#4663
A new game mode or role that allows the player to play as the Wizard of Yendor. The goal of the game is not to get the Amulet of Yendor, but to get down into Gehennom, find the Book of the Dead, and establish themselves in the Wizard’s Tower.
A new game mode or role that allows the player to play as the Wizard of Yendor. The goal of the game is not to get the Amulet of Yendor, but to get down into Gehennom, find the Book of the Dead, and establish themselves in the Wizard’s Tower.
New role based on a “loup du noir” archetype, possibly called the Lycanthrope - you start with a pelt, a new sort of cloak-slot armor that polymorphs you into a specific type of monster when you wear it. You also are inflicted with some sort of delayed lycanthropy - you won’t randomly polymorph into a monster like with standard lycanthropy, but after not using a pelt for a while, you do start feeling the urge to put one on, and if you still refuse, you are eventually compelled to put one on. (It isn’t specified what happens if you get rid of your pelt(s) by the time you would be compelled to wear one; possibly you just die from insanity, or else the addiction is implemented in some other way like continuous worsening HP damage.)
The form you get from wearing a pelt has some boosted stats from the base form - in particular, your carrying capacity and damage would be better than the stat blocks for the monsters suggest.
You could start with either a “default” pelt which is not very good, but can be turned into an ideal one later, or start with a specific animal’s pelt, which you can control with the pettype option. This role never starts with a pet.
Pelts might also work as a standalone concept or one that works with a druid, ranger, or caveman role:
A new role (or possibly just a new mechanic attached to something like Infidel) flavored on being a cultist. The key feature is being able to create a summoning circle on the ground and somehow expend corpses inside that circle to summon a pet; better pets can be gained at higher levels or with more powerful monsters’ corpses.
Add a new Researcher role to SLASHTHEM, based on its Drunk role, but based on scrolls instead of potions: they start with a bunch of random scrolls but not much else, and have a technique that creates identify scrolls but stuns you in the process (which might be redundant with the existing research technique).
New ‘Soldier’ role. You start with various gear typically issued to soldiers: a basic weapon or two, basic armor, some K-rations etc. The quest involves working with other soldiers to defend a castle (probably not THE Castle?) from adventurers. Other army members would be generated peaceful.
Another take on this is a “Defector” role in which you have defected or escaped from the Yendorian Army. The starting gear would be the same, but the quest would probably involve sabotaging the army somehow.
Alternative Necromancer role, because its implementation in SLASH’EM winds up being a rather halfhearted version of Wizard with some elements of Priest and Archeologist. Note: This was written for a hypothetical variant that does not have a Necromancer role, rather than as an update to SLASH’EM’s.
The system may want some simplification since it may be clunky to have the player navigate through menus to choose souls from all the different ones they have accumulated. Possibly, souls from a given species just combine, so you would be shown something like “souls of gnome kings (12 total monster levels)”. An extreme simplification would cut out the entire soul-storage system and just replenish Pw when you collect one.
Artificer role themed around turning items into different or differently powered items.
A new take on a Bard role, generally themed around leading a party of other adventurers through the dungeon, with some other additional ideas:
See also: Bard implementations.
Add a Druid role: intended to be a more balanced form of SLASH’EM’s doppelganger race, druids are highly attuned to nature and possess innate shapeshifting abilities.
New role, the Artificer:
Also see dtsund’s proposed Tinker role.
An Alchemist role, revolving around potions and alchemy, and likely requiring overhauls of several systems.
The invoke effect of the Philosopher’s Stone is heavily debated.
A really great Alchemist implementation would probably involve a full alchemy overhaul which adds herbs and fungi, harvesting ingredients from corpses, cooking, and interesting ways to combine everything. The challenge with making this is how to make it useful for other roles and not just the alchemist, and at the same time not overcomplicating the game with the new additions.
A variant monk role, or a “specialization” picked at some early level such as 3 or 5, which is a weapons-using monk. Has the same or a slightly reduced capacity for spellcasting and gains weapon skill caps at the expense of reducing martial arts’s cap to Skilled or Expert. Still has a body armor penalty.
Collection of vague ideas around a new “chef” role:
Role based on the idea of “trophy hunting”, which gains more experience than normal on killing an enemy species for the first time, and less afterwards.
New Biologist role, which revolves around polymorphing monsters, brewing potions (probably non-alchemically), and possibly collecting samples from monsters.
Possibly, they start with a number of potions of booze, but are penalized for drinking booze; it’s intended to use for brewing with samples. They also possibly have a guidebook describing recipes (other roles can do this too, but lacking a guidebook they won’t be able to do it very well).
Starting equipment may contain:
One take on the quest: it sees you fighting the Black Mold (a mold that constantly multiplies itself and attacks with random elemental damage, including possibly disintegration, when touched). The quest artifact is the Elixir of Immortality, but this is not possessed by the nemesis; instead you have to brew it yourself using an ingredient found on the goal level and which will be destroyed by the Black Mold if you don’t get there first. The Elixir isn’t needed; the quest is counted complete if you destroy all the Black Mold.
They can get Expert in only a few skills, including knife.
They are penalized for “animal testing”, which is polymorphing or otherwise abusing living peaceful or tame monsters. Or possibly it’s okay as long as the subject isn’t killed. However, they are rewarded for other forms of experimentation.
Role or race that gains a bad intrinsic at a certain fairly low XL, and a very good intrinsic later.
Role which is outsizedly powerful in the early game and can tear through the dungeon easily, but has a much harder late game, perhaps enforced through bad skill caps (no Expert), or bad HP growth. Or can’t use most artifacts, or has obstacles to putting together an ascension kit.
New role: the Debtor. You begin the game by having taken out massive loans to buy a lot of very nice (erodeproof, high enchantment, magical) equipment, and so you should be able to breeze through the first part of the game. However, from time to time, your creditors appear and demand large sums of gold as interest payments. If you can successfully find enough gold to comply with their demands exactly, your debt will never actually increase. If you can overpay, you will be paying off the initial loan amount, and hopefully will eventually pay it all off. However, if you cannot meet their demands, they will first disappear with threats and take any current gold you happen to have, then send repossession men to confiscate your equipment (they will sell it for far less than it’s actually worth and not really help to reduce your debt all that much), then send thugs to kill you.
Falconer role that starts with a kestrel and special arm-protecting gloves.
A role whose main mechanic is engraving and carving different magical runes on the ground.
Circus artist role. You can tame circus animals like tigers, catch incoming missiles with your bare hands, and jump over bottomless pits.
Graffitist role, in which your job is to go around making graffiti everywhere.
New role “Deprived”: starts with a poor club and shield; no other items.
New role, the “Renegade”, where your goal is to destroy the Amulet of Yendor. You start the game with the Bell of Opening (you found it as a child and had your mind opened), and you are unaligned so all the gods hate you. No quest.
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.
A Necromancer role which includes: creating skeleton armies, binding the undead via rituals similar to the Binder, launching rocks that contain small petrified animals that transform into undead animals, bone chains, and encrusting undead minions with different jewels to grant them different powers.