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Proper Supervillians


duschavoes

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Dear crew, no doubt the murderboning hordes have besotten thee for a long time for their odd requests, but I have often wondered about the possibility of using spare karma for quasi-antag objectives.

 

Although I am fresh here on he forum, and likely to receive much chastisement, I would very much enjoy the opportunity to spend a considerable amount of karma on a non-critical objective. The ability to spend 3-10 karma (balance required) on an amusing, noncritical, non-dangerous objective.

 

The idea being, on top of the "real antags" a "lesser RP" could get minor harmless objectives to do something silly in exchange for them handing over a few KP pre-round. A lot of crew often get 2-3+ Kp per round, and have little to spend them on, and would be delighted by the RP opportunities offered by such harmless objectives as:

 

(1) Ensure 4+ corgis escape on shuttle

(2) Steal the HoP/HoS/Captain's hat

(3) Steal the Magistrates' Gavel + plate

(4) Call the shuttle before 20 minutes (obvious fail kiki)

(5) Escape with the captains cigar

(6) Establish a peaceful democracy on station (impossible)

(7) End station-hunger by ensuring 50%+ of crew escape fully fed

(8) End alcoholism on the station by ensuring no one leaves drunk

(9) Ensure Humour survives by making sure 3+ crew are wearing clown masks at round end

(10) Save the library by bringing 10+ books to round end, or an antag having to download 10+ books with a device

(11) Collecting the DNA of syndicate agents for future cloning due to a beurocratic error (could get 3-5 TC's)

(12) work for NT/Syndie by sabotaging crematorium so hostile dna (changeling/vamp/syndie) is collected (3 TC's).

(13) Ensure Vox raiders achieve their objective ( 1 syndicate op, large vox raider rounds)

 

If one could have the opportunity (where available) of "enabling additional RP objective" or something like that, for certain roles. That could spice up a round.

 

Even if it was limited to rounds on blue alert at 60 minutes.

 

The idea being, spend 3-5 Karma per round to make yours, and other persons rounds, more fun. Good roleplayers might see a profit, but only very good ones, otherwise it would be entertaining and harmless for all.

 

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Ditch the karma part, make it a random chance for a traitor to be turned into a....(insert name here) with those objectives.

 

Could help a little bit with the "valids" and someone trying their hardest to achieve those could be amazing.

 

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. A lot of crew often get 2-3+ Kp per round, and have little to spend them on, and would be delighted by the RP opportunities offered by such harmless objectives as:

 

AHAHAHAHA

in what of a world do you live in? 2 karma per roundis total bullshit. it depens on so many factors. primarily the one that every player can spend one karma. so most of the people cant get 2 or more karma. thats mathematically impossible. also barly any Archaeologist ever received karma. Surgeons get karma once in a while if they have luck with the patient. getting karma as security officer is also a hard thing to pull off. since all people you interact with are at the other end of your baton.

 

beside that. some of the karma rolls coast 35 Karma points. even if i get 2 karma each round. it takes 17 or 18 rounds to get the karma. every round can least up to 2 hours.

DO NOT PLAY FOR KARMA, you will be disappointed. Karma isa reward for [spoiler2]luck and Fame rather than[/spoiler2] Roleplaying

 

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