New Secondary Skillset

by Fain

Back to Ideas.

Unknown2007-04-27 16:59:31
QUOTE(Gwylifar @ Apr 27 2007, 10:00 AM) 402095
So many of these ideas seem like primary skillsets that would have a guild associated with them. So much offense in them. Offense in the secondary skillsets we have now is very limited: a few things in Riding, Lowmagic, Highmagic, and Combat, maybe six or seven skills total. Mostly it's defense, healing, and utility. A new skillset open to everyone that has more than a little generally-applicable offense seems like a bad idea to me, in terms of balance at very least.


Which is why aetherbarbs should be setup as a Psionics specialization rolleyes.gif
Unknown2007-04-27 17:00:30
Double post. Please slay me.
Unknown2007-04-27 17:04:06
Hmm... more things, lets see...

Fling
Fling (bola) at (person) (direction)
-throw to the next room, for minor blunt damage. If the target isn't there, it returns.
Learn to throw your bola with expert skill at long ranges.

Incense
Inscense (bola)
- Can cause; fear, shy, impatient
Spread poisonous gases from your bolas.

Swerve
Swerve (bola)
- Cannot be knocked over. -%45 chance to hit.
Jamming the ball into the ground, and clinging to the chain
tightly, allows you to swing out of the way of incoming blows.

Just a few more neat ones as defensive
Razenth2007-04-27 18:08:31
Bolas don't feel like a secondary skill. More like a warrior spec.
Unknown2007-04-27 18:15:08
QUOTE(Razenth @ Apr 27 2007, 02:08 PM) 402167
Bolas don't feel like a secondary skill. More like a warrior spec.


Trying to pull off mixing acrobatics, athletics, and knighthood/hexes.

I suppose it does look liek a spec... mellow.gif
Gwylifar2007-04-27 20:24:09
My original idea of Clockwork would have been primarily utility with a few defenses thrown in. Building machines (and I don't mean robots, I mean machines: pulleys, water-engines, clocks, etc.... okay, maybe a very simple robot-like thing at the highest level) to help you do things. I imagined lots of Rube Goldberg contraptions to do things like pick up your kills automatically, make you able to function with a broken arm, move more quickly before the hasty message, harvest/forge/etc. faster (maybe one skill for each craft as a small boost to them -- build sewing machines, blenders, etc.), time things better (a water-clock that times your demesne effects for you, or a metronome to help bard songs tick more frequently). Things like that. Minor offense boosts now and then, but mostly utility with a side helping of defense.

I could write up a more full set of suggestions for stuff with pulleys and levers and scissors cutting strings held up by balloons, but I didn't, since Estarra was down on "tech" (even though I could do this using nothing that wasn't known in the real world long before plate armor) and skills that use objects (you got me there). I still could, if Fain or Estarra say it might be interesting to see after all.
Daganev2007-04-27 20:32:09
QUOTE(Gwylifar @ Apr 27 2007, 01:24 PM) 402187
I could write up a more full set of suggestions for stuff with pulleys and levers and scissors cutting strings held up by balloons, but I didn't, since Estarra was down on "tech" (even though I could do this using nothing that wasn't known in the real world long before plate armor) and skills that use objects (you got me there). I still could, if Fain or Estarra say it might be interesting to see after all.


I don't think the problem is with tech but more with replacing magic with technology. Meaning...

Why would I use a water clock to time my demesne, when I could just as easily atune my demesne to the cycles of the universe to do the same thing, and without carrying around an extra device? Just like (why would I worry about feeding a horse, when I can just as easily have car)
Unknown2007-04-27 20:33:02
QUOTE(Gwylifar @ Apr 27 2007, 04:24 PM) 402187
My original idea of Clockwork would have been primarily utility with a few defenses thrown in. Building machines (and I don't mean robots, I mean machines: pulleys, water-engines, clocks, etc.... okay, maybe a very simple robot-like thing at the highest level) to help you do things. I imagined lots of Rube Goldberg contraptions to do things like pick up your kills automatically, make you able to function with a broken arm, move more quickly before the hasty message, harvest/forge/etc. faster (maybe one skill for each craft as a small boost to them -- build sewing machines, blenders, etc.), time things better (a water-clock that times your demesne effects for you, or a metronome to help bard songs tick more frequently). Things like that. Minor offense boosts now and then, but mostly utility with a side helping of defense.

I could write up a more full set of suggestions for stuff with pulleys and levers and scissors cutting strings held up by balloons, but I didn't, since Estarra was down on "tech" (even though I could do this using nothing that wasn't known in the real world long before plate armor) and skills that use objects (you got me there). I still could, if Fain or Estarra say it might be interesting to see after all.


McGiver! shocked.gif
Jasper2007-04-27 20:36:50
I love the idea of a Voodoo skillset - but if it is ever made, please, please, PLEASE do not make the Loa totem spirits. In its basic form, voodoo is Ancestor Worship - and the idea of having different families of spirits would be amazing.
Unknown2007-04-27 20:43:59
So lets list all of the ideas so far, feel free to point out the (many) ones I have missed :

Clockwork, Voodoo, Creationism (or something like that), Bolanism, Aetherbarbs, chakra's...
Arel2007-04-27 21:19:57
QUOTE(daganev @ Apr 27 2007, 12:22 PM) 402135
I like the bola idea. specially for bards. Persoally, I like it better than Daggers. (though in the future I can forsee warriors using Daggers, with a bola secondary skill as well, and a replacement to athletics)

Aye, Ae based Gematria would be for anybody with highmagic. So, Mages, Guardians, Warriors, and Bards.

Gemaetria, should also have a strong connection to the bookbinding skillset, giving fusion skills such as.

Dictionary: Turn your magical tome into a Ae lexicon, giving the tome cool new offensive abilities.


wub.gif That rocks. Maybe the Dictionary ability could be like enchantment, where some skills only show up if you've learned them from HighMagic. So you'd have to know the MagicTome ability to get the Dictionary one. Actually, it'd be pretty cool is Ae had one hidden ability type thing (like Dictionary) for every trans tradeskill item.

Fear my Ae lexicon magic tome with shield runes and customization to look cool.
Razenth2007-04-27 21:57:33
You forgot Golemics Mirin. sad.gif
Unknown2007-04-28 01:33:38
QUOTE(Verithrax @ Apr 24 2007, 08:49 PM) 401409
Golem-making! Except, generalise golems to all kinds of contraptions and vehicles. You'd pick a method of locomotion for it (Legs? Wheels? Levitation), give it a reactor (Steam power? Running on lightning electricity? Drawing magical energies from the Aether itself?) load it up with weapons (Melee weapons? Gunpowder? Huge aetheric cannons?) and take it (or ride it!) into battle, guns blazing. Sort of like a mini-Colossus.


Mini colossus? = figurines. <3

Golemcraft? Sounds like a trade skill.

Golems have three parts - the engine, the shell, and the propulsion. Each part can be targetted individually. Adventurers can attack golems physically without help, but they will do little damage. Golems can attack constructs or colossi in roughly the same manner. Golems can attack adventurers, but as they are slow and rickety, it has little chance to hit. Golems attack other golems with standard damage.

Golems can attack with all their weapons, each has an individual balance.

Golems start off with two hardpoints to attach weapons to, mechanics can upgrade.

Inept - Shell - Create an outer shell for your golem. GOLEM SHELLS.
Novice - Fortify - With extra metal, fortify the body of your golem.
Apprentice - Legs - Allow your golem to walk on the ground. Works equally well in all terrain, except for water. GOLEM LEGS.
Capable - Attach - Attach a standard two-handed melee weapon to your golem. (Takes any non-masterweapon.)
Capable 33% - Wheels - Let your golem ride along the open roads, granting faster speed but slower balance recovery. Works best on roads, constructed underground, and urban areas, slow in other areas, immobile in water or flooded areas. GOLEM WHEELS.
Capable 66% - Gunpowder - Create gunpowder to use in a golem's weapon systems. Takes 5 sulfur, 2 coal, and 2 salt per gunpowder charge. (for the lack of saltpetre)
Adept - Repair - With metal commodities, give your golem a field repair.
Adept 33% - Engine - Create basic engines to power your golem. GOLEM ENGINES.
Adept 66% - Assemble - Assemble your golem if you have the necessary parts.
Master - Move on to a master specialization.


Three masteries - Mechanic, Pilot, and Commandeering.

Mechanic can add further weapons, engines, and et cetera to a golem, Pilot allows you to physically place yourself inside the golem, and Commandeering allows you to control more than one golem.
Unknown2007-04-28 02:03:49
QUOTE(requiem dot exe @ Apr 28 2007, 12:59 AM) 402142
Which is why aetherbarbs should be setup as a Psionics specialization rolleyes.gif

As interesting as that sounds, Psionics already have two specialisation, and is rather powerful compared to the other secondary skillsets. From what little I know of it, Psionics could do with a few tweaks, but should be fine without any major additions.

QUOTE(Arel @ Apr 28 2007, 05:19 AM) 402203
wub.gif That rocks. Maybe the Dictionary ability could be like enchantment, where some skills only show up if you've learned them from HighMagic. So you'd have to know the MagicTome ability to get the Dictionary one. Actually, it'd be pretty cool is Ae had one hidden ability type thing (like Dictionary) for every trans tradeskill item.

Fear my Ae lexicon magic tome with shield runes and customization to look cool.

I was thinking of that too, but I could only get links with Bookbinding, maybe Tailoring (you know, aetheric threads?) Nothing else for the other tradeskills.
Unknown2007-04-28 02:03:50
Ick. No, too techy.
Saran2007-04-28 03:25:36
QUOTE(Caerulo @ Apr 28 2007, 12:03 PM) 402259
I was thinking of that too, but I could only get links with Bookbinding, maybe Tailoring (you know, aetheric threads?) Nothing else for the other tradeskills.


Well really, this could be the whole improving objects thing. However one problem I have is, what advantage would be given to those with the links over someone with the trade but not the Ae stuff? Are splendor robes going to be better than normal ones, etc
Unknown2007-04-28 03:31:57
I don't think there should be a boost to the tradeskill, but rather more of a 'If you pick this tradeskill, you get this effect. If you pick another, you get another effect' kind of thing.
Tenebrae2007-04-28 07:57:32
This would be a third skillset for the bards or something. Or make it a Rogue only skillset, unavailable by all who has a class

AB AETHEMAGIA
AB AETHEMAGIA (Ability Name)

SUMMONING: To use, SUMMON ALTEREGO (ON/OFF). This will allow you
to summon your alter ego. It will automatically follow you and defend you from
attacks. Will constantly drain willpower until deactivated or destroyed.

PYROBLADE: To use, ALTEREGO PYROBLADE. By summoning a blade
of fire, you can give your alter ego a blade. Two blades can we wielded at the same time.

LAIYRE: ALTEREGO LAIYRE (ON/OFF). By creating a stronger connection between you
and your alter ego, you can speak and hear through it.

CHIKATSHIELD: To use, ALTEREGO CHIKATSHIELD. Use this ability to give your
alter ego a tower shield of earth. Two can be wielded at the same time.

YESLAT: To use, ALTEREGO YESLAT (ON/OFF). Your alter ego will hide itself until
you command him to attack.

KERNATCH: To use, ALTEREGO KERNATCH (target). Use this ability to force your
alter ego to attack a certain target. It will continue to attack that target until deactivated,
destroyed, or until the target is dead.

DEREKIS: To use ALTEREGO DEREKIS (target). Use this ability to force your alter
ego to defend a certain target. It will continue to defend that target until commanded
otherwise, destroyed, or when the target is dead.

PERCORD: To use, ALTEREGO PERCORD. Use this ability to give your alter ego
wings. To fly with it, use ALTEREGO HOLD, and it will grab you tightly against himself.
You can FLY and LAND as normal.

PLERFEX: To use, ALTEREGO PLERFEX (imbue/ teleport). This costs 1 power to use.
This will let you set a magical totem that you can travel with your alter ego to. You may have
ONLY one at all times.

FAEKIRE: Passive. This skill will at random burn away anything that binds the alter ego.

RASHAST: To use, ALTEREGO RASHAST. This ability will let you and your alter ego
gain a +1 mana, ego, and health regeneration for ONE hour. Costs 7 power to use.

SADILAN: To use, ALTEREGO SADILAN (target). It costs 3 power to use. This ability
will make your alter ego grab a target, jump up, and throw him against the ground, breaking
2 random limbs.

FERNAST: To use, ALTEREGO FERNAST. Use this ability to give your alter ego an axe of
lightning. Two can be wielded at the same time.

DELIMAR: Passive. This skill will allow your alter ego to instill fear into your enemies by
the sheer presence of it in the room.

GERETA: To use, ALTEREGO GERETA (target). This skill will let your alter ego force
a target to attack it.

CHEREF: To use, ALTEREGO CHEREF (target). This cost 3 power to use and will not
let your target use any focus abilities for a short period of time.

FORAXT: To use, ALTEREGO FORAXT. This ability costs 10p to activate. Once performed,
it will allow you to meld with your alter ego, giving you +2 to Strength, Constitution, and Dexterity, as well as the use of it's abilities. Every HOUR, it will cost you a 10p upkeep, as well as afflict you with a random malady. You cannot use FOCUS abilities under this form.

PLAESTE: passive. If you are melded with your alter ego, you will gain an increased chance
to do critical hits.

CATHORD: To use, ALTEREGO CATHORD (target). In one brilliant stroke, the alter ego will
eat the soul of the target, if the target's ego is halfway below his alloted maximum.
Costs 8 power to use. Can ONLY be used when you are under FORAXT.
Unknown2007-04-28 14:56:30
I liked the aether barbs and the Ae idea. If not spoken word Ae, then writing them onto papers or objects could be cool though (but then that'd be similar to tarot or runes...). I've been trying to think of a skill that could be common to both warriors and bards, something relating to dancing or stealth and then it'd specialize into aetheric ribbon dancing and poison masters ... er well, the ideas so far here look good =)
Unknown2007-04-28 18:04:50
No love for warriors sad.gif