You are an undead, you must collect souls from your slain foes. Souls serve to improve your equipment, characteristics, skills, ...

Idea by DarkGod.

Inspiration may include MUD RetroMUD ideas of "fallen" character class and "fellblades" -- http://www.retromud.org/ --Anon

DarkGod: Not really no, given I've never played any MUD, let alone this one, you can't call it inspiration ;>

I was suggesting it as a potential reference for cost balancing actually, not slandering your creativity. ;) --Anon

Sirrocco: That whole "undead powered by the slaughter of the living" thing "is" a pretty old concept. Sporking of which, given that this has actually turned into Bone to be Wild, is there a reason to keep around a seperate page for it? (Mind, if you mean to go back at some point and run the inital concept of a racial-growth, unlimited-enemy Bone, then I'm all for it, but I figured that had fallen by the wayside.)

zombie (Starting race. Slow, inaccurate, lousy stealth, medium to poor armor, medium strength, cannot use equipment. No inventory. Lots of hitpoints, No mana, hp decays slowly. Recover HP and advance by eating corpses (no hacking). Small corpse capacity.)

ghost: a bit of speed, few hit points, immune to most weapons but horribly endangered by magical attack. Has some magical power, but no ability to wield weapons or wear equipment. Loses mana slowly over time, then HP when mana exhausted. Does not regenerate HP. Has touch attack that drains mana from living foes and a simple self-heal spell. High stealth. Insubstantial. Advances by absorbing the souls of those enemies that die immediately adjacent. Short-distance darkvision. (ref: Hengband ninja) light attacks cause stun and/or fear, rather than blindness. Moderate soul capacity. Corpses no longer generate.

Skeleton: a bit of speed, some hit points, can search corpses for bones and equipment. Can wear equipment. Has inventory. Significant improvement in accuracy. No mana, HP decays more slowly, recover HP and advance by absorbing bones. Vulnerable to blunt attack. Bones kept in inventory.

Ghoul: Generally high-quality combat stats all around. Can wear armor. Can wear weapons, but not all that good at them. Has inventory. No mana, HP recovers slowly. Search corpses for equipment then eat for advancement and faster healing. Natural attack scales nicely, can acquire intrinsic disease and paralyze effects. Moderate corpse capacity increase at each bracket.

Plague Zombie: Very rare, this is what happens when a zombie manages to get its hands on sufficient plagued flesh before anyone else manages to kill it. Zombie acquires plague intrinsic in melee attacks. Zombie is surrounded by a cloud of disease and toxin that weakens and damages everything not immune to same. Otherwise as zombie. The player can still improve as normal to zombie caps with normal flesh (if he has not capped out already) but advancing any further on the plague track (and thus, at this point, advancing at all) requires either plagued or demonic flesh. Fortunately, natural monsters killed by plague effects drop plagued flesh, so this is not as bad as it might be. No increase in corpse capacity.

General notes for world: armor improves AC, and may have other benefits, but does not cover anything vital (like resists in the base game). Resists are generally static, though some races will have some initially and the advanced races will have the opportunity to buy up a few more. Pretty much all of the races will have to deal with a few resistance holes no matter what they do, and damage should be scaled appropriately. It may be that some armors will cover some resists - it still should not be possible to have all resists covered by any one character. Note that some damage types disappear. Everyone is immune to darkness. Everyone is immune to disease and poison, and a large enough percentage are immune to nether that none of the enemies bother to carry it. Light and Holy, on the other hand, are serious threats, and some enemies have spells that cause banishment damage, which only effects the two demons and the spirit tree, but hurts them pretty badly in both HP and mana. There are no levels here. Instead, each character type has an advancement resource that they spend to purchase skills, much like in Bone.

Not that I have the coding skill (or time) to *do* anything about this, mind, but I felt inspired, and thought I'd try to share a bit of that inspiration with others.

--- Sirrocco

JohnGilmore: I stand in Awe. Really. I differ a bit in how I see progression going, though. I really liked the "Bone" structure, and I hesitate to add any more types of xp. Instead, I see this as a more-or-less logical expansion of the Bone To Be Wild plotline - Something along the lines of after you kill the old mage, you investigate his books, and ---

Hmm, Seems here that though you can bolster the spell to remain after the 24 hour limit, 
you will have to fundamentaly alter its form. 

...

That will also alter your physical form, and determine your abilities and even shape

...

Blah, blah, blah, etc. etc. etc. Lots of useless junk here. 

...

It seems that's it then. Time to make a choice.

And then prompt for which of the first four to become. Maybe with a quick side quest to get the reagents. (go kill something different, or such)

Then the further down the plotline you'd get further choices. Obviously, some rearanging of side quests and such would be in order. Uhm, actually I suppose you'd essentially have to write a whole new set quests, really.

Put the incompetent Necromancer's library at the end of his dungeon, and have it be his books instead of the wizards which give you the first choice, and then put the quest(s) for the second choice in place of that dang-near-impossible elemental level. And then off to kill the wizard!

Anyway, I figure each choice would have at most three kinds of souls/flesh/blood to store, and I think most should have two. The skeleton kings should have only one (spirit is folly, flesh is ignorance, it is in the BONES that true power lies) and should further have a cheap "summon multiple minor skeletons" which, if cast seven or eight times, should darn near fill the room with skeletal warriors. Uhm, at high levels of course. Vampires should also have just one, though to do the vampire legends justice you'd really have to make it one of the first choices, with several subtypes that may use souls or perhaps even flesh.

I really like the plague demon though. It's twisted. Anyone who ran would be safe forever though. Well, I guess there are always corners, and the AI is pretty stupid, you'd get them eventually. The undead demon consuming living flesh in preferance to dead conjurs visions of handprints forced out from the inside as the prey fruitlessly struggles to climb back up your gullet. It's nice.

Sirrocco: I appreciate the praise, but I have to disagree with you. Bone is small and simple and beautiful, and with the "all resources are limited and finite" aspect, its simplicity is the only reason it's even *possible* to balance. Let it be its thing. This is a different thing, though it shares some thematic elements. It's also somewhat different. In Bone, you could sit around if you wanted to, vibrating in place, but it didn't *do* anything for you. In this game, there are some characters that decay over time, and must keep moving or starve. Also, to be perfectly frank, unless someone likes this thing enough to implement it, it is a meaningless thing. Ideas are cheap. Sweat is what matters.

DarkGod: Yeah Bone is fine as it is(what ? more souls ? what ? ;> ). But I too like the ideas, maybe someday ... ;>

Orvin: How about a module playable only with Bone winners...or, for that matter, ToME winners :)

Modules/SoUL (last edited 2006-12-21 14:08:43 by c-68-49-168-97)