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# Tiger Cooperative Fanatic
## Abstract
The Tiger Fanatic is an an antagonist designed around the fanatical regard in which members of the Tiger Cooperative hold changelings. This antagonist is meant to be a devout worshipper of the changeling hivemind.
## Goals
* Create a fun antagonist with the theming of a Tiger Cooperative changeling worshiper.
* Be complementary to the changeling antagonist.
* Be distinctive from other antagonists.
* Be a direct villain to the crew.
## Non-Goals
* Be ignorable or inconsequential to the crew.
* Go against the themes of a tiger fanatic.
## Core themes
These are the core thematic themes of the antagonist that should be taken into account during design.
* The antagonist's existence has everything to do with changelings. They must only come to the station if there are already changelings present, or they must have the potential to call/summon changelings.
* The Tiger Cooperative Fanatic should be designed to be subservient to changelings. Their abilities should relate to changelings, and their presence on the station should be a general boon to changelings.
* Changelings should have no obligation to care for, protect, or spare the tiger cooperative fanatic outside of the tiger's usefulness to the changeling.
* They should have no explicitly magical abilities. They shouldn't be casting any flashy magic spells or ritutals. Any supernatural abilities should have an explicitly sci-fi tone.
## Objectives
The Tiger Cooperatives goals should be oriented around changelings. Their goals should not be open ended "assist in however you can" type objectives, although the abilities and objectives of the tiger should push them towards cooperating with and assisting changelings in their goals.
Currently their goal is:
1. Have changeling abilities used on you 3 times
2. Be absorbed by a changeling or escape alive
## Type of antagonist
Tigers could function as both a round start and midround antagonist. They are currently implemented as a midround antagonist that comes down in a pod in an isolated area. This can only happen if there is already a changeling presence on the station.
## Abilities
Tigers should have some ability that allows them to better identify and make contact with changelings that the crew doesn't have. Tiger Cooperatives should not however be able to recognize changelings on sight. Most of the Tiger Cooperatives abilities should be related to changelings, although they could reasonably be allowed a few tricks that do not require association with changelings to be effective. Canonically, the Tiger Cooperatives have ties to martial arts, so that would likely be a good avenue for offensive abilities. Currently, tiger cooperatives have the following abilities:
1. Ability to see and speak in the changeling hive mind, in order to coordinate or meet up with willing changelings.
2. Changeling offensive abilities have additional effect on them
1. Resonant Shriek will not apply confusion, and it will reduce all of the tigers stun times by 5 seconds
2. Cryo-sting will also add 30 units of cryoxadone in addition to the frost oil, which will lead to the healing of the tiger.
3. The LSD sting will also apply 4 units of changeling adrenaline, and 3 units of changeling haste, in addition to its normal effects
4. The fake arm blade granted by the fake arm blade sting will be given a unique sprite, deal 15 damage, and have a 30% block chance.
5. All of the above listed abilities count towards their primary objective.
6. Mute sting and transform sting currently do nothing, but they may in the areas for expansion
3. They start with a smuggler's satchel, containing a makarov, a spare magazine, a combat knife, a doorjack, a bioterror grenade, and a flask of ritual wine (this heals them).
## Changeling interaction
Changelings should have some ability to detect Tiger Operatives. Changelings should be able to benefit from the tiger's presence. Obviously having a friend who worships you is valuable, the choice to absorb them should have benefits on both sides (whether or not this absorption is a betrayal, or a blessing, is the interpretation of the tiger.) It may be interesting to give the tiger some in game incentive to be absorbed, outside of a greentext. But that must be done within the fiction that Tiger Cooperatives are explicitly being used and manipulated by changelings, and that changelings should not care for the wellbeing of the operative any more than they care about the operatives usefulness. Given that tiger cooperatives may be immune to some of the changeling's more potent abilities, it may be wise to ensure that the changeling always has an upper hand over the tiger cooperative in a one on one encounter, in case the tiger cooperative's loyalty wavers.
Currently changelings have the following interactions:
1. DNA sting will identify a person as a tiger
2. Absorbing a tiger will give the changeling 5 more max genetic points and increase chemical capacity by 35
3. Absorbing a tiger will cause them to join the changeling as an echo, which is mechanically identical to an imaginary friend.
## Progression
Tigers have some potential for round progression. This progression should be based around a growing connection to the changeling hive. Progression should be done through antagonistic measures with the crew. Due to Tiger Cooperatives obsession with drugs and DNA, it may be that they are trying to brew certain narcotic concoctions that will strengthen their connection to the hive. Some of the abilities currently offered might make sense to lock behind a progression mechanic, such as hivechat. The idea would be that over the course of the round, the tiger builds up connection until they can make contact with a changeling. The tiger than serves the changeling and potentially gets killed by it. This would work best with the tigers being a roundstart antagonist, rather than a midround. Midround antagonists do not tend to do well with complicated progression mechanics, although a simple enough loop may work. An alternative to this, is a tiger that does not necessarily have changelings on the station. In this case, their progression would revolve around summoning/calling/creating a changeling.
Currently there are no progression mechanics tied to tigers.
## Policy Suggestion
My personal suggestion for policy is as follows:
On LRP: Standard rule 4 antag with the caveat that you should not knowingly harm a changeling without serious provocation.
On MRP: Standard Restricted antagonist. Having a changeling (an unrestricted antagonist) order you to do something counts as having a good roleplaying reason to do it.