Japanese skeleton colonists

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FantasticFwoosh
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Japanese skeleton colonists

Post by FantasticFwoosh » #306803

Just hear me out.

Basically this is how we could fit skeleton colonists into the game without making them completely bland.

the central "Lore Plot" - Is that a magical glowing chunk of jade (that the shrine it is on can be destroyed and stolen to sell off) has been ressurecting a special subtype of skeleton alliegant to the emperor of Japan, where the Jade's country of origin resides. The jade arrived via a deliberately induced bluespace accident during WW2 and transported a secret base to lavaland as to deny it before Hiroshima, but all the personnel have ended up being vapourised anyway caught between the latent power of the atomic bomb & the Jadestone, in which a magical fusion has occured and their bodies though battered rise once more.
  • The skeletons themselves are yellow with age, but also a more brittle sub-type like simple mob skeletons that will break apart into a heap when they are eventually defeated meaning that they could be easily enough destroyed, but otherwise stealing their bodies is not to great advantage as to incentivise them remaining independent but also constantly expanding making more homes for themselves out of paper panels with wood floors. Their hands have also rotted making them unable to use guns (see armory in the lower points for a bit more discussion about guns)
Quintessentially the ghost role works like lava dwarves, but without many of the explicit faculties of being able to dig through rocks (giving them a pick might be revised or thought about if its too difficult) or use metal, instead they take a more natural approach in making their materials. A adventurous or lucky plant person may be able to emulate this to a small extent.
  • Bonsai Trees, these are high yield though little potency at base default log giving plants, they are important for making paper as well as constructions because paper panelling such as highlighted on this PR is important for building prefab rooms. You need a certain amount of rooms & wood to place a completed structure for more bedrooms or specific room types. All of the prefab rooms are bound together with bamboo so you can't explicitly cheat using paper & wood alone
  • Bamboo - A material type, it can be sharpened into a cruddy spear, crafted into a low-end sword, and also used in the place of rods in certain type of constructions such as spike traps which deal damage to mobs that pass over it, and can be concealed with dirt with only slightly noticable sprites. Can make rice hats out of it, but where are you going to put your glorious headband then?
  • Silk - Rather than having a creature that spits out silk, the skeleton colonists can create a room with a pre-built silk worm cage, in which when edible material is added will periodically drop silk cloth by itself, a subtype of cloth worth more than usual cloth in cargo points, and can be used for making silk robes as well as bandages/blindfolds and usual items.

The ruin itself in my head anyway is a pseudo mixture of a military installation and partially a shrine, with oriental lamps around the place but also a small armoury with some special banzai headscarves (alt click to make you enter a frenzy with the Emperor's rage, deals brute damage for every tick you are not hitting a target & replenishes 10 brute for every attack over a threshold of damage, makes you scream banzai! at the top of your lungs. It does have a minor cooldown and takes a chunk of your stamina to enter the state) and 1 katana (to be used if you don't use a bone dagger to make bamboo weapons). The Magic Jade takes centre stage and it is risen upon a plinth, and serves as the summary spawn in point.

- Together with the seeds (for making prefabs on the station), the katana, the banzai headscarfs, & the jadestone which sells for 10,000 credits its a worthwhile albeit well defended ruin with the hopes to be aesthetically unique.
  • debatably maybe one or two mosins & a machine that prints off mosin bullets put into the central armory (but since they can't dig into rocks or smelt, they have no way to get it) but i don't want to get on my high horse and be a hypocrite for being safe, despite the skeletons being so fragile with collapsing into a heap on death and on a respawn timer back at the jadestone.
Half of the ruin is a to point a joke at how much anime or frowned upon Japanese references we have, by putting in a hard-line imperialists set to defend the emperors & their country's honor by slaying the catbeasts & silly references (note to self - write in defending the emperors honor literally as its morally ambigious/obvious antag status like ash-walkers) also its just funny because of the tone of skeleton voices mimics Kansai-ben in my own personal opinion, high pitched and emotive like you might expect from comic sans speaking skellies.

Miners expect a en-masse banzai skeleton charge, if they get bone axes & spears it could be very messy.
Last edited by FantasticFwoosh on Sun Jun 11, 2017 10:54 pm, edited 1 time in total.

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John_Oxford
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Re: Japanese skeleton colonists

Post by John_Oxford » #306817

bump up the jadestone to be worth 100,000, make it do radiation damage to the person that's carrying it and make it require two hands to carry

that way its signifigantly harder to move out of the ruin and onto the station
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FantasticFwoosh
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Re: Japanese skeleton colonists

Post by FantasticFwoosh » #306826

Only when unlodged, its stable and safe when it is fixed into position (also not that much john oxford unless anybody's willing to suggest a alternative purpose to it beside just dropping a anomaly core when destroyed,, we don't want to break cargo with speed-runs of jadestone)

- Alternatively when it is put through the experimenter and 'discovered' it will drop a wizards necromantic stone for use but that might be too science inclusive if you can pry it out of the curators cold dead hands trying to drag it away to the library as a trophy.

Problem with two hands is that you can just drag it instead, should probably get someone to fix dragging gibtonite/two handed heavy things, but otherwise that makes sense.

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bman
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Re: Japanese skeleton colonists

Post by bman » #306827

random ass japanese skeletons in the middle of fucking volcanolands doesnt seem thematically right

but that's just like my opinion.
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FantasticFwoosh
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Re: Japanese skeleton colonists

Post by FantasticFwoosh » #306829

Iwo-Jima was fought on a volcanic island (the name of the island actually), volcano warfare is legit. Lore alterations (on what is already loose lore but now you're kind of pushing that magically ressurecting skeletons is too far for you) might be required if its too far a departure for how its arrived from point A to B.

Also magic and bluespace etc etc.

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Re: Japanese skeleton colonists

Post by Remie Richards » #307180

we already have skeletons being revived by green rocks.
necromantic stones.

remove the nonsense WW2 bullpoop, make the "jade" just a large nercromantic stone and then it already fits with what we have.
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FantasticFwoosh
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Re: Japanese skeleton colonists

Post by FantasticFwoosh » #307188

Thats the connection link, its just a big chunk of the necromantic ressurection stone and for thematic uniqueness purposes partially connected they are Japanese and its green its jade, I just thought WW2 would be a interesting period to reference but obviously it doesn't have to be that. The empreror dogmatic position is pretty much the necropolis to the ashwalkers in a ideological sense with that theme. Its just a fine blend of of lots of existing ruins into its own entity.

Banzai headbands are a crucial feature to fighting monsters naked and not being totally wrecked because of your fragile bodies and obviously doesn't have to reference WW2 at all. The idea is that katana guy goes and hunts monsters with it regaining some health with the fast attacks to cushion damaging hits. While the rest of the peeps sit around at the base farming wood, paper & bamboo in order to make things.

- All of the necromantic skeletons are romans.
Last edited by FantasticFwoosh on Mon Jun 12, 2017 1:02 pm, edited 1 time in total.

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Lumbermancer
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Re: Japanese skeleton colonists

Post by Lumbermancer » #307192

bman wrote:random ass japanese skeletons in the middle of fucking volcanolands doesnt seem thematically right
Should we compile a list of what's not thematically right in the game right now?
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Re: Japanese skeleton colonists

Post by bman » #307204

Lumbermancer wrote:
bman wrote:random ass japanese skeletons in the middle of fucking volcanolands doesnt seem thematically right
Should we compile a list of what's not thematically right in the game right now?
everything in lavaland is thematically correct
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FantasticFwoosh
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Re: Japanese skeleton colonists

Post by FantasticFwoosh » #307214

♋ t h e m e t i c s ♋

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Armhulen
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Re: Japanese skeleton colonists

Post by Armhulen » #307294

bman wrote:
Lumbermancer wrote:
bman wrote:random ass japanese skeletons in the middle of fucking volcanolands doesnt seem thematically right
Should we compile a list of what's not thematically right in the game right now?
everything in lavaland is thematically correct
Hospital
Beach bums
Winterland???
bman
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Re: Japanese skeleton colonists

Post by bman » #307297

Armhulen wrote:
bman wrote:
Lumbermancer wrote:
bman wrote:random ass japanese skeletons in the middle of fucking volcanolands doesnt seem thematically right
Should we compile a list of what's not thematically right in the game right now?
everything in lavaland is thematically correct
Hospital
Beach bums
Winterland???
wasnt hospital and beach bums removed after PUBLIC OUTCRY (forum thread)

and winterland is kind of in some ways what fwoosh wanted

- it has skeletons
- trees to cut wood and build stuff i guess

well you guys are right i guess ss13 is like that movie that doesnt know what genre it is.
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FantasticFwoosh
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Re: Japanese skeleton colonists

Post by FantasticFwoosh » #307327

No they were not removed because it got maintainer blocked, (they are both cheridan's babies) and botany is the only sustainable source of wood at the moment.

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