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A "NEW" Faustian Antagonist
#1
In a discussion thread about Traitor chaplains we suggested to remove Faustian wrestlers as they tend to be powerful valid hunters in Classic making Faustian Chaplains kinda an ally and ignored so some super staff members can beat up any other traitor/antag. It's considered bad there, in RP the Faustian Chaplain is mostly accepted as a fun lil traitor flavor then something that breaks the game.

So I suggested a new Faustian Antagonist all together.

Presenting: "The Faustian Bargainer"
Take the idea of the Faustian Chaplain but make them their own antagonist not tied to Chaplain. A new antagonist for the chaplain to battle like Wizards, Vampires and Wraiths.

The point of this one is that the Faustian Bargainer has to collect souls in several ways then just "contracting"
They can put curses on players that drains the soul of the target, giving the bargainer more power.
More souls = more power. They don't even have to kill their targets, but it does speed it up.

Mechanics:
Lesser Curse - Put a lesser curse on someone. (This can be anything from juggling, changing hair constantly and such) Drains 1% Soul per 20 seconds.
Cooldown around 35 seconds. You can go crazy on this one abit. If target dies during the curse, their entire soul is forfeit.

Greater Curse - Unlocked when 100% soul is obtained. Put a greater curse on someone. (These are the curses that  do things like: "Make someone permanently drunk" kinda curses.) Drains 1% soul per 10 seconds. Cooldown 60 seconds.

Spawn Contract - A pop up appears showing contracts you can spawn in. These are benefical contracts to gain souls faster and allies. Cooldown - 240 or 120 or 60 seconds.
All contracts can only be signed once. (No multiplue contract souls, target can still sign contracts as long as they have soul like with Zoldorf)

Contracts:
- Free Money contract - Gains 25% soul from target. Costs no soul to obtain. 
- Lesser Mutation Contract - Gains 25% soul from target. Costs no soul to obtain (Mutations like phyiscally fit and such are the way to go. RNG wich you get.)
- Greater Mutation Contract - Gains 50% soul from target. Costs no soul to obtain , but unlocks when 1st 100% soul has been reached. (Fire immunity, frost immunity, xray vision and such. RNG wich you get.)
- Destructive Mutation Contract - Gains 100% soul from Target. Costs 1 soul to make. (Hulk mode, EMP aura, Mutation Aura and such. The stuff that you sorta want to destroy or hinder the station)

Demonic Pressence - Makes someone scream in fear and paralyzes them for 4 seconds. Cooldown 1 minute.

Demonic Flame - Unlocks when 1st 100% soul is obtained. Fires a demonic fireball at a target, doing heat damage and setting them on fire. Cooldown 45 seconds.

Faustian Strength - Unlocks when 3 full souls is obtained. Let your mortal flesh become powerfull! Gain increased Stamina, less stun time and harder punches for 20 seconds. Cooldown 120 seconds.

Destruction Incarnate - Unlocks at 5 souls obtained. USES ALL SOULS!! Reign down destruction upon those fools who didn't believe you! 
(This is essentially like changelings abomination form but for Fausts, not sure how to balance this, but I know this is your LAST DITCH EFFORT! If you use this you will explode in the end unless a chaplain or doctor purifies you.)

So far this what I came up with balance wise... note that non of this instant yet, just concepts. You can still force players to sign contracts though if that matters.

Your enemies:

- Security (Duh)
- Chaplain (They can purify those from your curses, luckily contracts cannot be undone)
- Doctors /  Mediborgs (They can purify people with salts.)
- Athiests (They are immune to your abilities (minus faustian strength and destruction incarnate)

So how do we avoid everyone going Athiest? Well the Faustian can might get an abillity to deal with Athiests or... Athiests when they die automaticly give their soul to a Faustian onboard. That balance ain't done yet.

So what do you guys think? Is this a fun concept? Shoot it down if you like.

EDIT: Removed Contracts that turns players into antags, can be considered grief. Bad mutations and good mutations stay.
Addition note: Losing soul is still BAD as it does do the whole "lower your max health bit" like with Zoldorf, but only if the target signs contracts, not by curses or else the curses become a NUISANCE.
Addiontal ideas is that it drains your HUNGER 1st before draining your soul. Thus making food more valuable when the antag is out...
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#2
Faustian contracts don't make antags.  They only show up in the antag list due to a longstanding bug.
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#3
usually when antags have the ability to convert a non-antag to an antag (in modes where it's not the Entire Point, anyways) there's a major downside to the person being converted, whether it's mindslaves being bound to the orders of their master, changeling limbcritters being critters, thralls being extremely frail and having next to no advantages, or gang members having to participate in a gangs round

the concept presented seems like it won't do anything to fix the problem traitor chaplains have where someone begs them for big powerful contracts, then uses them to validhunt. rather this seems like it'll exacerbate the issue, except instead of creating hyper-powerful nonantags who then go beat the tar out of anyone they can, it'll be people who will straight up get the ability to grief placed into their hands
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#4
(06-18-2022, 05:19 AM)Mouse Wrote: Faustian contracts don't make antags.  They only show up in the antag list due to a longstanding bug.

Did not know this.. since faustian contracts also make vampires who are antags and some times werewolves.
BUT... if you say it like that...

Also waffle thanks for your insight that I didn't see. Clearly the contract system I made is TERRIBAD for classic, needs alot of reworking.
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