User:Kwil/Temporary Skills

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These would be skills that you can buy with XP, but would only provide a temporary bonus. The idea is that as more and more humans and zombies get "maxed out" they accumulate a load of useless XP. With skills that only last for a certain number of uses, or last for a certain number of actions, players with extra XP would have something to spend it on until the next skill is released. Also, they wouldn't be terribly unbalancing due to their temporary nature, thus allowing them to provide slightly larger bonuses (and more undesireable penalties) than normal, permanent skills.

Perhaps some could even require you to purchase another skill to cancel the first, providing a sort of manual termination. Though, this would only be viable for temporary skills that provide a large penalty, along with the bonus. Some may only be able to be bought once, and could be combined with the cancel skills idea to provide even more powerful skills, with much larger penalties.

Here are some very basic suggestions for skills such as these:

Human

  • Adrenaline- Player recieves quickened movement (reduced AP to move), and better reflexes (can better avoid attacks), but suffers a penalty to their hit percentage due to inability to remain steady.
  • Focus- Player enters into a state of intense focus. All attacks do double damage and have +10% to hit however all moves cost double AP including walking. Lasts for 24 hours.
  • Terrified Madness- Player becomes ovewhelmed with fear. They receive the ability to scurry their way into more highly barricaded buidings, but are too terrified to attack or heal themselves for the duration of the effect. (maybe also alters speech by adding stuttering)

Zombie

  • Blood Lust- The craving for flesh overtakes the zombie, driving them mad with blood lust. They receive the ability to tear down barricades with slightly increased efficiency, but at double the AP.
  • VooDoo Needle- Revivification syringe's needle left inside your rotting corpse becomes a sort of compass that points toward the largest concentration of humans within a specified radius. "The needle swings to the north."
  • Death Craze- Activates next time the zombie kills/hurts a human. Gives +2 damage and +15% to hit to all attacks however zombie is too crazed to move. Effect ends when zombie dies or moves to a different square."
  • Sense Pain- Lasts for 24 hours. Zombie can sense when a human gets hurt. Any humans attacked within a 10 block radius is shown as "You sense great pain 2 blocks south, 1 block north.""