Pakellas was an interesting idea, an evocations god, but with evokables being so powerful already it sadly had to be abandoned. I have an idea to rework the idea of innovation brought with Pakellas.
Deprecates
Pakellas dislikes it when the player relies on the arcane for help, preferring that they innovate and help themselves.
Piety System
Pakellas would grant piety for exploring and gathering inspiration (AKA discovering new enemies)
Piety would essentially be a cap on the amount of Machine Parts the player can have at once, a new resource.
Machine Parts
As you kill monsters, Pakellas will occasionally grant Machine Parts, a resource that all Pakellas skills use.
Pakellas Skills
Pakellas skills can only be used when the player has the “Creative” status, or when there are monsters in the players LOS
At * the player would unlock the skill Arc-weld Wands for [MP:4 and Parts:1]
This would grant the player 1d2+1 wands (randomly selected from the game’s selection of wands) and would also create a 3x3 blast of electrical damage. (Damage scales with Evocations)
At ** the player would receive a Small Gadget with a randomized name (similar to how coglin gizmos are done)
It would have a randomized effect and attack type.
Attack types would be stuff like:
- 3x3 explosion
- piercing bolt
- strong blast, pushes both the target and the user back and does more damage
- quickshot, firing takes only half of a turn
Damage scales with Evocations and firing costs MP
They would also receive the skill Inspired Redesign with a cost of [MP:6 and Parts:2]
This would reroll the gadget.
At **** the player would receive a Large Contraption, a one-handed ranged weapon with two resists, a vulnerability, two spells that are trained in Evocations instead of their initial spell school, a brand and a randomized name.
Felids would receive an Augmentation instead, a permanent weapon installed instead of claws. It would not be ranged.
The player would also unlock the skill Ultimate Innovation with a cost of [MP:10 and Parts:4]
This skill would look at the vulnerabilities of visible enemies to decide the brand and spells of the contraption, AND their damage types to decide the resists.