incognito | Mon 08-Sep-03 06:31 PM |
Member since 04th Mar 2003
4495 posts
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#117, "for the underdark races"
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duergar = detect construct
Activated ability. 1 tick lag. No limit on use. Allows duergar to detect unnatural (ie not native to the underdark) constructs in the underdark tunnels. Includes traps, snares, briars, maybe plant growth. No direction needs specifying. It works one square in every direction and returns "something to the WEST is not native to these tunnels" etc.
duergar = tunnel
Manual ability. Takes 250 movement. Lags 3 ticks but during this three ticks the duergar will be in the new room (read on). Timer 12 hours. Duergar can tunnel in the rock of the wild underdark (ie the underdark tunnels). The effect of this is to leave a perfectly visible exit from the room in the underdark, but the room description does not change. The exit then leads into a new room, which has a description "a new tunnel has been started here, bits of pulverised rubble lying about". Anyone in the underdark when the ability is activated will hear the clatter of pick and hammer. Basically the use of this ability is to help give the duergar places to stand and let people rush by on the main routes. Should slow up pursuit if they hear only that a tunnel has been dug, but don't know where, and therefore have to pay more attention to the normal tunnels as they walk through them. Could also be used to disorientate people.
svirfs = detect residue of magic
Automatic ability. Svirf can tell if a spell was cast in a room in the underdark tunnels, as they can sense the magical energy through the stone. They can't tell how long ago it was, but they can tell what level it was cast at, to some extent. eg A very powerful magic spell was cast here (perhaps a lvl 51 spell), a moderately powerful spell was cast here (lvl 40 - 50), you sense the faint residue of a magic working here (lvl 30-39). Spells below level 30 are too weak to leave a residue. By spells, I mean the level they are cast at. ie hero detect invis would be powerful magic. Ignore spellcraft for this purpose. Does not detect communes.
svirfs = meld
Manually activated ability. Can be used once per game week. Allows the svirf to blend into and actually become part of the stone of the underdark tunnels. Whilst melded the svirf can use the WHERE command (but all it will return is whether there are vibrations in the area or not -- vibrations indicate other pc's in the underdark, whether friendly or not). Whilst melded the svirf can see nothing. He cannot be flushed out using area effects. He cannot be spotted. He can stay like this for 48 hours game time, at which point he becomes "normal" again. If he wants, he can end the state (eg if he has sensed no vibrations for a while) using UNMELD.
dark-elves = shake pursuit
manual skill. Timer 12 hours. Effectively a vanish skill usable in the underdark. Has the disadvantage that it could take the dark-elf some time to get his/her bearings. Costs 150 movement each time it is used. However, coupled with autosneak it should make it more difficult for others to have an idea of where in the tunnels the dark-elf is. He might be far off, or he could still be close.
dark-elf = darkness Unoriginal but I think really worth considering.
Manual skill. Timer 48 hours. Argument is number of ticks the darkness can last, and is dependent on skill with the inherent ability. At lvl 51 and 100% let the darkness be 12 hours. At 75% and lvl 1 the globe lasts 1 tick.
Apply the following multipliers to the duration of the globe of darkness:
in tunnels of underdark... x 2. Simple. on surface outdoors, at night... x 1.5. Not so simple because when day breaks... on surface outdoors, during day.. duration / 4.
So an outdoor surface darkness done by a hero dark elf with 100% ability and using argument 12 at 11pm would have duration 18 (12 x 1.5). However, come daybreak (say 6am), 11 hours are left. However, the 11 hours only leave a globe of darkness for 2 more ticks and some pulses (11 / 4 ).
indoors normal, no matter where.
No one can see in the globe at all, including the dark elf. Not with infravision. Not with any other vision. Maelstrom of the veils allows targetting etc as normal though. No one can scan into the globe, but they can see that a globe is there, using scan, except in the underdark. When walking into globe, you get echo "you are blanketed in darkness" or something similar.
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Zulg hijacks the Contest! Design an inherent ability
[View all] , Zulghinlour, Mon 08-Sep-03 05:05 PM
Contest closed: Now...on to the judging/implementing,
Zulghinlour,
01-Oct-03 06:06 PM, #89
Orc inherant - Scavenge,
Stunna,
30-Sep-03 04:22 PM, #87
Zulg hijacks the Contest! Yeah, yeah...,
Narissa,
30-Sep-03 01:25 AM, #85
More ideas! Zulg takes the whip!,
Narissa,
30-Sep-03 01:25 AM, #84
For Felars,
Narissa,
30-Sep-03 01:25 AM, #83
Last minute addition: Elf inherent,
Balrahd. (Guest),
29-Sep-03 05:26 PM, #82
RE: Zulg hijacks the Contest! Design an inherent abili...,
Nergal (Guest),
29-Sep-03 02:28 PM, #81
Orc: Bloodsense,
Chieften (Guest),
28-Sep-03 03:01 PM, #73
Erm...,
Valguarnera,
29-Sep-03 12:40 PM, #76
Arials,
Quislet,
28-Sep-03 03:01 PM, #72
RE: Arials,
nepenthe,
29-Sep-03 07:17 AM, #74
RE: Arials,
Quislet,
06-Oct-03 10:58 AM, #90
I'll take a crack at this,
Meladori,
28-Sep-03 03:01 PM, #71
RE: Zulg hijacks the Contest! Design an inherent abili...,
Ocelevan,
28-Sep-03 03:01 PM, #70
I'll take a crack at this,
Meladori,
29-Sep-03 02:28 PM, #69
Still a couple more days left.,
Zulghinlour,
25-Sep-03 05:48 PM, #68
Tailstrike.,
AllYourNexans (Guest),
25-Sep-03 05:37 PM, #67
RE: Tailstrike.,
Valguarnera,
29-Sep-03 12:49 PM, #79
arials inherent the ability to fly,
Hutto,
25-Sep-03 05:37 PM, #66
I'll try my hand at this....,
Laearrist,
25-Sep-03 05:37 PM, #65
I've got one.,
Kazrael,
25-Sep-03 05:38 PM, #64
Detect passage,
The Heretic,
25-Sep-03 05:38 PM, #63
Re: Detect passage,
Valguarnera,
29-Sep-03 12:39 PM, #75
RE: Re: Detect passage,
The Heretic,
01-Oct-03 06:05 PM, #88
Gnome/Svirf: Inherent 'Foot Stomp/Smash',
RealShea,
25-Sep-03 05:38 PM, #62
Elf inherent - superiority,
Tempranger (Guest),
25-Sep-03 05:40 PM, #61
Stuck at 65 responses for a few days now...,
Zulghinlour,
18-Sep-03 12:34 PM, #60
RE: Zulg hijacks the Contest! Design an inherent abili...,
(NOT Graatch),
25-Sep-03 05:39 PM, #59
more ideas...,
Trezzy (Guest),
25-Sep-03 05:39 PM, #58
RE: more ideas...,
Valguarnera,
30-Sep-03 01:23 AM, #86
my last entry (I think) - elf inherents,
incognito,
25-Sep-03 05:39 PM, #57
more inherent ideas - dwarves,
incognito,
25-Sep-03 05:39 PM, #56
more ideas - wood elf,
incognito,
25-Sep-03 05:39 PM, #55
some ideas for gnome inherents,
incognito,
25-Sep-03 05:39 PM, #54
Orc Inherent,
Chieften (Guest),
25-Sep-03 05:39 PM, #53
hmm,
Trezzy (Guest),
25-Sep-03 05:40 PM, #52
Arial - Grasping Claws,
Sebrille (Guest),
25-Sep-03 05:40 PM, #51
Gnomes - Ancient Plegde,
Sebrille (Guest),
25-Sep-03 05:40 PM, #50
RE: Zulg hijacks the Contest! Design an inherent abili...,
Circuits Edge (Anonymous),
25-Sep-03 05:40 PM, #49
Orc inherent,
Krivohan,
25-Sep-03 05:40 PM, #48
RE: Zulg hijacks the Contest! Design an inherent abili...,
Circuits Edge (Anonymous),
25-Sep-03 05:40 PM, #47
Arial - Wing Blast,
Wilhath,
25-Sep-03 05:40 PM, #46
More random human inherent possibilities.,
Sebrille (Guest),
25-Sep-03 05:40 PM, #45
RE: More random human inherent possibilities.,
Valguarnera,
29-Sep-03 12:44 PM, #77
Elves: Inherent 'Determine Protections',
RealShea,
25-Sep-03 05:40 PM, #44
Wood Elves: Inherent 'Soothe',
RealShea,
25-Sep-03 05:40 PM, #43
RE: Zulg hijacks the Contest! Design an inherent abili...,
Doge,
25-Sep-03 05:43 PM, #42
2 days in...47 responses...keep 'em coming (n/t),
Zulghinlour,
10-Sep-03 08:34 PM, #41
Inherent for Arials- Talonslice,
Sylvrin (Guest),
25-Sep-03 05:43 PM, #40
Felar: Inherent 'Enhanced Hearing',
RealShea,
25-Sep-03 05:43 PM, #39
Fire Giant: Warmth = Goodness,
RealShea,
25-Sep-03 05:44 PM, #38
CloudFire Giant: Inherent 'Thunderclap',
RealShea,
25-Sep-03 05:44 PM, #37
Arial: Inherent 'Force Down',
RealShea,
25-Sep-03 05:44 PM, #36
Storm Giant: Inherant 'Tidal Wave',
RealShea,
25-Sep-03 05:43 PM, #35
Orc: Inherant Disease/Poison Healing,
RealShea,
25-Sep-03 05:44 PM, #34
RE: Zulg hijacks the Contest! Design an inherent abili...,
Nightgauntish (Guest),
25-Sep-03 05:43 PM, #33
Arials,
Mordacai,
25-Sep-03 05:43 PM, #32
Me again...,
Narissa,
25-Sep-03 05:43 PM, #31
I'm still around... I hope,
Narissa,
25-Sep-03 05:43 PM, #30
cloud giant: fog,
Ululari,
25-Sep-03 05:44 PM, #29
Wood-elf: wood walking,
Ululari,
25-Sep-03 05:44 PM, #28
Half-Drow: faerie glimmer,
Ululari,
25-Sep-03 05:42 PM, #27
Arial: peck,
Ululari,
25-Sep-03 05:42 PM, #26
Arial: wing buffet,
Ululari,
25-Sep-03 05:42 PM, #25
RE: Zulg hijacks the Contest! Design an inherent abili...,
Evil Genius (Anonymous),
25-Sep-03 05:44 PM, #24
Inherent Abilities,
The Heretic,
25-Sep-03 05:42 PM, #23
RE: Zulg hijacks the Contest! Design an inherent abili...,
dwimmerling,
25-Sep-03 05:42 PM, #22
RE: Zulg hijacks the Contest! Design an inherent abili...,
Semleine (Guest),
25-Sep-03 05:42 PM, #21
Re: Felar Inherents:,
Balrahd. (Guest),
25-Sep-03 05:42 PM, #20
RE: Zulg hijacks the Contest! Design an inherent abili...,
Unnamed (Guest),
25-Sep-03 05:42 PM, #19
Ahar! My Felar Inherent,
Enbuergo,
25-Sep-03 05:42 PM, #18
Cloud Giant - Crushing strike,
Sebrille (Guest),
25-Sep-03 05:41 PM, #17
A couple of unoriginal inherents....,
Shev (Guest),
25-Sep-03 05:41 PM, #16
Duergars and wood-elves,
Jagaub (Guest),
25-Sep-03 05:41 PM, #15
Human - Random or chosen abilities. Mix within!,
Sebrille (Guest),
25-Sep-03 05:41 PM, #14
Ideas for Wood-elves, Dwarves, and Felars.,
rome,
25-Sep-03 05:41 PM, #13
Dwarven blacksmith ability.,
ATK,
25-Sep-03 05:41 PM, #12
Elf Idea.,
permanewbie,
25-Sep-03 05:41 PM, #11
Gnome inherent ability,
rome,
25-Sep-03 05:41 PM, #10
Arial Idea: glean,
permanewbie,
25-Sep-03 05:41 PM, #9
Dwarves - Forgecraft,
Sebrille (Guest),
25-Sep-03 05:41 PM, #8
Elves - Artifact Control,
Sebrille (Guest),
25-Sep-03 05:41 PM, #7
How about this...,
Bajula,
25-Sep-03 05:41 PM, #6
RE: Zulg hijacks the Contest! Design an inherent abili...,
AllYourWarlocks (Guest),
25-Sep-03 05:41 PM, #5
RE: Zulg hijacks the Contest! Design an inherent abili...,
Valguarnera,
29-Sep-03 12:47 PM, #78
Elves --------> Inherent Detect Evil/Detect Good,
robturner,
25-Sep-03 05:41 PM, #4
Humans ---------> Ability to value a persons assets.,
robturner,
25-Sep-03 05:41 PM, #3
RE: Humans ---------> Ability to value a persons assets...,
Valguarnera,
29-Sep-03 12:58 PM, #80
I was really pumped to see this was added as a thief sk...,
robturner,
07-Nov-03 02:25 AM, #91
RE: Zulg hijacks the Contest! Design an inherent abili...,
Circuits Edge (Anonymous),
25-Sep-03 05:41 PM, #2
for the underdark races,
incognito,
25-Sep-03 05:41 PM #1
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