The recent talk about stealth mechanics, and card mechanics has got me slightly energized to get back to writing.
So I'm thinking of fleshing out my ideas on a card mechanic in a survival styled sci-fi/horror game.
So I'm looking at settings/sites being on space stations, transports and possible lunar/asteroid mining installations.
I'm thinking future, but not so far advanced that we have FLT, or completely energy based weapons/shields.
Possibly will include sporadic "alien" encounters, but I'm trying to figure a plausible horror-esque type foe aside
from going with a straight zombie type foe.
I would like to do a combo-type deal . . . where there is some sort of "mental illness/phobia" (think Pandorum - decent movie btw) that causes some to go maniacal/insane and others to basically shut down/zombiefy.
Thoughts?
The "zombie" kinda of foes wouldn't be the undead flesh hungry type, more unaware, but violently reactive when
encountered/provoked/disturbed kind.
The "insane" foes would be along the lines of over the top zealots, willing to kill/die for some perceived "greater good/cause", possible some even believing they are "god-like."
Question I'm trying to figure out is how do I make this plausible, as a mental affliction isn't really "infectious" . . .
Can I make it infectious? Should I link it to some-type of contaminant or side effect from the "hyper-sleep solution" used for long distance space travel . . . I do want the baseline "cause" to be something the PC's/Heroes have to content with,
(Ie) they should be worried about anyone exhibiting symptoms, including themselves.
For clarification the feel of the "sites" should/will be close to the atmosphere of Alien, Aliens, Pandorum, and Moon (another interesting movie . . .), meaning close, confined and claustrophobic. The site maps will be placed on the game surface, and made up of playing cards laid out in a specific design.
Thoughts? Advice? Suggestions?