11-07-2025, 01:28 AM
(This post was last modified: 11-07-2025, 03:55 PM by Ikea. Edited 2 times in total.)
https://hackmd.io/@n_CS7WI_S6iWfLJZT_uSQA/rkDrZmoJbg
Here's a design doc I wrote for ~~plexiworms~~ spinal barbworms, it's a bit detailed but if you want the TLDR (the abstract)
Barbworms (name not final) are a psychic sea slug-esc antag which focuses on a gameplay loop of taking control of hosts, using the hosts to help consume other players, then discarding said host and proceeding to a new one. While in a host, you do not have direct control of the host by default, instead you control them by telling them what to do following mindhack rules. By having indirect control it both makes antagonism active for both the victim and the host, and it raises opportunities for both sides to roleplay (both in what is ordered, and how that order is acted out). The barbworm also has various abiilities, both passive and active, and both default and unlockable, which enhance worm and host. These aim to help make the hosts actions more active. Since this antagonist is focused heavily on talking, it is intended to be roleplay only.
If you want a TLDR for the TLDR, you play as a neuron consuming back attached sea slug that indirectly takes control of hosts by telling them what to do with mindhack rules, similarish to cortical borer on other servers. You use the generated neuron points from being in a host/consuming people to unlock and use abilities both passive and active. Since the antag gameplay is mostly talking, it's intended to be roleplay only.
Here's a design doc I wrote for ~~plexiworms~~ spinal barbworms, it's a bit detailed but if you want the TLDR (the abstract)
Barbworms (name not final) are a psychic sea slug-esc antag which focuses on a gameplay loop of taking control of hosts, using the hosts to help consume other players, then discarding said host and proceeding to a new one. While in a host, you do not have direct control of the host by default, instead you control them by telling them what to do following mindhack rules. By having indirect control it both makes antagonism active for both the victim and the host, and it raises opportunities for both sides to roleplay (both in what is ordered, and how that order is acted out). The barbworm also has various abiilities, both passive and active, and both default and unlockable, which enhance worm and host. These aim to help make the hosts actions more active. Since this antagonist is focused heavily on talking, it is intended to be roleplay only.
If you want a TLDR for the TLDR, you play as a neuron consuming back attached sea slug that indirectly takes control of hosts by telling them what to do with mindhack rules, similarish to cortical borer on other servers. You use the generated neuron points from being in a host/consuming people to unlock and use abilities both passive and active. Since the antag gameplay is mostly talking, it's intended to be roleplay only.

Goonhub