#4460
Tourist trap: a trap that vanishes all of your gold, but only if you are a tourist.
Tourist trap: a trap that vanishes all of your gold, but only if you are a tourist.
2% of the time after getting the “Blecch! Rotten food!” message as a Tourist, you get one of the following YAFMs:
Tourists encounter a new shop, a gift shop, on dungeon level 1, possibly built around the entrance stairs. The gift shop stocks mostly useless items like fake Amulets of Yendor, juice and candy bars at high markups, plastic figurines of low-level monsters, and T-shirts (which are much less of a big deal to the Hawaiian-shirt-wearing tourist).
Only for Tourists, general stores occasionally stock unidentified fake Amulets of Yendor.
Tourists start the game with a fake Amulet of Yendor, or else have it pre-identified.
Tourists can get Basic skill in club due to having played baseball and being familiar with bats, and Skilled in riding because riding is a popular tourist attraction.
Allow tourists to play as gnomes, and they start the game in Minetown instead of dungeon level 1.
Archeologists and Tourists get experience for photographing monsters they haven’t yet photographed.
Tourists begin the game with 1 or 2 Luck.
Worshipers of The Lady (neutral Tourists or some neutral Priests) have a permanent full-moon effect with Luck timing out to +1 due to the Lady’s influence.
Luggage pet for Tourists. Has very high carry capacity and doesn’t drop items of its own accord. Fights like a normal pet. Either it is immune to damage but has a low maximum level to compensate, or if overwhelmed, it doesn’t die but instead turns into a normal “luggage” object that will eventually reanimate.
The common suggestion along these lines has been to give tourists the Luggage as their starting pet, but the common criticism of that idea is that it makes Tourists far too powerful from the outset. Instead, a possibility is that you can trade the Platinum Yendorian Express Card to Twoflower in exchange for the Luggage. (The Card then vanishes, so you can’t arrange Twoflower’s death and get both).
Tourists begin the game with walking shoes.
Sunglasses, an eye-slot tool that protects versus being blinded by flashes of light from things like lightning bolts, cameras, and yellow lights, either completely or with an 80% chance. (They probably shouldn’t block blinding from spat venom.) May also block certain gaze attacks. They should have some downside when worn, such as limiting your maximum vision radius or impeding searching.
Tourists start with a pair of sunglasses.
Tourists start with a leash.
Tourists should be able to swim. Alternatively, tourists should specifically NOT be able to swim, but other roles might.
80% of locks on containers, determined by the object id of those containers, can’t be opened by a credit card because they’re a latch or padlock or something that can’t be jimmied open. Perhaps Tourists get a bonus that allows them to open more locks.
Some roles get food appraisal as a permanent intrinsic. Caveman at level 6, Tourist at level 10, maybe Healers at level 1 but they already get poison resistance so maybe not.