04-13-2021, 09:44 AM
-The psychic
A psychic who’s power is gained from being in the possession of personal artifacts that people care about (personal items). These would rack up as points or grades of power, allowing them with each item extra abilities. These could range from powers such as making active contact with the dead and/or giving the dead some of their power to affect people in some way (allowing the dead to play a more active role as well), psychic links that ‘allow someone to be influenced’ up to reasonable degree in a sort of one-order mind slave effect, (use tarot cards to) find out the location of people or what they carry with them, cause electronics to shut off for a certain period, etc etc. The goal of the psychic could be the gaining of power itself, or to exact vengeance on the station or certain people such as the chaplain, or maybe people who have the Atheist trait due to them being opposed to the psychic’s way. Since the amount of power the psychic would have relates directly to how many items there are and thus how many people there are playing, this could bottleneck their power accordingly and allow a fair shot to take them down in any population size.
-The collector:
An alien in human disguise that wants to collect as much as the crew (or just certain people) as possible for his rare collection. The way they would do it is by having an item (some ray gun) or power to figurinify people (like the special ghost critter figurines, with the sprites as the specific department/role they were/are). Their briefcase would be able to hold these figurines with more player being collected amounting to a higher random chance of the ‘weight’ of the case causing the collector to fall/slip and the briefcase opening, spilling the contents. These figurine players could maybe to talk to each other, do the bidding of the collector (on a cooldown ability), and try to escape. The cure to de-figurinify these players could be a reagent harvested from certain plants to include botany, mixing of the reagent with other reagents to include chemistry/medical and maybe an injection from someone with medical training as the figurines would be very small and a steady hand would be needed to properly inject them.
Also, maybe not for an antag type, but for modes/mode events, I was thinking for a little about an event or two that would keep players on their toes a little, especially in RP. One being a mass-mind swap where some interstellar radiation would cause people to randomly swap minds with pairs where one would become the other and vice versa (with a fair warning in advance so people wouldn’t be in an awkward position). This swap would either last for a given time period or possibly until both swapped players would be given each other’s blood with a hallucinogenic chemical such as LSD (as a nod to MKultra) to ‘link’ up the minds. One would be able to ward off the effects entirely by having a tin-foil hat prior to the ‘event’, which could be crafted using a refined ore of perhaps syreline or cobryl, giving the ‘cure’ of such an event in the hands of mining and perhaps cargo. potentially funny situations would be besides seeing how people react to being other's, but also when/if finding out the swapped player is an antag of sorts. do they go to security to confess or do they follow the plan and become the antagonist they now are?
A psychic who’s power is gained from being in the possession of personal artifacts that people care about (personal items). These would rack up as points or grades of power, allowing them with each item extra abilities. These could range from powers such as making active contact with the dead and/or giving the dead some of their power to affect people in some way (allowing the dead to play a more active role as well), psychic links that ‘allow someone to be influenced’ up to reasonable degree in a sort of one-order mind slave effect, (use tarot cards to) find out the location of people or what they carry with them, cause electronics to shut off for a certain period, etc etc. The goal of the psychic could be the gaining of power itself, or to exact vengeance on the station or certain people such as the chaplain, or maybe people who have the Atheist trait due to them being opposed to the psychic’s way. Since the amount of power the psychic would have relates directly to how many items there are and thus how many people there are playing, this could bottleneck their power accordingly and allow a fair shot to take them down in any population size.
-The collector:
An alien in human disguise that wants to collect as much as the crew (or just certain people) as possible for his rare collection. The way they would do it is by having an item (some ray gun) or power to figurinify people (like the special ghost critter figurines, with the sprites as the specific department/role they were/are). Their briefcase would be able to hold these figurines with more player being collected amounting to a higher random chance of the ‘weight’ of the case causing the collector to fall/slip and the briefcase opening, spilling the contents. These figurine players could maybe to talk to each other, do the bidding of the collector (on a cooldown ability), and try to escape. The cure to de-figurinify these players could be a reagent harvested from certain plants to include botany, mixing of the reagent with other reagents to include chemistry/medical and maybe an injection from someone with medical training as the figurines would be very small and a steady hand would be needed to properly inject them.
Also, maybe not for an antag type, but for modes/mode events, I was thinking for a little about an event or two that would keep players on their toes a little, especially in RP. One being a mass-mind swap where some interstellar radiation would cause people to randomly swap minds with pairs where one would become the other and vice versa (with a fair warning in advance so people wouldn’t be in an awkward position). This swap would either last for a given time period or possibly until both swapped players would be given each other’s blood with a hallucinogenic chemical such as LSD (as a nod to MKultra) to ‘link’ up the minds. One would be able to ward off the effects entirely by having a tin-foil hat prior to the ‘event’, which could be crafted using a refined ore of perhaps syreline or cobryl, giving the ‘cure’ of such an event in the hands of mining and perhaps cargo. potentially funny situations would be besides seeing how people react to being other's, but also when/if finding out the swapped player is an antag of sorts. do they go to security to confess or do they follow the plan and become the antagonist they now are?