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Give us some ideas for RP-friendly game modes/antagonists
#22
ok so heres my idea for an antag, THE CULT
Im making this without much planning so this idea probably isnt going to be great but here we go.
Now the ultimate goal is that its sort of a conversion antag, although the individial cultists are only really as antagonistic as the leader convinces them to be, I want the main power of the leader of a cult to be the power of words (and the fact they have some sort of nebulous authority over the cult) with the potential for sec to say create a coup to replace the leader with one who is more pro NT and definitly wont be corrupted by power (Right?), or for even the own cultists to turn against their master if the leader is being really bad, or if sec convinces them to, or maybe an antag joins the cult and assaninates the leader in a plot to become leader themselves and use that power to fufill their goal. Prehaps the cultists could have some sort of magic although said magic should never be more prominent than the main goal, the power of words and authority. I would also like this to be incredibly customizable with the cult leader being able to choose nifty uniforms

Ultimatly i want this antagonist to be a sort of wild card of a group, whos ultimate goal and motivation fluctuate with various leaders and other factors.
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RE: Give us some ideas for RP-friendly game modes/antagonists - by Rilor - 04-13-2021, 05:56 PM

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