Antagonist Idea - Space Mummy

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DrPavel
Joined: Fri Aug 05, 2022 6:55 pm
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Antagonist Idea - Space Mummy

Post by DrPavel » #648747

Floating this idea for some time and after a recent discussion on Sybil, took the opportunity to put it together.

Death is only the beginning

For years Nanotrasen dealt with a fair share of supernatural enemies such as wizards, vampires, zombies, revenants and blood cults, so why not throwing another horror staple into the fray? Enter the Space Mummy, a creature that's the embalmed body of a notorious member of a lost spacefaring civilization.

Once triggered as a midround antagonist, a mysterious crate with a sarcophagus appears in the next cargo shuttle trip, alternatively it can be a rare spawn from Lavaland/Iceland in the case a miner desecrates a ruin by taking the valuable loot inside.

The objective of the mummy player is to turn complete again and gain new powers by forcibly removing the organs of four set crewmembers, including one head of staff. At first, the mummy is noticeable monstruous, slow and can't use any piece of clothing but by replacing their rotten parts for fresh ones the creature can shift into less inhuman forms. To achieve that objective, the player can opt for a direct or stealthy approach, the former by just beating the shit of people and eating their innards since the mummy is quite robust with a passive health regeneration, can't be stunned and has a certain resistance to bullet projectiles, but takes increased damage to fire and if set ablaze it can't put it out alone while the second option can include powers to navigate the maintenance of the station, catch people unaware and rip out only the needed pieces, leaving them alive but in a bad shape.

Completing the four plate meal makes the mummy restore its human shape but still retaining the perks of the previous forms, capable of bringing the end of the round.

Some of the ideas I had for powers:
- Fear aura that makes people drop the objects they are holding
- Blink that leaves a bit of dust or sand on the tile it's used
- Creating a passageway in maints by picking two entry points
- Using husked corpses to create lesser mummies
- Making a pact with a crewmember so it can fill the role of herald/translator of the mummy
- Locust plague that kills produce or instantly rots food
- Summon scarabs like the space ants but they get embedded on the poor sap that steps on/touches it


One of the keys to defeat the mummy is an unappreciated and underutilized crewmember: the Curator. The Curator can read the hieroglyphs on the sarcophagus and with the help of the Codex Gigas discover the weaknesses of the creature. It's also possible to use those informations to perform a ritual to calm down or remove the invulnerability of the monster, capping the regen so it can be destroyed with regular weapons. For more flair, the mummy can be deathly scared of cats or a random animal, keeping it from entering the same room as the critter.

tl;dr new midround antagonist that can fill more than one role and giving a purpose to the curator aside from printing porn or fucking off to space
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san7890
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Re: Antagonist Idea - Space Mummy

Post by san7890 » #648752

Should be important to note that according to Headcoder Pronouncements: https://hackmd.io/@tgstation/HyOAnhDPI# ... ent-themes
Headcoder Pronouncements wrote:Do not add more magic/fantasy based content without explicit approval from headcoders, we would like to lean more heavily into the retro scifi flavour

Retro sci-fi is 80’s style computing technology, but with far more advanced functionality. Think floppy disk computers, dial up modems etc. Alien Isolation is a good example of a modern game that has this style of theme.

For existing magic/fantasy content - Cult, wizard, heretic, Chaplain religions, you can continue to extend these, but we ask that you try to lean more to the sci fi side of the occult than the fantasy side.
Simultaneously making both the best and worst jokes on the internet. I like looking at maps and code. Learn how to map today!. You may rate me here.
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FantasticFwoosh
Joined: Mon May 04, 2015 11:25 pm
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Re: Antagonist Idea - Space Mummy

Post by FantasticFwoosh » #648760

Please refer to the psychologist in private room 2 of the Medbay for unresolved mummy issues.

Spoiler:
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Super Aggro Crag
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Joined: Sat Mar 21, 2015 9:47 pm
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Re: Antagonist Idea - Space Mummy

Post by Super Aggro Crag » #648807

I had an idea like this once where he could turn into sand to slide under doors and could have different objectives like certain items were actually stolen treasures like the null rod or prevent a certain crewman from dying because they're the last of your ancient space mummy lineage
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FantasticFwoosh
Joined: Mon May 04, 2015 11:25 pm
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Re: Antagonist Idea - Space Mummy

Post by FantasticFwoosh » #649523

What if they were planetside antagonist and generally laid siege with a undead army? Scoping it much further out, you just have the goal to survive against magic-romerol as lavaland gives up its long-buried miners and they can quickly personally ressurect the slain as a wiz-zombie cult-collectivist hybrid. Stealing organs is cool flavour but main-crawlers are very much over-used.

A casket is much more a vampire bram stoker's dracula reference, because vampires can't cross water so probably can't cross space either.

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