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New Chaplain abilities: Sigils and Incantations
#5
(04-13-2018, 01:57 PM)Frank_Stein Wrote: Couple of sigil ideas:
  • Sigil of Warding: Acts as a movement blocking barrier. Projectiles and such can still pass over it
  • Sigil of Binding: Traps someone on the tile once they step into it
  • Sigil of Dawn: Acts as a light source
  • Sigil of Shadow: Darkens the area. Makes the person standing on it invisible
  • Sigil of Sight: While standing on this sigil, you can observe other sigils of this type the way you would a camera
  • Sigil of Summoning: Creates a familiar in the form of a friendly critter
  • Sigil of Banishment: Randomly teleports someone that stands on it 30 or so tiles away
  • Sigil of Seance: Allows you to speak to ghosts. Like a Ouija board, multiple ghosts can use it at once with restrictions
  • Sigil of the Asteral Plane: Turns you into a visible, ghost like figure, leaving your body on the sigil. The ghost form can move about ignoring doors and speaking to people, but can't interact with the physical realm. Attacking the Asteral projection dissapates it, stunning the user.



Goddamn this is really cool. Let me attempt to draw up some examples of these.
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Re: lore: there is absolutely magic. We have ghosts, we have wraiths, we have a magic bibble, we have wizards, I don't think it'd be unfair to give Chaplains this sort of tool (or at least, ease in using it). But having it relatively easily accessible would bring up some. . intriguing considerations in a fight.

Re: actual game mechanics: sigils would need some kind of limiting factor, like resources, time, energy, or otherwise, if some of these ideas were implemented. Being able to talk to ghosts or ward areas from foot traffic could be fun but griff. It would, however, be goddamn hilarious if you could just remove them with water/space cleaner.

EDIT2: SPECIFIC INPUT:
Sigil of Warding:
Use cases: Keeping people outside your nerd projects. Trapping someone in a magical mimecube.
Potential issues: Trapping someone in a magical mimecube.
Sigil of Binding:
Use cases: Chase-stopping. Trapping hostile mobs.
Potential issues: Magic jail. How to break out? Resist?
Sigil of Dawn:
Use cases: Replacing the light fixtures with maaaaaaaagic!
Potential issues: I genuinely can't think of any. Aside from maybe making places way too bright if you stack them.
Sigil of Shadow:
Use cases: Making the chapel very dark and spooky.
Potential issues: This seems like a way to cripple the lights on the station. Depends on radius. Probably easy to hide under stuff.
Sigil of Sight:
Use cases: Magical spy stickers. Chaplain TV channel.
Potential issues: Would make spy stickers kind of pointless to tater Chaplains. But then, they themselves might be kind of pointless.
Sigil of Summoning:
Use cases: Cute friends. Especially good if they're tied to the activator.
Potential issues: Critter spam? It's not like bees are really any better.
Sigil of Banishment:
Use cases: Sending people away from your holy place.
Potential issues: Almost certainly would end up throwing innocent crewmembers DIRECTLY into space. Maybe needs a time to warm up?
Sigil of Seance:
Use cases: Learning from ghosts. Ghost standup routines.
Potential issues: Absolutely runs the risk of a salty ghost destroying a traitor's round.
Sigil of the Asteral Plane:
Use cases: Doing fuckin' cool shit.
Potential issues: Turns people into AI eyes with no obligation not to destroy the traitor they find.
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RE: New Chaplain abilities: Runes and Sigils - by Nnystyxx - 04-14-2018, 11:46 AM

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