04-30-2015, 03:00 PM
I actually support the idea of turning the Chaplain into something useful/worth playing as, and religious powers only make sense. Feels like choosing religious qualities in Civilization.
I'll throw in my two cents about the chosen religions:
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Atheism: I'd keep this just for the gimmick stuff, honestly. The point of having no godly mojo is that you get no perks, so you're a plain ol' human, and I agree that moving the anti-supernatural stuff here would make it far too situational - basically just make this what current Chaplain is now... with one exception: Traitor Power: Pull an entirely random gun out of your held/pocketed Bible into your active hand. This can be ANYTHING recognized as a gun with a random ammo type (limited to the ammo types the gun can use), so it can be something super strong, or a Zip Gun, or maybe even a Trick Revolver.
Should have a heavy cooldown so the Traitor Chaplain can't just vomit guns onto the floor.
Life: Healing Touch, Defib, and Regen all sound fine for a healer Chaplain, though I would have a better addendum for the Traitor Power: cause the victim to get a bastardized version of the Bee "disease", causing him to vomit out Bees faster and constantly until the TOX damage kills him or it is cured. Yay, creating life!
Death: For another ability, maybe being able to revert a gibbed person's remains into a functional body again, except how well it works depends on how many gibs you can put into one place - not finding many results in something akin to the Cloner failing, and using gibs from another person's body results in a random foreign limb (you know how one person's limb on another person's body does crazy shit?). Traitor Power: raise an intact corpse into a Zombie that can turn other players into Zombies. (It's not that I don't like the Ghost-possession idea, in fact I love it, but the problem is that it requires the Ghosts to cooperate.)
Order: When I think of Order in Space Station 13, I can see this religion as being the "Annoyer" class. First ability bolts all visible doors for a little while, second ability locks all visible players into Help intent and prevents them from targeting with anything for a little while - you know, to establish order and try to resolve a dangerous situation peacefully. Both should have big cooldowns. Traitor Power: Basically just a Mindslave.
Chaos: No complaints here.
Light: Also okay with everything here, though the Traitor Power might be better as a screen-wide Flash.
Darkness: Fine with this.
Machinery: And this.
Nature: And this.
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Take my suggestions with a grain of salt, as always.
I'll throw in my two cents about the chosen religions:
--------------------
Atheism: I'd keep this just for the gimmick stuff, honestly. The point of having no godly mojo is that you get no perks, so you're a plain ol' human, and I agree that moving the anti-supernatural stuff here would make it far too situational - basically just make this what current Chaplain is now... with one exception: Traitor Power: Pull an entirely random gun out of your held/pocketed Bible into your active hand. This can be ANYTHING recognized as a gun with a random ammo type (limited to the ammo types the gun can use), so it can be something super strong, or a Zip Gun, or maybe even a Trick Revolver.

Life: Healing Touch, Defib, and Regen all sound fine for a healer Chaplain, though I would have a better addendum for the Traitor Power: cause the victim to get a bastardized version of the Bee "disease", causing him to vomit out Bees faster and constantly until the TOX damage kills him or it is cured. Yay, creating life!
Death: For another ability, maybe being able to revert a gibbed person's remains into a functional body again, except how well it works depends on how many gibs you can put into one place - not finding many results in something akin to the Cloner failing, and using gibs from another person's body results in a random foreign limb (you know how one person's limb on another person's body does crazy shit?). Traitor Power: raise an intact corpse into a Zombie that can turn other players into Zombies. (It's not that I don't like the Ghost-possession idea, in fact I love it, but the problem is that it requires the Ghosts to cooperate.)
Order: When I think of Order in Space Station 13, I can see this religion as being the "Annoyer" class. First ability bolts all visible doors for a little while, second ability locks all visible players into Help intent and prevents them from targeting with anything for a little while - you know, to establish order and try to resolve a dangerous situation peacefully. Both should have big cooldowns. Traitor Power: Basically just a Mindslave.
Chaos: No complaints here.
Light: Also okay with everything here, though the Traitor Power might be better as a screen-wide Flash.
Darkness: Fine with this.
Machinery: And this.
Nature: And this.
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Take my suggestions with a grain of salt, as always.