
▲ 7 r/FarFarWest
New Cryptic Enemies Ideas (+1 Joker)
Hello! I've trying this awesome game and it was all fun!
I came up with some random ideas for Cryptic Monsters + a joker idea to counter one specific enemy that happen to startle me more than I'd like to recognize (yes... those snakes...)
I even have some visual images so you can see the enemies better, I would like to let you know that I have used AI to create them.
New Enemy Ideas
1. Horseman Gunslinger
- Danger Level: Prime
- Behavior: "The horse keeps on the move at all times, circling the player while the horseman shoots them with a similar projectile to Slinger, but, instead or firing in an arched fashion, it will shoot directly towards the player. This bullet will be a little bit slower than Marauder's one. The horse can be killed, if so, the Horseman will fall and turn into a normal Slinger. If the slinger is killed instead, the horse will run away before despawning.
- Special Ability: Horse Expertise - "The horseman will use their horse to chase after the player if they try to get away. Horse speed will match base horse speed of the player's (If player boosts, the cryptic one will also boost, but will eventually get tired). This horse can also jump to dodge obstacles"
- Slinger Health: 30
- Horse Health: 100
- Counter Measures: Killing their horse render them useless, as they become a normal gunslinger again. Killing the Horseman is easier, the horse will just run away in panick if there is no Horseman. Using my Joker idea to prevent the horse from dashing to reach to you if you dash with your horse.
2. Prospector
- Danger Level: Fine
- Behavior: "It moves randomly on the map, searching for loot or clueless Cowboys to steal from! They prefer to be underground. Once they sniff someone or someloot they will emerge from the ground and (if coast is clear), it will try and collect something out of the ground or from a cowboy's pocket before burrowing on the floor again. While burrowed, several noticeable particles will jump from the floor to signal there is a Prospector under the ground"
- Special Abilities:
- Loot Hoarder - "The mole will try to grab any dropped glowing thing that it founds wether its gold, ammo or Jokers! (Luckily they don't like how souls shine...) Be aware though, if they see a cowboy nearby, they will attempt to steal their gold (and in rare cases a random joker if they successfully hit a player from behind). Killing them will drop everything it has picked up. They have a limited range of things they can have, once reached, they will try to run away before despawning, successfully keeping all hoarded items for themselves (how annoying!)".
- Burrow: - This enemy can scratch the ground and go underground (it takes its time...). While underground, it is immune to gunfire of any type, but a good explosion will make them emerge without consent!
- Prospector's: HP: 15
- Counter Measures: Be aware of the burrowing particles, they are noticeable, shoot an explosive spell or round to kill them early (Explosive rounds given from jokers work!). You can wait and bait them out by giving your back to them, once they are out, they take some time to burrow again. Any electric attacks will cancel and stagger them, use them to prevent the Prospector from hiding away with your loot. Do not leave useful loot behind, or it maybe fetched by this little guy. On the contrary, you can use them as little hoarders to collect items for you, as killing them will make them drop everything, but be aware once it is full of items it will try and leave permanently.
(ik this does not look like a mole...)
3. Desperado
- Danger Level: Prime
- Behavior: "These scorpions are plaged with an ever-lasting itchy back so they will use their quick feet to reach any cowboy to ask for a scratch on their back (No matter wether the scratches are by fist or bullets, they are quite durable). If they are ignored, they may pull up their claws and stinger to make their presence stand out (There is nothing better than a Pincer or a Stinger to let someone know you are there). If they are treated with a scratch, they will resume with their duties and leave your party alone."
- Special Abilities:
- Hard Bones - "They have a QUITE durable 'Shell' (Actually they are just bones). They receive no damage from bullets or melee. Acid and fire melt them though, so they are not that durable in the end.".
- Stinger: - "They can use their stinger to inflict a strong injury on their enemies. They don't care their poison cannot affect robots or skeletons as long as their metal or bones can be pierced. Getting hit by the stinger attack will reduce movement speed by 10% (Subsequent hits grant additional stacks up to 40% speed reduction). Luckily, those strange green bottles fulfill their role quite well and heal any wounds present."
- Desperado's: HP: 5
- Counter Measures: Comply to them and scratch their back, one little bullet into them is more than enough to calm them down, they will leave you alone for a while after that. Use any Fire or Acid spell, they shell cannot withstand it and they will die instantly.
4. Cryptomancer
- Danger Level: Mythic
- Behavior: "These high-experienced mages like to attend populated areas (a.k.a danger zones). They have a mastery on cryptic magic and know a spell or two to hinder anyone who dares to oppose to the Master. Also, they may rarely appear during bad weather situations (a.k.a storms), if the cowboys dare to stand on the spotlight. Once it finds a poor cowboy, it will start to conjure some skulls with cool green flames that will chase that pesky cowboy and explode for 20 damage (Hope they don't try to shoot the skull!). Also, as the responsible ones for the Cryptomancing Shacks that spawn fellow Cryptids, if they feel threatened, they may conjure a shield with those loved green skull motives around that clearly dont have nothing to be with a power source, obviously... Inside their shield, they are an unstoppable force that will ward off any cowboys who try to stick their noses where they don't belong. Finally, don't dare to touch any fellow Cryptid while on their sight, they won't hesitate to let you end their lives permanently!"
- Special Abilities:
- Reviving Pulse - "Killing Cryptids near them will cause it to eventually cast a Reviving Pulse: A ring that extends from the Cryptomancer up to 50m radius (Similar to the Bird Boss), bringing to life any dead Cryptid in their green variant. (It's a pity green Cryptids cannot be revived :(, pls change it)".
- Cryptic Shield: - "When they are half HP and 1/4 HP left, they will cast an unbreakable shield around them. Alongside this shield, some fluorescent-similar-to-shack-ones green skulls will appear. Destroying them will deactivate the shield (But nobody wants that, right?)."
- Cryptomancer's: HP: 500
- Counter Measures: Erm... Kill them! They cannot be Corrupted and they revive other Cryptids, so, try and kill them first using your best weapons or spells. Using crowd control techniques to kill hordes fast may be useful, as the reviving spell takes a little time to be cast (and also have some cooldown between them, they maybe experienced, but Mana isn't free).
New Joker Card Idea
Card Name: [Insert Card Name]
- Rarity: Fine (2 Slots)
- ** Reason: ** This may or may not be related to my easy-to-startle personal thing I have with the Snakes (Deathrattle).
- Affected Enemies: Deathrattle, Raven, Buffalo, Your Horse (You won't be able to call it).(And my creations: Desperado, Prospector). Special Interaction: Horseman Gunslinger's horse will prefer not to chase you and keep their distance (yet it will still chase you if commanded by their rider they will not boost if you boost as well)
u/Cogolex — 5 days ago