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Curate/Priest Overhaul: Freedom of Religion - Turadis - 05-29-2022 The setting of Sigrogana Legends 2 is one loomed over by the history behind it's deities. The gods may just be the subject we have the most overall lore about. Though for a long time, playing characters with a strong connection to the gods and their memory has been somewhat challenging. Mercalans, as we all know, are well catered to by the curate class and it's promotions, and while I'm happy my favorite pick of the lot gets so much to work with, I do still think the rest of the gods struggle to find much representation. A player who decides to make a clerical character likely does so first, and then tries to figure out a mechanical build to loosely represent their faith. What I would love to see is a game where the mechanical options available are capable of inspiring more people to want to make clerical characters in the first place. That has inspired me to write this overhaul concept for the Curate and Priest. Taking some cues from one of my earlier class concepts, this would center around the introduction of a new keyword, similar to Elemental Impact: Divine Attunement, or just 'Attunement'. Keyword - Attunement: A skill or spell with the Attunement Keyword gains a different name and effect if the user has a Prayer Status with a god loyalty of at least 40, the exact effect depends on the specific prayer status. A skill or spell with the Attunement keyword cannot be used if the user does not meet these conditions. Spells with the Attunement keyword are considered to be of the relevant god's domain, as decided by their Divine Element. ( "Why use god loyalty? And why 40?" The God loyalty stipulation would prevent players from gaming the system by praying to a bunch of different gods to change their spells/skills on the fly in a lore-breaking manner, (with the exception of old beasts, which is intended.) 40 is the level of god loyalty given by the Pious Upbringing trait, enabling level 1 characters to use curate at proper efficacy without needing to resort to god loyalty grinding. ) Assume any skill that goes unmentioned has no changes at all. When a calculation would result in a decimal, always round down. -------------------------------------------------------------------------------------------------------------------------------------------------------------- CURATE New Skills New Innate - Divine Element (1 Rank): You have learned to expertly channel your god's power. All Curate and Priest skills and spells that deal Light damage instead deal damage of another element depending on what prayer status effect you have active, and scale off of the appropriate elemental attack. A god's divine element also determines what Attunement effect they are assigned.
( This is not an exact copy of Luminary element, as elemental attack does not ignore scaling, and Will still contributes to all elemental attacks. Luminary element would override this. ) Modified Skills Aura (Attunement, Mass Compatible, Replaces Brighten): Bathes your surroundings in divine energy, having a different effect depending on if it targets an ally, enemy, or battlefield tile. Aura effects have a LV of 15 unless otherwise specified.
("But why though?" Well, ressurrection is a rare effect, with a niche application that seems too iconic to take away from the clerical playstyle. But the bigger reason is that effects roughly equivalent in power and niche of use for the other divines are challenging to come up with. Given the way defeat is usually contextualized, it seemed like the more obvious solution to the continued presence of healing magic on non-Mercalan palettes. ) Invoke (Attunement, Mass Compatible, 4 turn Cooldown, Replaces Graft): Invokes holy energy to provide one's allies a very powerful defensive effect. The duration of an Invoke effect cannot exceed 5% of your scaled faith, but it will always be a minimum of one turn.
Antithesis: The damage bonus now extends to followers of gods that grant darkness as a divine element. When used by followers of a god that grants darkness as a divine element, the damage bonus instead extends to followers of gods that grant light as a divine element. -------------------------------------------------------------------------------------------------------------------------------------------------------------- PRIEST Modified Skills Holy Spark: Scaling is changed to 100% SWA 120% Lightning Attack if Lightning is your divine element, but the two instances of lightning damage are still dealt separately. Other divine elements remain 70% the user's Divine Element, and 70% Lightning. Needle: Scaling increased to 50% Light attack per hit, no longer heals. The needle explosion is triggered by the same damage type dealt by needle. Divine Shower - (Attunement): Now inflicts a different status effect depending on the divine element.
(Divine Judgement doesn't always work, but when it does, it's a game ender. Offensive Mercalan Domain magic isn't too easy to come by if you're not already a curate. But the same can't be said for most other elements. Hence the stipulation about curate spells only.) Divine Presence (Attunement, Replaces Mercalan Mist): This Skill requires a Rank D Invocation. Washes the entire battlefield in the presence of your god, creating a wide variety of effects. Divine Presence overwrites any 'Mist' skill, and is itself overwritten by such skills, and other divine presences.
Heavenly Mark (Attunement, 7 turn cooldown, replaces Malmelo): A powerful divine mark that affects all of your allies, regardless of their position on the battlefield. The duration of an effect from heavenly mark cannot exceed 5% of your scaled faith, but it will always be a minimum of one turn. ⦁ Mercala specifically - Malmelo: No changes. ⦁ Light - Crusader's Mantle: Grants Crusader's Mantle status for one turn, which allows the targets to ignore up to (20% of scaled faith)% of damage resistance from their attacks and spells. Furthermore, their weapons are treated as being enchanted with the Exorcism enchantment on top of their normal enchantments. ⦁ Huggessoa specifically - Soul Shear: Shave a portion of your allies' life force away to use as nets for the enslavement the souls of the dead into your service. Deals akashic damage to your allies equal to 10% of their maximum health, and summons a skeletal warrior, archer, or magus in a space adjacent to them, depending on their main class. This spell can only target player characters. If the damage brings an ally to zero hit points, the resulting undead has their statistics increased by 20% (For the curious, this would be based on the base class of the target's main class. Soldiers, Martial Artists, and Duelists create warriors. Archers, Rogues and Bards create archers, Summoners, Mages, and Curates create magi.) ⦁ Darkness - Black Sabbatical: Grants Black Sabbatical status for one turn, which grants the targets (50% of scaled faith)% damage reflection against all elements. ⦁ Fire - Ignition Point: Grants Ignition Point status for one turn, granting the targets additional scaled weapon attack equal to 20% of your scaled faith every time they take damage for the duration, once per attack. ⦁ Water - Fluid Form: Grants Fluid Form status for one turn, granting the targets (40% of scaled faith)% resistance to slashing, bludgeoning, and piercing damage, as well as increasing the range of their weapon attacks by 2, using their more malleable limbs. ⦁ Earth - Wild Blessing: Grants Wild Blessing status for one turn, which causes random flowers to sprout beneath the target's feet whenever they move. A flower spawns this way for every tile moved, up to a maximum equal to 20% of your scaled faith per movement. Tiles that already contain flowers instead have their flower upgraded, increasing their power and range. Flowers spawned this way only affect your allies, and do not wilt at the end of the spell's duration. ⦁ Wind - Eye of the Storm: Cause a mighty wind funnel to descend upon your allies, knocking back all enemies within (10% of scaled faith) range of each of them, and knocking them down. It can also push certain field objects (such as rocks), which may cause a bonus effect if an enemy is hit by such an object. ⦁ Lightning - Energy Surge: Surge electrical energy through your allies, causing a flash of lightning to erupt from each of them, dealing damage to each enemy within 1 range of them equal to (100% SWA+120% Lightning Attack), and restoring their Focus Points by (25% of your scaled faith)% of their maximum. Devocation (Attunement): Changes from 'Mercalan Domain Spell' to whatever domain is associated with your divine element. Mercalan Tenets: Renamed to Clerical Prudence, effect unchanged. ------------------------------------------------------------------------------------------------------------------- Thoughts & Reflections What sort of things could we do with this? A few thoughts I had... ⦁ An Old Beast Shaman. Calling to their various deities for strength as the situation demands, which reflects the way systems of pantheonic worship in the real world were often used. (If you were unawares, you don't lose god loyalty when praying between different old beasts.) ⦁ Crusaders. The non-Mercalan light gods grant alternative options for traditional paladin types to fight without being a healer, letting them unleash their full power without needing to worry about breaking the tenants, at the sacrifice of access to the setting's incredibly powerful healing magic. ⦁ Druids. Or at least 'druidic-esque spellcasters' given the lore implications of the druids in-setting. Earth gods in particular have options that are meant to feel naturalistic. ⦁ Necromancers. Letting old Huggy strut his stuff in the player's hands is a questionable pandora's box to be considering opening, see my thoughts on it further on in the post. But I ended up having loads of very cool ideas about one of the fantasy genre's coolest mainstay villain archetypes. Necromancers are just cool. Is this balanced? Probably not. I can already see certain abilities that feel stronger or weaker than their equivalents in the same bracket, or the core curate/priest spell they're meant to be alternatives to. I have also given very little thought for how these abilities might become broken or redundant in conjunction with the game's other classes. If there's anything I intend to be taken away from this thought experiment, it is that I feel that there exists an angle to make priests of other gods very much a thing without needing to give them all their own classes. While I made an attempt to put things in the same hemisphere as the concept of 'balance', the intention of it all is mostly that writing strong things is fun, and helps to stoke inspiration for cool characters, not so much that I think it should be implemented as-is. I was super on the fence about including the Huggessoan necromancer angle for their priest abilities at all. There are a lot of problems with the idea conceptually, most glaringly to me at least is the 'Void Assassin effect' of giving players a bunch of really cool abilities that they would never actually be able to use without getting lynched by their fellow players due to the lore implications. The Huggessoan priest would get this effect worse than any other, and the resulting inspiration to take the class in very lore breaking directions would be both a source of major trouble, and pretty understandable. Ultimately I included it because it was fun for the thought experiment, and the ideas for how necromancy abilities could work in SL2 just kept on flowing. If I were put in charge of the game, I almost certainly wouldn't actually implement the Huggessoa prayer that way, and they would probably just use the other Darkness effects. The eagle-eyed among you may have noticed that the Huggessoan priest is the only one who really doesn't need to build faith at all, though, which I found flavorful. Behind the scenes, I considered making 'War' a divine element, for gods like Ryart and the collective Old Beasts. It would have focused mostly around magical slashing/piercing/blunt damage and other weapon related effects and buffs, ideal for basic attackers. But the ideas didn't exactly flow, so I wrapped them back up into the traditional elements. It's something I'd like to revisit some day, or see suggestions about. RE: Curate/Priest Overhaul: Freedom of Religion - Lolzytripd - 05-29-2022 Can I staple on a lantern bearer synergy idea, where the active lantern type changes the element of priest and curate spells also... RE: Curate/Priest Overhaul: Freedom of Religion - Snake - 05-31-2022 While I do commend packing up everything on a more sensitive and whole rework for the definition of "Priest" since the term englobes a lot of possibilities depending on the samesake's religion, I wonder how many of those archetypes are really warranting to just not result in new classes, such as... Curate -> Shaman (Spiritual/Nature approach to Curate) Curate -> Heretic (Edgy and evil approach to Curate) Curate -> Crusader (A heavy-armored, shield-bearing, soldier-esque approach to Curate) Curate -> Medic (An alchemic, non-Mercana approach to Curate) |