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> The Biomancer, hmmm
Azelas
post Jul 9 2009, 02:35 PM
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I decided to follow up on Soul 16's idea. This is just a rough sketch. I'm still thinking on how to integrate it into the TOP universe. Flame it, praise it, anything is welcome. I'm just throwing ideas here. If you have any ideas on how to make this better, don't hesitate to PM or post.

Biomancer Class:
The idea is, a Biomancer is an Individual who has mastered the usage of energy generated by body. With this energy, the Biomancer can perform subtle or extreme modifications to his body, allowing for a number of powerful effects.

*I'm calling this energy Bio-Energy for now for lack of a better term*

Bio Energy mechanics:
An individual starting out has a Bio-Energy reserve of 100 points. 10 energy points is needed for bodily functions, so this leaves the user with 90 points. The higher in the skill 'Navitas' the Biomancer is, the larger the reserve pool grows. I think by 10 points per skill rank ought to do nicely.

If the user hits the 10 point mark, his body begins to perform sub-par. How? I'm not entirely sure yet, the idea is still in the works.

Biomancer skills
Parvus - Skills that enhance your body or organs.
Perquam - Skills that modify your body or organs.
Navitas - Deals with the storage and manipulation or Bio-Energy.

A beginner in the Biomancer class (or guild, or whatever), gains the Parvus and Navitas skills. Full members of the class, guild or whatever gains the third skill of Perquam.

Parvus Skills.

Lentus (skin) - It doesn't tear easily now.
Lacertosus (muscle) - Don't you feel a bit stronger?
Cruor (blood) - Your fluids are more efficient.
Viscus (heart) - My, what a strong heart you have.
Latuseris (lungs) - Breathe deeper than ever.
Aedificium (structure) - Harder? Softer?
Nidor (nose) - Superior sense of smell.
Auris (ear) - Superior sense of hearing.

Perquam Skills
* * coming soon * *

Navitas Skills
Dilebo (extract) - Feed on the remnants of the dead.

Skill descriptions :

PARVUS

LENTUS
Command Syntax : LENTUS
You can now restructure the organic compounds in your skin to form a tough, rubberlike texture.

Provides 4% damage reduction against blunt and cutting weapons.
+2% vulnerability to energy weapons.
Bio-Energy cost : 5 points

LACERTOSUS
Command Syntax : LACERTOSUS
Modify your muscular cells to improve efficiency. You don't get fatigued as easily now.

Reduces endurance usage by 3%
Bio-Energy cost : 5 points

CRUOR
Command Syntax : CRUOR
Modify the organic compounds in your blood, improving the efficiency at which it clots.

Clots at a higher rate
Bio-Energy cost : 3 points

VISCUS
Command Syntax : VISCUS
Modify the muscles of your beloved heart. Increases the rate of metabolism of your body.
However, such strenuous activities for prolonged periods can be draining on your Bio-Energy.

Provides a steady rate of regeneration. Maybe 1% per tick?
Reduces Bio-Energy by 0.5 points each tick.

LASUTERIS
Command Syntax : LASUTERIS
Modify the internal workings of your lungs. You can now STOP BREATH to stop breathing, and use Bio-Energy as a substitute.

No need to breathe.
Reduces Bio-Energy by 1 point per tick.

AEDIFICIUM
Command Syntax : CALLOSUS (hard-skinned)
DELENIO (to soften down)
Modify the internal compositions of your skeleton. You can now choose between CALLOSUS to harden your skeleton, or DELENIO to soften it.

CALLOSUS : Reduces damage from cutting weapons by 4%
Level 1 Limb Toughness
Increases vulnerability to piercing and energy weapons by 2%

DELENIO : Reduces damage from blunt weapons by 4%
Level 1 Limb Fragility
If you fall from heights your soft bones absorb the damage.

Bio-Energy cost : 10 points for each

NIDOR
Command Syntax : NIDOR MARK <target>
NIDOR TRACK
Your nose machinations are now sensitive enough for you to identify and track someone by smell alone. Use NIDOR MARK <target> to commit the smell of that particular someone to your receptors. Once a target has been identified, NIDOR TRACK to begin your search of the target.

AURIS
Command Syntax : AURIS
AUSCU <direction>
ERIGO ON/OFF

Efficient ears warrant efficient listeners. AUSCU <direction> to listen in on what's happening in an adjacent room. Can be used as far as 20 rooms away. ERIGO heightens your sonic perceptions, warning you of movement around you in a 30 room radius.

Bio-Energy cost : 5 points to activate
0.5 points per tick to maintain

NAVITAS

DILEBO
Command Syntax : DILEBO <target>

Extract the remnants of Bio-Energy left inside a corpse to artificially increase your reserves. Amount extracted is proportionate to the level of the corpse.

**NOTE** Since this is an artificial method, you are holding more Bio-Energy then your body can accumulate, so it decays over time, at the rate of 0.5 points per tick.


So that's the initial sketch of my Biomancer. Post your thoughts, comments, or critics here! I'll update soon enough.
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Orioneos
post Jul 9 2009, 05:30 PM
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The hearing skill range should be lowered to less then ten in my opinion, if it's thirty or so then that person can't be nuck up on. But I like the skill none the less.


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Garrett
post Jul 10 2009, 12:11 PM
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I agree, ten rooms is even pushing it... no one would even talk around the person due to it. Think if he started listening in a city or something, there would be no way to keep track of all that information. Also seems just to be support skills and it looks like it would be hard to come up with combative abilities for the class unless it was monk like and just modified the structure of limbs? Could be modern monk-class though... Seen the new Xbox 360 game Prototype? sounds very similar just for text though
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Kunin
post Jul 10 2009, 04:56 PM
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I have not read it all yet, but a few comments.

First please remember our skill system is different here (cue forumbot to find the link), and there are no "classes" as you are used to them. The closest you will find is Lusternia, though we are still a bit more open than that.

We already have a skill (designed, partially coded) for Mutants that seems fairly close to this, Mutations allows them to alter their body and even grow wings/claws/etc.

This might fit as a Technomancer subtype, modifying it to use technology in some way. I'll read more of it later and let you know (since the concept is close to Mutations, some of it might fill some wholes over there as another possibility).


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Azelas
post Jul 11 2009, 03:13 PM
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I see I see, so you're going for the Archetype and Subtype system. Hmm, since we already have Mutations is more towards mutating, then maybe we can have a Biomancer subtype or some sort?
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