard.

Oh, and speaking of tents.. would it be possible to increase the customizable bits? Cause as far as I know, you can change the exterior description, but not the interior.. which defies all logic, really.
Diamondais2006-09-14 21:10:22
One hoists the elevator, the second one..I have no idea. blink.gif
Sylphas2006-09-14 21:29:02
QUOTE
Hunting:
Change Stalk to be able to be used on Mobs so you can follow them, good for quests or keeping an eye out on a certain denizen.

This would be incredibly awesome. I haven't really asked around, but does anyone actually use stalk? This change would be absolutely wonderful utility. I'd actually go influence Tosha more than once a year.
Shorlen2006-09-14 23:14:48
QUOTE(Estarra @ Sep 14 2006, 01:38 PM) 331363
Doesn't it make more sense in nature?

It does, but Commune warriors have totems and not nature, hence the totems for everyone in the Communes and noone in the Cities. I suggested Nature in an earlier post since it actually makes sense, and gives it to more people than putting it in Wicca would. Nature is sorely lacking in useful skills though...

QUOTE
I just had this silly thought of a new skill in tailoring, call it "fashionista", where the tailor can adjust the clothing on a person so they look better, increasing their influence skill which lasts an hour or so (You have been dressed by a fashionista!).

(Ok, been watching Queer Eye and What Not to Wear too much......)

I'd certainly love it! biggrin.gif Would it work on people who were naked? Would it enhance begging, or make it worse (like having more fashionable clothing does)?

Also, maybe a FashionSense skill to show how much prestige someone had, or how much a piece of clothing/jewelry had? Not that any of us get how Prestige works...
Sylphas2006-09-14 23:18:28
Not all commune Warriors have totems anymore either. Stick it in Nature, it needs the love.
Unknown2006-09-14 23:26:51
QUOTE(Estarra @ Sep 14 2006, 05:38 PM) 331363

I just had this silly thought of a new skill in tailoring, call it "fashionista", where the tailor can adjust the clothing on a person so they look better, increasing their influence skill which lasts an hour or so (You have been dressed by a fashionista!).

(Ok, been watching Queer Eye and What Not to Wear too much......)

giggle.gif

Does influence really need more boosts though?
Unknown2006-09-14 23:38:47
QUOTE(Avaer @ Sep 14 2006, 04:26 PM) 331458

giggle.gif

Does influence really need more boosts though?


It'd be nice if the current ones actually had a noticeable effect tongue.gif
Unknown2006-09-14 23:46:00
Discipline skill - Power Manipulation

POWERFUEL <#> power with
POWERBURN <#> power into
Cost: 1-10 power (any) for Powerburn
When your active power supply begins to dwindle, you can attempt to hasten its refuelling from your reserves through a powerful exertion of your will. The more power you attempt to force into your active supply, the more your lifeforce will be taxed through the effort.

Medium to long eq. cost. Damages your health or mana equal to the active power you transfer in x10. Regaining 5 power, thus, will damage you for 50% of your maximum health or mana. If you lack the health or mana to make the transfer (trying to transfer in 10, for example) you will die.

In a desperate situation, an adventurer can choose to brashly burn away a portion of their active power in exchange for a direct boost to their health, mana, or ego. Though it makes for a quick refill in times of need, such an act is extremely inefficient.

Basically, small eq. cost, recovers a % of the stat based on how much power you spend x10. 1 = 10%, 2 = 20%, ect.
Unknown2006-09-14 23:54:36
Ooo.... I know! Let's put the two coolest, most unique aspects of Lusternia together -

Aethership influence!!!

You can engage a distortion field from a shield module, which temporarily disguises your aethership as an aethermonster and hence ends attacks as long as no hostile action or movement is taken.

While disguised your empath can soothe an aethermonster, making it receptive enough so that each turret can use one of the influence attacks on it. If you win, each crew member gets experience weighted by their level and the level of the monster. Charity means your ship can gain collectable materials, weakening means they are easier to kill, empowering means they are harder to kill but slower, paranoia means they run around chaotically, and seduction means they trail in your wake for a little while and ignore your ship alone.
Raysicia2006-09-15 02:41:59
How about something in forging for more general utility? Like knives or such that cooks need to use... sickles, or crsecent blades for herbalists to harvest... hinges and such for artisans.

I always liked the idea of forging being more about just weapons and armour.

I think bookbinding could use a boost of its own as well...
Verithrax2006-09-15 05:05:01
QUOTE(Avaer @ Sep 14 2006, 08:54 PM) 331468

Ooo.... I know! Let's put the two coolest, most unique aspects of Lusternia together -

Aethership influence!!!

You can engage a distortion field from a shield module, which temporarily disguises your aethership as an aethermonster and hence ends attacks as long as no hostile action or movement is taken.

While disguised your empath can soothe an aethermonster, making it receptive enough so that each turret can use one of the influence attacks on it. If you win, each crew member gets experience weighted by their level and the level of the monster. Charity means your ship can gain collectable materials, weakening means they are easier to kill, empowering means they are harder to kill but slower, paranoia means they run around chaotically, and seduction means they trail in your wake for a little while and ignore your ship alone.

Congratulations. You win Lusternia.
Daganev2006-09-15 05:56:32
QUOTE(Fallen @ Sep 14 2006, 04:38 PM) 331463

It'd be nice if the current ones actually had a noticeable effect tongue.gif



Actually, with all these influence artifacts which require you to wear them, a skill that lowers your status from royalty to something less flattering, would be needed.

Otherwise you can't really beg unless you have super Charisma.
Anarias2006-09-15 06:33:56
QUOTE(Fallen @ Sep 14 2006, 03:04 PM) 331407

Currently, Prints will show you what's in the area, but it doesn't give you any idea of where. This doesn't really make sense, as a tracker should be able to tell which direction the prints are headed. So, upon taking Tracking, Prints also gives a general direction to things of particular interest-ie, players.

A usual Prints readout shows like this:
It would change to look like this:
Its still no match for Wolf Scent, but Trackers really could use something to help them actually..you know track people. And by the way.. where are there native igashos in Southern Serenwilde? blink.gif

Lastly, and while this one may slightly affect combat, if Alarm comes back, it won't.

Pretty much a trap like any other, its a simple trip wire. The difference between this and all other traps is that it isn't aggressive, and so you do not have to declare or have them enemied. This will effect everyone except personal allies. All it does is act as an alarm, so you know when people pass a certain location.

the thing that made me think of it is that Hunter's tents have no doors, so you have no clue if someone shrouded comes in. That just seemed wrong to me, considering it says the tent has a door, but anyone can slip in un-noticed. So a possible use of this trap would be so that you know when someone approaches outside of your tent, so that you aren't completely caught off guard.

Oh, and speaking of tents.. would it be possible to increase the customizable bits? Cause as far as I know, you can change the exterior description, but not the interior.. which defies all logic, really.



Yes to all of this.
Daganev2006-09-15 06:38:32
>And by the way.. where are there native igashos in Southern Serenwilde? blink.gif

I think they are running the elevators.
Diamondais2006-09-15 16:06:43
QUOTE(daganev @ Sep 15 2006, 02:38 AM) 331599

>And by the way.. where are there native igashos in Southern Serenwilde? blink.gif

I think they are running the elevators.

Only one is Daganev. The other, this is the first time Ive heard of it. But maybe someone finally gave that one company, hes been ever so lonely.
Unknown2006-09-16 13:20:23
Edit: Upon thinking, these ideas don't seem very much like utility abilities or effects, do they? I wonder how I managed to decide on posting here.

Edit: Wheee, moved to a new topic on its own.
Unknown2006-09-16 13:47:46
Alright, here's a proper utility ability.

I have a love-hate relationships with vitae. On one hand, one wrong step into guards, and its a double death. On the other, there are times when vitae had let me actually survive.

So what I propose, is an ability to strip yourself of vitae. You gain back 2 power or 1% reserves when you do that. So you can do it if you are going to die anyway, or you can use it for a small burst of power to escape or kill, and if you're forced into doing it like by pooka, you don't lose all the power.

And to build on that, there can a fae/demense effect/demon which will strip non-power defences on a long timer. I'm burnt out as to how to further build on this.
Xenthos2006-09-16 13:57:41
QUOTE(Caerulo @ Sep 16 2006, 09:47 AM) 331916

Alright, here's a proper utility ability.

I have a love-hate relationships with vitae. On one hand, one wrong step into guards, and its a double death. On the other, there are times when vitae had let me actually survive.

So what I propose, is an ability to strip yourself of vitae. You gain back 2 power or 1% reserves when you do that. So you can do it if you are going to die anyway, or you can use it for a small burst of power to escape or kill, and if you're forced into doing it like by pooka, you don't lose all the power.

And to build on that, there can a fae/demense effect/demon which will strip non-power defences on a long timer. I'm burnt out as to how to further build on this.

Stripping vitae would have to be unforceable-- they removed it from inquisition for a reason. Still, being able to drop vitae is a possible idea, and I know it's been bandied around before. If you're forced into sipping vitae by a pooka... well... put your vitae in your backpack? If they give you a vitae, then you just gained a pretty decent prize as a result of dying.

As to the second- Dark Moon is a skill that passively drops defences, on a not-so-long timer. I'm not sure it needs to be a fae-ability on top of that. Demon is a possibility, though! "The hideous archdemon smiles cruelly as it rakes a claw across your forehead. Blinding pain fills your mind as the laughing voice of the demon fills the air, and you feel like a part of yourself has been torn away." Or something! happy.gif