Nidbane Suggestions

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Nidbane Suggestions

Postby spavaloo » Sat Jan 16, 2016 8:50 am

(thought I'd post this here as well, since the update thread really wasn't the best place for it)

I'm really liking this Nidbane system, I've got some ideas for expanding it.

-There should be some way to figure out how many Nidbanes have been set on your trail. I picture some sort of handheld dial made of silver with a sharp point somewhere along the outside, that lets you prick a finger and sacrifice a few HHP to make the dial's pointer indicate the number of currently summoned Nidbanes making their way toward you. Of course, the dial should only go up to a fairly small number (7-9, maybe) before it just starts spinning ominously to indicate that you're fucked. It could have a neat little window displaying the dial face to interact with when you right click it. I picture people sitting inside their walls, frantically whittling away their own health in order to keep tabs on the vengeful spirits that want them dead.

-An ability to create different kinds of Nidbanes, or rather to give them different goals when they're created. Withering crops, killing farm animals, poisoning wells (accompanied by some ritual for purifying wells), draining authority from the target's primary claim, turning random objects in the target's inventory to ash, all kinds of fun stuff. This would necessitate adding some minor related tertiary ingredients when crafting the Fetter.

-Maybe the option to banish Nidbanes instead of fighting them, necessitating some kind of talisman on hand and a hefty cost in Experience depending on the severity of the crime- enough Experience in any case to where it would be a notable setback for those using this option.

-A protective runed circle built into the ground, that a player can stand in to seek refuge from Nidbanes. This wouldn't halt the spirits entirely, but would hold them at bay until the target leaves the circle. The circle would be quite small, and a player would not be able to attack or interact with objects outside it, or gain stat benefits from foods delivered to them by allies. It would effectively be a self imposed indefinite time-out until they're willing to face the consequences of their crimes.

Lastly, I feel that a skill should be required to access Nidbane-related item recipes and actions. It could directly follow Hearth Magic on the skill tree, and not be too expensive.
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Re: Nidbane Suggestions

Postby jorb » Mon Jan 18, 2016 6:40 pm

Thanks for the suggestions! We'll be making at least some adjustments in hopefully similar veins.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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