# Anomalies - categorizing the anomalies
this is a rough ideapool. so i stop forgetting them all
its not compleate. feel free to add stuff
this is meant to categorize all the components of anomalies
* classes
* types (not offical by bacon's code yet. this is a pitch)
* hazard level
* triggers
* effects
* targetters (not offical by bacon's code yet. this is a pitch)
* conditions (not offical by bacon's code yet. this is a pitch)
triggertrees refer the list of trigger followed by effects that each anomaly has
and some other ideas
# classes :busts_in_silhouette:
all anomalies exist as diffrent classes.
some anomalies are objects. others are... more humanoid and some are not even physical
1. Object.
the anomaly is an object. incapable of movment. but that wont mean it cant act on its own acord
2. book
well... books. they have access to a special read trigger if they happen to pick it
3. mob
a basic moving entity. it has access to mob triggers and can pick positive conditions(observe the conditions table) depending on their hazard level
ALL moblike subtypes have theese properties unless told otherwise
4. critter
a small object like enttity. it has all the properties of an object... but it can move on its own like a mob. it has access to mob effects and conditions
5. statue
it can pick one of the statue subsets. moblike. with conditions
6. equipment
clothing weapons ect. has special triggers for put*on* put*off*/used/attacked with
8. dissease
spawns as a dissease (preferably on an object). effets manifest on victums
will obviously have a special trigger set
has potential overlap with bloodcult type
8. zombielike
mobtype anomaly spawns naturally or by bloodrot(refere boodrot in conditions or effects tables) reaching max severity
has 50% to contain Zinfect effect in its trigger tree (all instances infected by an instance have identical conditions and triggertrees)
picks 2 extra positive conditions.
9. holoparasitic
special holoparasitic entity. always has parasitize effect in its triggertree natural hp of 50. moblike
10. revenant
simular to revenant without any of their natural abilities. has 50% chance to spawn with haunt in its triggertree. can be seen with flux goggles
11. abstract
a seemingly empty area affected by bouts of anomalous activity.
represented by an invisible epicenter (simular to AI eye)
affects entities and objects inside its area of effect
(size affected by anomaly strenght).
exists in 2 variants. static and moving
static does not move at all but has somewhat larger radius.
moving... moves(shocking) very very slowly in a random but straight paths
may be contained with portable flux contaimnet fields to redirect trap and very slowly drain it. can be interacted for study via the epicenter
12. vinelike
the anomaly consists of several types (2-8) of slowly growing tile structures acting like spacevines. each with its own triggertrees,effects,potential conditions. anomaly starts as the base variant. variants may switch with growth. anomaly has a size limit
13. bloblike
anomaly resmembles a blob with basic tiles that may randomly spawn special tile sctuctures. basic tiles have no properties. but the special structures posses triggertrees and potential conditions. not inherently sentient
12. derelict ship
a ship randomly in deepspace or docked to a ruin. simular to abstract anomaly
tiles inside the ship are considered as part of self. all who get near it run the risk of its effects. has a special hyperpulse trigger. random tiles are picked to bear its triggertrees those tiles may be invisible or designated with an anomalous effect. if 60% of the ship is destroyed its neutralized
it may be contained and studied simular to the abstract anomaly
it may be
derelict - inactive
haunted - controlled by ghostchat. cannot dock at lavaland,the station or phobos.
anomalies may spawn inside
13. ghostlike
spectral in nature nonhostile entity that can phase trough walls. slowly wanders about laying anomalous effects wherever it goes
14. specter
bit of a cheat. this is a generic preset
spawns with ghostlike and lifeleech conditions and nothing else
used as a ghostspawn threat in some conditions and effects
15. artifacts
offshoot of the special items idea. artifacts are 100% passive items that meerly grant users anomalous powers. artefacts cannot be supressed or used for flux extraction. artifacts are usually created from terminating anomalies or compressing large quantities of flux (flux lootbox)
weapons/clothing/cosmetics fall in this category.
* clothing/cosmetics
hold conditions. that they apply on any entity that wears them
may be cursed preventing removal/triggering a small triggertree on removal
some conditions are mixed and may exist on their own but purely positive condtions will be paired with purely negative conditions for balancing
* weapons/equipment posses a simple triggertree that mainly triggers from the item's main function. melee weapons on hit,guns on shoot, button objects on clicky. may also posses traits like cllothing. like a permament condition while carried or a curse but its less likely
--- still thinking of more classes ---
* sentient. picks a ghost to enhablit a newly created anomaly that rolls sentient. if the anomaly is disabled with the flux rifle and contained. ghost them. if the anomaly breaches containment offer it back to the ghost. if the ghost disconnected offer it to all ghosts
* statue subsets. may pick multiple. (static and agressive are mutually exclusive)
1 - static. can only move when not looked at
2 - aggressive. can only move when looked at
(aggressive might be rather boring for players. should probably not be picked if the statue is sentient)
3 - morphing. put the morph effect in a generic/player trigger tree
(reverse prophunt)
4 - large object. the statue is a large object
(hide and seek with a murderous chair)
5 - machine. the statue is a machine
- player trigger. -
special trigger. makes the effect tree a spell that can be used by the anomaly player
- morph effect -
change entity's sprite to the trigger's target.
(this effect isnt exclusive to morphing statues. but it made sence to mention it here)
# types :bread:
this idea isnt fully. approved this is just a pitch.
some anomalies may be picked to have a type... but they could also be generic.
types can be considered as thematic major modifiers.
generic have none
(the idea is to tie some special and powerfull effects/properties to types in order to make them rarer... and thematic)
1. machine -
the anomaly will have wires that can be exposed and hacked. some wires link to its triggers others are duds
2. clock cult - themed around signals spreading over multiple entities
the anomay generates at least one (maybe more) pairs of *rune effects* and trigger trees.
the rune effects when triggered spawn a rune that has its asociated trigger tree.
runes COULD send signals to other rune types or the anomaly itself
runes can be destroyed with a flux rifle
3. blood cult - creation and spread of anomalous agents of corrupted flesh or metal
pick type at start (flesh or metal)
if flesh - force spawn bloodling OR spawn fleshling effect in tree
if metal - force spawn scrapling effect in tree
4. plant - growing. mophiong. idea i got from kudzu
has more simple anomaly trees. but can clone itself when it hits a nutrition treshhold.
clones have slightly diffrent trigger trees. (anomaly evoloution)
instances should be easily destroyed.
5. bluespace - pocket dimention
not to be confused with random anomalies that can teleport stuff. bluespace anomalies have access to a custom z-level that they interact with via the pocketdim effect they are given.
some modifiers for the pocketdim effect that may be picked at random
6. contaminating - its spreading
anomaly posseses a special cotamination effect in its triggertree
effect applies a temporary anomalous properties to.
- objects - into object class anomaly
- structures/large objects - into statue class anomaly
(pottedplants, walls,windoors, machine frames ect.)
- entities(carbons,simplemobs) - into mob class anomaly
exists in
fixed variant - generates 3 triggertrees for the 3 possible types of things that can be contaminated (objects,structures and entities) and always applies that
chaotic - random triggertree for every contaminated instance
*in both cases the selected class is generated with its applicable special variables and conditions. if any apply*
7. supermatter echo - engineers beware
while the SM is in the process of delamination there is a small chance for a echo anomaly to generate. echos are simple anomalies. when their hazard level is picked its reduced by 2-4 levels down to the minimum and spawned at a random location in the station.
if the SM fully delaminates at least 1 is guaranteed to generate but is however stronger. having a +1~+2 to the hazard level picked instead of -2 to -4
8. cursed object pair
the anomaly consists of 2 parts a holder object and the core anomaly itsef the object and anomaly have 2 seperate triggertrees. in both a special effect resides that releases/absorbs the core anomaly from/back into the object. the anomaly heals damage/supression whilst inside the object and is mostly inactive (object may have its own effects)
9. global anomaly - exploration rework tie in... if you can beilieve in that
themed around offstation missions having a onstation effect. can only be a mob/object. spawns alongside a explo mission to contain/destroy it.
an incredibly powerfull anomaly that remotely blasts the station with a global anomalous effect (view global effects).
The crew may deffend themselves via a flux shield set to global... however this is at best a costly (flux) and at worst a temorary solution. destroy/contain to disable the effect for good. this anomaly is by far the best flux generation anomaly but also the riskiest. for if it breaches containment the onstation global effect once emitted will be made vastly stronger and the flux shield wont stop it
10. (sentient)
depending on the way anomalies spawn this can be straight up a midround antag. has access to the properties of mob/critter/statue. witchever it got.
has EXCLUSIVE access to player triggers.
11. (sentient evloving) - -hypothetical- -
in the rare event bacon implements anomaly crafting. this (deffenetly midround antag) anomaly. will be able to slowly change its anomaly trees and triggers. probably via a point system.
*this is a rough idea relying on a rough idea*
12. multi state
anomaly has multiple states that it can switch between with an effect node in its trigertree. diffrent states have diffrent stats active triggertrees and sprite
13. mutant carbon (potentially sentient)
*players that somehow become anomalous do not come into this category. but remain generic*.
the entity is a heavily mutated carbon mob with special and fixed properties depending on the race
mutant carbons's crit state is at 180 damage. they cannot die from oxyloss
* human
* visual - pale skin, white bedhead, white beard(male), flux eyes overlay
* properties
*
* hardened hairstructure - the anomaly takes 75% less damage from attacks to its back and 25% from attacks on its side including supression equipment
* inexaustable - the anomaly regains energy 25% faster than usual
* capable - the anomaly can at random pickup and use items
* lizard
* visual - flux eyes overlay, mutated horns overlay,
* properties
* harnened scales - the anomaly has a slight natural brute,burn protection
* horns all over - attacking the anomaly with melee hurts the attacker
* claws - anomaly's base punch and any physical/manipulation type effectс deal extra damage
* plasmaman
* visual - flux eyes overlay, plasma crystal growths overlay, no hardsuit
* properties
* unstable plasma bones - small fire is spewed in the direction of any burn damage
* eternal fuel - if the anomaly catches fire it will burn indeffenetly till extinguished takes no fire damage
* moth
* visual - flux eyes overlay, anomaly mothwings
* properties
* winged - the anomaly flies
* light absorbing eyes - the anomaly recovers energy faster in light
* ethereal
* visual - to be determined
* properties
- rancid glow - the anomaly's glow causes light burn damage
- physcal/manipulaton effects's damage is burn
- electic - the anomaly is highly resilient to shock damage and is more likely to pull from the electromagnetic effects tree
- frail - the anomaly takes ~10% more damage and supression
* IPC
* visual - voidfluxed screen. mutated steel bodypart overlays
* properties -
* mutated steel - the anomaly has a strong natural armor but is permanently stuck in walking
* anomalous screen transmitions - the anomaly always has 1 psycholocial effect that triggers with observation, dissabled when anomaly is suppressed or dead
* spreading steel - the anomaly can consume iron/circuits in its hands or floor to heal and recover energy it can also do the same by harming borgs or IPC's with physcal damage
* EMP supression - EMP's drain the anomaly's energy
* infectious steel - the anomaly has an increased chance to have a scrapling spawning effect
* apid
* visual - bodypart crack overlays , dripping voidflux overlays, anomaly_nightmare_maw.png
* properties -
* overgrown cracked exoskeleton - the anomaly has moderate brute protection
* toxic stingers - physical attacks and psyical/manipulation effects inject poison proportional to ~25% of the damage dealt
* dashing wings - increased movement speed by ~25%
* oozelings
* visual - flux eyes overlay, exposed nerve endings chest overlays, forced longhair type, maw overlay
* properties
- fireproof
- heatresilient - ~80% heat damage resistance, ~50% burn damage resistance
- rapid growth - the anomaly slowly heals physical damage. and recovers energy at slightly elevated rate
- ravenous - can consume food items and corpses under its feet *(corpses take more damage but are not destroyed. corpses cant be fed on if damage is above 300)* raising the carbon's nutrition
if nutrition is at hungry tier the anomaly's health and energy regen boost are halted.
if nutrition is at starving tier the anomaly will start getting supressed.
*(if the anomaly breaches this property does not apply for some time)*
* overgrown strenght - physical/manimpulation effects stun for longer and deal 20% more damage, physical hits apply a short stun and deal 10 damage, grabs start at tier 2
* toxins restore the anomaly's energy
* low body temperature supress the anomaly
* water supresses the anomaly
* medicine supresses the anomaly
14. greater mutants
direct upgrades to carbon mutants. exclusive to high tier anomalies theese monsters are what happens when a carbon mutant is left to grow and mutate (note not carbon)
* human - extreemly pale and tall faceless human figure. that's not what you want to see at the end of the sci hallway at 3am
* *f̷̘̊a̸̼̚c̶̣̔è̶͎* - has 1 psychological effect that triggers when observed
* bone like hairstructure - all damge and supression damage reduced by 100% when hit from the back 50% from side 25% from the front
* unyelding - always has one of the resurecting conditions
* lizard - an armored 4 legged horror the size of a car with mutated horns growing on every part of the body
* bulletproof - ~80% physical 30% burn damage resistance
* thorned horns - all melee attacks hurt the attacker at 10% of the damage dealt
* piercing force - all physical attacks and physical/manipulation effects deal double damage
* plasmaman - a towering skeletal figure covered with extensive plasma crystal growths
* infectious crystals - all physical attacks & physical effects inject targets with plasma
* hellfire - any burn damge will ignite the anomaly. any physical damage/physical effect the anomaly afflicts will now deal 20-40 burn damge on top extinguishing the anomaly
* moth - a biblically acurate moth
* many winged - the anomaly is in constant flight and constantly pushes any entity that is 3 or less tiles to it away from itself
* radiant light and dark - the anomaly is more likely to use wavelenght effects
* etheeral - it has decendted into pure rancid fluxvoid light
* rancid radiance - deals moderate burn damage to any entity that can see it
* electric affinity - more likely to use effects from the electromagnetic tree
any physical attacks & physical/manipulation effects applied deal burn damage and will set the target on fire
* ipc - its limbs have fused and the metal of many innocent borgs now hangs of its rotting steel frame. what was once a screen to display emotion now a maw to devour and infect more metal. its circuits rotten away this is no machine anymore but a steel tumor
* squirming steel frame - 50% brute protection standing next to it has a chance to automatically *prick you* even if not attacking dealing low physical damage
* devouring steel - metal/IPC's,borgs standing next to the anomaly will be destroyed/take damage restoring the anomaly's health and energy
* spreading steel - always has a birth scrapling in its triggertree
* apid - with its face no more than teethfull maw and rancid golden void seeping from the cracks of its mutated shell what was once a productive drone is now nothing more than a 4 legged abomination
* overflowing voidflux - this anomaly cannot die. any physical damage / physical effect will inject voidflux into the target
*(voidflux is characterized with burning the body and organs and manifesting random anomalous effects on and around the person who it is within. while voidflux is in your body you cannot die or enter crit. voidflux can be treated with flux)*
* devouring maw - all physical damage / physical effects deal 25% more damage
* dashing - movement speed +10%
* oozeling - growing more than 3 times its original size with its legs no more than a jellatenous mass and its very nevrves overgrown and shooting out of its body. one can easily see the golden voidflux building within its body
with its rapid regeneration this entity may prove to be nigh immortal. if not for water
* rapid regeneration - the anomaly quickly heals damage and restores energy
* utterly fireproof - immune to fire,heat,burn damage
* utterly overgrown poisonous power - deals double physical damage and a short stun physical/manipulation effects deal double damage and longer stun. all physical damage applies poison chem at 20% the damage. grab starts at tier 2 and injects small continous poison
* ravenous - can consume food items and corpses under its feet **and around it** (corpses take more damage but are not destroyed. corpses cant be fed on if damage is above 300) raising the carbon’s nutrition
if nutrition is at hungry tier the anomaly’s health and energy regen boost are halted.
if nutrition is at starving tier the anomaly will start getting supressed.
(if the anomaly breaches this property does not apply for some time)
* water supresses and hurts the anomaly
* cold temperatures supress hurt and slow the anomaly
* exposed nerves - the anomaly is stunned at random intervals when that happens trigger a effect from the electromagnetic tree
--need more ideas--
# hazard level :biohazard_sign:
internal value deternimes the anomaly's generation characteristics.
(bacon wanted at least a few harmless anomalies)
note: ALL anomalies have at least 1 flux trigger
note: generic triggers are categorized as very easy to trigger. intentionally or accidentaly
note: passive triggertrees are characterised as having a more specific trigger. conditions only apply for mobésc anomalies
*vvv(idea pitch)vvv*
**all anomalies have a special energy value (strenght). value operates as a % multiplier to all effect variables. acts as both a containment health bar an anti spam messure and strenght value. when an anomaly uses a triggertree. it deduces energy for every effect in it. if an anomay reaches 0 energy it becomes dormant until it fully recovers or is contained. anomalies recover energy at 1/10 of their max cap. some effects give energy if executed properly. all anomalies have a diffrent value depending on their threat level**
for the sake of abreviation
generic triggertrees = GT, passive triggertrees = PT
1. innert -
anomaly has no triggers it can only be studied with the science probing machines... but its lack of simple triggers doesnt mean that probing it wont cause something. crew might spawn with one of theese
2. safe -
anomaly has no generic trigger only specific triggers. making it hard to accidentaly trigger it
3. standard -
the most common anomaly with at least 1 generic trigger
4. risky -
anomaly has more dangerous effects. same trigger count as standard
5. volatile -
anomaly with MANY generic triggers its very easy to trigger it
--all anomalies can pull dangerous effects... the following just have higher chance. only the anomalies bellow may bull high risk effects --
6. innert threat -
a dangerous trap... this anomaly appears to be harmless on the field but poking at it may be lethal to oneself and others. on the bright side sucsessfull containment will yeld great flux volumes
**only objects get this**
6. high threat -
the standard of high risk anomalies. this anomaly contains powerfull and dangerous effects and may be unpredictable
6. vollatile threat -
a powerfull anomaly with a lot of energy and many ways to trigger by accident hard to contain very dangerous
7. Extreme threat
anomaly with many generic triggers that pulls dangerous effects. its tough and posses high levels of energy has a gradient aura around it as its incredibly dangerous and powerfull
8. 0-flux existential threat
apocalyptic anomaly that only manifests in absolute 0 ambient flux values or via a global 0-flux creation event(*refrence armagedon global effect*). for the crew to witness such horror they have either fucked up royaly, were insanely greedy for flux or are exploring a terrible place... a 0-flux anomaly has access to special apocalyptic effects and is immune to(radiation,toxins,explosions,emp's,electric shocks,singularities,tears in reality and the supermatter)... only the most well equiped and coordinated crews may barely stand a chance to even survive such anomaly let alone contain it.
*it is theorised that a contained 0-flux anomaly can generate mathematically infinite amounts of flux*
# triggers :black_circle_for_record: - needs more triggers
what makes the trigger tree tick. this will be a hopefully long list of triggers some exclusive to some classes.
1. flux triggers (mandatory on ALL anomalies. no clue what they are this is bacon's area)
2. generic triggers (simple to trigger even accidentaly. making them dangerous).
picked by anomalies with hazard 3 and up
* random
random - picks a random tile within range as (target)
* physical
- touch obj - triggers when picked up. (target) - person who picked it up
- touch mob - triggers when touched. (target) - person who touched
- touch sensitive - triggers when **character** touches/overlaps.
- self preservation trigger - targets any entity that has harmed the anomaly melee or ranged (can only be picked if the anomaly has health to harm)
- sensitive bile - the anomaly constnatly spawns a predefined filth decal onto the floor that may or may not decay after some time. upon walking over. trigger onto the one who walked over
(target) person who touched
* cognitohazards
- sight - triggers after a short delay when seen. (target) - entity that sees it
- sight SEVERE - triggers after a short delay when seen even trough cameras.
(target) - entity that sees it
(wearing active flux goggles will protect you)
- hearing/written - generate a nonsence phrase. if heard/read by entity trigger the effect
- hearing/written SEVERE - generate a nonsence phrase. if heard/read by entity trigger the effect even trough COMMS
(target) - entity that heard
(wearing active flux comms will protect you)
(phrase itself is generated on the book (if book)
or spoken by the anomaly (if mob/critter))
* biological
* heartbeat - pulses at X interval in an X radius (dependant on energy)
exists in 2 variants
* standard - all entities with a heart (that are not undergoing a heart attack) are targeted once there's a pulse and they are in radius
* advanced - ALL entities in radius are targeted when there's a pulse
* misc. since these dont have a interesting target they should probably have a higher chance to generate with targeters
- timer random - triggers at random interval. (target) - self
- timer static - triggers at a specific interval. (target) - self
3. specific triggers (more specific triggers)
* radiation threshold - triggers when iradiated enough
* chemical inserted (liquid container only)
* object inserted (container/bag only)
* specific gas at tile - self explanatory
* bloodscent - any target within a 9x9 radius of SELF that is bleeding will be targeted
* health condition scent - the condition will check for one or more health conditons (bloodloss,apendicitus,heartattack) if a target has one of the conditions checked for it will target
* anomalous condition scent - same as health condition but checks for one or several anomaly conditions (likely to target oter anomalies)
* wound scent - looks for entities with a specific injury type
* pain scent - looks for entities with a certail damage treshold
* wirepulse(machine exclusive) - linked to another trigger. and linked to a wire within the anomaly. once the wire is pulsed triggers the trigger linked to this trigger... (triggerception)
* chemical - the anomaly will emmit a chemical usually in a container that comes out of the anomaly. any entity that digests/gets coated in the chemical is targeted. no range limit
4. mob triggers
* got hit - triggers if hit. has cooldown of X
* hits target - trigger when hitting target. with a per target cooldown
* killed - trigger at self when killed
* pain responce - triggers if SELF's health passes a treshold has a cooldown of X to prevent spam
5. dissease triggers
* infected trigger
* stage 3 trigger
* stage 4 trigger
* stage 5 trigger
* cured trigger
4. special triggers
- player trigger. -
special trigger. makes the effect tree a spell that can be used by the anomaly player
# effects :boom:
the bread and butter of anomalies.
target - the targeter's target
self - the anomaly itself
siphoning ability - :boom:
consuming a tangable but plentifull resource of sorts to gain energy
an ability that gives the anomaly energy
high risk effect :no_entry:
an EXTREMELY powerfull and dangerous effect. all effects of this type have a cooldown, only higher hazard tier anomalies may even spawn with them
* logicgates and misc -bacon's domain-
* pick - pick random branch
* ping - exists in pairs. when one is triggered it triggers the other may exist on diffrent branches...
* delay - pauses the signal to effects after it by X
* switch - every time its pulsed switch the active branch under it and pass on the signal it
* levitate - usefull for anomalies that cant move on their own. moves self to target (considered flying)
* dellayed infection trigger - infects target with a empty anomalus dissease (no symptoms,high stealth,0 infection) (curable by flux treatment OR its cure chem). pauses signal for 1-10 minutes fixed or random for each instance then remotely continue on all infected there is no range limit.
(and you tought the tested anomaly was harmless *laughs* test subject explodes 10 minutes later)
* delayed spreading infection trigger (hightier) - as above but its spreading all infected then get hit whit wharever followed that node in the tree:no_entry:*
* overwrite basic function - if the object/entity has a basic function (gun shooting,entity moving/attacking) pause it for Xseconds
* conditions - logicstatments that may have any of the following things to check (SELF tile light level, target tile lightlevel, entity count, target count, target proximity, target tile atmos, self tile atmos) with (greatter,equal,less than) against (variables) if the check passes. pass on the signal. if it fails kill the signal
* mindread - reads the antag/job state of the target if it fits pregiven conditions pass on the pulse. may be used to overwrite the fact that servants to the anomaly are not targeted by default to target them
* raceread - reads the race of the enitty compare to the comparison list(modifiable list). if there's a match pass the pulse.
* mood read - reads the mood and sanity of the entity using it as imput for a logicstatment
* lissen - collects text heard over time saving the last heard. when pulsed passes it over along the pulse to subsequent nodes. if any node accepts this type of data as input it will use it
* lissen memory - as above but holds a small repository of sentences that is randomly accessed and updated. picks random sentence wthen pulsed and passes it along
* lissen ghosts - allows the ghosts to insert messages.
(racism)
* simple and cosmetic
* change bodypart sprite - changes the sprite of a limb/bodypart
* add/change overlay - adds/changes a overlay on the carbon's bodyparts (lizard horns ipc bits,anomalous effects ect)
* emmit noise - the entity emmits a noise
* speak - the entity utters a sentence. sentence picked from predefined,picked from previous node or random
* force noise - forces target to emmit a noise
* force speak - forces the target to utter a sentence. sentence may be fixed,aquired from lissener node passing down or random
* howl - the anomaly howls or screeches a defined noise
* voice of god - the anomaly utters a voice of god sentence. works like speak
* radio chatter - anomalously tap into a random used frequency and "speak" sentence picked from predefined,picked from previous node or random
* manipulation *insert control 2019 gameplay*
* leap - throws self towards target. does no damage to self but targets take normal damage from being hit
* theder - if target is next to self picks the targeted object/entity and thedders it to the anomaly (moves with the anomaly). resisting should get you out
* hurl - target is thrown to another entity at random. if there are no entities throw in random direction
* freeze - target cannot move (resist to escape)
* slowness - target is significantly slowed down (resist to escape)
* speed - target is faster for a time
* remote pull - remotely grabs the target and pulls it next to the anomaly. violently tearing machines,floortiles,walls and entities. the pull is considered a throw and anything that gets hit by the pulled entity/object/tile gets hurt
* remote thedder - remotely thedders the target picks the targeted object/entity and thedders it to the anomaly (moves with the anomaly). resisting should get you out, violently tearing machines,floortiles,walls when forcing them to move instep
* thedder hurl - (can only exist in the tree if a thedder effect exists but can be anywhere). if there are any thedered objects/entities/tiles pick 1 and hurl it at target
* thedder hurl all - (can only exist in the tree if a thedder effect exists but can be anywhere). if there are any thedered objects/entities/tiles throw ALL at target
* crush - the target is instantly killed with 300 brute damage all their organs are spewed out of their body with imence gore and blood. if the target is not an entity. its instantly destroyed cannot target self :no_entry:
* explosive
* emp explosion
* detonation - a violent explosion with size determined by anomaly strenght... anomaly is immune to the explosion :no_entry:
¯\_(ツ)_/¯
* pyrocastic (atmos tech simulation)
* heat - heats up target to great temperatures. if a mob is on the affected tile it greatly incrases their bodyheat
* spew - spew drake fire at target
* burn - engulf target in area fire
* plasmafire - spew plasmafire at target
* pyroanomaly - spawn a pyro anomaly
* fireball - fire a fireball at target
* lava - temorarily turn random floortiles into lava in X radius around target
tile under target is never lava
* solar orb - spawns a small glowing orb that sets anything it touches on fire at target
* infernal application - apply the infernal condition (refer conditions)
* fusion - spews large amount of fusion at target location. anomaly is immune to the heat and radiation :no_entry:
* teleportational - not to be confused with teleportation type anomalies. the BS of effects
* teleport to target - teleports to trigger target
* teleport to random - teleports to a random point within an area of X size
* wormhole - open a wormhole pair. pair is limited to this Z-level
* something awfull - spawn something awfull. the entity will have its own target tree
* skipshield - IF applied on entity. applies a shield that teleports all projectiles to random location nearby. shield has fixed HP and slowly looses it evne if not hit. takes 50% of damage that it teleports.teleports projectile,throwables but does not work on melee attacks(obviously)
IF applied on a tile. applies skipshield on tile. all projectiles/throwables/entites that enter the tile are teleported to a random nearby tile. tileshield has hp*2
* teleport to far - teleport the target into another z-level cannot cast onto self :no_entry:
* biomorphing - IPC's and silicons are immune... duh nonconsentual changeling shenaniganary
* delimber anomaly - removes random limb from target. if randdom limb picked is already missing replace with random limb from limblist
* organtraction - extracts a random organ from the target. if valid. must be at X distance from target
* gene morph - changes target's race to random
* blind - temorary blindness
* deaf - temporary deafness
* mute - temporary muteness
* parapalegic - temporary kiera mode
* hemerage - inflict bleeding onto the target. and keep sucking until line of sight is broken. siphoning it gives the anomaly energy equal to the blood consumed:boom:
* dissease - inflicts the target with a dissease
* vomit - causes vomiting. droping the target on the ground for a short time
* bloodvomit - causes target to vomit 25% bloodvolume does not stun
* linging - grants target a random changeling ability but permanently reduces their hp by 15
* shifting - grants target the shifting flesh condition
* acidic - spawns acid on target tile/mob. durration and acid type determined by power
* regrow - if the target is missing any bodypart restore it. at the cost of cell damage
* clone - clones the entity creating a carbon copy of them (healt/anomaly conditions,traits and all) if target is sentient try ghost rolegiving. if it fails give a monkey AI
* weeve silk - spawns a web at location
* weeve needlesilk - spawns needlesilk a tough silk it is invisible in the dark but shines bright when in light. any entity that walks over it they get hurt
* evicerate - the target is gibbed. random (fleshlings,bloodlings,teratoms,changeling monkeys) spawn out of them :no_entry:
* psychological/psyonic (ipc's and silicons are immune from the effects both to themselves and others. meaning they both cant get halucination and can still see people who are "invisible")
*the manipulation of the nervous system and perception*
* halucinate - trigger halucination in target
* RDS - inflict RealityDistortionSyndrom on target (maybe temporary if you feel mercifull)
* horror - summon phantom entities to attack the target for stamina damage
* mental block - make target invisible to all other targets (silicons are not affected)
* mental scramble - the visual identites of all other players are scrambled between each other in the eyes of the target
* pacified - target is temporarily pacified
* mortis - target appears dead to all others (silicons and health scanners are not affected)
* identity scramble - target appears as someone else to all others (silicons are not affected)
* madness - inflict a random abdcuctor objective
* trauma - inflict a trauma. special traumas allowed
* absolute confusion - randomize the sprites of all objectes and entities in a X tile radius around the target (silicons are not affected)
* induce phobia - infects target with a random phobia
* induce fear - triggers the fear effect of phobias for Xseconds
* induce rage psychosis - target becomes afflicted with rage condition for Xminutes.
* induce seizure psychosis - target becomes afflicted with seizurepsycho
* becon - froces all enttities that see the target to walk towards it
* psychological drain - once targeted start inflicting confusion and after longer duration stuns vomiting and paralysis in ramdomm limb. effect is terminated once line of sight/area of effect is broken gain energy for every second draining :boom:
* mind swap - target mind is swapped with random entity within 9 tiles of target. if none avilable the effect fails. if applied to self the anomalous properties go with the anomaly into the new body. the condition is temporary with duration determined by strenght
* pain drain - applies the painless effect. consumming the target's "pain" removing the effects of precrit damage (slowness). however the target can no longer see how injured they are. the amount of "pain" consumed charges the anomaly. does not work on targets that are not in pain/have the painless effect :boom:
* induce pain - the target is hit with satamdamage and severe pain effects. effect amount determined by strenght
* visual scramble - applies visual drug and shake effects on the target. duration determined by strenght
* neural etherialization - applies the ethereal nervous system condition(refer to conditions) and instantly triggers it. but the target still has control to toggle it. condition is temporary
* mind refractor - must be cast multiple times... every cast save the target into a buffer. continue until. has at least 2 buffers with 1 having a mind(player,monkey,mob,ect) OR exeeds the buffer limit of 3. if no entity with mind is buffered. fail the cast and clear all. if you do. apply the refractored mind condition to the mind entity. the entity is now tied with all buffered entities/objects and may freely swap its mind with them. anomalous properties follow the mind. IF 2 mind entities are buffered. first gets the condition second is meerly a body to inhabit. inhabiting a body with a mind swaps the minds
* mind imprint - every cast save the target into a buffer. continue until you have 2 buffers. with at least 1 mind. the identy,traits,memories,name,antagobj of the first mindfull buffer are copied to the other. if its mindless give it to a ghost
* death urge - force a ghost inside the target and disable the suicide command. the player and ghost randomly swap who controls the body. ghost's objective is to kill the host before the effect wears off. can only be afflicted once
* instance of insanity - target tile/entity/object gains the image of insanity condition and a aura effect to display it. effect is permament cured with flux
* mindbreak - the target's mind is utterly shattered. all their former alegiences are removed and they are given a random violent antagonistic objective :no_entry:
* control - the target is give the servant antagstate with the objectives to *help your master anomaly to thrive*. entities with this antag state have their master anomaly indexed. with that their master anomaly will not target them unless using mindread lodgistics node. if the entity is not sentient place their ai's to be allied to the anomaly :no_entry:
condition wears off in X minutes. modified by anomaly's strenght
* metabolic -
* random metabolic - inject target with random chemical
* fixed metabolic - inject target with a specific chemical
* suffocate - inflict X oxy damage
* burden - hit target with X*2 stamina damage
* painblock - target cannot tell if they are injured for Xminutes
* organ disruption - pick random organ deal Xdamage to it. when recasted. target the same organ. if its already broken. pick new organ
* rapid metabolism - inflict rapid metabolism condition.
* siphon ATP - inflict stamina damage on target and gain energy for it. if target breaks line of sight or builds up 200 stamdamage end effect. cannot target targets with 50 or more stam damage:boom:
* cease - one of the target's organs fails instantly :no_entry:
* physical - getting shived anomalously
all physical anomalous attacks stun for 0.5 seconds per 15 points of damage that is dependant on the anomaly's strenght
* projectile target - shoot projectile from self at target for 20base damage
* slash target - shoots a slow shortrange wide "projectile" at target that doesnt dissapear when it his 1 person for those cool multihits. obviously hits mobs only once
* hook target - shoot projectile at target wharever the projectile hits yoink back to self
* melt - deal X organ damage for Xticks at target. gain energy for every point of organ damage :boom:
* floor(need better names) - spawns a random pattern of dangerfloor that lasts for Xseconds dealing Xdamage per tick stayed on.
* parasitize - IF target is living carbon theder oneself to it and share its hp. if called again untheder and use own hp again. if target enters crit be forced to leave it :boom: (while parasitizing anomaly recovers 20% of its energy instead of 10% up to 150% of its max)
* dash - dash self rapidly at target location. damage anything you pass
* beam - shoots a beam from self towards tartget location. deals damage to everything it touches. beam lenght and duration determined by anomaly strenght
* pellets - spews a large amount of small pellets that loosely travel towards target location. unless the target is SELF. then they just shoot in a random direction
* shield - applies a shield onto the target. shield has fixed HP depending on strenght. the shield slowly looses hp on its own and absorbs ALL damage until shattered. reapplying the shield adds hp to it
* devour - if the target is alive charge at it and skewer it for high damage... if the target enters crit devour it gibbing it and gaining a permanent buff to all stats. if the target was already dead devour it for a permament buff to all stats :no_entry::boom:
* wavelenght (light/radiation) THE POWER OF THE SUN BURNING YOUR EYES OFF. and then sending you to the shadowrealm
* area of dark - precistent darkness at the target area/entity with strenght X
* area of light - presistent light at the target area/entity with strenght X
* invisibility - target becomes trully invisible for a while.
* iradiate - emmit radiation
* apply nightmare - inflicts the nightmare heal in dark fear of light status on entity target for X time
* destroy light - hit all tiles in X radius with light eater effect
* force the shadow walk ability onto target
* shadowify - apply the shadow condion on target (refer to conditions)
* consuming shadow - apply consuming shadow codntion on entity and tile (refer to conditions) gain energy for damage dealt :boom:
* shadowstep - teleports target to a nearby fulldark tile
* blinding pulse - applies a powerfull light pulse. everyone who sees it is blinded as if flashed
* solar flare - shoots a powerfull solar beam (simular to the cultist beam) from self to target. beam deals burn damage,sets the victum on fire,eye damage(if not protected),blinds and iradiates any entity that gets hit. objects and structures take heavy damage the beam passes trough walls and continues untill it reaches the map edge:no_entry:
* solar pinhole. spawns a intsence point of light at location. anyone who looks at it without eyeprotection will recieve eye damage and be flash blinded. it allso emmits radiation and intsense heat it also sets entities and objects on fire. (invisible entities are immune)
* hardlight shield - applies a hardlight shield onto tile OR entity... a shield with fixed hp prevents all physical damage. but provides no protection against heat and lasers. hp decays faster in darkness but slower in light
* laser shot - shoots a high intensity laser from self to target strenght determines damage
* Xray laser shot - shoots a high intensity xray laser from self to target strenght determines damage and iradiation
* solar laser shot - shoots a powerful solar laser from self to target. it deals burn damage, sets the target on fire,iradiates the target, blinds them and deals eye damage
* wave function collapse - applies the wave function collapse condition onto target (refer conditions)
* pure light - transforms the target into pure light entity. as a pure light entity the target cannot interact or be interacted with in any way shape or form cannot be damaged and glows. if the target moves in any direction they will RAPIDLY accelerate uncontrollably untill they hit a wall(windows do not count) effect lasts for 5s*anomaly strenght and disapates reverting target
* electromagnetic - ipc's nightmares ahead
* lightning bolt - shoot lightning at the target
* static power area - all object's doors and walls within an area will shock if touched
* static power target - target will shock all who touch them. if not insulated. they will be shocked to
* power anomaly - summon electric anomaly
* magnetic pulse negative - pull all metal objects towards itself
* magnetic pulse positive - push all metal objects away from itself
* siphon - siphons energy from target if target has energy be it IPC,ethereal,APC,SMES or battery :boom:
* static overcharge - applies the static overcharge condition on target. strenght dettermines duration (refer to conditions)
* tesla surge - spawns a temporary tesla ball. upon decay the tesla explodes into a powerful emp and massive chainbolt. the anomaly is compleatly immune to the chainbolts and emp :no_entry:
* gravitational - https://www.youtube.com/watch?v=wJas8GsVgWo
* gravitational pull - pulls all to target
* gravitatonal push - pushes all from target
* 0g target - target floats for some time
* 0g area - area around target looses gravity for some time
* heavy gravity target - drops target to the ground and inflicts brute damage for a short time
* heavy gravity area - all entities in area around target drop to the ground and take brute damage for a short time
* gravity vortex - all entities/objects around targeted area are flung in a random direction with great force
* summon a gravitational anomaly
* meteor atraction - spawn Xmeteors with Xstrenght aimed at the target. they spawn slightly offscreen in nearest spacetile insetead of zlevel edge
* invert gravity - apply the invert gravity condition on target/object (refer to conditions)
* gravitational singularity - spawns a rapidly decaying singularity that cant grow. upon decay it explodes. the anomaly is immune to the gravitational pull the singulo and the exploson:no_entry:
* temperature - will probably cause preformance issues
* syphon heat - greatly cools of the area with min temp depending on anomaly max strenght. and the anomaly gains energy proprtional to the heat consumed :boom:
* freeze - reduces target's temperature down to a min determined by anomaly's max strenght gaining energy for the amount consumed. :boom:
* heat area - heat area around target
* heat - increases target's temperature greatly
* freeze floor - freeze the floor into a slipery nightmare gains energy for every frozen tile :boom:
* summon ice - spawn ice blocks in area around target
* condense temperature - cool down area greatly and spawn a heat orb. heat orb will deal burn damage and set on fire anything that touches it. heat orb wanders about
* wave of absolute 0 - spews a wave from self towards target. all hit tiles instantly freeze all hit entities's bodytemp is instantly reduced to 1kelvin and take 100 burn damage:no_entry:
* wave of hellfire - spews a wave of fire towards target all all tilesl,objects are instnatly charred and melted. any entity hit instantly takes 100 burn and their bodytemp is raised to 1000:no_entry:
* floral - still weaker than botany
* thornburst - thorns burst at target location. they deal damage and slow down anyone who passes over them or out of them
* leechingvines - sprouts leeching vines at target location. said vines siphon blood from the target and convert it into energy for the anomaly:boom:
* grow a mantrap - sprouts a hostile mantrapplant. its not hostile to the anomaly
* sprout a flower - sprouts the vine flower
* sprout vines - sprouds spreading vines
* spawn a hostile ghost controlled blackvine. blackvines are characterized with strong grab,ventcrawl,shifting flesh condition and slow healing in light:no_entry:
* ethereal (matter destabalizing) - you become a ghost
* phase - target can phase trough objects/entities/walls for a duration. but takes brute damage with every phase
* distort - target is split into several identical instances all moving in unison. target takes less damage with each instance that's in effect but all instances can be hit to deal damage. only the original instance has collision with walls and doors
* tear in reality - causes a tear in reality at target location after a short warning as if 2 bags of holding just got combined :no_entry:
* vitality (life death and narsie) - arguably the mots intense effects
* necrosis - deals random organ damage and toxdamage for Xseconds
* lifeleech - deals Xtox damage giving the anomaly that much health and energy. if anomaly has full health gives double energy :boom:
* vitalitylock - target becomes unable to die or fall in crit no matter the health for Xseconds,however heals stam damage half as fast. for every second that the target should be in crit/dead tick up attrition 1per sec. when effect wears off ticked up attrition goes down 0.5 per sec and deals tox damage. if the target has to much damage when the effect wears off just crit/kill them
* zombify - if the target is dead resurect them as an anmalous zombie. if the target is alive inject Xtoxin in. if the target dies resurect them as an anomalous zombie.
* restore vitality - restores all target health and converts it into genetic damage at rate 5 to 1
* resurect - resurects the target but inflicts them with bloodrot
* vitality link - every target is added to a linked pool. with each new member adds to the hp pool but allso adds any damage they had. all members use one pool and share all damage and chem effects. pool cap is 6 entities. if the cap is reached make a new pool for further targets. the pools are temporary but long lasting. with each member adding time to the pool's existance. upon the pool's end all damage it may have had is equally distributed to all members. a member may be prematurely severed from the pool with holywater and/or flux treatment
* bloodrot - inflicts stage 3 bloodrot onto the target :no_entry:
* infosphere(all things informational and ratvarian) - utter madness ahead
* visual data scrambling - applies on target tile and all objects/entites on said tile. tile sprite is randomized to another. sprite of all objects/entites are replaced with random sprite for X minutes. mobs are afflicted with visual scramble. walking over any afflicted tile temporarily inflicts you with this condition. and builds up. when you leave it begins to drain until empty and then you recover to normal. however if you where hit by the innitial effect. you are afflicted for Xminutes
* audio data scrambling - applies on target tile and all objects/entites. on it all mobs are afflicted with audio scramble condition. all radios translate all incoming and outgoing speech to gibirish (afflicted targets therefore can still somewhat stay in loop if their radio got afflicted it can let them understand the comms). standing on an afflicted tile affects you. but you recover once you leave it
* visual data silencing - applies on target tile and all objects/entites on said tile. all light is removed from afflicted tile... all entities in an afflicted tile become ??? and are blinded. afflicted entities become blind
* audio data silencing - applies on target tile and all objects/entites on said tile. tile becomes silent no entity can hear or be heard on it. all comms on tile do not work. afflicted entities are deaf. afflicted comms do not work
* data expunging - applies on target tile and all objects/entites on said tile. generic/basic objects are instantly deleated. all books/notes's text is scrambled into nonsence. important/valuable/highrisk objects instantly reset to their map spawnpoint. if none avilable or crafted. deleate them. all entities's name appearence and race are randomly scrambled. if they had any crew/sec/med ect. records deleate all their records. target's name and apearence is also randomized if there are any images of them ANYWHERE even uploaded into newscaster. deleate them. their original name is added to an EXPUNGED list and is impossible to pronounce by anyone. afflicted tiles become VOID tiles. they deal damage to all objects that stay ontop of them (including worn objects and items in containers) until destroyed. they deal celluar and organ damage to entities that stand on them. they deleate all atomos like space does.:no_entry:
* matterology - the manipulation of matter (kinda random)
* animate - apply the animate wizard spell onto target object. entities are afflicted with seizurepsycho(check conditions)
* solidify gas - places a special solid "gas" wall onto tile.
* (depending on the liquid pr) melt - melts object/entity to create liquid. entites take some burn damage but dont ment compleatly making blood
* boil - desintegrates object/deal damage to entity creating a gas (items - random, organics - co2 - slimes/ooze - plasma,)
* copy - creates a copy of the object/entity the copy is a perfect clone. if the target entity is sentient the player may freely swap between the bodies with a new ability button. clones have the same inventories as originals
* black mist - apply the black mist condition onto target
* deleate - https://youtu.be/Ei6M9lvw9PQ?t=1 :no_entry:
* plasma crystalization - converts object/wall into plasmasheet/tile/wall. entites are dealt celldamage and injected with plasmachem = celldamage*2. if the target dies or is dead they are converted into a crystalized plasma statue. can be broken to extract brain:no_entry:
* inentropy (rot, disorder and the inverse) *yes oozelings are immune to the toxic effects as they should*
* deteriorate - if target is entity. apply deteriorate condition on them. deal damage to objects
* toxic rusting - if the tile/wall affected can rust convert it into a toxic rust tile/wall. toxic rust tiles deal tox damage to those who stand on them. and walls deal tox damge to those who stand adjacent to them. over time they decay into normal rust tiles but its imposible to destinguish the two. if the target tile is not rustable apply a "rust" object that deals tox damage and dissapears when walked over. if there's a entity at target hit them with 20tox damage
* spreading decay anomaly - spawns a stationary anomaly at target location. anomaly has a slowly growing radius (with a growth cap determined by anomaly strenght). affected radius converts rustable tiles/walls into toxrust tiles/walls and applies "rust" to nonrustable tiles. all entities in radius tick up toxic damage. anomaly is fragile and can easily be destroyed
* reverse - entity targets gain deage condition and heal any damage they have. if a targeted object is damaged restore it. if object is at full condition and is craftable/manifacturable reduce it back into the components it was made from
* transform rot - grants an entity/object rotwalk condition.
* spawn the ROT - the ROT is a spreading vinelike structure. any tile/wall that it touches becomes toxic rust. as it slowly spreads it may grow special structures like (spreading decay) and mobile ROT vines that hunt entities to convert into more of themselves (ghost controlled, fragile, they can hit tiles to convert them into toxic rusted tiles). any entity that touches the ROT takes toxic damage even oozelings. corpse that the ROT touches comes back as mobile ROT vines. the ROT spreads more slowly than vines. the ROT can infect machines transforming them into nonmobile structures that provide ranged assault on the crew. while monitors emmit anomalous visual singals causing anomalous effects on those who observe them :no_entry:
* suppercorossionality - acids and pain
* manifest acid - manifests acid on entity/object strenght determines acid type and quantity
* supermatterialize - applies the supermatterialize conditon on target (refer to conditions)
* lesser SM crystalization - lesser SM crystals grow at target. lesser suppermater shards unlike a proper SM slowly melt objects and targets and do not delaminate. titanium and stronger materials can easily contain them
- when applied on an entity applies the (corrosive crystals condition)
- when applied on an object replaces the objecct with a lesser sm crystal depending on the object size. theese crystals corrode/deal burndamage on any objcet/entity on their tile/touching them but cannot eat trough the floor fully and cannot eat trough titanium. speical equipment may be used to secure them
- when applied on a floor grows corrosive crystals onto the floor itself. you can walk trough it but it will burn your shoes and feet it will melt crowbars that try to pry it off but a titanium e could take off the tile
- when applied on a wall grows corrosive crystals. anything that touches that wall will take burn damage/corrode. clothing is not spared. removing the wall is simular to normal and you get a corrosive crystal as a result
:no_entry:
* veil (ghost activity very powerfull)
* haunt - IF the target is alive. inflict them with a variant of split personaly where the split can speak with ghostchat but not the host and may do wharever outside of harming the host. can be cured with holy water like a cultist
IF the target is dead resurect as a nonanomalous mute zombie that can hear deadchat. give to owner ghost. unless empty then random ghost
IF target is an object allow ghosts to move it like telekensis object
* ghost talk - IF target is alive mute them and let them hear ghostchat for Xminutes
IF target is dead inform its host their body can speak again even in death.
IF target is dead empty body or object infrom all ghosts they can speak trough it by orbiting and ghost speaking... with a cooldown
* summon specter - lets 1 ghost become a hostile specter at target location (refer to anomaly class 13)
* anhialate - target's body is effectively delated. the player becomes a ghostlike entity that can telekinetically move objects and posses them to talk via them :no_entry:
* global - (effects that affect the entire station. unless the anomaly is global they will only pulse for a short time on the z-level of the anomaly. if however the anomaly is of a global type the effect will be sustained untill the anomaly is neutralized. IF the global anomaly manages to get on the z-level and is active. the effect will have a 3x strenght multiplier)
*global effects may be countered with a charged flux shield set to global. however this is costly and innefective if a global type anomaly is onstation. but it does work on nonglobal type anomalies onstation*
*some of the more powerfull effects will come with a delay of around 2 minutes and a warning of their comming even if only as a pulse*
**TLDR - an apple half a solar system away is brainblasting the entire crew**
* neuralquake - warning&delay=no
* pulse- all entities are afflicted by seizure,headache stun,blindness strenght determines duration
* sustained- crewmembers are afflicted by seizure,headache stun,blindness at random intervals. strenght determines duration and frequency
* physicsquake - warning&delay=no
* pulse - all entities and some objects are randomly hurled,slowed,knocked down. strenght determines stamina damage/duration
* sustained - as above. but periodic. strenght also determines frequency
* infernalstorm - warning&delay=inittial
* pulse - all entities's bodyheat is greatly increased severity determined by strenght
* sustained - entities at random have their bodyheat burnt up.
* EMPstorm - warning&delay=yes for every wave
* pulse - emp explosions are spawned at random spots onstation. count,size determined by strenght
* sustained - emp explosions will occur at random times in waves. frequency,size,count determined by strenght
* bluespacestorm - warning&delay=initial - extra longer delay
* pulse - all crewmembers are teleported randomly as if hit by a bs crystal distance determined by strenght
* sustained - crewmembers will periodically be teleported
distance and frequency dteremined by strenght
* wormholes - warning&delay=warning but instant (the event already warns)
* pulse - triggers the wormhole event with quantity determined by strenght
* sustained - periodically triggers wormhole event. frequency and quantity determined by strenght
* genetic mayhem warning&delay=yes for every wave - longer delay
* pulse - pick random effect from the entire biomorphing effect list for every entity. the effect is however temporary and is restored in time (determined by anomaly strenght
* sustained - effects linger until the next pulse strenght determines frequency
* global psychosis warning&delay=yes for every wave longer delay
* pulse - pick from the psychological effect tree. apply random on all entities effect dissapates with time (strenght)
*sustained - as above but the effect never goes away (rage psychosis goes kill)
* chemical strain - warning&delay=yes for every wave but no delay
* pulse - inject all entities with random chems per target. chem amount determined by strenght
* sustained periodically inject targets with chemicals in waves. freq&quantity determined by strenght
* psysical shockwave - warning&delay=yes for every wave
* pulse - a massive shcok hits the entire station. shattering some windows,breaking floortiles,shoving objects about shacking the screen of all players and violently smashing all entities on the ground dealing stam and brute damage. all's severity determined by strenght
* sustained - as above periodically pulsed. guess what determines the frequency
* wave of dark fog - warning&delay=no
* pulse - for a period of time the entire station is cast in dark fog. applying a sprite effect over all tiles and makes visibilty impossible strenght determines how far players can see max 6 tiles min 0 tiles
*sustained - effect is indefinete
* solar flare - warning&delay=yes for every wave
* pulse - shoots a blinding pulse that slightly burns,iradiates,deals eye damage. unless wearing protection
*sustained - all nonmaint areas are given a blinding brightness overlay... anyone who stays in them will slowly take burn and eye damage. unless wearking protection
* static aura - warning&delay=yes for every wave no delay
* pulse - ALL lights are hit by the revenant effect of shock. shocking crew standing near them and break strenght determines damage
* sustained - doors have a chance to shock. grilles and lights have a chanceto emmit a electric ark randomly. frequency determined by strenght
* gravitational storm warning&delay=yes for every wave
* pulse - either disables gravity or increases it. (increased gravity slams all standing crew to the ground for 5 damage). and may fling some objects and or entities about. strenght determines duration
* sustained - same as above. periodically switches the gravity modes frequency of switch and obj,entity flinging detrmined by strenght
*durring gravstorm the grav gen reduces the strenght of the effect by 50% however it takes strain reducing its stability. if it reaches 0 it breaks*
* coldsnap - warning&delay=pulse-no sustained-yes and longer delay:boom:
* pulse - pulses a frost effect on all players. flashfreezing many floortiles and hits all players with max stam damage while reducing their bodytemp strenght determines severity and ammount of tiles
* sustained - applies a gradual cold fog effect on all tiles. slowly freezing floortiles and reducing bodytemp. maints are not affected although slow strenght sligtly increases freezing speeds. the efffect is indefenete
* heatwave - warning&delay=pulse-no sustained-yes and longer delay
* pulse - flashes a burning effect on all players. setting every entity on fire and dealing burn damage. strenght determines fireamount and burndamage
* sustained - applies a heat effect on all tiles slowly rising the bodytemp of entities and randomly setting them on fire. maints are not affected
* bloodtear - warning&delay=no
* pulse - all entites are either hit with hemorrhaging large bloodloss
or blood vomit - smaller bloodloss with stun
strenght determines bloodloss
* sustained - as above in periodic waves strenght determines frequency
* wave of violent floral growth - warning&delay=yes no delay
* pulse - spawns random effect plants from the floral effects list all at once. quantity determined by strenght
* sustained - plants from the floral effects list periodically grow on the station frequency determined via strenght
* wave of distortion warning&delay=no
* pulse - pick an effect from the ethereal effects tree and apply on all entities at random. hitting all targets for small amount of cell damage duration affected by strenght
* sustained - as above but indefinete strenght deals 1 time cell damage
* wave of necrosis warning&delay=yes
* pulse - apply a random vitality effect on all entities at random
* sustained - very slowly build up poison on all entities. any entity that dies or is already dead comes back as a noninfectious romerol strenght determines damage but its very low.
* wave of decay - warning&delay=yes long delay
* pulse - hit the entire station with toxic rust. and spawn toxic rust spreader anomalies (refer to inentropy)
* sustained - as above but gradualy strenght=frequency
* corrosive field - warning&delay=yes
* pulse - all entites not hiding in maint will be hit with a powerfull corrosive wave that will burn them and grealty damage all held items
* sustained - all entities not hiding in maint will very slowly burn while their items slowly melt away
* veil shattering - warning&delay=yes
* pulse - ghosts flicker into existence briefly before dissapearing. pick effects from the veil effect tree and afflict entites at random. while spawning hostile specters. strenght determines frequency
* sustained - ghosts become permamenty visible and can haunt any object/entity with veil effects. periodically spawns hostile specters
* matter awakening - warning&delay=only warning
* pulse - random objects are made alive and hostile
* sustained - same as above but it occurs gradualy over time
* genetic anhialation - warning&delay=yes long delay
* pulse - spawns a (50%roach,35%spiderling,10%teratoma cyst,5%changeling monkey,5%fleshling,5%bloodling) out of every entity. strenght offsets the odds towards the more dangerous spawns. spawns are nonanomalous
* sustained - same as above but spawns gradually. strenght determines frequency
* birth of armagedon - warning&delay=yes for every pulse :no_entry:
* pulse - adds 1 pulse charge
* sustained - every 7 minutes make a pulse... pulses do nothing but warn for impending doom... on the 4th pulse spawn a 0-flux existential threat anomaly...
if even a single pulse is blocked via a the flux shield the count is reset
*if a global anomaly carrying this effect gets on stsation the crew might as well consider themselves dead*
* 0-flux effects :no_entry: the apex of effect theese are exclusive to 0-flux anomalies... if any of theese effects ever come to be triggred god may have mercy on the crew
* delaminate - deal 25% sm integrity and send it into a delamination
* meteor storm - meteors spawn from all corners of the map. they are aimed at the anomaly... the anomaly is unaffected by them
* reep - a large sweeping pulse in a 9x9 radius around the anomaly. any entity not behind a wall will have one limb severed and 50brute dealt
* detonate - the anomaly teleports to a random point on the map. leaving behind a unstable core... this core will maxcap in 7 seconds
* supermatter shard - shoot a SM shard at target location... anyting hit is dusted. entites hit will have a bodypart destoryed at random if the chest is rolled they are dusted. the shard despawns at edge of the map
* inferno glare - target becomes the source of a powerfull burning wave... any entity that can see it will take burn damage. target is immune to the effect of itself but not to others with it
* mass becon - all entities on the z-level are teleported near the anomaly
* manifest life - pick 1 of the following (spider,changeling,teratoma,bloodling,fleshling,scrapling,blob) at target location... if target is an entity gib them and spawn 2 instead (no 2 of the same type)
* mass brainrot - inflict 2 brain traumas on every entity on the map. including magic traumas
* inject all entities on the map with random chemicals
* supernova beam - shoot a beam at target location any object,entity,tile,wall,machine is instantly vaporized. beam continues till map edge
* unga nuke - innitate a massive emp and chain lightning that covers the entire z-level
* spawn a premutated vine at target location
* the reality distort wizard spell is applied at target location with twice the size
* target is instantly killed and shortly resurected as a romerol
* nulldata pulse - within a 9x9 rdius around the target all ID's loose their door access... all entites affected are removed from the crew manifest all borgs/ai's have descynced and all their laws ioned
* spawns ROT at target all entities within 9x9 radius are hit with 99tox if its lethal they are converted into mobile ROT
* tear into the veil - spawns a tear into the veil ghosts may use it to freely spawn as hostile specters with a cooldown
* midas's gaze - if target is entity - convert it into a supermatter statue. if tile/wall/object manifest a unsecured SM shard (melts trough the floor and wanders slowly around)
* dvour reality - converts EVERYTHING in a 9x9 radius around target after a 7 second charge into hypernobilum (hypernobilum walls,tiles,) all objects are converted into hypernobilum dust and all entities are turned into hypernobium statues (dying) the anomaly gains a MASSIVE boost to all stats. effect has a cooldown:boom:
* summon the supermatter entity - creates a ghost controlled hostile SM entity that destroys ANYTHING in its path including the floor it stands on (exept the 0flux). it may freely fly in space. like the sm harming it causes it to delam but the cold space stabalizes it and looking at it will inflict insanity. hypernobilum slows it down and only hypbernobilum floors and walls can contain it
*this is the apex effect of apex effects to witness it is the greatest ocasion and an instant death sentence*:no_entry::no_entry:
* special (exclusive to the type unless told otherwise)
- pocketdim (for bulespace type)
pick one
- constant. the teleported entity will retain its x-y coodinates across the dimentions
(powerfull. will effectively allow players to phase around with it)
- fixed. the entity telported will be sent to 0,0 of the pocket dimention and regadless of their location will always return to the location they teleported from
-
the pocketdim effect. picks its modiffier at start. teleports wharever its being targeted to the pocket dimention. a second trigger returns them.
- morph effect (statues with morphing subtype must have this. other anomalies may also use it)
change entity's sprite to the trigger's target.
- rune (exclusive to clock cult types)
spawns a rune with its own triggertree. rune can be destroyed with a flux rifle
* infect (exclusive to dissease. infects target with its own dissease)
* Zinfect (exclusive to zombies. infects target with stage 6 bloodrot resulting zombie has the same traits as the one that made it)
* spawn bloodling (avilable for infection and bloodcult)
spawns a ghost controable anomalous blood entity with 5hp. give it 0-1 conditions and a tiny 1-2 triggertree
entity deals blood damage to targets and gains hp per attack. 5% blood for 10hp
if it reaches 60hp it grows into large bloodling and is able to split
max hp of 100. each bloodling has its own triggertree
* spawn fleshling (avlilabe for infection and bloodcult)
spawn a ghost controllable anomalous flesh entity.
it gains "growth" with each bite on a living organic. that allows it to grow give it 0-1 conditions and a tiny 1-2 triggertree
* lesser - has a small trigger tree. can ventcrawl 25hp.
original spawn
* larger - same as above but with 50hp and more damage. cant ventrcrawl
* greater - has its creator anomaly/dissease triggertree. making it identical to it effectively allowing it to spread even further. 100hp
IF bloodling OR fleshling is spawned from anomalous dissease. force infect effect in its triggertree that's tied to the infection that spawned it
* spawn scrapling (bloodcult only)
spawn a ghost controllable anomalous scrap metal. it consumes iron to grow. give it 0-1 conditions and a tiny 1-2 triggertree
* lesser - has a small triggertree can hide inside machines and ventcrawl 30hp
* growing - same as small but instead of hiding in machines it can disguise as whole machines. and cant ventcrawl 75hp
* greater - has its creator anomaly triggertree. 200hp and can break walls
* contamination - inflicts target with anomalous properties. giving it a triggertree,conditions and any special variables that may need to be filled for its class.
exists in 2 variants
fixed - at its creation generates 3 triggertrees for each possible object (entity,object,structure) and gives them aproprietly
chaotic - generates random triggertree for every target instance it affects
* burrow - only avilable if the anomaly object happens to be a organ
when triggered if the target is valid and not self. (a target is valid if they are a carbon with a equivalent organ in them)
when triggered replaces the apropriate organ with self. the target becomes the new self
# Targeters :x:
this idea isnt fully. approved this is just a pitch.
Idea. targeters overwrite the trigger's target. whilst some also having effects within themselves allowing for more varied interactions
example
* trigger (touch obj)
* horror
* targeter (area of effect)
* blind
* targeter (random)
* something awful
the person who touches the object will be assaulted by phantom entities.
all around him will go blind. and real hostile anomalous entity will manifest at a random nearby location
1. simple (a basic targetter with no effect itself)
* area of effect visible - target all who see the anomaly
* random tile - pick random tile from areasize of X
* random entity/object - pick random entity/object from areasize of X
2. effective (targeters with effects)
* projectile self - shoot a projectile from self to target's. new target's is/are wharever hit
* projectile target - shoot a projectile from the target to a random entity that is not a target. wharever hit is now target
* pulse entity - shoot a pulse at a range of X. all entites not in a locker or laying down are targeted
* pulse obj - shoot a pulse at a range of X. all obj hit. not in entity inventories are targeted (remember the old artifact experimentor blindness pulse... yea that)
* check the ENTIRE physical catergory of effects. slash their damage in half and add a targeter for wharever it hit
* pulse pellets - spews a large amount of small pellets that loosely travel towards target location. unless the target is SELF. then they just shoot in a random direction.
* pulse shield - applies a shield onto the target. shield has low fixed HP depending on strenght. the shield slowly looses hp on its own and absorbs ALL damage until shattered. reapplying the shield adds hp to it. all effects after the shield in the triggertree only trigger after the shield is hit. the entity that hits the shield either melee or ranged is the target
* triggersilk - spawns silk any entity that walks into the silk is targeted for the trigger
* needlesilk targeter - spawns needlesilk at its own position needlesilk is defined as shimmering web like structure that is invisible in darknes but shines when in the light. it cuts anything that passes trough it. targeting whomever got cut. only heavy armor can protect from it
* voice of god - booms a sentence with voice of god any entity that hears it is targeted. the sentence may be fixed,passed down from a lissening node beffore it or random
# Conditions :dizzy:
conditions are positive and negative effects aplied on a mob directly that stick for a time. most are used by effects but can also be picked by anomaly mobs as permament buffs
beware mortal. *unsorted mad ramblings ahead*
1. positive conditions (some come with downsides)
* phase - target can phase trough objects/entities/walls for a duration. but takes brute damage with every phase
* distort - target is split into several identical instances all moving in unison. target takes less damage with each instance that's in effect but all instances can be hit to deal damage. only the original instance has collision with walls and doors
* speed - target is faster for a time
* invisibility - target is invisible
* apply nightmare - inflicts the nightmare heal in dark fear of light status on entity target
* shadow walk - grants shadowalk (only for sentients unless you know your AI's well)
* lifeleech - dealing damage with barehands deals tox instead of brute and heals you for however you have dealt (ONLY WITH BAREHANDS)
* ghostlike - target can freely phase trough any walls,speak in ghostchat,is forever mute for the living, has 50hp, upon death it desintegrates into ectoplasm, affected by salt and holy tiles like revenants
* deage - can stack indefenetly. reduces target's age by 1 and applies a permanent slight speed buff every time. HOWEVER if target age begins to drop bellow 18. begin to reduce max HP by 10, slightly reduce melee damage. and make their sprite slightly smaller IF age drops bellow 6 apply deep rooted Expressive Aphasia . at OR bellow 1 apply deep rooted Aphasia,and disable both legs. if age reaches 0 replace target with (that one organ gib)
* rapid metabolism - target naturaly heals 5 points of damage for 1 point of clone damage at regular intervals. if target reaches 50 or more clone damage deal 50 damage and spawn a sentient fleshling(refer to special effects). target heals clone damage very very slowly. target becomes VERY suseptable to radiation having negative effects at lower levels, taking more tox damage and risks a fleshling spawning
* shifting flesh - "target's flesh shifts and morphs at their will. the functionality simular to that of changelings."
* target gains a permament slow healing factor towards brute damage that also rapidly stops bleeding
* target gains the armblade and tenticle grab ability
* target gains the "whiplash" limb ability. when used shoots a tenticlegrab like projectile that deals armblade damage but has shorter range and cannot grab.
* target can ventcrawl but must not have any items on it.
* target gains the ability to shapeshift into anyone. they can store samples by using a observe ability (cannot be used if target has 25 or more burn damage)
* target can crawl with no movement penalty even with no legs or arms at normal running speed
* target's agrograb is much harder to break free from. but dealing damage to them has a chance to break it
target takes extra burn damage and all abilities fail and are unaviable at 75 burn
* paragon - the entity gains the devour trait and +10%hp,+50%stam resist. for each devour they gain +5%hp +5%stam resist. and per 2 devours they gain +5%damage and +5% armor
* morphing armor - the entity has a special armor value that starts off at 100% absorbtion in all values. but weakens with each hit it takes. it slowly recovers said armor passively
* painless - target is not affected by the slowness of precrit damage however the target cannot see how injured they are nor can they see the pain overlay
* ethereal nervous system - the target's nevrous sysetm is ethereal allowing them to disjoint it from their body at will. allowing them to "phase" around the station as a nearly ghostly barely visible nervous system. they cannot interact with anything in any way, are loosely thedered to their body disalowing them from moving more than 30 tiles from it. all damage dealth to them in this state is applied as braindamage. any damage to their physical body will instantly pull them back into it
* invert gravity -(target is pulled onto the celing) target's sprite is fliped 180 and set offset upwards. the target is considered flying. the target cannot interact/be interacted with/by nonflying entities, the target may still be hit by projectiles/ranged attacks. target cannot walk over tile areas considered exterior(space/openspace/lavaland), the target becomes more transparent the closer it is to a non affected entitiy becoming inbvsible if it stands in 3x3 tile radius around it. if entity uses the look up verb they can once again see it. once the condition expires target falls on the ground taking damage
* shadowify - target is teleported inside the nearest closed turf and their sprite is made compleatly dark shadow. target can no longer walk on open turfs (unless they are compleatly dark) but can walk freely on closed turfs. target cannot be hurt in any way shape or form. the target has a damage penalty the darker it is. with them being unable to deal any damage in fulldarkness. if the target is caught by light while on openturf. they instantly die and the condition ends early
* image of insanity - simular to the SM observing this entity without protective equipment will cause halucinations
* immortality - (the organism's biological processes are suplemented by anomlaous effects) the entity slowly heals all damage. the entity cannot die even if damage eceeds death value. if carbon dismembered bodyparts regrow after time (5-10). the entity may properly be killed if decapitated OR if the condition is neutralized via high exposure to flux (noncarbons cannot die or enter crit. but need to be exposed to less flux to temporarily disable their immortality)
* greater immortality (anomalous power imbues the very bones of this enitity). the entity cannot die and slowly heals... bodyparts cannot be dismembered... organism falls to crit at 200. condition may be weakened and terminated via great flux exposure/supression
* apex immortality (high tier anomaly exclusive). same as greater immortality however crit is compleatly disabled, damage and stundamage has no slowdown, and brain damage is impossible (for noncarbon there is no diffrence). greater flux is needed to disable condition OR supress it
* resurecting - although the entity CAN die it WILL come back on its own. slowly healing once dead. decapitation should take care of it for good
* greater resurecting - the entitiy may resurect regardless if decapitated. always regrowing at least hand if fully delimbed
* apex resurecting. same as above. however the entity CANNOT be gibbed
* rotwalk - entity/object becomes a source of rot. granting them the ability to apply toxrust on tiles/walls by touching them (it takes 10 seconds) and phase trough toxrusted walls. if the entity/object is not an anomaly it will take small amount of tox/durability damage. codntion terminated with holywater/flux exposure
* projectile shield - target is immune to all projectile damage. thrown items dont count
* out of sight out of mind - entity has the ability to "teleport" at will. effectively allowing them to phase at any time. however the target cannot enter or leave the phase on a tile observed by another player controlled entity including AI cameras. (entity is effectively able to rapidly move around the station while unobserved. but is incapable of appearing within the vision of others or dissapearing from anyone while observed)
* infernal - entity targets catch an eternal fire but are compleatly immune to fire and heat damage their unarmed attacks also deal 5fire 5burn damage and set the hit on fire water hurts target. objects gain a burning sprite effect and burn anything that touch them. when an entity gets afflicted all carried objects are also afflicted. upon the effect wearing out target is extinguished
* black mist - target/object becomes black mist. if condition is permamently applied target may freely switch between normal and mist mode. if not tharget is stuck in mist mode. in mist mode target becomes a dark mist. moves twice as fast. cannot preform any actions including attack. is immune to all damage exept burn&fire can ventcrawl and pass trough grilles and flaps
* wave function collapse - while the target is not observed )(cameras and AI included) by other entities they are compleatly invulnrable to any damage. its includes being in darkness
* reflections - the local fighting game ability. grants players the hotkey and anomalies the effect in their trigger tree to
"reflect" a short visually depicted effect that blocks physical attacks if timed correctly. with a short window for melee attacks and even shorter window for projectiles (reflects projectiles return to direction they were shot at. reflected melee attacks deal stamdamage to the attacker) the block's timing is determined by the melee damage that the entity will output. ***aka strenght and weapon damage make the window biger***. deals stamina damage to execute for carbons and consumes energy for anomalies
*this ability is expected to be tied to high tier melee artifacts and some anomalies*
* health modifier - adds a flat health buffer to entity by set amount. may be negative to make more frail. used for anomalies and artifacts's balancing
* armor modifier - may be used to input armor values. used for anomalies and artifact's balancing
3. negative conditions
* bloodrot. a terrible dissease. has 6 stages never advances on its own. stages advance when you are reinflicted with the dissease or die. each stage inflicts increasing amount of tox damage if you die on stage 6 you come back as an anomalous zombie. if you die on any other stage you come back after a few seconds and the dissease advances a stage there is NO CURE
* freeze - target cannot move (resist to escape)
* slowness - target is significantly slowed down (resist to escape)
* blind - temorary blindness
* deaf - temporary deafness
* mute - temporary muteness
* halucinate - trigger halucination in target
* RDS - inflict RealityDistortionSyndrom on target (maybe temporary if you feel mercifull)
* horror - summon phantom entities to attack the target for stamina damage
* mental block - make target invisible to all other targets (silicons are not affected)
* mental scramble - the visual identites of all other players are scrambled between each other in the eyes of the target
* pacified - target is temporarily pacified
* mortis - target appears dead to all others (silicons and health scanners are not affected)
* identity scramble - target appears as someone else to all others (silicons are not affected)
* madness - inflict a random abdcuctor objective
* trauma - inflict a trauma. special traumas allowed
* induce phobia - infects target with a random phobia
* induce fear - triggers the fear effect of phobias for Xseconds
* heavy gravity target - drops target to the ground and inflicts brute damage for a short time
* static power target - target will shock all who touch them. if not insulated. they will be shocked to
* necrosis - deals random organ damage and toxdamage for Xseconds
* haunt - IF the target is alive. inflict them with a variant of split personaly where the split can speak with ghostchat but not the host. can be cured with holy water like a cultist
IF the target is dead resurect as a nonanomalous mute zombie that can hear deadchat. give to owner ghost. unless empty then random ghost
IF target is an object allow ghosts to move it like telekensis object
* ghost talk - IF target is alive mute them and let them hear ghostchat for Xminutes
IF target is dead inform its host their body can speak again even in death.
IF target is dead empty body or object infrom all ghosts they can speak trough it by orbiting and ghost speaking... with a cooldown
* rage psychosis. - (target's brain is afflicted with a psychotic breakdown designed to manifest as violent rage towards friends and foe alike)
if target is player. tint screen red and give them a info prompt that they are aflicted with uncontrolable rage and that "they will die if they do not shed blood".
if target is not player simply set their ai to madened (like with red slime extract).
in both cases target starts to tick up oxydamage.
every time they inflict damage on a living entity they heal that amount of oxy damage.
target regenerates stamina damage twice as fast
target has a melee damage boost but cannot use ranged weapons.
target's crit treshold becomes 150 instead of 100 but they cannot see their health/damage indicators
once the condition passess the target becomes pacified for 5-10 minutes.
pacified/pacifist targets are immune and cannot be afflicted
pacifying a target that is in rage will cure them
* visual scramble - target sees ALL objects and entities with randomized new sprites (absolute madness). target is seen by others with a random new sprite
* audio scramble - target forgets all languages. learns gibirish
* deteriorate - can stack indefenetly. reduces target's maxHP by 5 points. and reduces their max speed very slightly. if it stacks more than 10 times each time its applied again run an increasingly growing risk of inflicting heart attack,brain trauma,appendicitis
* seizurepsycho - ghost role. once a ghost is picked place them in the body of the target unlike normal split personality both have simultanious access to the body. ghost has no restrictions other than to avoid harming the body. cured with holy water or flux
* consuming shadow - target entity will begin taking brute damage if they stay in darkness. target tile will become fulldark and deal damage to any entity that stands on it. effect wares of after time
* static overcharge - when the target moves a charge value builds up. once it passes a treshold an enectric arc that has 50% chance to electricute the target. and will randomly electricute others arcs out of the target. reducing the charge counter by 25%-75%
* supermatterialize - the target entity/object gains the properties of a lesser Supermatter crystal. any object/entity they touch will slowly corrode into nothingness/burn however items/entites aflicted can hold/touch each other as normal. any entity afflicted will have all items they currently hold
3 cosmetic
* aura - attaches an aura sprite effect behind the entity (worry not i got most planned)
* shimmer - copy the entity's sprite 2-4 times and place them over the original, randomize x&y offset by 2-5 pixels. randomize opacity at 30-60%. feel free to animate by jittering the offsets
* shadow - entity sprite is BLACK
* texture overlay - overlays the sprite with a texture
* displacment overlay - places a 1 tile sized displacment over self
* displacment aura - places a 3x3 tile displacment over self