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Design document for 'The Creature' antagonist #635
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Create design document for 'The Creature' antagonist
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Add 'The Creature' proposal to SUMMARY.md
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Revise The Creature abilities and upgrade system
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| # The Creature | ||||||
| **Type:** Midround Solo Antagonist (Ghost Role) | ||||||
| **Status:** Draft | ||||||
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| ## Summary | ||||||
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| A stealth-based predator that hunts crew and department pets from maintenance tunnels. Fills a gap in the current Wizden midround roster, while the ninja does use stealth, its not used in the same way as this proposed antag. | ||||||
| **Gameplay identity:** Hit-and-fade. Sting a target, drain blood, retreat before crew can respond. Punishes reckless play; rewards map knowledge and patience. | ||||||
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| ## Design Goals | ||||||
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| - Make maintenance feel dangerous again — maint is currently treated as a safe loot corridor for passengers | ||||||
| - Add a stealth archetype currently absent from upstream midround pool | ||||||
| - Increase midround variety | ||||||
| - Generate emergent crew behavior (buddy system, patrols, paranoia) without admin involvement | ||||||
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| ## Objectives | ||||||
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| | Objective | Description | | ||||||
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| | **Eat 3 department pets** | Must consume Ian, Poly, Momo, or other map-assigned pets. Forces The Creature to leave deep maint and enter department areas. | | ||||||
| | **Consume X units of blood** | Tracked via Drink Blood ability, which can be utilized in the future for vampire antag. Scales with player count at spawn time. Requires repeated engagement across the round. | | ||||||
| | ** Kill x crew or specific crew** | Gives the creature a reason to fight other players, not just static NPCs. | | ||||||
| | **Survive** | Standard survival objective. Reinforces the retreat-and-hide loop. Gives Security a valid win condition. | | ||||||
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| > **Pet edge case:** If a map has fewer than 3 pets, the objective count adjusts to match available pets. A fallback target (e.g. station mice) may be needed — TBD. | ||||||
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| ## Abilities | ||||||
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| | Ability | Description | Design Purpose | | ||||||
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| | **Passive Stealth** | Visibility float from fully invisible (at rest) to fully visible (active). Moving, attacking, and using abilities increase visibility; each tick it decays back toward invisible. | Core identity. Rewards patience, punishes recklessness. | | ||||||
| | **Drink Blood** | Channeled action on an adjacent target. Drains blood, heals The Creature, and increments the blood objective counter. Requires standing still for the channel duration. | Sustain loop tied to objective. Creates a vulnerability window during use. heals | | ||||||
| | **Sting** | Short-range attack that stuns the target for a set duration. Moderate to long cooldown. | Setup tool for Drink Blood. Creates the Sting → Drink → Retreat sequence. | | ||||||
| | **Attack** | Standard melee. No wide-swing. Applies a brief stagger. | Combat fallback if cornered. No wide-swing discourages open-hallway fighting. | | ||||||
| | **Eat** | Action option. consumes valid animals - crew are blacklisted, similar to dragon | Completing eat pet objective | | ||||||
| | **Speed** | Faster than standard crew. | Enables disengagement. The Creature should be able to choose to flee a bad fight. | | ||||||
| | **Door Pry** | Can force doors open at a significantly faster rate than crew with a crowbar. Produces a sound cue. | Allows station navigation without access cards. Sound cue is a discoverability breadcrumb. | | ||||||
| | **Body Drag** | Can drag incapacitated or dead crew with reduced speed penalty. | Repositioning for safelu drinking blood. Evidence removal. Horror moment generator. | | ||||||
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| | **Darksight** | Has a client sided point light. | Navigating dark areas. | | ||||||
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| ## Stealth Visibility Detail | ||||||
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| Visibility is a float with a minimum (fully invisible) and maximum (fully visible). Thresholds determine visual state, uses existing steath and stealthOnMove component / systems. | ||||||
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| Actions that raise visibility: moving (already implemented). Possibly attacking (needs implementation) or other actions. | ||||||
| Visibility decays passively each game tick while The Creature is not acting. | ||||||
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| Bonus - increased stealth recovery in darkness, if code complexity permits. | ||||||
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| All specific float values, thresholds, increment amounts, and decay rates are TBD pending playtesting. | ||||||
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| ## Upgrade System (BONUS) | ||||||
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| Blood consumed via Drink Blood accumulates in a persistent pool. Between hunts, The Creature can spend blood from this pool to purchase upgrades from a radial menu (similar to the Ninja's UI). This creates a meaningful decision loop: spend blood on upgrades now, or bank it toward the blood objective. | ||||||
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| Each upgrade has three ranks (+1, +2, +3). Purchasing rank 2 requires rank 1, and so on. Each rank costs progressively more blood. All specific blood costs are TBD. | ||||||
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| ### Upgrade Tree | ||||||
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| | Upgrade | +1 | +2 | +3 | | ||||||
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| | **Predator's Strike** *(Attack damage)* | Minor damage increase | Moderate damage increase | High damage increase; | | ||||||
| | **Quickness** *(Movement speed)* | Slight speed increase | Moderate speed increase | Moderate speed increase again | | ||||||
| | **Shadow** *(Stealth — faster decay rate)* | Faster passive visibility decay | Significantly faster decay | Near-instant decay | | ||||||
| | **Venom** *(Sting — stun duration)* | Longer stun | Longer stun | Longer stun | | ||||||
| | **Ravenous** *(Drink Blood — channel speed & heal)* | Faster channel | Faster channel | Fastest channel | | ||||||
| | **Pry Mastery** *(Door Pry speed)* | Faster pry | Significantly faster pry | Near-instant pry; no longer produces a sound cue | | ||||||
| | **Iron Hide** *(Damage resistance)* | Minor resistance to all damage | Moderate resistance | High resistance; The Creature can drag bodies at full speed | | ||||||
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| ### Design Notes | ||||||
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| - No upgrade should push any single stat into "unkillable" territory. The intent is to broaden The Creature's options, not create a mandatory optimal path. | ||||||
| - Balance to be determined during playtesting - current values at 500 health, 300 blood, crit at 400. | ||||||
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| ## Intended Round Flow | ||||||
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| 1. **Early:** Spawns in deep maint fully invisible. Player scouts pet locations, camera positions, etc. No pressure to engage immediately. | ||||||
| 2. **Mid:** Begins hunting. Isolated crew in maint are prime targets. Pet kills leave discoverable evidence (blood decal, sound cue). Crew survivors can report sightings. | ||||||
| 3. **Late:** Crew is now aware. Security patrols maint; AI watches cameras. The Creature must adapt routes or accept higher-risk department incursions. If objectives are done, it hides and waits for round end. | ||||||
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| ## Crew Counterplay | ||||||
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| **Individual:** Don't go into maint alone. Bring a weapon — a stun baton can interrupt a Drink Blood channel. Flashlights help in dark maint sections. | ||||||
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| **Security:** Patrol maint, respond to missing persons/pet reports, arm crew if threat level warrants. | ||||||
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| **AI:** Monitor maint cameras for stealth shimmer or door pry cues. Bolt doors to restrict movement. | ||||||
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| **Medical:** Fast treatment of blood loss victims prevents death from repeated taps. | ||||||
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| **Engineering/Atmos:** Seal maint hatches to restrict The Creature's movement network. | ||||||
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| ## Design Pillar Alignment | ||||||
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| | Pillar | How The Creature satisfies it | | ||||||
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| | **Just a Spark** | Cannot end rounds alone. Crew reaction (lockdowns, panic, overreaction) generates most of the chaos. | | ||||||
| | **Escalation** | Each successful hunt raises tension and crew awareness. Blood objective scales with pop. | | ||||||
| | **Full-Time Job** | Stealth degrades when inactive in open areas; objectives require active predation. No path to victory through crew-blending or passivity. | | ||||||
| | **Back and Forth** | Must expose itself to attack when striking. Cannot stay aggressive indefinitely — must retreat and wait. | | ||||||
| | **Discoverability** | Leaves evidence: missing pets, blood trails, pried doors, shimmer sightings from survivors. | | ||||||
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| ## What This Is Not | ||||||
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| - **Not a murderboner.** Sustained combat breaks stealth; Security can coordinate to kill it. Stealth takes time to regenerate, meaning prolonged or agressive fights are severely punished. | ||||||
| - **Not a station destroying antag.** No station-wide threats, no infrastructure attacks, no explosives, no nuke interaction. Can still be a major threat if played well or ignored. | ||||||
| - **Not a conversion antag.** Victims do not become allies or infected. | ||||||
| - **Not an NPC.** Ghost role only — human unpredictability is the point. | ||||||
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| ## Open Questions | ||||||
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| - **Spawn rate:** Suggest starting comparable to Space Ninja or Revenant and adjusting from playtesting. | ||||||
| - **Appearance:** Visual design unspecified. requires new sprite(s) and sfx, stealth handled by existing code. | ||||||
| - **Multi-antag interaction:** Should spawn weight be reduced when a major roundstart antag is already present? | ||||||
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