06-22-2016, 12:10 PM
(This post was last modified: 06-22-2016, 12:26 PM by Sundance. Edited 2 times in total.)
(06-16-2016, 11:37 AM)Frank_Stein Wrote: How about starting small with this?
There's two ideas I saw floating around somewhere. One was making friendly wizards, another was a suggestion that Chaplains always be non-antags.
I think, if the chaplain was always a force for good, they could be trusted to have minor wizard spells (miracles) for helping the crew.
A few miracles:
Turning wine into water - Sobers up drunk people instantly
High on Life - Cures addictions
A light in the Darkness - Creates a spot of light
I really like the ideas of miracles, given that this thread concept is dead in the water. Basically make it so that:
A) Miracles mainly effect other players. Anything that can be used by yourself is generally minor.
B) Mostly niche healing abilities.
C) Makes the chaplain go Wololo when miracle is cast.
Other ones/renames:
Eternal Ray: Creates a pool of light. Can choose players (including yourself) to have the light emanate from them for a period of time.
Touch of Virtue: Cures drunkness/addictions/cluwne disease (now worked into a miracle)
Sanctify: Reduces damage from all sources for a small period of time. Cannot be used on yourself.
Purity: Shoot a small ball of light from your hand, some burn damage, some stun. Basically a last ditch effort. Long cool down.
Revelation: Very long cooldown: Acts like clairvoyance. Will also detect if a person is dead or not.
Martyrdom: Gib yourself instantly to revive a dead person.