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#unfortunately large DST mobs tend to be ugly as hell
mizartz · 7 months
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cant stop thinking about danny fenton DST mod. sketchdump time
mod concept/rambling under the cut:
Danny Fenton
The Half-Ghost
Favorite food: Veggie Burger (despite the name, this is actually considered a meat item. both sam and tucker would be willing to eat this!)
200 Health | 175 Hunger | 120 Sanity
PERKS:
Is a ghost... sometimes [neutral to ghosts, innate cold resist, human + ghost form]
Human food only feeds half of him [.5x stat gain from food + need for ectoplasm]
Has obsessions to fulfill [increased attack/defense when allies are nearby, decreased stats when no allies, loses sanity/other consequence if allies die]
Has a deadly weakness to electricity [increased damage+sanity loss from lightning, electric damage] ...also damaged by proximity to evil flowers, but this will apply to ALL ghosts, not just danny
ABILITIES:
Transforms into his ghost half by alt-clicking himself.
can fly over/walk through obstacles (ignores collision)
increased damage/defense & increased hunger drain, constant sanity drain
ghost-like sanity drain aura (applies to nearby players except Wendy)
is a "monster" (attacked by pigmen, bunnymen, catcoons, etc)
takes more damage from electricity + evil flowers than his human form. (maybe also increased damage from magic/shadows/planar attacks?)
Cannot talk in ghost form. Uses incomprehensible language instead (either "OooOOOoo" like DST ghosts or made up ghostspeak)
Can shoot ectoblasts by alt-clicking enemies. Costs hunger per use. Usable in both forms, but deals more damage in ghost form.
maybe has a small chance to freeze enemies, with increased chance in winter?
If Danny dies, he leaves his human corpse behind (instead of a skeleton) and is stuck in ghost mode.
Permanently insane, -90% max HP. Corpse needs to be revived with a telltale heart [or some other item] (revives with no health penalty).
If killed again, corpse is replaced with a skeleton and danny becomes a "normal" DST ghost. When reviving using vanilla methods, has a bigger health penalty + sanity loss.
ITEMS/MOBS:
ECTOPLASM. Periodically spawned by ghosts & pipspooks. Chance drop on a ghost's death.
Danny needs to eat ectoplasm regularly or he gradually gets weaker [or some other consequence here].
Can be given to ghosts to make them temporary allies [Danny only]
DOG TOY. Temporarily spawns CUJO.
limited "loyalty" (spawn time) but can be fed ectoplasm to keep him around longer
immortal/can't be killed, loses loyalty instead
can walk on water (ignores collision)
"gets big" whenever danny is attacked. will attack all nearby mobs (even if not aggressive) for a certain amount of time before shrinking again
BLOB GHOSTS. passive mob/won't attack.
either spawn near headstones or around ectoplasm left on the ground
“prey” animals like rabbits (will run away from scary creatures & players, excluding danny/other ghosts)
automatically start following danny whenever he's near + grant him small sanity gain
will periodically spawn ectoplasm on the ground (higher rate than regular ghosts) OR passively restore danny’s ectoplasm meter based on proximity
ectoplasm is guaranteed drop on death (but why would you kill them you monster 🙁🙁🙁🙁)
despawns after a couple days
other potential items/perks:
ectoplasm tracker- points towards ectoplasm/ectoplasm sources on the map. or maybe cujo can track it instead?
fenton thermos- holds ectoplasm and/or ghosts in storage slots? 
Other things I'm less certain on:
if ghost form has higher hunger drain, should it also drain the ectoplasm meter faster?
want something to imply that ghosts are emotional creatures/danny's strength is tied to his emotions somehow, but "growing weaker/stronger at low sanity" is an overused perk. maybe he takes increased damage at low sanity?
maybe some other protection based perks idk
maybe his human form should be weaker than average, to encourage gathering/etc in human form, and combat in ghost form?
ok its that it byeeeeeeeeeeeeeee
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