Thief Projections

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curiousredmonkey
Posts: 109
Joined: Tue Jul 07, 2015 6:02 am

Thief Projections

Post by curiousredmonkey »

Thieves will never be massive killers but I would like to suggest something that would at least help thieves in solo mode. Primarily, this is to help them not have to keep chasing down NPCs constantly, but it also offers some interesting party mode non-thief features too (see bottom of post). Here is the idea...

Description:
A tier that projects an image of the thief into the surrounding space. The projection does not take damage or disappear when NPCs attack it - it is merely a convincing distraction. However, the longer the projection exists the less likely NPCs will be to attack it. Instead they will turn to the unseen thief (doing what they do, cast area tiers or disciplines, swing at empty space with a small chance of hitting the thief, etc.) If the thief moves it breaks the illusion. If NPCs can see the thief 1 away or on hex then there is not much value to the projection. If he is in a party then there is not much value either - unless the party features I mention at the bottom of post are added.

The "Projection" tier is readable at 80/40. The thief has no initial control of where the projection lands - a 3x3 area that includes his hex.

[Note: In edit mode all my formatting it preserved. However, in post mode all indentation is lost. Sorry, for this. It makes it much harder to read.]

Experience based values:
80: Duration is 25 rounds.
Recast time is 50 rounds.
Cost is 300 hits every round (that the projection is in effect).
If the thief moves it breaks the image - and the damage to the thief per round stops.
85: Duration is 50 rounds.
If they do not move then they can manually recast it to allow a constant image.
90: Auto recast is gained - to maintain a constant projection - but only if they do not move.
Cost is reduced to 150 hits every round.
95: Instant recast available - whenever they move.
100: Cost no longer occurs.
105: The thief's hide gets a boost as long as the projection exists.
110: The thief is no longer fooled by NPC projections. If the thief is in a party it will apply to all party members too.
115: A second projection of the thief will appear.

Skill based values:
40: A still image of the thief. Fools non-intelligent NPCs for the longest, but even they catch on eventually. Rarely fools intelligent NPCs.
41: An excellent projection of the thief which moves, but not well. Fools non-intelligent NPCs permanently. Fools intelligent NPCs for awhile, but eventually they catch on.
42: A perfect projection of the thief which never seems to be hit by physical attacks, thus making the illusion frustrating to the non-disc NPCs. They remain permanently focused on the projection. However, intelligent NPCs that use area disciplines or tiers do eventually catch on.
43: Intelligent NPCs that use area disciplines or area tiers see their attacks fizzle. All NPCs remain permanently focused on the projection (at least until some new advanced tier is able to counter the illusion).
44: NPCs lose energy and hits as they keep attacking the projection. The are losing morale. This can be a tier that is put on them for as long as they attack the projection.
45: Area of random placement expands to 2 away (5x5 area).
46: Area of random placement expands to 3 away (7x7 area).
47: Thief can place the projection anywhere they want. Placing it where NPCs cannot see or get to it should have no value.


Some party ideas, where other classes could contribute to the projection (not fleshed out in my mind yet):
Fighter/Mentalist: Form confusion while the projection is up should moderately increase NPC attention to it.
Mentalist: Form confusion while the projection is up should strongly increase NPC attention to it.
Healer: If thief has AID on them then casting the projection should increase projection duration.
Paladin: Doing any of the focus boosts, while the projection is up, should mildly increase its duration and reduce its recast time.
Barbarian: If any of the blood rites are cast then apply them to projection so that it draws mildly more attention.
Martial-artist: Doing any of the chi pools should moderately increase projection duration.

[Note: I have not thought about how quirks of the thief or other party members could add or detract from the thief projection]

curiousredmonkey
Posts: 109
Joined: Tue Jul 07, 2015 6:02 am

Re: Thief Projections

Post by curiousredmonkey »

Of course the simpliest solution is a thief tier that stops an npc from moving. Which would not be a role playing class solution. *xform glue at npc. Npc finds his footing glued in place.

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