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Re: Negromancer

Posted: September 14th, 2018, 6:38 pm
by asskek
Yske wrote:
September 13th, 2018, 5:58 pm
station's closed
station's closed: bolts all nearby airlocks

Re: Negromancer

Posted: September 14th, 2018, 6:39 pm
by asskek
EagleEyes wrote:
September 12th, 2018, 3:30 pm
Give the watermelons afros
sure

Re: Negromancer

Posted: September 15th, 2018, 2:00 pm
by ExpensiveAntique
Gibs me dat: instantly disarms the target and puts whatever they were holding into your hand

Re: Negromancer

Posted: September 15th, 2018, 2:08 pm
by bluscout78
Dindu nuffin: if target is in dorms, a sec officer breaks in and shoots them dead

Re: Negromancer

Posted: September 15th, 2018, 2:10 pm
by TypicalRig
dindu nuffin - immediately uncuffs all blacks in the vicinity. if used in proximity to the brig cell doors, those open too
black lives matter - induces passive aoe healing effect on nearby blacks. condition fades after time. during this they suffer twice as much brute damage from bullets.
kill whitey - high cooldown, does direct damage in every damage category to nearby whiteys

Re: Negromancer

Posted: September 15th, 2018, 3:40 pm
by bubberduckydducker
make it so you can recruit whiteys into blacks
or use spray tan on them

Re: Negromancer

Posted: September 16th, 2018, 2:52 pm
by GradusNL
Can you even make stuff target only specific skin colors? Or do we need to make white and black actually different races.

Re: Negromancer

Posted: September 17th, 2018, 6:48 pm
by Xenon
Just add the redguard.

Re: Negromancer

Posted: September 20th, 2018, 5:40 pm
by lewismaaate
Civil rights movement ritual - all blacks on station are given baseball bats and leather jackets and given objectives to kill all whites
kinda like survivalists

Re: Negromancer

Posted: September 23rd, 2018, 10:32 pm
by kaptem
After adding negromancers add grand wizards