Jump to content

Introducing, Waiver!


Recommended Posts

So Waiver is a small child, with simple Psionics. They entered the Constant when Ward, the Fallen Priest (Another Character I have made) Was taken, they leapt after them. Both of these characters entered in the year 1995. The reason Ward was taken into the Constant was that they were told, by what they presumed to be, their god. This altar's arms became shadowy limbs, and dragged them to the Constant, and when Waiver, their son, came in, they grabbed their hand, which took them too. Now, the two appear only in the Don't Starve Together Constant (They could be made playable in the single player, but as Ward is meant to be their with Waiver and Ward is Together only (part of the character is taking other characters items and making better versions for them)). Their arms were pulled strangely when they were entering, and the Constant made this more extreme. They always had Psionics powers, and this was a blessing from Ward's god, who saw them as a prophet to spread their word. Waiver references the 'Higher One' during multiple lines of dialogue, like the Crab King, where he claims 'the Higher One is disappointed in you.'

Stats

He has 600 Sanity, 150 Hunger and 250 Health. 

Perks

+ Has Psionic powers.

+ Can create elixirs, which change their powers.

+ Tamed Creatures + Companions (Beefalo and Pigs for example) Last 50% Longer.

+ Regains as much Sanity as wearing a Tam O' Shanter normally, but cannot do this while below 25% Health. 


- Full of fear, making them lose 1.1x more sanity from all passive sources (eg. Darkness, Evil Flowers and not from nearby creatures like Deerclops).

- When at low Sanity, powers become unpredictable, which means that 10% of time when you use the powers below 25% Sanity, they fizzle out. They also weaken as your sanity lowers, until dealing 90% of the listed damage at 25%. 

- Arms are too weak to do normal tasks. 

- Deals 75% of damage with tools to creatures. This lowers with lower health, down to 67.5%(Just a balance thing, lore-wise this makes no sense, but it's so they don't end up becoming wildly too powerful with being able to attack things with a spear from really far away, and it prioritizes using the powers.) 

- More Paranoid than most, making them deal with more, and stronger, shadow creatures. They also encounter shadows at 30% Sanity.

Stronger Shadows

So, when they are insane, what creatures do they see? Well, they see both the normal creatures, but stronger in every way, but also the Haunted Wyrm, This beast is unkillable, but leaves when they have their sanity risen above 300. This Haunted Wyrm fires out, in all 8 directions, shadow orbs. These deal 28 damage, and do not exist to other players. These creatures move like Depth's Worms, but they don't chase you, just move around. While at sea, they orbit the boat, and leap out, firing out 4 orbs instead, and deal 56 damage. When your sanity goes above 300, all of these creatures explode, and drop nothing. 

Psionic Slot

So, Waiver cannot use tools, because his arms are too weak. How do they chop trees and mine rocks them so you can play without others? Well, they have the Psionic Slot instead of a hand slot. It makes a floating version of the tool, and it consumes as much sanity as Walter's campfire storytelling. This floating version can be controlled, by clicking on the tool. This tool will act like a player using the tool, but work slower than a player using it normally.  A menu them shows up, and you can control how the tool behaves. I shall use an Axe as an example. Weapons cannot be equipped in the slot, as they are too powerful with both a weapon attacking, as well as the powers.

Range - How many Pitchfork tiles away will it go? This goes from 0, making it just a normal axe, up to 2, and it is in increments of 1.

Type - What does it prioritize? With trees, you can choose a tree type (Twiggy, Pine,etc.) Rocks choose Gold, Meteor, Normal and the like. You can also choose whether it attacks Spilagmites, or normal Stalagmites. It will break every one of that group until no more exist, where then it goes for anything else.

 

Powers

The fun part. Powers come in 3 forms, you have 2 Offensive and 1 of the other 2 types at once. Your first and second offensive powers are special, as they can be swapped, and this is done by clicking on the Psionic slot without any item in it. It will say the order, so having PSI Bolt and Mind of Fire looks like PSI Bolt - Mind of Fire. Clicking swaps them around. When you drink an Elixir, and thus remove the power, you left click to change the primary power, and right click to change the secondary. The first one in each list is the one you start with, and as they go down, you are expected to get them in that order. You can get them in any order though. They are all flasks, which imbue the power, so they all are consumed upon use. Once on is used, the power is replaced, so using a defensive elixir, or juice, replaces your current power. You must use the elixir of the old power to get it back.  All of these are in the new Elixir's tab, which can be accessed while near a Crock Pot. Powers can be used like tools. 

Using Powers

Offensive powers are used by left clicking on a creature, and you can right click on it to cast the second power. 

Defensive powers are used by pressing ctrl. + click on Allies and creatures.

Environmental powers are used by clicking on the ground, or if they are used on a tree or rock or the like, right click it. If you want to examine it, just have no tool (or the wrong tool eg. pickaxe for a tree) and click.

Just before I list the powers, at the end, there is a 'use time' and they are 1,2 or 3. 1 is used at the rate of a tool. 2 is the rate of the Pan Flute to take effect, but slightly slower (+0.2 Seconds). 3 is the time it takes to read Wickerbottom's books, but slightly longer (+0.2 seconds). They may also have + x or - x, which is how man extra seconds of use time it has.

Type 1 - Offensive

These are meant to deal damage to your foes. 

PSI Bolt - This is given by the Simple Shake, and that is made from 1 Stick, 13 Petals and 1 Empty Bottle. When used, it consumes 3 Sanity, and fires a 17 damage bolt at the foe. It does not knock them back, nor does it allow stun-locking. Can be used until the creature is over 3 Pitchfork tiles away. 1.

Mind of Fire - This is given by the Blazing Shake, and it is made from 1 Torch,  7 Ash and 1 Empty Bottle. When used, it consumes 9 Sanity, and fires out a ring of fire, going out 1 Pitchfork tile in distance. This ring deals 30 damage, and lights enemies on fire. They cannot spread fires. It also raises the temperature of the user by the same amount as a Fire Pit, as well as Allies in the area. Allies are not damaged by it, meaning it can be useful during Winter. This has a small time between uses, of 0.1 seconds, plus the time between animations starting and ending. 2.

Frosts Eye - This is given by the Pupil Shake, and is made from 1 Ice Staff, 1 Deerclops Eye, 3 Berries and 1 Empty Bottle. When used, it consumes 8 Sanity, and fires a slow moving, icy bolt at the selected foe. They may run out of the way of this, as with all but the Shadow Blade. When hit, a foe acts like it has been hit with an Ice Staff, and also takes 44 damage. All creatures in a 2 pitchfork tile range has their temperature lowered by 1 degree. 2 - 0.3.

Shadow Blade - This is given by the Nightmare Shake, and is made from 1 Telelocater Staff, 14 Nightmare Fuel, 2 Thulecite and 1 Empty Bottle. When used, it consumes 24 Sanity, and fire a chasing Dark Sword, that deals 68 damage. 1.

Thulecite Boulder - This is given by the Guardians Shake, and is made from 1 Starcaller Staff, 13 Thulecite, 3 Nightmare Fuel and 1 Guardian Horn. When used, it consumes 75 Sanity, and throws a boulder made of Thulecite. It damages 1 Structure for 50 damage, or it can hit up to 3 different foes in it's 5 pitchfork tiles range, dealing 85 damage. It is created 1 pitchfork tile away from yourself, in the direction it will go in. It also summons 3 Shadow Tentacles around Waiver, making it a decent way to damage foes around you as well. The boulder cannot damage players, unless you attacked the player with it, in which it damages anything. When it goes from land to sea, it creates 10 waves. If it lands on the water, then it creates 20 waves, in 2 sets of waves. 3.

Type 2 - Defensive.

Made to help Allies in a pinch, or yourself! 

Liquid Barrier - This is given by the Basic Juice, made from 1 Stick, 13 Petals and 1 Empty Bottle. When used, it consumes 24 Sanity, and makes a 10% damage reduction barrier, which prevents damage if the one protected has no armour. If they do have armour, then the armour takes only takes 90% of the durability loss. This lasts until they are hit. 2.

Fishy Wall - This is given by Slimy Juice, made from 1 Spear, 2 Shallow Water Fish (Any accepted) and 1 Empty Bottle. When used, it consumes 30 Sanity, but makes a barrier around the target, making the next attack they receive not deal any damage. The armour still takes damage though. 3 + 1.

Marble Shield - This is given by Marble Juice, made from 1 Spear, 9 Marble Beans, 1 Marble Suit and 1 Empty Bottle. When used, it consumes 50 Sanity, but gives the player it is cast on all the effects of the Marble Suit, ignoring all the effects of their current body slot item, and provides the damage reduction for 8 Seconds. They are not slowed down for that time. 3 + 2.

Crown of Protection - This is given by the Thulecite Juice, made from 1 Starcaller Staff, 2 Thulecite Crowns, 9 Thulecite and 1 Guardian Horn. When used, it consumes 100 sanity, and creates a red aura, making whatever has the aura take only half of incoming damage, before armour is factored in. so, only 50% of damage gets through, then the damage taken off by the armour, and so you lose 50% of your armour durability. This lasts for 10 seconds.  3 + 3.

Type 3 - Environmental. 

Let thine nature flourish! All sorts of varied effects, many of them not useful in combat.

Flatten - Granted by the Basic Potion, made from 1 Stick, 13 Petals and 1 Wooden Bowl (Made from 1 Log at a Science Station). When used, all structures that can be destroyed within a 1 pitchfork tile range take 1 hit from the tool used to destroy them. It consumes 8 Sanity per item in the range. It uses a Hammer, Axe, Pickaxe and (If in Singleplayer DLC) a Machete, a Ballpein Hammer (each hit in the animation counted) and Shears (On Bushes). 3 + 3.

Growth - Granted by the Stolen Potion, made from 1 Stick, 6 Papyrus, 1 Seed and 1 Wooden Bowl. When used, all plants in a 2 pitchfork tile range grow by 1 stage. This consumes 9 Sanity per plant. Plants like Berry Bushes will not grow. Farm Plot plants (and Wormwoods) will grow by 1 stage as well. 3 + 3.

Purify/ Curse- Granted by the Terrain Potion, made from 1 Stick, 9 Monster Meat, 9 Meat and 1 Wooden Bowl. When used it consumes 50 Sanity, and what it does is it turns a creature affected by the moon, and makes it normal. For example, Werepigs are turned into normal pigs, so long as they are affected by the moon, and not Monster Meat. All Lunar Island creatures also become normal versions, but are turned back after 1 minute. It also can be used on normal creatures to turn them into their Lunar Version, and pigs into Werepigs. Any creature's changed by monster meat can transformed, even Woby can be changed. 2 + 0.1.

Island - Granted by the Beach Potion, made from 12 Thulecite, 12 Cut Stone, 12 Beefalo Wool and 1 Guardian Horn. When used, it consumes 300 Sanity, and you create a square of land, which is 2 Pitchfork tiles in every direction from it's center. It is covered in Carpet (so you can cover a small space with carpet if used on land) and this area will be placed on the sea. After placing it, you must choose a player from the playerlist, unless this is the first time using it, where it is yours. The selected player is then free to place, destroy and do whatever they want in that area, but they cannot effect others areas, nor can anyone else effect theirs. They cannot dig up the carpet. Unlike all other potions, you must make a new potion to use this power again, as it just gives you the power you had before upon using it. You can only make an island for each player. 3 + 17.

So, that's Waiver. Comment what is good and bad about them.

Link to comment
Share on other sites

33 minutes ago, Mike23Ua said:

Good: it’s a thoroughly thought out concept, Bad: They sound ridiculously overpowered.

Double Sanity costs for everything? Maybe even double resource costs for Elixirs? I think the Extremely OP part is either damage needs HEAVY Nerfing, or making weapons unwieldable by the Psionic Slot.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...