From 834433f8ec5c5cb3f2265dd3371bc23aeff3ac8c Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Wed, 5 Aug 2026 00:46:32 -0400 Subject: [PATCH] Emotions & Psychologist --- src/SUMMARY.md | 5 +++++ src/design/emotions.md | 30 ++++++++++++++++++++++++++++++ src/design/emotions/calm.md | 17 +++++++++++++++++ src/design/emotions/fear.md | 16 ++++++++++++++++ src/design/emotions/rage.md | 17 +++++++++++++++++ src/design/jobs/psychologist.md | 25 +++++++++++++++++++++++++ 6 files changed, 110 insertions(+) create mode 100644 src/design/emotions.md create mode 100644 src/design/emotions/calm.md create mode 100644 src/design/emotions/fear.md create mode 100644 src/design/emotions/rage.md create mode 100644 src/design/jobs/psychologist.md diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 4d72510..9c19b13 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -44,6 +44,10 @@ - [Filth](design/decay/filth.md) - [Fire]() - [Rust](design/decay/rust.md) +- [Emotions](design/emotions.md) + - [Calm](design/emotions/calm.md) + - [Fear](design/emotions/fear.md) + - [Rage](design/emotions/rage.md) - [Power]() - [Antimatter Engine](design/power/antimatter-engine.md) - [Access](design/access.md) @@ -62,6 +66,7 @@ - [Forensic Scientist](design/jobs/forensic-scientist.md) - [Overseer](design/jobs/overseer.md) - [Peacekeeper](design/jobs/peacekeeper.md) + - [Psychologist](design/jobs/psychologist.md) - [Quartermaster](design/jobs/quartermaster.md) - [Scientist](design/jobs/scientist.md) - [Secret Identities](design/secret-identities.md) diff --git a/src/design/emotions.md b/src/design/emotions.md new file mode 100644 index 0000000..b5e7b69 --- /dev/null +++ b/src/design/emotions.md @@ -0,0 +1,30 @@ +# Emotions + +{{#template ../templates/unimplemented.md}} + +Emotions are a general collection of status effects that mechanically represent the underlying mental state of a character. +Each emotion is not intrinsically beneficial or detrimental, but rather each one has both positive and negative qualities which both intensify alongside the emotion. +Players may want to intentionally induce or suppress various emotions in order to gain mechanical benefits. + +An important aspect about emotions compared to traditional SS13 moods is that each emotion is not exclusive. +Multiple emotions (even seemingly contradictory ones) can simultaneously be present in a character, although the effects of each emotion may partially cancel out. + +As a gameplay element, rather than informing a logical response from a character, emotions are supposed to represent a subconscious mental state outside the player's control. +In the same way that someone with arachnophobia cannot control their heart rate spiking near a spider, your character is aware of the emotions they are experiencing but cannot actively control their bodily response. + +## Action and Reaction + +Emotions occur as a specific reaction to things that occur to a character or in their environment. +Being injured, consuming narcotics, or exposure to grisly sights can all trigger emotions, with the specific emotion tied to the stimuli (with potential variation tied to a specific character's traits or personality). +While emotions can often manifest at inopportune times, they should always feel relevant and proportional to the thing which caused them. + +Similarly, emotions often have direct ways of suppressing them in order to mitigate their unwanted effects. +Whether it's downing alcohol or eating a warm meal, people should be able to prepare in advance to mitigate anticipated emotions that may interfere with their plans. + +## Hysteria + +Although each emotion carries its own effects on the player, they share a common interface of different strengths: +- **Level 0:** A warning indicating the buildup/presence of the emotion without any effects +- **Level 1:** Effects begin to manifest but are generally minor or easy to ignore +- **Level 2:** Effects become more severe while simultaneously being paired with outward physical signs +- **Level 3:** Effects are maximally disruptive and the physical manifestations are extremely pronounced. The emotion can be seen plainly by others on examine diff --git a/src/design/emotions/calm.md b/src/design/emotions/calm.md new file mode 100644 index 0000000..efae0f6 --- /dev/null +++ b/src/design/emotions/calm.md @@ -0,0 +1,17 @@ +# Calm + +{{#template ../../templates/unimplemented.md}} + +Calm is an [emotion](../emotions.md) that spans between a sense of tranquility all the way to strong highs that numb all feeling. +While beneficial in low doses, an excess of Calm reduces the ability to react or deal with incoming threats. +More than most emotions, it's difficult to actively reduce high amounts of Calm, often rendering those characters unable to effectively engage in combat until the status wears off. + +Calm can be induced through smoking cigarettes, which provide a low amount of the emotion for a lengthy amount of time (the duration of the cigarette). +Greater highs can be achieved either through smoking cannabis or through the usage of various narcotics. + +## Effects + +At low levels, Calm steadies aim and provides a nullification to pain. +As it increases, the pain nullification gets stronger alongside a new sluggishness in movement. +While speaking, words may slur and come out as mumbles. +Being calm also makes people more susceptible to falling asleep. diff --git a/src/design/emotions/fear.md b/src/design/emotions/fear.md new file mode 100644 index 0000000..078f815 --- /dev/null +++ b/src/design/emotions/fear.md @@ -0,0 +1,16 @@ +# Fear + +{{#template ../../templates/unimplemented.md}} + +Fear is an [emotion](../emotions.md) which represent an internal anxiety or strong terror response to something dangerous or frightening. +In gameplay, it serves as a combat disincentive that simultaneously extends combats encounters while incentivizing fleeing. + +Fear arises most naturally as a response to pain, mostly from being attacked. +Characters with certain traits like **Phobias** may also experience fear as a response to being nearby specific triggers. +Consuming various chemical depressants--commonly, alcohol; uncommonly, sedatives and benzos--can help reduce fear, although it naturally deteriorates over time. + +## Effects + +As a general condition, fear worsens combat capabilities while improving movement speed. +Melee damage and weapon accuracy drastically declines while movement speed rises, making escaping from a general attacker easier. +At high levels of fear, characters begin to stutter while speaking and may struggle to physically fight at all. diff --git a/src/design/emotions/rage.md b/src/design/emotions/rage.md new file mode 100644 index 0000000..323c98d --- /dev/null +++ b/src/design/emotions/rage.md @@ -0,0 +1,17 @@ +# Rage + +{{#template ../../templates/unimplemented.md}} + +Rage is an [emotion](../emotions.md) that covers adrenaline rushes in danger all the way up to an absolute fury. +It serves as a counterpart to [fear](fear.md), _increasing_ aggression and pushes people towards combat. +The accumulation of rage is a powerful buff that can be harnessed to give individual's an edge in ambushes or assassination attempts. + +Like most other emotions, certain drugs can increase it when consumed. +However, rage can also occur as an alternative to fear when injured (mirroring a fight or flight response). +Characters that are inebriated or even just naturally hotheaded will convert some of the fear they acquire into rage. + +## Effects + +When enraged, character's melee attack damage and speed is increased. +As their rage increases, they continue to become more dangerous in melee while simultaneously taking more damage. +While speaking, they'll be forced to yell, eventually progressing into ALL CAPS to show their true unbridled rage. diff --git a/src/design/jobs/psychologist.md b/src/design/jobs/psychologist.md new file mode 100644 index 0000000..5d415de --- /dev/null +++ b/src/design/jobs/psychologist.md @@ -0,0 +1,25 @@ +# Psychologist + +{{#template ../../templates/unimplemented.md}} + +The Psychologist is a medical job that is focused on controlling and observing [emotions](../emotions.md) using their implicit skills as well as their variety of mind-altering drugs. +Alongside their main duties, the Psychologist can also assist in general medical duties if the situation calls, however they are much less equipped than the average Doctor in terms of general medical equipment. +Rather than typical ailments, they are most adept at correcting disruptive moods or even providing beneficial mood statuses depending on what the situation calls for. + +## Quack Doctor + +While they appear to be a well-put-together official looking doctor, the Psychologist is one of the most unhinged drug-abusers on the station. +Behind their fine collared shirt and wacky tie, they have a collection of various mind-altering narcotics. +These come both in the form of bottles for more legitimate usage as well as single-use medipens for less-consensual deployment. + +If someone wants to manipulate their emotions (or the emotions of other) for their benefit, the Psychologist is the obvious source of those supplies. +While there are more commonly available ways to manipulate emotions, the Psychologist's drugs are by far the strongest way to change someone's emotions. + +## Mentalism + +Due to the Psychologist's extensive training and knowledge of the human mind, they are capable of discerning emotions from simple body language examination. +On examine, the Psychologist can see the exact emotions and levels of whoever they're examining (regardless of whether their identity is known and visible). + +While not implicitly super strong, this provides a decent amount of information to the Psychologist that is otherwise hidden. +By checking someone's emotions, they can potentially suss out a plot before it occurs by seeing if certain emotion buffs are maxed out. +In such a case, they can also know exactly which drugs to administer in order to counter the effects.