A few more thoughts :
- The possibility to merge two pieces of armor (or two weapons), provided they're of the same type, into a new one, which retain the skin of your choice between those two (you choose the stats as well).
Ex: Armor A looks good, but has low stats. Armor B is not my type, but it has much better stats. I fuse Armor A & Armor B to get Armor C, which looks like Armor A, but with the better stats from Armor B.
This way, you can play with your favorite armor/weapon without having to care for efficiency.
- To put buckets on the head of NPCs to blind them, so as to rob them with absolute effectiveness.
No... No ! Not the fireball, I'm kidding ! But, a joke about it would be cool.
(For those who didn't understand
here is an example of a bucketheaded NPC).
- A duck of imperial wide. Because the time has come.
Now it gets fancy.
- A "Hardcore" (call it the way you want) difficulty, with hunger/thirst/rest to manage. And even your washing.
I don't need to develop any further the concept of thirst/hunger/rest, it has already been made in other games, you got the idea.
Hunger/Thirst = Less stamina, health, strength,...
Not sleeping will make you slow, you'll often miss your target, your mind will be weakened, ...
As for washing yourself, it's simple : The stinkier you are, the more agressive some NPCs will be toward you. You'd have a "Scent gauge", which would range from "Fresh flower" to "Olfactive nuisance".
Basically, if you take a shower regularly and use fragrances, NPCs (humans mostly) will take time to talk with you, but should you "miss" your bath time twice and they'll start being hostile, walk/run away from you, chase you or hire an assassin. You can be such a problem for citizens that the "legitimized use of force" would be necessary to prevent further civil disorders.
At the mean time, your smell can help you socialize with other races, such as dwarves, orcs, ...
...Or unlock scent-related interactions, whatsoever. For instance, you could be sneakier in a camp of orcs, but as furtive as an elephant in a city.
- Something I've thought of, which sounded fun to me, would be a "Dread gauge".
To sum it up, your character hide himself and start to terrorize the NPC/group he wants to attack (hurl things out of nowhere, scream, imitate a monster, no matter the artifice as long as you scare him).
The more you scare him, the more you fill his "Dread gauge".
Then you can decide whether to attack, once the first level of the gauge is attained, or to further play on his nerves.
You then can jump next to him and yell "MOOOOO !" (Yes, like the cow !), making him run away from this location for two turns (or more depending on the filling of the gauge).
Your partner can jump at the same time for a bonus debuff, such as a weakened mind/speed/whatever, or wait and jump to your foe a turn or two later, yelling "MOOOO !" as well (or "BAAAAAH !" for deeper panic) to extend the running away for a bonus turn.
Now for the requirements, you must be perfectly stealthed. Should your mind game be discovered, and you're good for problems (a penalty of any kind, a warm and welcoming place in jail if your target was a citizen). The more you scare your target, the more paranoid will he turns, making him suspicious to anything, which will increase the difficulty of scaring him without being discovered.
Do not expect hiding yourself in a barrel and rolling on the floor as if it was inconsequential.
You can also choose not to attack your prey, but still yell "MOOOO !" at him and toy with him, out of sheer sadism, but beware of the
consequences .