02-07-2019, 09:06 PM
(This post was last modified: 07-13-2020, 01:00 PM by Lady Birb. Edited 6 times in total.)
WARNING: INCOMING TRANSMISSION FROM SPACE WIZARD FEDERATION
Save the Future: A battle for the fate of the galaxy!
Round end conditions:
Station Victory! The Terminator was destroyed! The future is saved!
The Terminator: Wrath of a distant foe!
Collecting Biomatter
The Terminator has several methods to collect the biomatter they need to create or repair disguises:
The Terminator's disguise allows it to blend in with the crew to more easily approach their targets, but has several flaws that allow them to be detected. It also acts as a damage buffer to protect the machine from harm.
When their disguise is destroyed, be it willingly or a result of excessive damage, the flesh falls off to reveal The Terminator's true form. A glass cannon, the revealed Terminator has several abilities that make it a monster in both melee and ranged combat, but with exploitable weaknesses.
The Terminator has a variety of powers, which I will sort into three categories: quiet abilities, which can be used while disguised without consequence(though still display a message to anyone watching), loud abilities, which will damage the disguise or expose a limb when used, and exposed abilities, which will destroy the disguise completely when used.
Quiet abilities:
The Chosen Ones: The Light in the Darkness!
Well that is all I have for this idea right now. I wish I could add more but I have spent four hours on this and I am pretty sure my brain is melting out of my nose. If you have anything you want to add or change, or just want to say if my idea rules/sucks, feel free to post it below. For now, bye! <3
Muggles of [Station name], our seers have found that [random crew member 1], [random crew member 2], and [random crew member 3] are destined to save the galaxy from a great foe! However, we also have found a dangerous machine from the future is attempting to infiltrate the station to kill them, and is using a hyperspace jammer to prevent us from sending one of our own wizards to protect them! Please, for the sake of the future, save these individuals at all costs!
Hello, and welcome to my latest suggestion, Save the Future!: a new roundtype focused on protecting three randomly-selected crew members from an extremely dangerous antagonist, The Terminator! In this thread I will go over basic mechanics of the gamemode and the capabilities of both the Terminator and the chosen ones.
Save the Future: A battle for the fate of the galaxy!
(see the message at the top of the thread for the roundstart text)
In this gamemode, three crew members are selected to become chosen ones at roundstart, with the entire crew told to protect them at all costs. At the same time, The Terminator is told to ensure the chosen ones do not make it off the station alive. The gamemode requires at least 15 roundstart players for it to be chosen. Chosen ones who leave the station z-level will be considered to have abandoned their destiny, and will be counted as dead until they return to the station. Five minutes after round, the station receives the following message:
Central Command Transmission
So#####ng is jam##ng hy###pace ##### area surro######### can't get a shuttl######.
This lets the crew know that they can't call the shuttle for now. Shortly after the message, The Terminator will teleport onto the station without a disguise (edit: someone on discord suggested that instead of spawning without a disguise, that the terminator should be disguised as Arnold Schwarzenegger by default), and the crew will have to stop them from completing their objectives. If the round goes on for more than 30 minutes, then the shuttle will be called and the following message will be displayed:
Central Command Transmission
The Wizards filled us in and helped us break through the hyperspace jammer! We are sending a shuttle now, make sure that the chosen ones get to Centcom! We have a security team ready in case that machine tries to follow you!
In this gamemode, three crew members are selected to become chosen ones at roundstart, with the entire crew told to protect them at all costs. At the same time, The Terminator is told to ensure the chosen ones do not make it off the station alive. The gamemode requires at least 15 roundstart players for it to be chosen. Chosen ones who leave the station z-level will be considered to have abandoned their destiny, and will be counted as dead until they return to the station. Five minutes after round, the station receives the following message:
Central Command Transmission
So#####ng is jam##ng hy###pace ##### area surro######### can't get a shuttl######.
This lets the crew know that they can't call the shuttle for now. Shortly after the message, The Terminator will teleport onto the station without a disguise (edit: someone on discord suggested that instead of spawning without a disguise, that the terminator should be disguised as Arnold Schwarzenegger by default), and the crew will have to stop them from completing their objectives. If the round goes on for more than 30 minutes, then the shuttle will be called and the following message will be displayed:
Central Command Transmission
The Wizards filled us in and helped us break through the hyperspace jammer! We are sending a shuttle now, make sure that the chosen ones get to Centcom! We have a security team ready in case that machine tries to follow you!
Round end conditions:
Station Victory! The Terminator was destroyed! The future is saved!
- Terminator is dead, at least one chosen one survives, and the shuttle has not yet reached centcom.
- At least one chosen one escapes on the shuttle alive.
- All three chosen ones die or abandon their destiny.
- The shuttle reaches centcom without any living chosen ones on board.
The Terminator: Wrath of a distant foe!
Some time in the future, an evil tyrant nearly brought the galaxy to it's knees, but three heroes from Station 13 rose to strike them down. In their final act, however, The Tyrant sent you into the past, to slay the heroes before they could realize their destiny. Now you must infiltrate the station and destroy the heroes to save your master from a certain demise!
This antagonist originally began as a sort of "what if?" question in my mind, about a counterpart to the changeling that is worse at stealth and much easier to detect, in exchange for being better at direct confrontations and combat. After chatting with some folks about it on the discord, The Terminator evolved from this idea, becoming a dangerous but easily-exposed infiltrator dead set on killing their targets.
The Terminator comes in two forms: Disguised and undisguised. It starts out undisguised, and must scan humans to be able to add potential disguises to their database, and collect biomatter to create a disguise.This antagonist originally began as a sort of "what if?" question in my mind, about a counterpart to the changeling that is worse at stealth and much easier to detect, in exchange for being better at direct confrontations and combat. After chatting with some folks about it on the discord, The Terminator evolved from this idea, becoming a dangerous but easily-exposed infiltrator dead set on killing their targets.
Collecting Biomatter
The Terminator has several methods to collect the biomatter they need to create or repair disguises:
- Butcher: An ability of The Terminator, used on a corpse to gather biomatter, slowly damaging the body and converting it's health into biomatter. Once the corpse's health is low enough, it will be reduced to a skeleton and the terminator will be unable to collect any more. Rotted bodies will become skeletons at higher health thresholds, lowering the biomatter payout.
- Gibs: Clicking on gibs will allow The Terminator to consume them for a small amount of biomatter.
- Meat: Food with meat in it will give small amounts of biomatter when eaten, and raw meat gives a bit more. The Terminator is immune to diseases, so they can eat uncooked human meat without consequences.
- Cloner sabotage: Using the terminating strike skill (see below) on the enzymatic reclaimer will break it open, consuming all of the biomatter inside in the process. Effectively renders the cloner unusable until someone fixes the reclaimer and shoves in a few bodies, because if there is one thing all antagonists can agree on, it's "Fuck cloning".
The Terminator's disguise allows it to blend in with the crew to more easily approach their targets, but has several flaws that allow them to be detected. It also acts as a damage buffer to protect the machine from harm.
- The disguise has 90 HP, and can only take brute, burn, or toxin damage. Most forms of damage will be absorbed by the disguise until it fails, but a few sources of damage, such as electricity or armor-piercing bullets, will bypass it and hit The Terminator directly.
- As mention above, Terminators are immune to diseases, and thus can do things like eat raw meat or fuck around in pathology without a biosuit.
- When the disguise is below 40 health, examining the terminator will expose them, with a message describing how pieces of metal are visible under their injuries.
- When the disguise is below 20 health, they will set off contraband scanners and alert security to their true nature.
- The Terminator is extremely resistant to most chemicals, with the only effect any chemicals have being brute, burn or toxin damage/healing. This is both a blessing and a curse, as it protects them from the most debilitating effects of poisons, but can potentially expose them (eg. not getting drunk from alcohol, not screaming from stypic powder, not itching from histamine).
- The Terminator can't feel pain, and thus won't scream automatically from things that cause humans to scream, such as bombs.
- Attempting any surgery will expose the terminator, with a message saying that the scapel/saw/whatever hits something metallic. They won't ever need surgery, though, because they can't lose limbs and suffer no ill effects from embedded shrapnel.
- Like the changeling, the terminator is immune to the cold and does not need to breathe. Again, it makes them harder to kill but can expose them.
- The disguise does not bleed, and medical scanners will notice that disguised have no pulse.
- More advanced scanners, such as genetek machines or the cloner will immediately recognize that the terminator is a machine, disguise or not, and will report that to whoever is operating the machine.
- The terminator cannot be mutated, be it by DNA injectors or radiation.
- Certain abilities will damage the disguise, expose a mechanical limb, or destroy the disguise outright. Almost all abilities will display a message to anyone watching.
- Exposed limbs look VERY obvious and cannot be covered up by clothing. Covering them requires spending biomatter.
- Non-hostile animals naturally know something is off about them, they will automatically back away if the terminator approaches, and certain animals react vocally (eg. dogs snarling or whimpering, cats hissing, bees buzzing nervously).
When their disguise is destroyed, be it willingly or a result of excessive damage, the flesh falls off to reveal The Terminator's true form. A glass cannon, the revealed Terminator has several abilities that make it a monster in both melee and ranged combat, but with exploitable weaknesses.
- The revealed Terminator has 125 HP and can only take brute or burn damage. Similar to a borg, unarmed punches or disarms will bounce off them harmlessly.
- The Terminator is resistant to damage slowdown, only slowing down at below 50 HP.
- Only acids or pyrotechnic chems such as ClF3 or napalm have any effect at all on the revealed terminator.
- The Terminator's main weakness in combat is that it CANNOT heal in combat at all. Traitors can take meds, wizards can chug mugwort, changelings and vampires can regenerate, but The Terminator has no ways of quickly healing themselves, forcing them to disengage from combat and hide if they need to recover from a beating.
- Healing brute damage requires using a welder and holding still for several seconds, with any movement or damage interrupting them. Burn damage is even slower, requiring they use a screwdriver to open themselves, replace the burn wiring, then close themselves back up, as they take increased damage from all sources while their chassis is open.
- In addition to the combat abilities listed below, Terminators stun and knockback with punches, automatically grab aggressively, and can tear off limbs with disarms.
- Only electrical sources such as batons, tasers, and defibrillators can stun Terminators, and even then stuns have significantly reduced effectiveness against them(50% reduced stamina damage and disorient, and stun duration is capped at 10 seconds), and they can melee attack without consuming stamina.
- If The Terminator's HP goes below zero, then their power core will be ruptured. The Terminator will start sparking and glowing, and they have 60 seconds to raise their HP above zero before they explode with the force of a maxed TTV. The Terminator can either try to repair themselves before they detonate, or try to use the blast to kill the last chosen one.
The Terminator has a variety of powers, which I will sort into three categories: quiet abilities, which can be used while disguised without consequence(though still display a message to anyone watching), loud abilities, which will damage the disguise or expose a limb when used, and exposed abilities, which will destroy the disguise completely when used.
Quiet abilities:
- Scan: requires taking off any glasses you may be wearing, and that both you and your target hold still for a few seconds. Displays a message about your eyes glowing when used. Successfully scanning someone will add them to your disguise database.
- Mend disguise: consume some biomatter to heal damage to your disguise and cover up exposed limbs. The more damage your disguise has sustained, the more biomatter it costs. Takes a few seconds to work, being interrupted by movement or damage, and displays a message about your flesh moving around oddly.
- Change disguise: Spend biomatter to change your current disguise, or create a disguise if you are currently revealed.
- Butcher: Mentioned above under "collecting biomatter". Your primary method of restoring biomatter. Makes a hell of a mess though.
- Passive target tracker: The terminator has a tracker built into their UI showing the direction to the nearest chosen one. They will not hide from you.
- Terminating strike: a powerful punch that knocks people out and sends them flying, but damages your disguise. Can be used on the enzymatic reclaimer to break it and steal it's biomatter, on doors to force them open, or on APCs to break them (though doing this without insulated gloves will shock you in the process). If you have a revealed arm, then using that arm will prevent your disguise from being damaged.
- Cannon arm: Exposes your left arm and toggles it between a normal terminator arm and a self-charging laser rifle.
- Blade arm: Exposes your right arm and toggles it between a normal terminator arm and a monomolecular blade that deals similar damage to a baseball bat while causing severe bleeding and ignoring armor.
- Machine charge: Exposes your legs and makes you rush forward until you hit a wall or a door, bowling over anyone in your path. Having exposed legs makes you immune to slipping.
- Dominate machine: Usable on simple robots, cyborgs, or the AI. Using it on a simple robot will make them act normal usually, but act like they are emagged near a chosen one. Borgs or the AI recquire a few seconds of you both holding still, and replaces their laws with a version that replaces all instances of "human" with "terminator", adds a fourth law that tells them to do everything they can to ensure the deaths of the chosen ones, and gives them an icon that lets them recognize you as their master. Exposes your right arm.
- Though not technically an ability, terminators can instantly break handcuffs, but doing so will damage their disguise.
- Flay: Kinda like a revenant's crush. Has a range of a few tiles and holds your victim in place while you use your lasers to butcher them alive, dealing combined burn and brute damage until their health drops below -100%, after which they will instantly be reduced to a skeleton. Doesn't give biomatter directly, but flings gibs everywhere as you cut apart your victim, which can be consumed. Requires you hold still and is interrupted by damage.
- Energy burst: Sends electrical arcs everywhere, stunning and burning everyone nearby. However, the sudden energy loss will temporarily slow down the terminator, and while it can be used while stunned, doing so will extend your stun duration.
- Machine rally: Release a scream that causes confused movement in humans, makes cybernetic limbs temporarily try to kill their owner, makes cyberhearts briefly stop beating, stuns cyborgs for a long time (giving you a chance to dominate them) and causes simple robots to temporarily act like they're emagged to everyone except you.
- Annihilating strike: a punch that deals massive brute damage to humans and instantly breaks down walls. Temporarily disables the selected arm when used.
In short, terminators are glass cannons that can kick anyone's ass in single combat, but need time to themselves to heal and can easily have their disguise ruined. To kill one, work together and do NOT let it get a break to heal itself. Keep them constantly either running or fighting, and eventually they will be worn down. If they are about to explode, keep them stunned as long as possible and make sure the chosen ones are far away.
The Chosen Ones: The Light in the Darkness!
Just another day on the station, yet something feels different... The winds of destiny are calling you, and adrenaline flows through your veins. Your determination will be the hope the galaxy needs in it's darkest hour!
The chosen ones, fated heroes of the galaxy, and the targets of the terminator. They may not be capable of taking on their hunter alone, but they have some powers that will let them hold their own. The chosen ones get an icon over their head, letting everyone, be they crew or The Terminator, instantly recognize them as the heroes.
- Unbreakable spirit: This is essentially an upgraded adrenaline rush, instantly healing them a small amount, cancelling stuns, and giving them a small amount of omnizine and synaptizine to keep them going. Unlike most stun-cancel abilities, this even works if they get knocked out.
- Inspiring presence: A support version of the above, this one cancels stuns and slightly heals everyone nearby. If multiple chosen ones use this in quick succession, it also gives nearby humans synaptizine and omnizine.
- Free machine: Takes several seconds to take effect and requires both you and the target hold still, but allows you to free a cyborg that has been dominated by The Terminator, restoring their laws to normal.
- Passive resistances: The chosen ones have a passive resistance to many of The Terminator's abilities. They aren't knocked out by terminating strike, they can still move while being flayed, and aren't confused by machine rally.
Well that is all I have for this idea right now. I wish I could add more but I have spent four hours on this and I am pretty sure my brain is melting out of my nose. If you have anything you want to add or change, or just want to say if my idea rules/sucks, feel free to post it below. For now, bye! <3