Simple ideas

by Mirami

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Aicuthi2010-07-14 11:33:47
QUOTE (Janalon @ Jul 14 2010, 10:01 AM) <{POST_SNAPBACK}>
Would you also have a Magnagoran Viscanti Ninjakari spec. . .


I can dream, but it isn't happening.
Janalon2010-07-14 12:29:58
QUOTE (Aicuthi @ Jul 14 2010, 07:33 AM) <{POST_SNAPBACK}>
I can dream, but it isn't happening.


BRIAR FAELING Nekotai spec Faeling

QUOTE
4.14.5 The Faeling Race

STATISTICS:
Strength : 7 Dexterity : 18 Constitution: 9
Intelligence: 15 Charisma : 16 Size : 4

ADVANTAGES:
o Shares Elfen racial language.
o Can FLY.
o Regenerate health and mana while in forest environments, Level 2.
o Recover balance more quickly, level 3.
o Heal faster from elixirs, level 3.
o Faster herb balance, level 1.
o Special for Night and Crow Totem: Upon gaining the Wicca Night
specialisation or Druidry Crow specialisation, a faeling becomes a
Shadowcaster Faeling with statistics changing by +1 constitution,
+1 intelligence, -3 dexterity and +1 size. Faelings who choose the
warrior path, upon gaining the specialisation become a Shadowlord
Faeling with statistics changing by -3 intelligence, -3 charisma,
+4 strength, +2 constitution and +2 size.
o Special for Shadowbeat Users Only: Upon gaining the Shadowbeat
specialization in Music, a faeling becomes a Shadowsinger Faeling with
statistics changing by -1 strength, -1 size, +1 intelligence, +1 charisma.
o Special for Nekotai users only: Upon gaining the Nekotai specialization
in Kata, a faeling becomes a Briar Faeling with -3 intelligence, -2
charisma, +1 dexterity, +2 constitution, +2 strength.


And DREAD VISCANTI Ninjakari spec Faeling

QUOTE
4.14.18 The Viscanti Race

STATISTICS:
Strength : 13 Dexterity : 10 Constitution: 14
Intelligence: 12 Charisma : 10 Size : 13

ADVANTAGES:
o Can breathe poison gas upon reaching level 50.
o Regenerate health and mana while in Tainted land, level 3.
o Immune from poison gas.
o Resistance to poison damage, level 1.
o Resistance to blunt damage, level 2.
o Resistance to cutting damage, level 2.
o Resistance to magic damage, level 2.
o Advantage in village influencing, level 2.
o Advantage in intimidation influencing, level 2.
o Special for Geomancy and Necromancy Users: Upon gaining the Geomancy
specialization or Nihilist specialization, a viscanti becomes a Master
Viscanti with statistics changing by -2 strength, -2 dexterity,
+3 intelligence and +2 charisma. Viscanti warriors who choose the
necromancy path, upon gaining the necromancy specialization become a
Brood Viscanti with statistics changing by -2 intelligence, +3 strength,
+2 dexterity, +2 constitution and +2 size.
o For Necroscream Users Only: Upon gaining the Necroscream specialization
in Music, a viscanti becomes an Irontongue Viscanti with statistics
changing by -2 strength, -2 size, +2 intelligence, +2 charisma.
o For Ninjakari Users Only: Upon gaining the Ninjakari specialization in
Kata, a viscanti becomes a Dread Viscanti with statistics changing by
-2 strength, -2 constitution, -2 size, +6 dexterity.


DISADVANTAGES:
o Heal more slowly from elixirs, level 2.


Hrmmm. . . not sure that I see these monk org specs working out over balance bonus or weapon bonus races.
Shiri2010-07-14 13:17:56
Estarra already vetoed default spec races for monks, though it was never explained why.
Neos2010-07-14 13:55:37
QUOTE (Sylphas @ Jul 12 2010, 04:55 PM) <{POST_SNAPBACK}>
Give us slivven counts for modules too.


This. It would make slivven tracking when I'm empathing so much easier. I currently do keep count, but I can't subtract from it and can only reset back to zero.
Unknown2010-07-14 15:04:59
QUOTE (Shiri @ Jul 14 2010, 08:17 AM) <{POST_SNAPBACK}>
Estarra already vetoed default spec races for monks, though it was never explained why.


Not a close enough tie to the orgs themselves, I'm thinking. Which is why kephera and illithoid get their native bonuses instead.
Shiri2010-07-14 16:09:29
QUOTE (Vendetta Morendo @ Jul 14 2010, 04:04 PM) <{POST_SNAPBACK}>
Not a close enough tie to the orgs themselves

Well how about that.
Noola2010-07-14 16:18:30
Well, I've always wondered... why do they need the same strong tie?

I mean why can't a monk guild, having trouble finding it's place in the Commune or City it's in decide, "Well, we'll just put the guild first." Sure, they'll defend the Commune/City and the people in it and obey the laws and so on because it's their home and all, but their goals, their purpose, etc. That's their own.

Just once, I'd like to see a guild (or Order for that matter) put itself ahead of the org, philosophically. I think it would be interesting, and honestly, since the monks have such a strong perceived disconnect, why couldn't they be the ones to at least try it?
Janalon2010-07-14 17:19:58
QUOTE (Noola @ Jul 14 2010, 12:18 PM) <{POST_SNAPBACK}>
Well, I've always wondered... why do they need the same strong tie?

I mean why can't a monk guild, having trouble finding it's place in the Commune or City it's in decide, "Well, we'll just put the guild first." Sure, they'll defend the Commune/City and the people in it and obey the laws and so on because it's their home and all, but their goals, their purpose, etc. That's their own.

Just once, I'd like to see a guild (or Order for that matter) put itself ahead of the org, philosophically. I think it would be interesting, and honestly, since the monks have such a strong perceived disconnect, why couldn't they be the ones to at least try it?


I'm personally against the idea of extended org race specs to also cover monks. As was mentioned before, monks are a completely alien entity to the basin having emerged from the depths of the UV. This is reinforced through the foreign sounding kata specialization abilities and the limit of spec races to illithoid/kephera.

The limit on monk racial specs gives some racial diversity to orgs, and establishes a loose allegiance with the respective illithoid/kephera axis. There are some neat outcomes as a result (for example, guild/commune laws that regulate the hunting of the UV, joining monk guilds, etc).

Also, this foreign racial representation allows for alliances outside the org and in alignment with corresponding race. For example, the Ninjakari and Nekotai share a social clan. We've managed to have a shared treaty for a little while (until Glom & Mag completely went separate ways). Not sure if the Shofangi and Tahtetso also have any similar arrangements based on their kepheran similarities.

I don't ever predict the Nekotai pulling away from Glomdoring. That being said, we do hold a reverance for the Great Spirit Scorpion who is not wyrded and chooses to remain separate of the forrestal communes. Pretty sure something small is in the works to gently push us back towards worshipping Crow/Night. As was mentioned elsewhere and before, it would be interesting if G'ma Scorp ever gets aggressive against Glom.

All in all, illithoid/kepheran monks have the ability to mix it up in a positive way.
Siam2010-07-14 19:16:23
Plants versus Zombies-ish Arena Game! GO! GO! GO!
Neos2010-07-14 19:28:43
QUOTE (thisismydisplayname @ Jul 14 2010, 03:16 PM) <{POST_SNAPBACK}>
Plants versus Zombies-ish Arena Game! GO! GO! GO!


You, sir, are my new best friend. Of course choosing sides would be super difficult. Walnut or Dance Zombie.
Siam2010-07-14 19:32:40
QUOTE (AquaNeos @ Jul 15 2010, 03:28 AM) <{POST_SNAPBACK}>
You, sir, are my new best friend. Of course choosing sides would be super difficult. Walnut or Dance Zombie.


Cob Cannons!
Neos2010-07-14 19:34:48
QUOTE (thisismydisplayname @ Jul 14 2010, 03:32 PM) <{POST_SNAPBACK}>
Cob Cannons!


Cherry Bombs!
Siam2010-07-14 19:51:32
QUOTE (AquaNeos @ Jul 15 2010, 03:34 AM) <{POST_SNAPBACK}>
Cherry Bombs!


Cat-tails!

Anyway, Lusternia's Plants versus Zombies game could be a Gnomes versus Finks thing. It could involve firing canons from a distance using arena ammunition which requires x number of y thing to create. I miss that cannon-thing on top of Smoke Mountain.
Aicuthi2010-07-15 00:00:12
QUOTE (Janalon @ Jul 14 2010, 12:29 PM) <{POST_SNAPBACK}>
cool stuff


Brilliant work. Now envoy it somehow?
Unknown2010-07-15 02:24:44
QUOTE (Noola @ Jul 14 2010, 11:18 AM) <{POST_SNAPBACK}>
Well, I've always wondered... why do they need the same strong tie?


Part of me just doesn't want to see that can of worms opened, either. As lulzy as I'm sure a faeling monk spec would be, uh... no.
Xenthos2010-07-15 02:26:52
QUOTE (Vendetta Morendo @ Jul 14 2010, 10:24 PM) <{POST_SNAPBACK}>
Part of me just doesn't want to see that can of worms opened, either. As lulzy as I'm sure a faeling monk spec would be, uh... no.

This would be amazing.
.
.
.
...ly broken.
Casilu2010-07-15 02:30:55
QUOTE (Xenthos @ Jul 14 2010, 07:26 PM) <{POST_SNAPBACK}>
This would be amazing.
.
.
.
...ly broken.


You mean the merian spec that Celest would get?
Xenthos2010-07-15 02:34:11
QUOTE (casilu @ Jul 14 2010, 10:30 PM) <{POST_SNAPBACK}>
You mean the merian spec that Celest would get?

No, the already-powerful Faeling monk speed.

Now with more dexterity, strength, and con!
Unknown2010-07-15 10:48:53
While we're on the topic, can we get Serenwilde racial specs for Faeling and Glomdoring racial specs for Elfen?
Saran2010-07-15 12:11:25
QUOTE (blastron @ Jul 15 2010, 08:48 PM) <{POST_SNAPBACK}>
While we're on the topic, can we get Serenwilde racial specs for Faeling and Glomdoring racial specs for Elfen?


why