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View Full Version : ABILITIES Zephonim Ideas and suggestions for abilities and evolved skin



Morgiahs
23rd Mar 2014, 03:15
Hello, so I know there are a few threads out there regarding the zephonim class but they were from two months ago atleast so forgive my creation of a new one. I've had this running through my mind all day and needed to get it out.

The Zephonim were my favourite clan of Soul Reaver, to me they seemed like the ultimate subtle ambush predators. Now I'm not saying that as a debiliator class they don't work, in fact a stealth/debiliator hybrid class would suit the zephs to a tie.
However the lore section gives the impression that they seem to be debiliator heavy, I have some ideas for passive/active powers that might provide for a a better balance between the two styles.

1. Passive ability: coalesce shadows - essentially how this to my mind would work is this: Zephonim have the ability to manipulate their opponents senses, by standing completely still they become next to invisible. Any movement instantly dispels this effect. The invisibility isn't perfect and an eagle eyed opponent could spot the zeph.

In game play terms this is the ultimate camping ability, simply set up in a corner you know is well travelled and wait for an opponent to pass by un-awares leaving them open to a an attack.

2 Active ability: Back Stab - pretty much does as it says on the tin. A back stab type attack for high damage, could have coalesce shadows passive associated with it, backstabbing from invisibility doubles damage.

3. Passive ability: Stealth walk - Now this one is a very subtle passive but could potentially be a very powerful tool. How many times have you play a first person shooter and you couldn't seen your opponent but you could hear them running around? the idea is that this passive cuts out all sound the zephonim make while moving, be it the sound of walking, running, or climbing.

4. Advanced Wall crawling passive - now I KNOW this has been suggested before, but the Zephonim wouldn't be Zephonim without this so I've included it. I also think that this is the LEAST likely ability to be implemented into the Deceiver class due to technical difficulties, camera and so on. True wall crawling, the abiltiy for zeph plays to Alien stlye wall crawl vertically, horizontally or just plain camp on the ceiling.

Evolved skin ideas:
In the Soul Reaver 1 era the Zephs are very spindly and have a spider like quality to them obviously.
http://img2.wikia.nocookie.net/__cb20120825191550/legacyofkain/images/3/37/SR1-Enemies-Zephonim-Fledgling.jpghttp://img1.wikia.nocookie.net/__cb20120825191609/legacyofkain/images/6/65/SR1-Enemies-Zephonim-Adult.jpg

The thing that grabs my attention is the fangs, they are too far forward to be located in the mouth. Indeed to my mind they are very reminiscent of the mandibles of certain types of insects, so in keeping with the spider them and the midway between human looking and full devolution why not have the bottom half of the mouth skinned to keep with the self-multilation theme but have the top half of the face intact and the top lip developing into something akin to these bad boys:
http://img.photobucket.com/albums/v289/GilbertQ/TrapdoorA.jpghttp://static.ddmcdn.com/gif/spider-fang.gif

What do you think community and the lovely Mr Cabuco?

GenFeelGood
23rd Mar 2014, 03:50
http://www.nosgoth.com/system/rich/rich_files/rich_files/000/000/098/blog/deceiver-poster.jpg

Got to page 4 of the blog to read up on them and go here to see them in action

https://www.youtube.com/watch?v=F7A2cpUuFb8

Your actually pretty close

Denaros
23rd Mar 2014, 23:34
What about a poison bite ? From what i remember in SR1 the zephonim use their teeth in fight, so bite and retreat would fit the zephonim mentality, you hide in the shadows when your prey die from the poison ^^. And maybe something with the human bodys, like the possibility of climb wall with a body for a more safe place for feeding. I really imagine a class who dont take risk.

TGWabba
25th Mar 2014, 23:27
http://www.nosgoth.com/system/rich/rich_files/rich_files/000/000/098/blog/deceiver-poster.jpg

Got to page 4 of the blog to read up on them and go here to see them in action

https://www.youtube.com/watch?v=F7A2cpUuFb8

Your actually pretty close

I believe that that is a Malchiah vampire actually.

Also I think that the only passive I would give them is something to climb on walls better than the others.
Then maybe a leap move which can be done from those walls.
A poison effect would be a good move to give them , maybe also some kind of web attack which slows/ disables targets.

Vampmaster
25th Mar 2014, 23:55
I believe that that is a Malchiah vampire actually.

Also I think that the only passive I would give them is something to climb on walls better than the others.
Then maybe a leap move which can be done from those walls.
A poison effect would be a good move to give them , maybe also some kind of web attack which slows/ disables targets.

It's already been confirmed on the blog that they are Zephonim. They're casting illusions, not stealing skins.

Invisibility or partial invisibly could make a nice custom ability to swap in, though. It would have a similar result to the disguise, just a different visual effect.

TonberryWEAPON
16th Jul 2014, 23:16
I'm aware I may be necroposting somewhat, but this thread seems the most valid place for my musings.

Now, it's apparent the "Evovled Zephonim" skin is likely to be coming out relatively soon, and I've noticed that the current evolved skins have implemented the clan sigils within their designs. This causes me to come back to the most enigmatic question about the Zephonim I have beyond "what's in Zephon's eggs?", which is this:

Is the chest logo a tattoo or is it scarring?

Now, it might seem obvious from looking at the still screens already posted, as well as the following one, that it would be a tattoo...

http://img2.wikia.nocookie.net/__cb20130924113454/legacyofkain/images/thumb/2/2e/Zephonim.png/614px-Zephonim.png

...but, in-keeping with the mythos as it has been expanded upon, and the fact that, when viewed in-game, it sometimes seems to have more of a red outline, it seems plausible to myself it may actually be scarred in. I'm also eager to find out if the used sigil will include the "dot" seen in the artwork, but not seen in the game sprites of the Zephonim themselves, nor Zephon's "arm scarf" in the SR1 intro...

http://i.imgur.com/ngEidgX.jpg http://img2.wikia.nocookie.net/__cb20120525163122/legacyofkain/images/thumb/1/1d/SR1-Icon-Symbol-Zephon.jpg/480px-SR1-Icon-Symbol-Zephon.jpg

As it will help me ascertain whether I'm getting a tattoo on my chest of the logo or if I'm getting scarification instead, and also whether to get the dot put in. I must admit I'm leaning towards the dot being non-canon considering the source material, but I'm interested in other people's views, and obviously how the Evolved Zephonim skin works it into the design when it appears later this year.

I'm also interested as to how the skin itself will work as a "half-way" idea, and must admit Morgiahs' idea of "mandibles" sounds interesting, even if the idea of slicing off their lower jaw hits me as leaning a touch too aesthetically close to Kain's precious first-born son, turned betrayer...

lucinvampire
17th Jul 2014, 12:08
http://img2.wikia.nocookie.net/__cb20130924113454/legacyofkain/images/thumb/2/2e/Zephonim.png/614px-Zephonim.png


My Elder God:eek: the realisation that the devolved Zephonim have three toes and not the two toes like the other clans *faints*...never noticed before - but I wonder when they (d)evolved to have more toes again :scratch: did they realise how hard life is with less toes and go no we need more :lol: - I can't wait to see an Evolved Zephonim...though I do love the little freaky deaky fella as he is at the moment :D

RainaAudron
17th Jul 2014, 12:18
Yeah, they are the only exception (and Rahabim wear boots so we don´t see their feet). It appears the extra toe evolved to make climbing easier.


TonberryWEAPON: The dot is always present when the symbol is portrayed alone and it is not used when there are too symbols facing each other (like on the Lt.´s capes). Why Zephonim one doesn´t have a dot is weird because Turelim have it:

TonberryWEAPON
17th Jul 2014, 21:20
Wow, that's really interesting, Raina! Surprising I never noticed that, as I tend to be quite the synchronicity freak...guess that just leaves the egg mystery, which shall forever be an article of faith for fellow Zephonim...
[Note to self: Make Zephonim signature pic w/ clan sigil foreground and Silenced Cathedral bg some time soon]