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Everything posted by farie82
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1. Doctor/Nurse 2-5. {"type":"/mob/living/carbon/human","icon":null,"name":"Henk De Fries","limbs":{"chest":{"type":"/obj/item/organ/external/chest","dir":4,"icon":""},"groin":{"type":"/obj/item/organ/external/groin","dir":4,"icon":""},"head":{"type":"/obj/item/organ/external/head","dir":4,"icon":""},"l_arm":{"type":"/obj/item/organ/external/arm","dir":4,"icon":""},"r_arm":{"type":"/obj/item/organ/external/arm/right","dir":4,"icon":""},"l_leg":{"type":"/obj/item/organ/external/leg","dir":4,"icon":""},"r_leg":{"type":"/obj/item/organ/external/leg/right","dir":4,"icon":""},"l_hand":{"type":"/obj/item/organ/external/hand","dir":4,"icon":""},"r_hand":{"type":"/obj/item/organ/external/hand/right","dir":4,"icon":""},"l_foot":{"type":"/obj/item/organ/external/foot","dir":4,"icon":""},"r_foot":{"type":"/obj/item/organ/external/foot/right","dir":4,"icon":""}},"iorgans":{"heart":{"type":"/obj/item/organ/internal/heart"},"lungs":{"type":"/obj/item/organ/internal/lungs"},"liver":{"type":"/obj/item/organ/internal/liver"},"kidneys":{"type":"/obj/item/organ/internal/kidneys"},"brain":{"type":"/obj/item/organ/internal/brain"},"appendix":{"type":"/obj/item/organ/internal/appendix"},"eyeballs":{"type":"/obj/item/organ/internal/eyes"},"ears":{"type":"/obj/item/organ/internal/ears"}},"equip":[{"type":"/obj/item/storage/backpack/satchel","content":[{"type":"/obj/item/storage/box/survival","content":[{"type":"/obj/item/clothing/mask/breath"},{"type":"/obj/item/tank/internals/emergency_oxygen"},{"type":"/obj/item/reagent_containers/hypospray/autoinjector"},{"type":"/obj/item/flashlight/flare/glowstick/emergency","color":"#6496fa"}],"slots":7,"max_w_class":2,"max_c_w_class":14},{"type":"/obj/item/storage/firstaid/doctor","content":[{"type":"/obj/item/reagent_containers/applicator/brute"},{"type":"/obj/item/reagent_containers/applicator/burn"},{"type":"/obj/item/reagent_containers/food/pill/patch/styptic","pixel_x":1,"pixel_y":-4},{"type":"/obj/item/reagent_containers/food/pill/patch/silver_sulf","pixel_x":-2,"pixel_y":2},{"type":"/obj/item/reagent_containers/food/pill/salicylic","pixel_x":-3,"pixel_y":2},{"type":"/obj/item/healthanalyzer/advanced"},{"type":"/obj/item/reagent_containers/hypospray/autoinjector"}],"slots":7,"max_w_class":2,"max_c_w_class":14}],"slots":21,"max_w_class":3,"max_c_w_class":21},{"type":"/obj/item/clothing/mask/surgical"},null,null,null,null,{"type":"/obj/item/card/id/medical","name":"Henk De Fries's ID Card (Medical Doctor)","sex":"Male","age":23,"btype":"A-","dna_hash":"2ed21732a20ccd1d0acf1269c428cd05","fprint_hash":"1c6fd67c779590df4d22032710439968","access":[5,6,45,33,39,9,76],"job":"Medical Doctor","account":158076,"owner":"Henk De Fries","mining":0},{"type":"/obj/item/radio/headset/headset_med"},{"type":"/obj/item/clothing/glasses/hud/health"},{"type":"/obj/item/clothing/gloves/color/latex/nitrile"},{"type":"/obj/item/clothing/head/beret"},{"type":"/obj/item/clothing/shoes/white"},{"type":"/obj/item/clothing/suit/storage/labcoat","pockets":{"type":"/obj/item/storage/internal","name":"labcoat","content":[],"slots":2,"max_w_class":2,"max_c_w_class":4}},{"type":"/obj/item/clothing/under/rank/medical"},null,null,null,null,null,null,{"type":"/obj/item/pda/medical","name":"PDA-Henk De Fries (Medical Doctor)"},null,null],"dna":{"UE":"2ed21732a20ccd1d0acf1269c428cd05","SE":[447,481,478,967,72,371,830,640,828,622,708,453,55,742,730,446,864,79,90,535,823,743,195,139,843,3,954,809,424,346,413,129,338,192,667,167,482,747,91,287,375,580,282,957,190,236,946,101,417,583,853,182,999,933,799],"UI":[2456,1637,818,16,16,16,1637,818,16,16,16,16,651,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,1637,818,16,2471,68,938,78,3110,3110,3110],"species":"/datum/species/human","blood_type":"A-","real_name":"Henk De Fries"},"age":24,"ushirt":"Grey Shirt","socks":"Short Black","uwear":"Mens Black Alt"}
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The actual formula for the transmission is a bit wonky: (DM code) clamp(2 ** (properties["transmittable"] - symptoms.len), BLOOD, AIRBORNE) So written in numbers and more readable pseudo math: between(2^(transmittable - num_symptoms), 4, 64) So it seems the wiki is off by 1. 2^6 = 64 = AIRBORNE. 2^5 = general contact. 2^4 = hands contact. 2^3 = feet contact and below is just blood I'll change it on the wiki page
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farie82 replied to Mrs Dobbins's topic in Civilian's Days
Two sec members trying to contain the situation. -
I think this would be a good idea. In a lot of situations gamma would make sense yet is not called/given due to the armory and the borg module the station gets. Removing those direct ties would be good. But as said in the post itself. There should be downsides to having the Gamma alert. Maybe cargo will be unable to buy supplies other than guns, medical items etc. Perhaps calling it should also be more difficult than red alert. (Requires 3 swipes? (Still) Requires admin intervention?)
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Good point. Totally forgot about that one when writing the guide. It is a must for sure and I can't properly play without it!
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farie82 replied to Trololiver112's topic in Civilian's Days
You mean six. Oh wait zero -
Remove death confirmation text from examine text
farie82 replied to Spacemanspark's topic in Suggestions
Made a PR on this: https://github.com/ParadiseSS13/Paradise/pull/13428 do tell what you guys think of the implementation there! -
I'd say go for it and make one my man. I ain't a chaplain player at all so I won't know how to make a good guide myself
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Reach the highest number without a MENTOR posting
farie82 replied to Trololiver112's topic in Civilian's Days
I'd like some salt on my fries please. Thaaaaanks -
My own opinion on how to rank security officers based on tiers. F Tier: Greytider who found a baton These usually don't walk around for long since admins are usually pretty quick on the draw for these. Uses their equipment to grief people. Might even be other officers Please god don't be this tier Gets called shitcurrity (rightfully so) E Tier: The bald officer Somebody who joins the ranks without knowing anything about security. Sometimes behaves a bit like tier F due to it. Talks very little or not at all on the comms. Usually disappears and nobody will be the wiser. Uses arbitrary crimes with arbitrary sentences. The worst offenders don't listen to other security members who try to teach them how actual sentencing is done. Uses their batons on harm mode because they don't know that you can use them on help mode to just stun people Gets called shitcurrity (rightfully so, get more experience before attempting security. It's hard job that demands a lot of skill from the user. Be it mechanic wise or knowledge wise.) D Tier: The rookie Knows a bit about law and SoP. But does make mistakes Only uses the standard equipment like a baton, a taser and cuffs. Does not know how to effectively use bola's or flashbangs. Tases any "criminal" on sight. No matter the situation. Does not speak when an arrest is made or does not let the person being arrested know why they are being arrested. Uses the security comms a little. But does not respond to calls himself most of the time Forgets about perma prisoners. Or just walks into their cells without much reason. Knows about some threats. And usually does not know how to deal with them. Lets caught criminals bleed out in processing because they do not notice that the criminal is dying. Does not know what implants being offered do. Might still take them though. Or just ignore them Takes any weapon provided to them. Officers that take the big blue gun from the armory usually fall under this tier. Gets called shitcurrity (you will get better as long as you're willing to learn from mistakes) C Tier: The Regular Joe His sentencing usually are correct. But usually forgets context and keeps the stations situation out of the sentences. Example: Always gives max time even though the station is on green and the criminal did a minor crime Sometimes uses special equipment like bolas. But usually ends up misusing them (it is a learning process though!) Responds to calls but does this without telling on the comms. This usually leads to the mimes office being filled with officers to arrest one clown breaking into the place. Walks into perma to get out the perma prisoner without backup or preparation. Leading to a sad slipped officer or worse. Tases on people a bit too often. Usually it is warranted but sometimes it happens because the perp is walking away because he did not notice that the officer is arresting him. Communication is key here Knows about most threats. But does not always know how to deal with them Usually gets the criminal get medical care if they are dying Takes every implant offered to them. Regardless of the situation. Take guns when provided to them. They know what most do yet are not that experienced yet in using them. Uses the chat highlight system to ensure they do notice when people call their name. More an OOC thing but this helps you as a player so much with noticing things you should actually notice. Gets called shitcurrity B Tier: The robust officer Makes sure to sentence people with relative appropriate sentences. Lower sentences if it's calm. And higher if the crime was violent and such. Knows most things about law and SoP and how to apply them. Knows how to utilize most special equipment that security has to offer. Uses comms a lot and responds to most callouts while telling others he is going. Knows when a situation is resolved by the calls of other officers on the comms. Prepares himself either with backup or by stunning the perma prisoner if this is needed prior to escorting him to escape. Talks to criminals before arresting them. Getting their story of the case if this seems fit. Then tells them they are going to cuff them if the situation requires it. Or don't cuff them and escort them to security uncuffed. Knows how to deal with most if not all threats and does so at all times. Is robust, both in combat and in other mechanics. Knows when to retreat and when to attack. Knows what implants are good for which situation and takes them accordingly. Got clings that EMP a lot? Welp not taking the upgraded heart today. Asks for help from other departments when it is required. Also notifies the captain or HoS if things are calming down and an alert lowering can happen soon. Knows what most if not all weapons do and know how to use them in most situations. Uses the chat highlight system to ensure they do notice when people request security or a crime gets reported. More an OOC thing but this helps you as a player so much with noticing things you should actually notice. Gets called shitcurrity A Tier: The hero we deserve Lets people of the hook if the situation fits it. You don't always have to brig people for things. A warning can be enough at times. Knows law and SoP from the top of their head. When to apply them and when not. This is important especially for SoP. Is robust but knows when to use it and when not. Antags are there to make the rounds interesting. Completely shutting them down by using all the tricks you know is not fun for either side. A long battle back and forth is. Knows how to use tools outside of security if needed. Need a door hacked open? Go for it if there is no other way. This should be used sparsely if possible. Asking for help is usually the better way. Provides detailed yet short information on the comms if needed. Callouts for criminals at locations for instance. Their description and what they did. Aids other officers/crew with things. Be it learning on how to be an officer. Or by helping them get out of situations. Getting the criminal is not always the goal. Getting your coworkers out alive is. Tries to make an arrest interesting for the person being arrested. If said person is willing to RP that is. If it's just a shitter then go ahead with the max sentence. Knows all about the threats. But chooses not always to use it. See a new agent with their PDA in their hands in a locker? Just jokingly state to lock their PDA and walk away. Catching said crew member will remove an antag from the round yes. But it won't make it interesting for them or for the station. Does not always take implants if they can. Only when it is really needed. Implants will buff you and this might result in more boring fights. They should be used to make the battle more fair. Not to make you unstoppable. Talks with prisoners on downtime. Including perma prisoners. They usually did their role and made a mistake. This should not mean they should be punished for it by being put in a cell all on their own. That is boring as hell Knows what all weapons do and how to use them in all situations. Yet does not always take them. One known agent with no weapons onboard? No need for a shotgun then. Just a baton and taser will do. Gets called shitcurrity I might have forgotten a lot of things on here. Playing a security officer means you have to deal with a lot of stuff and have to keep track of a lot. Do tell if I missed some stuff and I hope you enjoyed it/found it useful!
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A quick reference guide for how I myself see virologist tiers. F Tier: The greentide Uses their access to steal medical supplies from medbay. Only makes bad viruses that always accidentally seem to get out into the public while they themselves have the vaccine already for themselves alone. Healing virus? You mean private virus. Never shares a virus they create no matter the situation Will fight till the death if the CMO tries to demote them for releasing a third beard growing virus that makes everybody pale as an irish while they are puking all over the station. Wonders himself why he is not job banned. E Tier: The clueless Usually ends up SSD on the spot them spawn on. Has no clue what to do or why he is even there to begin with. The words "wiki guide" or "asking for help" are unknown to them. Generally a waste of a slot and usually ends up roaming the station if he does not lay SSD in his office. D Tier: The trying virologist Is ready to learn the job. Yet does not know how to do it. Will stare blankly at the machine and maybe experiment on the virology monkeys resulting in an accidental release of the cold virus. Might ask people that come visit for help. But usually tries to figure it all out on his own. Usually not that helpful unless they ask for help and then move up to C Tier. C Tier: Virologists first virus Managed to make their first beneficial virus. While not perfect it will provide a boon to the station. Knows the basics about curing a virus and how to make vaccines if needed. Might forget to get the virus approved by the CMO but does not force people to take it. Might add sneezing to the beneficial virus to "improve spread". Yet does not prepare a vaccine before releasing it. Is better than 70% of the virologists who attempted the job. B Tier: The reliable virologist Knows how to use the advanced chemicals like virus plasma to speed up the creation of his virus. Knows that a virus can hold 6 symptoms max. This is done by mixing two different viruses together. Will notify the CMO about any beneficial virus he creates and makes sure it's approved and the samples are brought to chemistry to be put into pills. Does not add sneezing to the benefical virus! When they hear a level 7 biohazard alert they will notify the crew to go to medbay if they feel sick. Helps the medical doctors with curing the virus and prepares vaccines once they got a patient cured. Most likely has dabbled in creating lethal viruses. But never allowed them to be released upon the crew (unless it was his intention) Helps other learning virologists learn the job. A true boon to the station. Or a curse if they decide to be one. A Tier: The Viromancer Pumps out a fully worked out beneficial virus at a fast pace every shift. No matter the random chance he gets on the symptom generation Prepares a monkey with an antibodies virus just for that 0.01% chance that a real lethal non advanced virus is let loose on the station. Viruses like real GBS and Lycancoughy. Makes sure to not just notify the CMO when their virus is complete but also the entire crew once it is available. Bonus points for PDAing people about it. Helps other learning virologists learn the job while not doing the job himself. This is different from the B tier in the sense that the person does all the steps themselves. This requires a lot of patience but will help new people learn the job the best. The level 7 biohazards are no match for what this viromancer can make if he decides to. The station will be down on their knees before they have cured the many lethal viruses this person created. Usually gets bored after creating the virus and antibodies monkey and will request a job transfer to help in another field. Asks to keep virology access in case of an emergency. Their beneficial viruses become common knowledge among the longer playing crew members and will help create stories about players going against the odds and winning.
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Reach the highest number without a MENTOR posting
farie82 replied to Trololiver112's topic in Civilian's Days
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Got one from a week ago when a tunnel clown got summoned onboard... A nice first sighting when you entered medmaint His arch nemesis beheaded on a spike. just before you enter his lair. Then the lair itself. All to praise the honkmother And the location of the last stand of the called ERT. Who tried to bomb the tunnelclown. But instead ended up as meat for the meatspikes. Was a fun shift as you can see
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Things I keep hearing a lot from the admins is that they fear that people will argue bans or such. Isn't that what an appeal is? If they go argue a decision in game you still have the power (see rules) to act on the responses. In large this will also make admins be more aware about how they treat people. And see how different other admins do it. Yes it's a large group with different approaches to the adminning. But see it as a player. One round I could do X, even ahelped it. Next round I do X and get perma banned. Yes I'm going to complain and argue. But now I can't access direct proof since the notes are hidden. Mostly trying to state here the big differences in adminning and how confusing it is for the players. And that they can't do anything "against" it currently. And I think that making notes open will help make this become more apparent as well thus making it easier to fix/improve. Honestly speaking I like the middle approach Kyet suggested. Just start new and leave the old behind.
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I am all for this. I've let this know a few times before but I think that transparency is required. Especially in these times. I know this won't happen anytime soon. Also due to the promises made to previous admins and current ones about the notes being a secret. Maybe something to work towards? A private old notes record and a new public one? Where the old one will become read only and the new one public and the one where new admins write to.
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Shirt with a duck on it
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Quick update. I've started to work on the code for the psionic. Quite a few abilities are in already. Or at least their core mechanic. Upgrades are not yet in. Thus far the following are in: Harvest thoughts, doesn't yet do the brain sucking part or the permanent brain damage. Sleep, working as described above. Will need tweaking after testing Teleport, working as described above. Force push, works for a single target. Doesn't have to be directly aimed at the target. (Will search for a viable target in a circle) Invisibility, works but needs tweaking Become ethereal, works but needs tweaking Confusion, works but needs tweaking Increased concentration. Works ish. Will work when buying system is fully in Disguise self, works Illusion, works I got help from the great gentlemen @McRamon and @Ralta. So special thanks to them in helping make the project work!
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They will start disguised as regular crew. Once they "evolve" they will gain their other abilities. I think I'll give them the ability to use abilities while they are in using "Self disguise". Maybe limit some abilities to not be able to be used. This way they can be undercover for a bit and cast their abilities against a cost of upkeeping the disguise which costs focus. I like this idea. I think I'll make it into an ability which will make them near invisible (bit like the vamp cloak) and it will turn off all lights near them. I might include these ideas in an upgrade of hallucination. I don't want a passive hallucination shield due to the fact that you can then easily find the psionic. At the start they will behave a bit like a vampire looking for it's first victim. They start out weak but will ramp up like slings. Psionics won't go around and cause direct damage to the station. They will more likely be the indirect cause of damage. Psionic versus psionic combat will be more a fight of tactics than of a fight with guns. Seeing thralling will be difficult and dangerous the Psionic won't have many friends to help him fight. I myself see this antag more of a hit and run antag in combat. But he should avoid combat for the most part and stick to stealth. I'll include the ideas in the post. Thanks!
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I've talked with Neca, Purple, Ansari and Crazy about the idea and none were opposed. So I'm starting the basic development of the core features and I'll keep adding more details in when I get inspiration. Feel free to suggest things. They always help!
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@BryanR I added a list of suggestions to choose from. Think these will work? I tried to make them not to violent in nature.
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@McRamon overall I think we both have different approaches to this. Yours is more of a mastermind style gamemode where the psionic has pawns to use. And has to clear out other psionics to make himself stronger. The idea I'm going for is more of a nightmarish mind bender. Not to interested in getting power from pawns but instead get power from the minds and ultimately by breaking open a bluespace rift to bind himself to the weaves. I think your idea can be coupled with the current one though. As in make both psionic mind benders spawn and psionic masterminds. You are correct in this part. The psionic needs a way to blend in at the start and grow out of it's hidden shape after a while. I think I'll make the psionics spawn as regular crew. Then have them be able to "evolve" into the psionic. A bit like slings. They will also get the "Disguise self" ability from the start which only transforms them in their "original" form. However I don't think I'm going to include the more pawn like gameplay style however. My idea for these antags was that they were a more lone oriented antag. One that can make thralls but that it is dangerous to do so. I'll edit the original post to include the starting conditions
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I like the idea of making a preset list of objectives. Things the psionic can choose from. I'll think of a list of objectives and put it on the post. It'll probably be things like: Distract the crew, Start a brawl, clear a room, sabotage research etc. I'd like to hear your thoughts on these though seeing you'll be dealing with them yourself.
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Good questions. I think I'm gonna make the Become Ethereal ability make you unable to use abilities. Or if you use it it'll break the concentration and drop the ability. You can see it as a hologram that is real for the person. I'm thinking about making it a creature of choice (demonic things, zombie etc) or yourself. I'm currently thinking of making it like an hallucination but that damages you and you control the creature doing it. The abilities will be cast from the position of the image. Idea is that you channel your power into the brain of the victim and use him as a relay. As for him it's all real. I'll put a max range on it though. That you can only walk till your body gets out of sight (1 screen width). I'll think a bit more about the second answer since this ability is one of the weirder ones. The focus pool will be large enough to cast a few abilities but the regeneration will be slow. This way the Psionic will be able to burst chaos into the station. But afterwards he needs to recharge somewhere quiet. Meaning if security is on his tail he needs to preserve focus to get out of danger. Exact numbers I can't tell yet but the "Become Ethereal" ability will not last minutes. It'll be mostly used to move around in maint. Make somebody sleep from maint while he's alone in his department. Then come in as a ghost and harvest his thoughts. Then leave again. Leaving no trace of entry. The "disguise self" ability will last for a few minutes. This will allow the psionic to transfer himself to another maint or hide out for a bit so things calm down. This will mean that he's vulnerable due to him using focus to do this. I'll update the post accordingly. Thanks for the response!
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The Psionic Versioning: 1.0.0 29-07-2019 Initial idea 1.0.1 29-07-2019 Extra clarifying abilities 1.0.2 29-07-2019 Start conditions 1.0.3 30-07-2019 Psionic vs Psionic VS crew. Added "Alter perception". Changed harvest thoughts. Changed Suggestion 1.0.4 30-07-2019 Added a list of suggestions 1.0.5 31-07-2019 Changed "Disguise self", changed "Hallucinations", Added "Cloak of darkness" and "Disguise other", added slave limit to mindslave 1.0.6 2-8-2019 Changed mind project completely. Any suggestions or additions are more than welcome! Main Idea The psionic is a mentally strong humanoid monster that is capable of altering ones mind. Due to this they are very brittle physically wise and have to rely on their brains for survival. They can’t use humanoid weapons either. They look humanoid but more monstrous. Think of sectoids from Xcom or the Controller from S.T.A.L.K.E.R. They will be from the type human and thus can manipulate tools and heal themselves. To gain power they have to harvest the thoughts of sleeping humanoids. These thoughts will heal them and make them able to gain powerful new abilities. The gameplay will be stealth oriented. Seeing he’s very weak physically. There will only be a small amount of psionics on the station. They are meant to be played as a lone antag. Seeing the way they grow in power will limit other psionics. There will be 1 psionic per +- 40 people. His abilities cost focus to use, a resource he has to manage. Most abilities take time to channel, the instant cast abilities are emergency abilities. If he gets caught in a fight he’ll probably lose unless he can get out. He has thermal and dark vision to give a small advantage in maintenance. The psionic slowly regains focus passively. But he can speed it up by going into a meditative trance. This trance will leave him vulnerable as he can’t move while doing it. Until interacted with which drops the trance. Mindshielded crew have an advantage in resisting the abilities. Start conditions The psionics will start out disguised as regular crew members with jobs. They will be set on a timer till their disguise wears off. They get the ability to remove their disguise so they can use the other abilities. They will start with the following abilities unlocked: Disguise self, they will get disguise self but they can only use it to disguise back to their "original" form. After removing their disguise at the start this will start to cost focus. Harvest Thoughts Teleport with 2 charges Sleep Depending on the server pop size they will also get additional bonus thoughts to spend on unlocks of their choice. Win condition They have stage objectives. The first objective will be a simple. Get X thoughts collected. Once they have that they will get a specific target to harvest their brain from (target has to be on station on the objective creation). This target can also be another psionic, the chance of this happening will be about 25-50%. If they use harvest thoughts on that target they will instead suck the brain out. The target can be dead while doing this but if he’s alive while being sucked then the psionic will get thoughts as a reward. They can switch targets at the cost of thoughts. If the person is to hard to reach or not on the station. This person is somehow tied to a bluespace rift that the psionic can use to empower himself. The last objective will be to go to one of 3 generated areas and connect with the bluespace weaves there. This will give out a loud sound and notification to the crew. The psionic just has to activate the rift there and then defend the location till the rift is active. Then channel himself in it. After which they ascend and get all powers upgraded fully and better. They also become nearly immune. (Think of a sling ascension) Psionic vs crew The psionic will be a threat that won't be noticed to much at the start but will ramp up in danger the more power it gets. With each victim the presense of the psionic will become more clear. At this point he should have enough abilities to escape security and to blend back in with the crew to move around. The crew will be afraid to be alone and will be paranoid of their surroundings due to the psionic. The crew will have no reason to work with the psionic and getting caught will mean that they get a permanent debuff. Psionic vs psionic The psionic is a lone antag. He acquires his power from harvesting thoughts which can only be done once. It's a very power hungry creature and other psionics will just get in his way. Psionics are immune to each others mind altering powers. Yet by the use of thralls the Psionic can kill one of his rivals. If this happens he can harvest the brain of this psionic and will absorb a part of the power the other psionic had. It will also free the mindslaves the dead psionic had. Abilities (costs are not set in stone) Each ability is unlocked separately at different costs. The focus pool will be big enough for the Psionic to cast quite a bit of abilities but the passive regeneration will be slow. This way the Psionic can burst out chaos and afterwards he'll need to find a place to meditate. The maintain costs are yet to be determent and the given costs are relative to one another. Harvest thoughts (melee range, channel, Upgrade makes it go faster, Cost 1) The psionic will get his powers from harvesting thoughts from sleeping victims. This takes a while to do and the psionic has to stand still for this. Afterwards the victim gets permanent brain damage and a permanent random mind related genetic defect. The victim won’t be able to get harvested again and the permanent damage will be shown when scanned by a body scanner. This ability is also used for the second stage objective and to harvest brains from other Psionics. Teleport (Self, instant, upgrade gives more charges, Cost 1 per charge) The psionic will get a limited amount of charges that he can use to quickly get out of trouble. He will teleport to a random safe spot on the station atleast X tiles away from his previous location. Without cameras or people nearby. He can regain charges by spending thoughts. Sleep (Ranged, Channel, upgrades make it go faster, Cost 2) The ability has 3 stages. The first channel will make the target get drowsy (blurry eyes, yawning). The second stage will give him stamine damage and the last stage will make him fall asleep. He’ll be asleep for 1-2 minutes. Enough time for the Psionic to harvest his thoughts or mindslave him. Force push (Cone, Instant, Upgraded will make it affect more people, Cost 2) Throw the closest target near you away from you. Will chose which target depending on position you point the ability to (middle mouse click or such). The throw will knock people down if they hit stuff just like a normal throw. Mind control (Ranged, Channel, upgrades make it last longer, Cost 2) Will give the psionic full control over the victim for a short amount of time. The psionic will stand in place and will stop the control when interacted with. The victim can talk to the psionic while this is happening. He however won’t see/hear what is happening to him as he is put to sleep himself. He is also given the message that he has lost all memories of what happened during him for the last few minutes. If the victim gets hurt enough the mindcontrol will break and will stun/hurt the psionic. Mind project (Ranged, Channel, upgrade makes it seem as if the victim is using the abilities, Cost 1) This ability will allow you to use a victims mind as your base to use abilities from for a short duration. Meaning that you will temporarily see what the target sees and will cast abilities from his location. If upgraded people surrounding him will see it as if the target is using those abilities. Hallucinations (Ranged, Channel, Upgraded will make it AOE around the target, Cost 1) Causes the target to get hallucinations. More dangerous ones than regular hallucinations. The user will get real damage from the hallucinations. If upgraded and used on yourself you will cast it as an AOE effect around you that will last a set duration. Terror (AOE, Instant, Upgraded will make the ability affect more targets, Cost 1) Makes the closest humanoid terrified of the psionic. He loses control of his character and starts to scream and run away from the psionic. If people are blocking him he’ll try to push them down. If there is no way out other than space he’ll flee into space. Invisibility (Self, Channel (maintain), Upgraded will make you move faster, Cost 2) The psionic will have to stand still for a bit and then turn invisible. They can’t use abilities while invisible and maintaining it costs focus. They also move slower than normal. This ability will cost a lot to maintain. Become ethereal (Self, Channel (maintain), Upgraded will make you move faster, Cost 1) After focusing for a bit the psionic turns into a mist form (still visible, same visible effect as the darkcloak). Using this they can go through walls. Keeping this up costs focus and you move slower. You won't be able to use abilities while in this form. But if you use one you will break concentration and get back to your normal form. If you stop the ability inside of a wall you will take damage and get pushed out to a random direction. This ability will cost a lot to maintain. Confusion (AOE, Instant, Upgraded will make it affect more targets, Cost 1) Makes the nearest creature confused. With a chance to start puking or falling down. Break mindshield (Ranged, Channel, Upgraded will make it go faster/AOE, Cost 2) Breaks a mindshield of a target after focussing on him for a while. The target will get messages saying he’s targeted. Moving out of sight will stop the channeling Mind slave (Melee, Channel, Upgraded will give the psionic a mindlink with the slaves (think hivemind idea but only in one directional, towards the slaves), Cost 3) The target will be mindslaved to the psionic. The mindslaving consists of 2 steps. The first step clears the mind of the victim and makes him sleep for longer after. It also does braindamage. The second step is to implant the loyalty into the brain of the victim. The first step takes the longest and the psionic can’t move while doing this. The process will stop when the psionic is interacted with. The target will be freed when he gets a mindshield. If the psionic dies it won't break the mindslave. Only when another psionic harvests the brain of the mind controlling psionic. You will have a limit of mindslaves you can have (1 per 3 harvested thoughts?) Increased concentration (Self, Passive, Upgraded will increase passive regen, Cost 1) The psionic gets a bigger focus pool to use. Suggestion (Ranged, Channel, Upgraded will speed up the channelling, Cost 2) Implant a chosen idea/objective (chosen from a preset list) into the brain of a victim. The victim has a chance to notice that he’s being influenced. The longer the psionic focusses on the victim the longer the suggestion stays. Each step will increase the duration with 1 minute. Each step having the chance that he will notice. After you cancel the current step progress you will implant the suggestion in to the brain of the victim. This is an objective that he has to achieve. After the duration he’ll lose his memories of what happened during the suggestion. Same idea as the chaplains staff Disguise self (Self, Channel (maintain), upgraded makes the illusion look real upon examine, Cost 1) Makes you appear as a chosen crewmember. On examination you will appear off without the upgrade just like a morph. You will have to target the target first. So he has to be in sight. This takes a bit to do. Then after you can disguise yourself as him after a short channel. This ability won't cost much to maintain. You can use most abilities while disguised. Illusion (Ranged, Channel (maintain), Upgraded will make the illusion real, Cost 2) Make a structure or effect appear for nearby viewers. Costs time to prepare and then is usable after a short channel. The upgrade will allow an additional channelling afterwards which takes a bit longer but will make the illusion become real. You can drop the effect by using the ability again. This ability will cost an average amount to maintain Alter perception(Ranged, Channel, Upgraded will make it AOE around the target, cost 1) Blinds and makes the target deaf to the real world after focusing for a bit. Will make the target stammer as well. While deaf and blind the person will hear and see things that are not there. As if he's somewhere completely else. Floors will turn into ash floors, other people will turn into weird beings etc. The psionic will be invisible in this perceived world. Summon visions (Self, Channel (maintain), Upgraded will summon another monster, Cost 4) Summons a monster that is player controlled. This monster is loyal to you and will disappear after a while. This ability will cost a lot to maintain Cloak of darkness (Self (AOE), Channel (duration), Upgraded will kill all light sources, Cost 1) After a short channel you will shroud yourself in darkness for a set time. Turning nearby lights off. If upgraded it will destroy the light sources if possible after you stand in the area for a bit. You will also become slightly transparent. Like the cloak of darkness from vampires. Disguise other (Ranged, Channel (duration), Upgraded will change the target voice, Cost 2) After a channel you will change the target of choice in a clone of your real form for a short duration. Unless upgraded the target can still talk in his normal voice. When upgraded it'll make the target sound like you. Suggestions The "Suggestion" abillity will implant a preset idea into the persons mind. These ideas are meant to not cause harm and are meant to single out targets or draw attention away from the psionic. You have a surprise for a coworker. Lure one into this room. Make sure he's alone since the suprise is only for that person! This room is to crowded. Make the other people leave to let you focus again. You have something to show security. Ensure they come to this room right now! You have something you don't want security to find. Make sure they will be on the other side of the station! You are done with the system! Make sure no security member enters this room, ensure you do this without harm since you are protesting peacefully. You need some time alone. The nearest maintenance looks like a fitting place to take a small break. You need some time alone so don't bring others. More to come later. Suggestions are welcome! The idea is a bit similair to the Assimilation on TG (removed since 25th of July) https://tgstation13.org/wiki/Assimilation
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I'm all for more OR's. But here are some first glance things to consider. The medi maint place is gone (below genetics). It is a commonly used spot for medbay antags or cultists etc. Virology is put in a corner again. Meaning it'll become more of an antag spot. It also lost it's connection to maint which makes it harder to break into (since virology is nearly a fortress). Having 4 ORs might be a bit overkill. 2 is usually enough now a days due to the bone breaking nerf. 3 will be better suited I think. Also means you can put an OR storage place near the lower OR.