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New Chaplain abilities: Sigils and Incantations
#3
I like the idea of this a lot. Gives you some magic-y stuff that isn't super griefy and is removable, but has a definite use. And, done right, you could flavor it however you want for varying different Chaplain religions.

should be a gib tile that has really obvious effects/a confirmation prompt, so you can sacrifice yourself

Here's some ideas:
Good
- Healing: passive regeneration, sort of like a sleeper. May not be enough to prevent active death but helps. Might cure addictions with faith healing.
- Antistun: shortens the durations of stuns.

Neutral
- Flush: purges chemicals faster from those standing on the rune. Good if you have poison in you, bad if you have medicine in you.
- Conversion: Gives those who stand on the rune Chaplain-set miscreant objectives. Basically a way to make being in a cult official, but doesn't give you any murder privileges.
- Chemical: Puts the first chemical to touch it into the bloodstream of those touching an engaged rune. This could be great or very very very bad.

Bad
- Hurting: standing on this will make you die slowly.
- Stun: crossing this when it's active will blast you with a stun. It may need to recharge.
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RE: New Chaplain abilities: Runes and Sigils - by Nnystyxx - 04-13-2018, 12:25 PM

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