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Hey, this is a fun idea! Let me see...

Perks:

-Defiant: Stubborn and unyielding in the face of adversity. When damaged by a non-shadow, non-lunar source, sanity increases at a 1:3 ratio (one sanity point for every 3 net HP damage taken) and becomes immune to that source's insanity aura for 10 seconds. Immunity refreshes to a max 10 seconds with each hit. Gains 10 sanity per hit when attacking during this "fighting back" phase, or at 20% or less of max HP.

-Hardy: Passively takes 10% less damage; stacks with other defense buffs. Max HP 200.

-Last stand: Attack power increases by 20% at 50% of max HP; 30% at 20% HP.

-Enjoys spelunking: No insanity auras from caves, ruins, or the Night Light.

Quirks:

-Anxious: Passive insanity auras apart from nighttime are twice as effective. Nighttime insanity aura is 10% more effective.

-Gentle-hearted: Receives -5 sanity per hit when attacking "innocent" creatures and does 30% less damage to them (unless attacked by that creature first, in which case neither penalty apply).

Favorite food:

Pho, but since that isn't in the game and Surf 'n Turf is taken... Cooked Batilisk Wing ("Tastes like chicken!")

Edited by Ryusuta
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Perk: Can tap into my account for spools and Klei points to buy any item and get various buffs.

Quirks: Unable to craft anything any other way. Can still pick materials but can't craft. The crafting menu becomes a micro transaction ui.

 

 

  • Spool 1
  • GL Happy 1

As a Finn;

- can craft a sauna for heat and sanity, but only works at high fuel intake.

- overheats double fast and takes double damage from it.

- nature-oriented; has a slight change of collecting double resource from saplings, grass and bushes

- gets -10 sanity from meatball due to being globally associated with Swedes 

- extra short quotes

- extra damage from mosquitos (only thing higher in our natural food chain to us)

- opposite to Wolfgang, loses sanity when around others

- reduced sanity loss from nightmares (shamanic history, balance)

 

  • Big Ups 3

I seriously like the idea of this thread 

so for me:

 

Perks:

- gain sanity from dusk and night 

- can use a crossbow and gain sanity from critical hits

- smaller aggro range

- gets a different sanity aura and effects from every survivor (e.g. loses 5 sanity/min when next to wilson but can craft unprototyped science tier 1 stuff

 

Quirks

- has a energy meter, unperturbed by things (even magic equipments) and increased speed when high but triple sanity drain and decreased speed when low

- energy only replenished by sleeping or standing next to campfire 

- loses sanity with interrupted action 

 

 

 

Edited by Crimson Hollow
restructure
  • Like 1

Beard hair + nightmare fuel = Beard armor 

Beard hair + Fire Staff = Fire ball Staff 

Beard hair + Backpack = Insulated/Fluffy Backpack

Beard hair grow same rate as Wilson

Constant insanity aura while sailing - afraid of ocean

Edited by Mr Giggio
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  • GL Happy 2
  • Spooky 1
2 hours ago, Mr Giggio said:

Beard hair + nightmare fuel = Beard armor 

Beard hair + Fire Staff = Fire ball Staff 

Beard hair + Backpack = Insulated/Fluffy Backpack

Beard hair grow same rate as Wilson

Constant insanity aura while sailing - afraid of ocean

eyes-up-here.jpg.19162df020b3ef11db107610add80bbf.jpg

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Alright, I'll give it a shot, though I can't say I'd be a good character to play.

GrapeVruit: 100 Health, 125 Hunger, 175 Sanity

Perks:

+ Doesn't need to eat much

+ Loves to be around others

+ Drawing soothes the nerves

Drawbacks:

- Afraid of bugs

- Doesn't hit very hard

- Loses sanity when hurt/hurting neutral mobs

- Picky eater (won't eat certain foods)

- Can't stand the cold

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I'd be able to wear a shirt, backpack, and amulet at the same time.

I would also have some kind of pouch to carry things. Mints? My wallet?

Finally, I'd require water as a resource and have a water meter.

  • Like 1

Hmmm.

I'd probably have an ability relating to craft swords out of basically anything, and I'd have sanity gain from other people but higher drain at night. I would be able to go longer periods on less food, and I'd be able to craft a bunch of Wilson-esque stuff. I would also have a thing where working for too long would cause me to be very inefficient for a while.

Perks

Kenjutsu. Duplicates damage when using sword style weapons. :wilson_ninja:

Mapping. Crafting maps without Cartographer's Desk and can mark places on the map to create the shortest route and automatically follow. :wilson_lightbulb:

 

Quirks

Insomnia. Can't sleep more than 2 min per day. :wilson_shocked:

Hangry. Speed and efficiency reduce 50% when starving (less than 30% hunger meter).

:wilson_enraged:

 

  • Like 1

Stats: 100Health/250Hunger/250Sanity
Perks:
Simple Palette: Regain sanity instead of Health when eating non-crockpot foods.
Hive Minded: Regain sanity when near Bees.

Possible perk:
Routine oriented: Regain sanity after doing the same task repeatedly. (ie. After mining 10 rocks, get sanity every additional rock mined.)

Quirks:
Hates Sweating: 10% reduced speed, Loses sanity when using tools and weapons.
Stress Eater: Sanity affects Hunger drain. Lower the Sanity, higher the Hunger drain.

Possible quirk:
One Armed: Wes' tool use effect; reduced efficiency but also reduced rate of decay.

Hardest part is getting my name to have a W to start with. Considering I start all my aliases with "Ev" ie. Evelo, Evlaan, Evallia. Maybe Wevelo? /shrug.

Edited by Evelo
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Hmmm good question! Note, these are not intended to be balanced just flavorful.

Perks for "Wuffet"

- Naturally Serene: Doesn't bother the wildlife of the constant. 

Hostile "wild" mobs (Spiders, Tall birds, Frogs, Ecetera) become neutral unless otherwise provoked through violence or in the case of tall birds, egg theft. 

Whereas already neutral and passive "wild" mobs do not flee unless provoked (Grass geckos, gators, carrats, Birds, No eyed deer, volt goats, rabbits, Ectera)

And all "wild" mobs have a slight positive sanity aura if they had a negative or neutral aura prior.

(Hounds are an exception to all of this.)

Mobs not considered "wild animals" are things like: All bosses, all shadow creatures, all clockworks, all 'intelligent' mobs (pigmen, bunny men the pirate monkies, ect), Some Lunar mutated creatures (the horror ones, so your bright eyed frogs, weird birds, Shattered Spiders, things of that nature), and more overtly Monster-y things, like tentacles, tree guards, krampus, you get the idea.

- Salty Sustainability: Can craft various flavored saltlicks that appeal to different wild mobs.

All of these need a base of salt.

Leafy lure: A Saltlick crafted and refuled with ripe growth formula, it attracts nearby grass geckos and enables them to shed grass passively without needing to be scared.

Figgy lure: Crafted and refuled with fig jam, it attracts nearby grass gators, and increases the rate they drop twigs. Additionally allows them to be saddled and ridden like a beef.

The gator can swim, hop between the ocean and land, and slowly mine with a bite (for more salt of course) However it cannot be domesticated or belled, and instead works more like a traditional follower, with the food it's fed directly setting a refreshable timer for how long it'll let you ride it. It has speed and damage stats like a default beefaloo with no tendency and takes full mob damage from bosses.

Shocking lure: Crafted and refuled with canary feathers, it attracts volt goat and enables them to passively shed horns and drop milk during storms. It also allows saddling.

Same as the gator, can't be domesticated only rideable when fed. It's attack is equivalent to a default beef normally, but gets increased to an onery with an electric modifier when charged. It's speed is the same as a default beef, and like the gator it also takes full mob damage.

Lure of cruelty: Crafted and refuled with live rabbits, tallbirds that the player has raised from eggs will create nests nearby and allow their eggs to be taken.

Supreme Shootius: Can use various boss drops to upgrade the Houndious Shootius's damage, health, range, and allow it to autonomously target hostile non-wildlife Like oooo I don't know- Brightshades?

Quirks for "Wuffet"

Socially Strange: Terrified of the more 'intelligent' mobs.

Cannot recruit Pigmen, Bunny men, Or merms if there was a wurt. And suffers rapid sanity drain around those mobs, in addition to powder monkies, pearl, and any other similar mob.

Hound Doomed: Doesn't do well with doggies.

Suffers increased sanity drain around hounds, and is breifly stunned then slowed when hounds play their bark animation, or when taking damage from hounds. (Too terrified to move, essentially like being hit by a gestalt without the eventually sleep.)

All of this applies to Vargs as well.

Finally, her Stats are low, especially health and sanity. Play style is generally more passive and peaceful with houndwaves becoming significantly more dangerous to make up for this.

Edit: Posted this and then had the saddling ideas, so I added those.

Edited by JustAPineapple
  • Like 3

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