Pakellas the Inventive believes in impossibilities of intricate devices.
Followers would receive a mystic gadget to empower their blows. Later, Pakellas would reveal more and more secret ways to invoke that gadget, achieving a large variety of effects on the battlefields.
The power of Pakellas’s abilities is governed by Invocations.
The god gives you a new resource, “gadget charges”, which you can spend on god abilities. They are regained as you gain experience. The maximum number of charges you can store equals to the piety level (so 6 at ******
).
At *
, you gain Empower Weapon
. It consumes 1 charge, grants you the empower
status, which deals extra damage and effects on your next weapon (or UC) hit target.
The exact nature of extra damage varies from game to game, but they usually at least include a portion of inresistable damage. Below are some examples I have in mind.
- Fire blast. Fire damage on the target, and all neighboring grids.
- Heat absorption. Cold damage on the target, fire damage on the farthest away monster in LoS.
- Vacuum. Asphyxiation damage scaling with the number of surrounding occupied grids.
- Neurotoxins. Poison impact damage, poisons and attempts to silent target for one turn.
Interactions with stuff
Works on Melee, Ranged and UC. Not sure about throwing, probably don’t need to.
Only hits the primary target, so doesn’t apply the damage on axe cleaving, penetrating, etc.
Triggers only once in Manifold Assault.
Quickblades only trigger the effect once.
Coglins and g&g trigger it twice because these are the only cases where there are physically two weapons.
Note that the last clause intentionally makes Coglin stronger, because they have the worst invocations skill but share the gadget theme.
Takes 1 turn to activate but time reduced by invocations, so that using this still has some value in late game in terms of damage-per-turn.
These are all minor details (and probably just overthinking at this stage) though.
design notes
I know that I cannot judge the relative strength of options, so I leave that out, and admit that I think neurotoxins is probably very unbalanced. Just give an example, not something I feel like sticking to.
I think what would work best are simple abilities offer situational advantages. Fire blast and vacuum help with crowds, heat absorption might help you snipe that orc priest, etc.
At **
, you gain Performance Booster
. It consumes 1 charge and grants you a temporary buff. Some examples I have in mind:
- Shroud. Just… does what Shroud of Golubria does. When it collapses it blasts everyone nearby, with the same effect as in
Empower Weapon
. - Regeneration. Gives both HP and MP regen.
- Stat boost. Increase all stats for a while.
- Courage. Slaying bonus that scale with number of enemies in LOS.
design notes
Since the Charms removal, combat buffs are mostly a consumables and god power thing.
Regeneration and stat boost are included to showcase that plain, vanilla options could work. Though they tend to step on other gods a bit.
Shroud showcases that one can make the abilities linked. But probably not worth it to do it at every chance. Shroud prematurely broken was a sad and undesired event though, so I personally feel tying in some damage wouldn’t hurt.
There is also the question about defensive vs offensive buffs. I think if I have to choose one side, I prefer defensive.
At ***
, you gain Emergency Module
. It consumes 1
charge and some piety, and performs an action. Some examples I have in mind:
- Blastblink. Blinks, damages surrounding monsters and attempts to push them away. As usual, the damage is flavored by
Empower Weapon
. - Flankcharge. Charges to the farthest target with a LoF, damages it, attempts to slip to the other side if there is space.
design notes
This is where I cannot judge what’s good. But in general I think Imprison
-level strength is desired.
At ****
, you gain Unleash Power
, which consumes 2 charges, and unleashes the same power as Empower Weapon
, but on more targets.
- Ball. Fireball shaped.
- Ring. Irradiate shaped.
- Beam. Beam shaped.
- Remote Control. Smite target.
At *****
, you gain Magnum Opus
, giving you a power that does big, lasting, battlefield-wise things. Consumes 3 charges and piety.
- Towers. Summons a number of defense towers near you, who automatically shoots
Empower Weapon
-flavored attacks. - Guardian. Summons a mechanical guardian, prebuffed by the
Performance Booster
and permanently inEmpower Weapon
. - Trance. You enter a state where all your attacks are empowered by
Empower Weapon
, and each kill would renew the duration. - Inferno. hits everyone in LoS for a few turns.
design notes
This is the only category where I put mixed stuff in (there are summons, AOE and offensive buffs). The only overarching theme is “things you want in a big, sustained fight”.
Is this a good idea? Questionable. I’m fine if all options are summons, for example.
At ******
, you do not gain new abilities, though you can hold one more charge.
Being the god of technical secrets, Pakellas will punish those who abandon them with only the abilities they already know. Those who reached
*
would often find monsters enhanced byEnhance Weapon
, those who reached**
would see monsters buffed mid-combat, etc.