04-05-2023, 04:32 PM
Hello, I was just considering ways to sort of improve Chaplain rounds, both on the antagonistic and non-antagonistic side of things. I've had wonderful ideas for how to improve Chaplain gameplay all around being a fan of the zealous chicanery the role gets away with.
First idea I've got is a traitor item; a Puzzlebox. It comes with an instruction manual and different combinations can achieve different things of beneficial or disastrous consequences to the user. Terrible results could result in gibbing by meat hooks like we see in chef's kitchen or summoning dark entities. More beneficial ones might heal people or resurrect if the selected beneficiary dies. Ultimately something that punishes the player if they aren't careful but bestows great power otherwise.
On the good side of things, the Chaplain could do stuff like develop potions to bless people's items with cool perks or just absolutely ridiculous ones.
Just a few examples
- Honkening Enchanment: Makes things honk when they hit something or someone
- Flaming Enchantment: Gives an object an eternal flame and looks really badass
- Swiftness Enchantment: Can give shoes wings to let you go super fast.
These are just a few; I wanted to recommend other stuff more related to making Chaplain a central protective figure instead of Sec when it comes to supernatural threats but that may not work. Though I may add it would be way cooler if Security and everyone else had to rely on the Chaplains fanaticism and holy powers instead of a stun baton for literal SUPERNATURAL ENTITIES. And if readjusting the strengths and weaknesses of departments is not agreeable than maybe incentive increasing the importance and his vulnerability; maybe the enchantments he offers make him a priority kill and offers an invaluable asset.
I just want to see the funny bible man have more things to do around here
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First idea I've got is a traitor item; a Puzzlebox. It comes with an instruction manual and different combinations can achieve different things of beneficial or disastrous consequences to the user. Terrible results could result in gibbing by meat hooks like we see in chef's kitchen or summoning dark entities. More beneficial ones might heal people or resurrect if the selected beneficiary dies. Ultimately something that punishes the player if they aren't careful but bestows great power otherwise.
On the good side of things, the Chaplain could do stuff like develop potions to bless people's items with cool perks or just absolutely ridiculous ones.
Just a few examples
- Honkening Enchanment: Makes things honk when they hit something or someone
- Flaming Enchantment: Gives an object an eternal flame and looks really badass
- Swiftness Enchantment: Can give shoes wings to let you go super fast.
These are just a few; I wanted to recommend other stuff more related to making Chaplain a central protective figure instead of Sec when it comes to supernatural threats but that may not work. Though I may add it would be way cooler if Security and everyone else had to rely on the Chaplains fanaticism and holy powers instead of a stun baton for literal SUPERNATURAL ENTITIES. And if readjusting the strengths and weaknesses of departments is not agreeable than maybe incentive increasing the importance and his vulnerability; maybe the enchantments he offers make him a priority kill and offers an invaluable asset.
I just want to see the funny bible man have more things to do around here
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