All ideas tagged "new race"

Leprechaun race: gets unlimited gold-stealing attacks that allow you to teleport each time you steal gold from a monster’s inventory or beneath their feet, which allows you to set up teleportations in advance by luring a monster onto a pile of gold pieces. However, it has weak attribute maximums.

Kandra race, based on the Mistborn books: a shapeless or shapeshifting invertebrate that can eat and imitate creatures with skeletons by “wearing” their bones. Would have the following properties:

  • When you eat a bony corpse as a kandra, you are given the opportunity to turn into that monster.
  • You might otherwise have the opportunity to digest the flesh but keep the skeleton (which would be a new item using corpsenm to track which monster species it’s a skeleton of) in order to wear it later. Skeletons would have to be heavy or bulky enough so that carrying lots of them around wouldn’t be feasible, and potentially corpses should rot into skeletons instead of completely vanishing.
  • You can only achieve a perfect imitation of a monster by eating its fresh corpse. Wearing a skeleton at any other point results in a poorer imitation that would be penalized in some way: it could deal less damage, have terrible Charisma, and so on.
  • When perfectly imitating a monster, other monsters might not attack you.
  • Eating and replicating a corpse also takes time, which would be implemented as an occupation. If interrupted, your new form is imperfect. Possibly, the time needed to assume a shape from a skeleton decreases as you get more experienced and gain more levels.
  • You can exist without any bones, but this means you are a weak, slow ooze monster (perhaps kandra should be in the “b” class).
  • Hunger might not work the same way. Kandra in Mistborn do not need to eat, but for gameplay balance there should probably still be some need to keep seeking out food.
  • Might be able to store some smaller items inside your body, protecting them from theft, damage, and destruction.
  • Can pick locks with your “hands” by selecting “-“ as a lockpicking implement.
  • Sources of acid would be especially damaging.
  • These are a lot of advantages with few disadvantages; some special disadvantages might need to be created, such as certain types of elemental damage disrupting your body and forcing you to drop your skeleton.
  • The system of Blessings in Mistborn (two magical spikes which all kandra must keep within their body at all times) could be used. Somehow losing the Blessings would be an instadeath.

#4148

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vanilla

A new race whose primary feature is that it eats minerals: gets nutrition mainly from rocks, may be able to eat metals, and gains limited spell-like abilities based on the last precious gem they consumed. A couple non-comprehensive examples:

  • Eating a ruby grants the power to cast fireballs.
  • Eating a jet stone grants the power to make clouds of darkness.

The abilities could be triggered using #monster, and would probably have a finite pool of uses, after which they can no longer be used. Eating another gem before this pool runs out would swap in new abilities and either give a fresh pool of uses or add to the existing one.

A headless race, “Akephalos/oi”, which has no head and its face on its chest, so it is incapable of wearing helms, and is blinded (and cannot drink potions) if a shirt or body armor is worn.

Also a dullahan/cephalophore race which Knights can play as. They are also headless and cannot wear helms, but they carry their head as an item and can place/throw it elsewhere. Vision is based on where the head is, so it is possible to leave the head somewhere and have the body moving around blindly in a different area of the map.

#3792

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vanilla

A system where your god grants you cool abilities, but only if you actively obey randomly generated edicts they put forth. Examples:

  • “I declare the wearing of leather forbidden!” (persistent)
  • “I declare Abipoppo the Shopkeeper must die!” (one-time)

If your god orders you to do something that would make you suffer alignment, anger, murder, or Luck penalties, you are not punished for that.

Conceieved as a new race, or an extension of the angelic race, but could also apply to Priests or Infidels.

#3618

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vanilla

A race which is very strong, with great abilities and intrinsics including drain resistance from XL1, but with the caveat that they instantly die of old age upon reaching XL30.

Intended for variants whose XP curve doesn’t make reaching experience level 30 through pure combat nearly impossible. Also, a safeguard might have to be put in place so that you cannot intentionally get smited by a god or gamble on polymorphing into your own race to lose levels intentionally.

#3544

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vanilla

Djinn role: the primary gimmick of it is that you are able to access three wishes, through #invoke or some other mechanism, one each at experience levels 10, 20, and 30. You are not able to get wishes from any other source; the wish fails (perhaps a friendly djinni from a lamp will make some comment about how you don’t need more wishes or they can’t grant wishes to fellow djinni).

#2547

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vanilla

A race whose gimmick is to continually lose Constitution points every couple hundred turns; going below 1 (or 3?) results in death.

#2495

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vanilla

Nymph race very similar to dNetHack’s yuki-onna, but based on regular NetHack nymphs (so no association with cold and no iron weapons). Has the same unarmed-attack-automatic-stealing ability that yuki-onna have, and has infinite carry capacity, but low HP.

#812

 · 
vanilla

A race where you start polymorphed into a low level monster and with every level you gain, you can polymorph into a stronger monster.

#495

 · 
NetHackFourk

Revenant race. Only available for roles you have died playing and didn’t leave bones. Gets death-magic resistance and unbreathing from XL1, has an automatic counterattacking kick. Does not have starting gear; any starting gear your role has is scattered randomly across dungeon level 1. Cannot start with a pet.

Aquaman role/race, which starts with magical breathing, a +1 trident, and an oilskin sack. Only regenerates health when in water. If a race, should be able to walk around on dry land (so merfolk are probably out, perhaps merlings or half-merfolk would work). Can drown surrounding enemies. Starts with scrolls of flood.