Contract killers are a midround and latejoin minor antagonist, picked from the crew much like sleeper agents/Syndicate infiltrators. They are antagonists with a very simple mission: assassinate one randomly-chosen member of the crew. As killing some members of the crew, such as heads of staff, may prove challenging, the contract killer has help available to them. By spending time around their target, they can “gather intel” - once enough is gathered, they can summon a special gear kit. Using this kit, they can attempt to kill their target off once and for all. When this is done, their mission is “concluded”, and they can go back to being a member of the crew.
12/15/2023Abstract The Xenoarchaeologist is a new job in the Research department, focused on the retrieval and research of artifacts from Lavaland (and Icemoon). The xenoarchaeologist travels to the mining world, seeks out relics to dig up, and brings them back to the station to research them. Artifacts come in a number of tiers, from relics that are purely for flavor (to be placed in display cases or sold), to various levels of "useful" artifact that can be recovered to a functional state and used to help various station departments. Recovery is a major focus of the job - different types of artifacts will require different steps to recover, many of which may require interaction with other departments. There is also an emphasis on the different cultures that have inhabited Lavaland over the millennia, intentionally or otherwise - each will come with distinct types of artifacts to discover. Goals Add interesting new content to Lavaland that isn't purely focused on fighting monsters and collecting loot. Give Research an engaging new job that is less formulaic than every single science job that currently exists - there is a degree of randomness that should always keep things interesting rather than rote. Inject unpredictability into the items available to the crew each round, as nothing from xenoarchaeology is guaranteed to be found. Encourage cross-department interaction. Not only between Research and Mining, but with other jobs too (other departments can help activate artifacts, and artifacts can be given to other departments in turn). Add fun and flavorful objects to discover that can be put on display to be seen even in future rounds.
5/14/2023Abstract NOTE: This design doc is pending complete rewrite. Reason: progression traitor is likely to be completely changed soon, and the original purpose of the troublemaker may no longer matter. The "troublemaker" is a new minor antag that is intended to stir up low-level conflict and provide a smokescreen to other, more serious antags by having similar objectives to them. At the start of the round, a number of troublemakers are drafted depending on the crew population, potentially including zero. They do not consume threat, and interact as little as possible with the dynamic system. They have 1-3 objectives, at least one of which always duplicates a more serious antag type's objective. Finally, troublemaker status does not prevent someone from becoming a different antag later via the dynamic system. Goals Provide a "nuisance"-level antagonist that is still mostly on the side of the crew, for variety. Give an extra source of minor trouble/conflict for the crew and security to worry about, without being excessively disruptive. Give plausible deniability for low-level antag objectives, such as early Traitor objectives, to disconnect actions such as "putting up rude posters" from the foregone conclusion of "will try to kill you and blow up the station later".
4/26/2023Abstract Biosynths are a new roundstart species, designed to be a balanced take on a "robotic" species in the vein of androids, IPCs, and so on. They consist of a soft "core" of artificial mycelium-like fibers contained within a self-customized, humanoid outer shell. As they are designed to mimic a number of the functions of living organisms, they still play similarly to other species, without a laundry list of immunities to things like toxins, hard vacuum, and so on. As a non-silicon artificial intelligence, they provide interesting role-playing opportunities, and their obviously-artificial, customizable appearance should appeal to a variety of players interested in playing robots. Goals Allow players to play as a robotic species that is not bound to laws. Introduce a new species with interesting and unique gameplay mechanics and story opportunities. Give a wide variety of customization options to let players make biosynths look how they want. Non-Goals Create a "true" robotic species with the laundry list of immunities that that would entail. Biosynths have most of the same needs as organic beings to avoid them being a "superior" choice mechanically.
3/24/2023or
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