Got Food. Got Coffee. Let's do this.
(Or just swapping out Astral for Construction period, because if it does work, then all four Elements, Humanoid, and Angel could theoretically work.)
Now, while you DID say swapping out Astral is an auto-miscast... i dunno. Swapping out the keyword that allows an Astral copy to form, with something that allows for a different type of copy...
That is a good point. I can tell you that Astral is an auto is an Auto-Miscast because it's too connected to the Attacker. Or at least how I understand Astral Travel. But there are two ways to get what you desire.
1) Add a Keyword. Add Fire for a Fiery Astral Copy!
2) A Ritual for an Avatar. It's not a perfect Copy compared to the Astral Copy. But it's easier, can be changed much more, and a Miscast is far easier to survive.
So, I kinda disappeared yesterday, let's see... Chess pieces, interesting, not what I expected, very spammable but, not like we'd want to super spam them, just some groups in the right places with the right other units to support them. We might not ever get simple battles in any room, but that can very well be an advantage, all our rooms should be more like Saw puzzles instead of battles.
Wasn't what I expected either. But the more I looked into it, the more it fit the theme of the Golden Dawn. As a side note, I wanted to add in Enochian Magic, but I've got no damn clue how to add it in. This is a bit of a compromise. And yeah, simple battles are for other Dungeons. No Billy puppet, I'm afraid. That's trademarked.
Also, also... Can the projected monster help set up the projection ritual in another room? If yes, we could use the time people are battling to set up most of our dungeon with it, having some strong monsters harass them through the whole dungeon, not directly fighting but attacking form range and moving out. I'm just not sure what the comission is going to think about that... Technically that's breaking the rules, no?
I'll need to double check on that. Give me a bit.
And... We should probably get someone who specializes in rituals on our team. Even if we don't make use of him during plays, just to test ritual variants and help us come up with where/how to use them, it'll already be very worth it. We could get someone like that as a boss, but unless the person is particularly good for that, I'd hold up on that.
Good idea. Having your Offense and Defense work with each other can unlock some interesting things. Not to mention Coaches as well can help.
[X] Plan Proof of Concept
-[X] [Favorite Trap] The simple trip wire that made them fly into your deadly aerial trap, in the finals a couple years ago.
-[X] [Good Thing About Yourself] Innovation
-[X] [Negative Thing About Yourself] Pride (for the traps, not himself) - And don't want to change
-[X] To test your trapmaking abilities against some of the best the Dungeon Diving world had to offer.
-[x] There's a bunch of football fans up in arms. Proper football, not that American bastardization. Apparently they're afraid you'll take away from some of the local teams. You don't really think so, but football hooligans are not the brightest of the bunch.
Right, time to reveal what you've won!
Innovator - Once Per Turn, you get a free tweak to an established or known Trap or Challenge. It's semi-random (Based on what happens during the turn), but it will always be something new, different, or better then what you have now. For example, A Water Trap on a turn you went hard into Fire Research may get you a Steam-Based Trap.
My Babies! (Will Probably Change The Name of The Flaw.) You take pride in your traps. They challenge others to think and look around, instead of relying on brute force. You can weather any insults, but you will not hear about any insults about your traps. You take penalties towards dealing with people insulting your traps, or the art of trapmaking. The penalties depend on various factors. (A friend saying it doesn't look very good won't be very much. An enemy saying your traps are a disgrace to Dungeons will outright piss you off.). This is
UNCHANGING.
To Test My Abilities - You love testing your trapmaking against the best the NDDA - and Dungeon Divers in general - have to offer. How do you deal with those who plan to endure the pain while being backed by a healer? What's the plan when your opponents step so lightly that floor plates aren't triggered? And are they clever or strong enough to beat your planning, and if so what do you do? You'd love to find out.
Hooligans! - You get to deal with Football Hooligans! They'll be a pain in the ass depending on certain factors, and can cause a bunch of issues if they get really riled up. But they are... not the brightest bulbs, if you get my drift. You can outsmart these foes... or possibly get them onto your side.
The trap. This can change, but here is how I have interpreted it to mean:
Trip Wire - Trip Wires are half cost, and negate 1 Success from whoever deals with it
Fly Into - Your Trip Wires can launch an enemy up to 30 feet into any direction, including up. If they have ways of flying or stopping themselves, this does nothing. Otherwise, they are vulnerable. If they hit something they may take damage. If they are launched into the air, they will fall unless they can fly, or cast a spell or use an item that gives them flight.
Deadly Aerial Trap - Funny thing: Nobody really remembers to look
up until it's too late. Unless a person has already dealt with a number of traps, they will have a harder time noticing traps that are 10 feet or more above them. Traps that are 10 or more feet above the floor deal more damage, and require more successes to break out of. The amount in both cases varies.
The Finals - (Randomly Chosen: The San Francisco Virtual) - The trap is themed towards the hosting Dungeon of the Finals two years ago, when the Virtual took on the Mind.
The trap was simple. A tripwire that launched an opponent airborne, into a waiting net to wrap them up. The net would lift them up even higher into the air. From there, screens would turn on, revealing Yoshitaka Hanako, one of the Virtual Stars. If a person looked too long into her eyes, her disappointment in them would shred them into bloody bits. Because they were wrapped up, they could do nothing but look in that direction. A smart person could just close their eyes. But that would last only so long, as the net would start to squeeze the life out of them. Literally. Even if they were able to break the net - not an impossible feat - that still meant a 50 foot fall to the ground.
And in the Finals, it worked perfectly. The Mind's Alexander Smith had been too cocky throughout Final Dive. Said he was too smart to fall to any holographic tricks, false charms, or electrical trickery. Funny how a simple tripwire and net brought down one of the NDDA's smartest Adventurers.
The best thing about it, is that you could change it up to fit almost anything. All you need is a tripwire and some creativity. Nobody really looks up. Even Veterans don't do it all that often. They're more worried about the monster about to eat their face, or the pits on the floor. And when they are rushing, they don't really look down either. It's real easy to miss that thin silver coil, waiting to be crossed. And nobody really had learned, even after that violent reaction started the downward spiral that doomed the Mind. Well, you'll teach them three words every Londoner knew by heart:
Mind The Gap