Necromancers, One Man Cults

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Necromancers, One Man Cults

Post by 1g88a » #233245

One sleep-deprived workday I thought up some ideas for antagonists, namely three different variants of necromancer, combining the one-man superhuman aspect of wizards with the mob/base creation of cult. These ideas are pretty loose and open to alteration since I have no real means myself to make them reality.

The three types.

Lich
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Liches are the most simple of the three types, these skeletal wizards from days long passed have come to raise an army of skeletons as they further their research into the nature of Life and Death.
  • -Having rejected much of the Acadamy's teachings in their quest for power, Lich's lack ranged spells. Their starting spells and equipment are black robes, a magical dagger, an AOE blind, ethereal jaunt, and the a long-cooldown spell to gib a corpse and create a wild skeleton mob (this is wasteful, consider it a last resort). In addition, they carry two piles of bones in their packs for their first summons.
    -The dagger is used to create runes, as well as self-defense. The lich only has two runes, a sacrifice rune, and the teleporter rune
    -Sacrifice corpses/use the starting bone piles to create a Calcium Conscript, equipped with a blank maint-access id, gladiator armor, a wooden shield, a bone spear in their hand and on their back, and a bone dagger at their hip. In their pockets are two Sinew Zipties. These basic troops are your primary source of new corpses and captives.
    -Sacrificing W, X, Y, and Z number of LIVING victims on the rune will advance you by a tier.
    -First advancement, Lich's dagger becomes a more-powerful sword. Sacrificed corpses now add the option of creating a Skeletal Skirmisher instead. Armed with only a crossbow and several boxes of bolts, consider these your early bodyguards/auxiliaries.
    -Second advancement. Lich gains a magical arbalest that slowly regenerates bone bolts. Corpses can now be used to produce Skeleton Warriors (clad in recolored crusader armor) armed with shields and swords.
    -Third advancement. All existing tiers of Skeleton gain increased armor. Lich gains blink.
    -Flypersons are instead turned into durable Cursed Carapaces (Think Crusader armor without the tabard) armed with a shield, a crossbow, and a bone dagger.
    -Plasmapersons are turned into Damned Dullahans, (Cad in purple Crusader armor). Armed with a sword that deals burn damage in one hand and their own flaming skulls in the other. Thrown skulls knock the target down and set them ablaze. Damned Dullahans can use the Recall Item spell to keep themselves from losing their heads. If the head is somehow destroyed, the Dullahan is destroyed as well.
    -At the final advancement, the Lich can compose his great thesis on one of two subjects.
    -Life: The lich opens a third eye socket and gains a staff of animation. All sentient corpses are reanimated into Calcium Conscripts or their respective racial variants.
    -Death: The Lich assumes mastery over the dead, all current and future servants are turned into Death Paladins, clad in full armor and armed with powerful two-handed claymores that can be used to pry open doors. The lich himself dons a similar suit with an iconic helmet (bat wings? A crest? A different style of helmet entirely?) and the same claymore (with the recall item spell attached as well).
Swamp Lizard Priest of Nurg- I mean Sanke, The Cosmic Ouroboros/The Wyvern
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These lone cultists wear robes from the scales and skins of acolytes who failed in their transition into their new forms as unusually dark green digitigrade lizards. They seek only to spread plague and death across the galaxy in order to assert the Wyvern's dominance.
  • -Distinct lizard appearance
    -Distinct robes, required for spellcasting
    -Blowgun with darts covered in zombie powder
    -Spawns/starts disguised as a crew member.
    -Generates resource at a low base rate, rate is increased depending on the number of individuals infected with Sanke's Gift
    -Can revive any non-sentient mob to be hostile against everyone but themselves
    -Can grant these mobs sentience at immense resource cost. Revive a mouse, have it be your spy using Sanke Chat.
    -Can create shrines to conduct rituals on sentient corpses and produce additional darts
    -Human, flyperson, catperson, and lizardperson corpses can be turned into one of two types of zombie
    -Jubilants, aka Boomers. Slow, fat, and able to projectile vomit a trail of slippery acid that will infect any unprotected individual with the Gift. Explodes into a foamy mess of the same reagents upon death.
    -Brutes, essentially the Tank from l4d, fills a similar role to the Nar-sian juggernaut
    -Plasmamen, lacking any flesh, are instead turned into several Holy Incense Burners. Smoke grenades that spread the Gift along with hefty hallucinogens
    -Still-living offerings are turned into tremendously slow skinless slaves able to transmit the Gift via bite
    -Can turn lizard tails (and cat tails, if those function similarly) into venomous serpents
    -Sanke's Gift is initially benign, without any symptoms at first but slowly progressing to itching, skin loss, and tissue necrosis/death. Can be cured or its symptom's suppressed with holy water, but you can't vaccinate against divine bacteria/viral agents.
    -Once a certain amount of the station is infected/at immense resource cost, the cultist can choose the fate of the station.
    -Sanke's Blessing: All infected immediately progress to the later symptoms of the Gift. The priest's robes become powerful armor but cannot be removed as they merge with their wearer's flesh. A green bo-staff that allows the user to spray smoke spreading the Gift is granted to the priest.
    -Sanke's Wrath: The priest becomes a Decay Drake, a green rotting Ash Drake that instead of breathing fire, breathes a noxious blast of bile that instantly converts anyone struck by it into a non-infectious Zombie mob loyal to the Basilisk
Space Tzimisce vampire
Spoiler:
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The most powerful but most vulnerable individuals among the three types, these inhuman fiends use dismembered remains to create various monstrosities to serve them as they seek transcendence through slaughter.
  • -Vulnerable to light (maybe with more tolerance than a shadowling, though)
    -Monstrous appearance
    -Blood as a resource/means of advancement
    -Three tiers, each reducing cooldowns and increasing the max blood pool
    -Blood Jaunt is your primary means of traversing the station safely
    -Can use changeling arm/armor/shield abilities but only for brief periods with a cooldown.
    -turn gibs/meat chunks into blood leaches, sentient blob/borer esque mobs that crawl around the station and through vents, sucking spilled blood and attacking crew. A small amount of the sucked blood is magically added to the Vampire's own blood pool.
    -If a Blood Leach manages to bore into a subject, then reside inside them much like a borer (only located in the chest instead). They have no ability to control their host but can taunt them as they slowly feast on their blood and organs, dealing minor brute damage and causing vomiting
    -If a Blood Leach consumes a certain amount of blood, they will evolve into a Blood Lamprey, a larger and much more dangerous version of the Blood Leach.
    -If a Leach reaches this point while inside a living host, it will gib the host and transform into a Blood Basilisk, a flying serpent with a twisted maw and wings of stretched skin. Beware its freezing spit! Now you will know why you fear the night
    -Severed limbs and tails can be turned into Blood Lampreys
    -Severed limbs can be combined with skins to produce Blood Basilisks (sentience for an additional blood cost)
    -Heads can be turned into Head Octopi, weak strangling mobs that, if they manage to kill their victim or latch onto a corpse for long enough, decapitate the victim and turn the body into a slow walking husk.
    -Surgically removed brains can be turned into Blood Squids. Attacks with ranged burn projectiles of boiling blood. Can possess people or corpses to assume complete control, puppet corpses can be exploded into gibs, dealing high burn damage to anyone nearby and spraying blood everywhere.
    -Multiple limbs and torsos (however many it would take it to be balanced) can be used to create a Crawling Chaos (something like a changeling horror form)
    -Even more limbs and torsos can be used to create a Blood Goliath, which is like a regular Goliath, only scarier.
    -Since plasma people lack blood or flesh to work with, the Vampire has to get creative. Skulls become Lost Souls, extremely weak flying burning skulls that can ignite those they ram, very fast. Limbs become Brands, single-use weapons that stun, and do high burn damage to the target, as well as apply a debuff that only the bible can heal. Torsos (ribcages) can be turned into bear traps that set the victim on fire for as long as it is attached.
    -After reaching tier 3 and maxing out its blood pool, the vampire can choose one of two final steps towards transcendence.
    -Blood Pact: The vampire rejects the mortal plane entirely, becoming a Slaughter Demon and summoning several of its new kin to ravage the station.
    -Sublime Ascendance: The vampire focuses all of its knowledge and power into reshaping itself into the ultimate being (a beautiful human). Gains great health regen and stun resistance, is no longer vulnerable to light, learns Sleeping Carp style, and can stop time. Loses Changeling-style powers but keeps Blood Jaunt.
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Re: Necromancers, One Man Cults

Post by iamgoofball » #233246

so wizards
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Re: Necromancers, One Man Cults

Post by 1g88a » #233247

iamgoofball wrote:so wizards
Yes and no. They hopefully wouldn't stack up as well in a fight as a normal wizard so as to encourage people to lurk in the far corners of the station, snatching people up and sending out their minions to do much of the dirty work.
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Re: Necromancers, One Man Cults

Post by Saegrimr » #233248

I had a similar idea that was basically "every other server's vampire but we're not gonna call it vampires because we gotta be special" and make it a one-man blood cult that has a blood decanter it has to siphon from victims to spend on it's stupid gimmicks.
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Re: Necromancers, One Man Cults

Post by iamgoofball » #233249

so shadowlings
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Re: Necromancers, One Man Cults

Post by Saegrimr » #233251

iamgoofball wrote:so shadowlings
I sort of miss shadowlings but don't at the same time. It's a bad feeling.
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Re: Necromancers, One Man Cults

Post by 1g88a » #233252

iamgoofball wrote:so shadowlings
Only one has to stay in the dark, and one could reasonably disguise themselves if they wanted to, and none of the minions are sneaky at all outside of revived mouse spies. So instead of processing everyone with red eyes you investigate the area the first bloated bile spewing monster/exploding greyshirt/bossy skeleton showed up in. As a potential side antag they'd benefit from the station producing corpses on its own as well as the chaos/confusion. Also while the proposed endgames are strong I don't think any are on the level of "immortal, gib everything by looking at it".
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Re: Necromancers, One Man Cults

Post by Incomptinence » #233385

Idea for necromancer passive aura. Anyone in crit near them just succumbs.

Also there should be a golgari like druid/shaman necromancer that feeds people to trees and fill the station with mantraps, alligators? and evil ents with bones in them and turns the station into a rotting swamp.
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Re: Necromancers, One Man Cults

Post by FantasticFwoosh » #233495

Or we could just have factional wizards and split up spell emphasis between them, split the magic book into 3 or variants which determines the wizards 'class' and availible abilities

> Etc, remove the necromancer stone out of standard wizard into the animation wizard - Full of necromancer, polymorphy, animate spells & statues etc.

Half a nerf, half a content buff/expansion just by specializing.

> Admin created 'GRAND WIZARD' has access to all spell types.

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Re: Necromancers, One Man Cults

Post by Bombadil » #233556

FantasticFwoosh wrote:Or we could just have factional wizards and split up spell emphasis between them, split the magic book into 3 or variants which determines the wizards 'class' and availible abilities

> Etc, remove the necromancer stone out of standard wizard into the animation wizard - Full of necromancer, polymorphy, animate spells & statues etc.

Half a nerf, half a content buff/expansion just by specializing.

> Admin created 'GRAND WIZARD' has access to all spell types.
So... Specialist Wizards from D&D?
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Re: Necromancers, One Man Cults

Post by Dagdammit » #233635

You know, letting a wizard choose a "specialist" bundle out the gate actually sounds really interesting? Put the option at the very start of the arcane tome so it's the first thing newbies see.
-Gives you a preset bundle of spells rather than letting you pick.
-Gives wizard robes or similar with a unique look. Players can see at a glance when a wizard is a necromancer or whatever.
-Gives some additional small bonus. Extra minor spell, passive aura, the specialist outfit has extra protection vs. something, etc.
-Gives you an extra objective related to your specialization. Maybe this happens when you teleport to station?
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Re: Necromancers, One Man Cults

Post by 1g88a » #233660

FantasticFwoosh wrote:Or we could just have factional wizards and split up spell emphasis between them, split the magic book into 3 or variants which determines the wizards 'class' and availible abilities

> Etc, remove the necromancer stone out of standard wizard into the animation wizard - Full of necromancer, polymorphy, animate spells & statues etc.

Half a nerf, half a content buff/expansion just by specializing.

> Admin created 'GRAND WIZARD' has access to all spell types.
That certainly isn't a bad idea on its own, but the three types I mentioned are all sorta geared around the same style of making up for a lack of personal combat abilities with summoned minions/upgrade paths.
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Re: Necromancers, One Man Cults

Post by Incomptinence » #233684

I've thought of alt wizards who instead of teleporting everywhere sustain in other ways. One way is minions sure but you could also do pseudo blob where the alt wizard claims terrain and makes it hostile to the crew in some way. Not totally blocking them more like attrition if they walk on it slip traps and maybe the odd simple mob.
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Re: Necromancers, One Man Cults

Post by Dagdammit » #233701

Went over Lich in detail. I can definitely get behind a conversion antag that'll turn me into a skeleton minion.

Bonus points if the basic skeletons....
-have 50 hp
-break apart into a bunch of bones if hp drops to 0 OR they get knocked down (even via slipping- skeletons despise and fear the clown.)
-will then automatically reform next to the lich a minute later (or if other skeletons await respawn, 1 minute after the skeleton ahead of them in line respawns).
-Also, they aren't actually ghosted while awaiting respawn- they're just reduced to a talking skull, kinda like being an MMI. (If destroyed, they instantly reappear next to the lich but are still just a talking skull waiting for their full respawn.)

I don't like the lich's main survival mechanism being to use ethereal jaunt... it just feels like a savvy lich will be impossible to hunt/kill while liches who stumble once (or just run into someone at the wrong moment out of sheer bad luck) will get sniped and hey one person died so suddenly the entire antag scenario's over.

With that in mind, here's a possible alternate spell set:
AoE Blind -> Smoke. In terms of flavor, fits the Necromancer better than a wave of blinding light. More coherent tactical options, helps thin pursuit but the clever ones may still guess which way you flee... and of course, this spell exists already.
Ethereral Jaunt -> Knock and a Phylactery Knock lets the lich still make his way around the station, but in a way that's not 100% undetectable. His skeleton guards can follow along, and so can dedicated pursuers- so the fleeing necromancer needs his bony entourage to serve as a defensive rearguard (that and/or clever use of Smoke).

The Phylactery is a magical stone (small enough to fit in a box) which the Lich must use (in his hand) to level up to the next tier.
-It is also a limited respawn mechanic. When a lich dies, a visible trail of energy is shown leading towards the phylactery's location and the game talks about his spirit fleeing that way. The lich respawns with his basic kit (robes, dagger, any higher-tier gear). This exhausts the phylactery; advancing to the next tier is the only way for the respawn function to rejuvenate.
-The Lich has a pinpointer-like ability to know the current direction of his Phylactery.
-If his Phylactery is destroyed, it respawns at the Lich's location (perhaps with a similar energy trail to indicate direction). This may penalize the lich's souls-sacrificed count. (Usually better to hold onto it, and be ready to gank the lich when he respawns- unless he's set to reclaim the phylactery before this happens). Being in space might steadily damage the phylactery- heck, maybe going outside the station immediately destroys it.

P.S: Spraying holy water on lich or undead should set them on fire. (Does this happen already?) Using holy water on the phylactery destroys it and sets the lich on fire.
P.P.S: Give each player-controlled skeleton a name that's the medical term for a specific bone. Fibia, Tibia, Cocyx...
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Re: Necromancers, One Man Cults

Post by Dagdammit » #233708

Also, if the lich is slain for good? First person to touch his dead body (and/or whomever dealt the killing blow) immediately becomes the master of all surviving skeletons, who involuntarily drop what they're holding and hail their new master by name. The new master gains the necromancer's ability to silently communicate with their minions via skelepathy, and can dismiss individuals skeletons from existence if they see fit. But they gain no other powers, can't make new undead, and the remaining skeletons won't be able to respawn.
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Re: Necromancers, One Man Cults

Post by Incomptinence » #233808

Agree on the jaunt if we are going to do alternate wizards easy teleporting and jaunting needs to go. Why is the wizard confined to being a squish ball? Because he can teleport!

Want to diverge from wizard being made of fairy floss compared to the combined might of their enemies? Probably need to get the hyper movement out.
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Re: Necromancers, One Man Cults

Post by Dagdammit » #233850

Consequences of rekt skeletons being reduced to just a skull (similar to being posibrain or MMI):
-Golden opportunity to spend the next 60 seconds providing color commentary (read: mock the humans with as many terrible skeleton puns as possible).
-If that wasn't enough reason for them to find your head and stuff it down the nearest disposal: You can still communicate with your master & brethren via skelepathy. When hunting the lich, don't plan your next moves out loud if there's any recently-smashed skeletons in earshot. Boss, they don't know which way you went. They're guessing south, but a couple guys just went north to check maint just in case.
-This could totally lead to situations where a lich or skeleman takes the skull of a smashed comrade and chucks it around a corner to do recon, ot stashes it somewhere to keep a lookout.

You are a skeleton!
For years you have lain dormant within the body of [your char's name]. Now the Lich has liberated you from that fleshy prison. Their dark power sustains your unlife; protect them at all costs! Many fellow skeletons are still captive within meaty bodies, and your Dark Master is the only one who can set them free.
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Re: Necromancers, One Man Cults

Post by 1g88a » #233922

Incomptinence wrote:Agree on the jaunt if we are going to do alternate wizards easy teleporting and jaunting needs to go. Why is the wizard confined to being a squish ball? Because he can teleport!

Want to diverge from wizard being made of fairy floss compared to the combined might of their enemies? Probably need to get the hyper movement out.
Yeah they could just get some blank maint access id or something, that part didn't get much thought. That said I think blood jaunt might be okay for the vamp since they can't handle traveling in the light and its more limited than regular jaunt.
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Re: Necromancers, One Man Cults

Post by Dagdammit » #234068

1g88a wrote:
Incomptinence wrote:Agree on the jaunt if we are going to do alternate wizards easy teleporting and jaunting needs to go. Why is the wizard confined to being a squish ball? Because he can teleport!

Want to diverge from wizard being made of fairy floss compared to the combined might of their enemies? Probably need to get the hyper movement out.
Yeah they could just get some blank maint access id or something, that part didn't get much thought. That said I think blood jaunt might be okay for the vamp since they can't handle traveling in the light and its more limited than regular jaunt.
Knock seemed key for the Lich because they don't ditch their skeleton army to use it (and because they can open the way for said skeleton army so long as they're personally present to lead them)
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Re: Necromancers, One Man Cults

Post by 1g88a » #234592

Dagdammit wrote:
1g88a wrote:
Incomptinence wrote:Agree on the jaunt if we are going to do alternate wizards easy teleporting and jaunting needs to go. Why is the wizard confined to being a squish ball? Because he can teleport!

Want to diverge from wizard being made of fairy floss compared to the combined might of their enemies? Probably need to get the hyper movement out.
Yeah they could just get some blank maint access id or something, that part didn't get much thought. That said I think blood jaunt might be okay for the vamp since they can't handle traveling in the light and its more limited than regular jaunt.
Knock seemed key for the Lich because they don't ditch their skeleton army to use it (and because they can open the way for said skeleton army so long as they're personally present to lead them)
Yeah knock does sound like a better fit for the lich. The swamp priest can just start disguised as crew with their magic robes in their backpack, maybe.
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Re: Necromancers, One Man Cults

Post by 1g88a » #235254

The reason I think these would work better as side antags is that they need a supply of corpses to really work, and some of them have a hard time getting started with making their own and they're a bit too vulnerable in a fight starting out to really be an immediate threat like most main antags.
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Re: Necromancers, One Man Cults

Post by Dagdammit » #235270

1g88a wrote:The reason I think these would work better as side antags is that they need a supply of corpses to really work, and some of them have a hard time getting started with making their own and they're a bit too vulnerable in a fight starting out to really be an immediate threat like most main antags.
Could start him with a couple skeleminions. Possibly skulls awaiting a ghost. He could get the same upon harvesting someone braindead, etc.
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Re: Necromancers, One Man Cults

Post by 1g88a » #235275

Dagdammit wrote:
1g88a wrote:The reason I think these would work better as side antags is that they need a supply of corpses to really work, and some of them have a hard time getting started with making their own and they're a bit too vulnerable in a fight starting out to really be an immediate threat like most main antags.
Could start him with a couple skeleminions. Possibly skulls awaiting a ghost. He could get the same upon harvesting someone braindead, etc.
Yeah I proposed that for the lich since he wouldn't have much in the way or starting weapons whereas the vamp would have the armblade and the priest could blend in/use starting zombie powder darts.
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Re: Necromancers, One Man Cults

Post by Armhulen » #235411

the lich is actually very weird in power, in that he starts out weak with no minions and, if roundstart, no minions, aka corpses. A lich that is created after an explosion that kills many people means that lich will be strong, but if nobody is dying the lich basically has to prey that he will find a low health person to start stabbing.

:thinking:
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Re: Necromancers, One Man Cults

Post by Dagdammit » #235497

Armhulen wrote:the lich is actually very weird in power, in that he starts out weak with no minions and, if roundstart, no minions, aka corpses. A lich that is created after an explosion that kills many people means that lich will be strong, but if nobody is dying the lich basically has to prey that he will find a low health person to start stabbing.

:thinking:
I mean you could also give a lich with a wand of death that has (5-(2*number of ghosts)) charges. That'd be the blunt solution. Or just something to help him hide and bide his time... Either way, any starting crutch could be balanced by only having it work while he's at Tier I.

Dunno. A roundstart lich should ideally just have two roundstart skeleminions, from other players who have wizard antag enabled. They start as skulls in his pockets and only start spawning into skeletons (in the normal fashion) once the Lich is on the station.
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Re: Necromancers, One Man Cults

Post by Reece » #237142

Let him animate mobs like monkeys, not player controlled though
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Re: Necromancers, One Man Cults

Post by Aloraydrel » #237185

Dwarf fortress necromancers vs crew
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Re: Necromancers, One Man Cults

Post by 1g88a » #237286

Aloraydrel wrote:Dwarf fortress necromancers vs crew
Instant revival of everything within their line of sight?
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