#Psychologist Rework

14 messages · Page 1 of 1 (latest)

vapid comet
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So psych is lame rn because it's a roleplay job, and nobody likes roleplaying. My solution? Psychic powers.

The premise: Psychologist would get three psychic abilities roundstart that they can only use on other people.

Ability 1: Heal
Basically just a touch range instant heal, heals up to 20 damage of any type, including genetic and metaphysical. Cannot be used on the dead.

Ability 2: Communicate
Allows you to send a 50 character message psychically to anyone within sight range, only you and the person can hear this message.

Ability 3: Fling
Knocks down a person, and sends them flying 2-3 tiles away. Higher point cost compared to the other two abilities. Does not disarm and has a range of touch.

So all this stuff seems like it would be pretty busted if it was just on a cooldown. How it works is that the psychologist has an innate psypoint storage of 100, recharging 5 per second while in the medbay area, each ability costing various amounts of points.

Heal: 40 points
Communicate: 10 points
Fling: 60 points

The psychologist can also awaken latent psychic abilities in other people using a machine in their office, granting the communicate ability with a cooldown instead of a point cost. Each person can use the machine once per round with a 30% chance to get the ability, if the person doesn't get lucky they'll be flung out of the machine and take 20 blunt damage.

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Also too many jobs have unique syndie interactions, so I'm giving one to heretic instead.

Psychic's woe: a 1 knowledge point ritual requiring a brain, pen, and jumpsuit of any kind, available only to heretic psychologists.

Upgrades the range of your mansus grasp by 4 tiles, allowing you to grasp people from much further away.

coarse mason
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Honestly 13 parity would be fine to give psychologist a job. iirc there is brain damage and they are the ones to diagnose and treat that

glass void
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I had an idea for a whole Sanity Rework and Psych would have a bunch of tools to get sanity up, basically Darkest Dungeon sanity

viscid trench
vapid comet
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It's goob, I haven't had a single original thought since I joined this shitshow joel

wet depot
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Psychologist can do enhanced interrogation via hypnotherapy.

After a long doafter on a willing or restrained person, the person forcefully speaks an answer to a specific psychiatrist question:

  • Who are you? (Reads your current game role name, e.g. 'Janitor', 'Thief', 'Sleeper Agent' and your roundstart name)
  • What is your goal? (list a single objective if any. Otherwise it's 'do my job').
  • Do you have any contraband? (simple yes/no answer, as if through a metal detector)
  • What implant do you have? (lists a single implant you have in you)

Mimes use sign language to answer. The answer is given in the language of the psychiatrist otherwise. Devil is immune to this ability (you just blatantly lie instead), head revs (trained brainwashers, give a 'safe' and 'legal' answer), characters with mindshields (nothing happens), and lings (too bizarre to hypnotize, give a random 'safe' answer instead).

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Meta wise, psychologist could also have the ability to do hypnotherapy on someone with death amnesia or deconversiom amnesia, letting the person break the metashield and reveal otherwise 'forgotten' info.

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E.g. a person who got shot up by a syndie agent can get hypnotherapy and be allowed to reveal the killer - albeit this won't hold up in court well. A complication might be that they speak in fragmented sentences, stutter, or other speech impediment, or get physically sick during the session.

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Other psychologist abilities, all requiring a lenghty doafter in their office or while laying on a bed.

  • Placebo therapy: Target is temporarily immune to slowdown from damage and cannot see any of their injuries (healthy/paper doll is fully healed) for 10 minutes. Ends if you get enough damage to crit.
  • Pacification: Target is pacified for five minutes. Useful on rebellious prisoners.
  • Catharsis: Target yells incomprehensibly and gains a temporary bonus to melee damage for 5 minutes. The duration is extended by one minutes when breaking objects like tables or windows. It ends when you crit or kill any creature.
  • NT Propaganda: Temporary mindshield. Not visible, but functions as the real thing for 10 mins.
  • Sleep therapy: Target falls asleep. Shaking or injuring them wakes them up (but theft, restraining and dragging does not)! While asleep, they snore and mutter random words they said earlier in the round. Heals the target as if on a medibed, but faster.

To help them with these abilities, the psychologist starts with a mesmerizing pocketwatch, the tool they use to initiate therapy/interrogation and pick the type. Replacements can be ordered from cargo but are costly (10k spezos), or crafted from a gold pocketwatch, diamond and modular parts.

glacial orbit
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people are just gonna start RR again if they think the psychologist is gonna get them caught anyway the whole point of the NLR was so less RR happened. NT Propaganda kills the Revolution gamemode you can go up to someone and you have infinite mindshields to pass out and it doesn't matter that its temporary since it only takes it being in effect a little for them to be unbrainwashed .
the question mechanic also is too powerful because everyone arrested is going to be asked your role killing any chance that a antag will be willingly arrested cause it now is round ending even if its not conclusive sec is most likely going to take the psychologists word just like they take the chaplins word most of the time.

This would literally just make psychologist the most powergaming crew member in the whole station even more then chaplin who is literally protected by god. I'm not hating on the idea of a psychologist rework but they don't need this level of power.

viscid trench
vapid comet
glacial orbit