Skill: Monstrous Mass for WM

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SkullFace
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Skill: Monstrous Mass for WM

Post by SkullFace »

Monstrous Mass would be a 60 CP child of Translucency. Characters with this skill gain a permanent 25 Hit Point increase. They also gain +5% to hit with HTH and Heavy Weapons, +10 to maximum inventory carrying capacity, and add +5HP per AP spent erecting Fortifications or Mounds. The character is also able to activate the Heavy Lifting Status Effect for 1 AP and 10 MP. This status effect may not be activated if already active, however it can be activated while the character is encumbered. It costs an additional 1 MP for every 15 minutes beyond the first.

Yes, this is a skewed Fiendish Bulk in all but name. It represents a WM with out-of-control physical mutations. It would be useful to WM looking for a more unorthodox style of play, allowing Thrown Superheavy attacks, aiding Cultivate Ground, and offering non-PM options. Inspired by the Michael Shea story Fat Face.
Thenixon
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Re: Skill: Monstrous Mass for WM

Post by Thenixon »

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TheGoof
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Re: Skill: Monstrous Mass for WM

Post by TheGoof »

I kinda like growing Wyrm Master's sub-theme as a throwing/melee damage dealer, something that can shift towards slightly more independence than the rest of the Summoners. It's likely still a little undercooked, but at least builds upon some flavorful dead ends in WM's skill tree.
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SkullFace
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Re: Skill: Monstrous Mass for WM

Post by SkullFace »

Thenixon wrote: Fri Aug 29, 2025 6:50 pm EAgKfyUXkAEIdgW-285179748.jpg
Exactly this!
Thenixon
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Re: Skill: Monstrous Mass for WM

Post by Thenixon »

WM has a direct line to uh ..*checks notes* a plane of uncontainable flesh?

What the whole thing was an activation form like Heavy Lifting, gave the bonus you listed, but had a per tick cost. Deactivated wm would be..deflated? At lower than max HP, or some other bodily cost?
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squib
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Re: Skill: Monstrous Mass for WM

Post by squib »

i do feel this skill needs to be fleshed out a bit. hue hue

i think other than a smaller passive HP boost (+10) having most of the skill as actionable buff to HP (another additional +25), inventory capacity, heavy lifting, mound/fort hp bonus, and hth bonus makes more sense to me. Its a power that can be tapped into, but not a permanent thing like just being an IB.

additionally for flavor: add a permanent passive increase (+3?) to acid blood damage because this Wyrm master is chocked full of more acid than the regular wyrm.
Stoopkid
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Re: Skill: Monstrous Mass for WM

Post by Stoopkid »

What if the WM could be able to carry its imps around on its back while heavy lifting like a mama spider :mrgreen:
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MrFrank
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Re: Skill: Monstrous Mass for WM

Post by MrFrank »

What if they add that mass from kills or corpses? So for every kill they get... say 1/4th of these bonuses, up to all of these (so 4 kills for full bonus in this example) for a duration.
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erikune
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Re: Skill: Monstrous Mass for WM

Post by erikune »

This looks like something that would be a child skills of Mutagenic Touch, or maybe even Metamorphic Unguis, rather than Translucency.

This also seems like a strange collection of bonuses, most of which probably aren't worth 60CP, as opposed to something interesting to invest into. You've got a small bonus to H2H, a rather meaningless bonus to heavy weapons, you've got superheavy combat, and Structural Engineering buffs, and extra HP... I just have a concern about what sort of build would even use this. Sure, if a WM had 60CP left over and nothing to spend it on, +25 HP and +10 Inventory is certainly nice. But that's typically not a concern on a character with no soak and not really a defensive aura.

I'm also wondering if it should be more tied towards the Wyrm Master being a spellcaster, as opposed to just a repeat of the IB/NC skill. Perhaps something like:
  • passive +5% Hand-to-Hand
  • passive +5% Melee
  • passive +5% Heavy Weapons (on top of the above)
  • Activated ability that grants Heavy Lifting
  • Activated ability also makes buff spells cost 2x MP but have double the effect. (Conjure Sinews is 20MP and gives +4 for 30 ticks, Sharp Vision is 20 MP for +30% ranged for 30 ticks, etc)
  • Buffed spells from activated ability only applies to cast spells, not from spellgems.
Maybe add a smaller passive HP buff but also a MP buff as well to make it more caster-centric. +10 max HP and +10 max MP, for example.
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snurpt
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Re: Skill: Monstrous Mass for WM

Post by snurpt »

Thematically speaking (for a mountain of flesh), may I suggest
  • +X HP where X is dependent on level
    +Y soak, perhaps favouring impact, cold and fire, which are most readily negated by more mass
    superheavy lifting (toggle)
    aura of stink (toggle)
    perhaps a buff to acid (vomit), fire (demon) and unholy (also demon) damage dealing skills, on the basis that more demon mass means more demon damage
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