Soulthieves.

Oct 19, 2008 00:45

Fall has come.

The wind and rain finally died down, so I got the raking done. Gods, it got chilly though. I think I have a cold. There's snot everywhere. Gross, damnit.

The ravine looks nice, as usual. Which ravine? The one behind my house, duh!

Welcome to Toronto, losers. The City in a Park.

Yes, that's Toronto's actual Parks and Rec slogan.

Enough of that. I went back to the elemental spell catalogue and assigned all the spell levels. I also added a new interdisciplinary spellbook, Steal This Spellbook, geared toward that jackass radical anarchist asshole in all of us. Obviously it's a spellbook containing spells that help you be a smug, sneaky, subtly avaricious douchebag. Of course, Soulthieves is just a game, so no one would judge.

It's a reference to this, if you're clueless: http://en.wikipedia.org/wiki/Steal_this_book

And I started filling up the Elemental Magic section of the manual, so I could quasi-codify the mechanics of learning and casting as well as lay down some preliminary interface mechanics. I'll hopefully do much more in the next days, including the Clerical Magic and Psionics sections as well as the skill descriptions remaining to be written.

On the Psionics discipline, the only one within the field of Psychic Spellcasting, I've been toying with the idea of breaking it up into separate Telepathy and Telekinesis skills. This would enable me to add a few more powers, particularly to Telekinesis, which is arguably underrepresented as it stands. It would also obviously give psychoblasters more options, which might not be a bad thing considering how weak they are in pretty much every non-mental aspect. Then again, I really only have one major new power idea at the moment, and I don't want to have too many powers, especially considering there's really only one class that could reasonably use them extensively in the course of a game. Out of the 18 powers so far, three are telekinetic, 14 are telepathic, and one can perhaps go either way; clearly it would be hard to balance Telekinesis against Telepathy, although it doesn't really have to offer the same variety of powers. It's something to mull on, anyway.

Actually, that one power idea is something to enhance the ability to use ranged weapons... basically, telekinetic guidance for missiles. But the psychoblaster's main attribute is Discipline, which already enhances missiles' effectiveness due to the improved concentration, so I dunno anymore.

Anyway, so it goes. Or went.

That is all.

Nighto.

soulthieves: skills, soulthieves: psychic magic, soulthieves in the shadows, soulthieves: interface/docs/meta, soulthieves: elemental magic

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