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A child's toybox that will be able to be opened once a week to pull out a random toy.
Toys can be either helpful, hurtful or very dangerous. Like a toy sword thats sharp as plasteel, a wrestler's belt that increases your fist attack damage and speed, or a killer Jack In The Box that tries to eat you.
Each pawn gets the other's learned skill levels and chronological ages. They also get the other's traits, except those that are physical or enforced by genetics.
(physical traits would include things like tough, super-immune and beautiful)
Unsure if names being swapped would make it more or less confusing.
Is triggered if two pawns walk on it at the same time, with a cooldown to prevent instant swapping back and forth.
Adds these two relationships:
- Body holder: This person is in your original body.
- Body owner: You are in this person's original body.
And adds 2 versions of each relationship:
- Swapped. A pawn has the "swapped [insert]" relation with whatever pawn their [insert]'s conscience is inhabiting.
This moves between pawns with the conscience.
- Inhabitor. A pawn has the "[insert] inhabitor" relation with whatever pawn has the original body of their [insert].
This always stays with the original body.
and assuming you don't want any Alabama Occurrences, no romance or lovin' between pawns if either of them is inhabiting the body of a relative, or a relative in someone else's body.
Swapped and inhabitor merge into the normal version of a relationship if present in the same pawn. Jerry's sister swaps bodies with someone, then swaps back again. His "swapped sister" and "sister inhabitor" relations with her merge into "sister."
Jerry's sisters Samantha and Alice swap bodies. They're both still just his sisters, because each still has the body and soul of one of his sisters, just swapped. The fact that they're swapped is marked by them being each other's body holders + body owner's.
"+5. I enjoy the music playing, it's quiet relaxing
"+20. (Or what ever mood buff you see fit) the person on the radio told some deep and very personal compliments about me"
"-20. The person on the radio called me out for my horrible flaws, it might be right and I can't stop thinking about it"
I'm not sure if this too tame or out there so I'm fine with possible feed back
An artifact that has a chance to "reward" the holder. Perhaps it heals their wounds, coagulates their bleeding, or even grants them a damage buff. Or it may just kill them outright, give them cancer, or do literally nothing at all.
I think it's interesting, has it's risk/reward, and I'm not even entirely sure if it's possible to add.
Could be hat, a necklace, an actual weapon or other.
* Gremlin. Approach random machines and make them breakdown, alternatively just having them around for too long causes a random breakdown event, periodically.
* Psychopomp. Same but instead of breakdown cause a harmless-ish character event like sad wander or corpse fixation.
* ok lol sorry only two ideas I had there
Note: this is a sickness/condition not an object, if you wanna have an object like that specifically you can probably do a medicine that puts a character in a comma they cannot wake up from, for a duration and makes them spawn these creatures, and upon duration end the pawn losses some strongly hated traits like pyromaniac, volatile, slothful. This can probably influence the spawn phantasm, like trying to deal with really disliked pyromania will spawn phantasms that set things on fire unless dispatched, and negative social traits just have sad wander or other relatively minor breakdowns happen. Waking up a character in the supernatural comma may also cause a toll onto them like give them another negative trait or scar their brain.
In situations where X or more pawns or creatures are affected by a single Hemovore explosion, a Blood Singularity appears, a lasting anomalous phenomena that causes bleeding once a few moments to anything nearby. Cannot be destroyed, only waited out, but can take days to vanish. It will also wander a little bit, shifting it's area of effect so even if it spawned in your killbox where it helped you finish off the elite bandit raid, there's always a chance it will float into your barn or hospital room next if you don't pay attention to it's movement.