Progression Wizard(s)
Posted: Wed Jan 19, 2022 6:35 am
The Idea
There I was, being shadowflame909. I was bored and started imagining the inevitable Wizard Removal PR. A heated discussion of course, but the removers won the battle. Simply because Wizard is a very self-centered gamemode, where the wizard hogs the spotlight and is the only crucial influence on the round! This had me thinking of a way to save the mode, maybe slow down the wizard's influence a bit, and have it progress like a normal shift until the climax. Thus, I remembered that we already had an antag that did this. Progression Traitors! Oh yeah, with some finetuning this should be easy.
The Pitch
Progression Wizard(s) will involve a normal crewmember on station awakening to magical talent. In their memory banks, (antag datum) They remember the wizard federation sending them a message. "Spread Magic to this station, and you'll join our rankings." So, our antagonist, weak and scratching the surface of their potential, have a job to do. They must convince a decent chunk of the crew that magic exists. The more crewmembers they convince, the stronger their power grows. Think of Hivemind but with a more obvious and friendly (for now) hiveminder. From the start, they can choose 1-2 robeless spells to begin on their mission. These spells will have quite the CD's, (starting off as inferior spells) But the more they use them, the stronger they grow. (As if they invested more points into them.) This crewmember must use his magic in front of crewmembers, and every time the crew sees it. They'll slowly but surely gain stronger beliefs that magic might actually be real. Most likely a positive moodlet from this, or a negative one if they're someone who would generally be opposed to magic being on their station. (Like a command staff member, or security.) After using it in front of a crewmember several times, they will become a believer. (No antag datum, just a positive moodlet that says they think magic is real.) More believers means more points to use magic. A dead believer makes the wizard lose the points, or whatever spell in their mind they spent for those points. So they can't murderbone just yet.
The Downer
The savior as some people call them, "Boring", "No Fun Allowed" as others call them. The one to eradicate these delusions of "magic" shall be our psychologist. By simply being 1 tile away from a believer, they can slowly deconvert these non-antags. Because magic isn't real. It is a faster deconversion if they're under drugs, or are calmed down like being buckled into a bed. Saving the day, and ruining the wiz of running wild. The crew will get a tiny negative moodlet thanks to his effort, that says magic isn't real. It's an arms race, and the psychologist is snapping the crew back to reality. (They also start off with the Athaumasia trauma. And are role-blocked from being wiznerd.)
The Climax
At a set amount of time, (probably 30 minutes) the wizard no longer needs to keep the crew alive to be believers. The believers are permanently stuck believing, and the downers are permanently stuck downing. Now they can reveal their true intentions, and murderbone or complete that really simple objective that they get due to wizard powers making everything a breeze. They also gain access to powerful spells.
Security Team
Due to this wizard not joining the wizard federation yet, since they're simply a fledgling. The security team does not have a reason to jail and murder them. Though, if they see them murdering others by buying fireball for some reason. They may treat them like an antag under normal escalation. Maybe get some holy melons from botany, or keep the chaplain nearby just in case.
TLDR: Progression Wizard involves a crewmember using their weak robeless magic over and over around the crew. Once they do it enough the crew gets good moodlets that says they believe in magic. While the wizard gets points. The psychologist can remove these moodlets, and therefore remove the wizard's spells/power. At the 30 minute mark, the real show begins and the non-antags stay locked in their beliefs. Since wiz is a weak obvious lame-o for the majority of the round. They are subject to normal escalation and are not an Enemy of Command until they start acting like it.
There I was, being shadowflame909. I was bored and started imagining the inevitable Wizard Removal PR. A heated discussion of course, but the removers won the battle. Simply because Wizard is a very self-centered gamemode, where the wizard hogs the spotlight and is the only crucial influence on the round! This had me thinking of a way to save the mode, maybe slow down the wizard's influence a bit, and have it progress like a normal shift until the climax. Thus, I remembered that we already had an antag that did this. Progression Traitors! Oh yeah, with some finetuning this should be easy.
The Pitch
Progression Wizard(s) will involve a normal crewmember on station awakening to magical talent. In their memory banks, (antag datum) They remember the wizard federation sending them a message. "Spread Magic to this station, and you'll join our rankings." So, our antagonist, weak and scratching the surface of their potential, have a job to do. They must convince a decent chunk of the crew that magic exists. The more crewmembers they convince, the stronger their power grows. Think of Hivemind but with a more obvious and friendly (for now) hiveminder. From the start, they can choose 1-2 robeless spells to begin on their mission. These spells will have quite the CD's, (starting off as inferior spells) But the more they use them, the stronger they grow. (As if they invested more points into them.) This crewmember must use his magic in front of crewmembers, and every time the crew sees it. They'll slowly but surely gain stronger beliefs that magic might actually be real. Most likely a positive moodlet from this, or a negative one if they're someone who would generally be opposed to magic being on their station. (Like a command staff member, or security.) After using it in front of a crewmember several times, they will become a believer. (No antag datum, just a positive moodlet that says they think magic is real.) More believers means more points to use magic. A dead believer makes the wizard lose the points, or whatever spell in their mind they spent for those points. So they can't murderbone just yet.
The Downer
The savior as some people call them, "Boring", "No Fun Allowed" as others call them. The one to eradicate these delusions of "magic" shall be our psychologist. By simply being 1 tile away from a believer, they can slowly deconvert these non-antags. Because magic isn't real. It is a faster deconversion if they're under drugs, or are calmed down like being buckled into a bed. Saving the day, and ruining the wiz of running wild. The crew will get a tiny negative moodlet thanks to his effort, that says magic isn't real. It's an arms race, and the psychologist is snapping the crew back to reality. (They also start off with the Athaumasia trauma. And are role-blocked from being wiznerd.)
The Climax
At a set amount of time, (probably 30 minutes) the wizard no longer needs to keep the crew alive to be believers. The believers are permanently stuck believing, and the downers are permanently stuck downing. Now they can reveal their true intentions, and murderbone or complete that really simple objective that they get due to wizard powers making everything a breeze. They also gain access to powerful spells.
Security Team
Due to this wizard not joining the wizard federation yet, since they're simply a fledgling. The security team does not have a reason to jail and murder them. Though, if they see them murdering others by buying fireball for some reason. They may treat them like an antag under normal escalation. Maybe get some holy melons from botany, or keep the chaplain nearby just in case.
TLDR: Progression Wizard involves a crewmember using their weak robeless magic over and over around the crew. Once they do it enough the crew gets good moodlets that says they believe in magic. While the wizard gets points. The psychologist can remove these moodlets, and therefore remove the wizard's spells/power. At the 30 minute mark, the real show begins and the non-antags stay locked in their beliefs. Since wiz is a weak obvious lame-o for the majority of the round. They are subject to normal escalation and are not an Enemy of Command until they start acting like it.