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Noodlecat

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Everything posted by Noodlecat

  1. The syndicate also has you debrain random botanists and steal grey slime extracts icly it’s just as bizarre as any other objective
  2. i think the primary problem is the art style clash between the walls/windows/grilles/girders and the floors.
  3. Cult right now is in a bad state, most of the time devolving into revs lite. Here is my solution: Bluespace Cult The start: 3-6 people spawn in inside a room similar to clock cult's rebbe with a structure in the middle that can teleport them into the station. Every room in the station will have a "bluespace weakness" generated. This weakness will be visible to cultists and detectable via bluespace analyzers that science can print. Cultists will have a bloodcrawl-like ability that lets them travel from bluespace weakness to bluespace weakness, or back to their home base. The Goals: The end goal of the cultists is to activate a "veil pierce" rune six times. Each veil pierce rune will require cultists "power up" the bluespace rift in their home base by completing objectives like Bring 5 different IDs to the rift Bring a brain to the rift Insert a collection crystal into 5 apcs And the veil pierce rune must be manifested in a selected room. Every time a rune is activated, they can do one of the following: Unlock a new ability Create a new cultist(only if the number of living cultists is less then they started with) Trigger a random minor event Massively Delay(by 20 minutes) the shuttle if called Abilities Starting Abilities: Bluespace Crawl: Similar to bloodcrawl in function, allows bluespace cultists to jump between bluespace weaknesses Summon Veil Pierce rune: Summons a veil pierce rune if the conditions are correct Summon Equipment: Summons Bluespace armor, a blinding stick, and a space shunter. Paradox: Instantly dust yourself, activates automatically on death. Unlockable Abilities: X-Ray: Just gives them xray vision Overload Anchor: Overloads the nearest Bluespace Anchor, loudly broadcasting on comms and releasing an emp. Time Stop: Stops time, Its just the wizard spell okay. Bluespace Blade: Summons a bluespace blade. Damage Revert: Will heal 60 of any damage and cancel stuns. Veil 0 Abilities: Spatial Translate: Pretty much old ascended sling jaunt. Items: Bluespace Armor: Pretty much reskinned cult armor Blinding Stick: Flashes someone even with eye protection, deals triple eye damage and does 10 brain damage to blind people. Bluespace Blade: Disappears after 30 seconds and functions like a spellblade without the limb removal. Disappears when dropped. Space Shunter: Literally just a veil shifter but blue. The Endgame: One Veil Pierce has been used 6 times an expanding Bluespace Rift will spawn at the 6th rune. The Bluespace Rift dusts every non-cultist that it touches. All cultists will be given veil 0 abilities. Crew Response: If the crew manages to acquire a bluespace anomoly they can construct a Grand Anchor that prevents the use of half of the existing weaknesses. The crew can print Bluespace Anchors that prevent bluespace weaknesses from being used by cultists. The Crew cannot use any gear aquired from cultists: Attempting to use a space shunter will erase the hand used to use the shunter. Attempting to use a bluespace is not possible as it disappears when dropped. Attempting to use a blinding stick will instantly blind you or deal 90 brain damage if you are already blind. Attempting to use bluespace armor(or having it put on) will instantly remove your brain, convienent for cultists who need your brain for an objective.
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