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Colfer's maniac ramblings (Ghost Antagonist)


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So hear me out right?

I had this idea for an antagonists type that has been sitting on my mind for a while now and I just cant get rid of it so in order to somehow appease it I present to you the idea in (almost) its entirety:

Basically the antagonist picks one person and also opens a ghost spawner role for a "narrator" with 5 slots (We'll get to narrators in a bit). The person who is picked becomes a ghost or fiend of their own custom design.
"What is their own custom design?" I'm glad you asked conveniently placed inquisitive reader.

The custom design functions similarly to an antagonist ordering equipment from an uplink, but instead these functions serve as weaknesses and benefits or neutral changes in the antagonists functions. These custom abilities and functions add a detriment to the antagonist however, as by purchasing any weakness, benefits, and sometimes neutral changes, your character gives off some emission or is weakened by some forces. Here are some examples.

Good Trait: (takes 5 points)(Unseen) Description: (Your form is naturally cloaked at all times, you can disable this at will to show yourself, being invisible prevents you from being interacted with, people can still hear you speak.) But: (Your invisibility can be disrupted by null magic sources, mostly from the chaplain if you are within 3 tiles of them, or disrupted by your weaknesses.) Identifier: (Moving within 1 tile of somebody gives them a small red message that says, "You feel a chill run up your spine, like somebody is watching you.")

Neutral Trait: (takes 1 point)(Temperature Tamper) Description: (Your will that you exert on your surroundings is so great that the very air around you heats up or cools down to whatever temperature you prefer. Within a range of -10C to 40C, meaning your surroundings naturally heat up or cool down as if you were an AC unit) Identifier: (None)

Weakness: (gives 5 points)(Salt Avoidant) Description: (Salt is toxic to you, your abilities will be weakened if you pass over salt, and completely disrupted if hit with salt.) Identifier: (Salt that is touched by the ghost antagonist turns purple and crystaline, and no longer acts as salt afterwards)

Now onto narrators:
Narrators are effectively ghost drop in and drop out antagonists, narrators have absolutely no ability outside of communicating with the antagonists, narrators are effectively an observer with the ability to talk to the ghost antagonist. The ghost antagonist can authorize narrators to use abilities specific to their gimmick, for example:

Radio communication: Narrators can hijack nearby intercoms, radios, and headsets on peoples head or the ground to speak through them, their text is garbled and barely understandable.
Blood drawing: Narrators can, every 3 minutes, draw a message out in blood if there is blood nearby. Or draw an ominous glowing rune at the exchange of removing a nearby blood tile.
Hallucinations: Narrators can pick a target and manifest a hallucinatory image that they control and walk around as, only their target or targets can see the image, the image can speak and change shapes after manifesting.
Srom interference: Narrators can join the srom and forcefully eject skrell from their dreams by attacking them, waking them up with a large red text that says, "Your heart rate feels like its through the roof."
Corpse Meddling: Narrators can join on and cause corpses to briefly rise from their grave for 1 minute, regardless of injuries. These corpses will speak cultish when speaking.

There's a bunch of other traits and stuff I thought about, like an trait for electronic interference having an identifier that causes nearby radios to glitch out and turn on and off while saying, "! bzzt.. Kkkztt" occasionally, but this is more of a thought provoking thing rather than a suggestion. I hope you enjoy my maniac ramblings
 

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