Note: I may have originally made the kit, but I am incredibly rusty with DM, so it would probably be a better idea for someone else to actually code the changes that we eventually settle on.
Anyway, here are the ideas I've collected so far. Feel free to pick and choose or add your own ideas.
- Replace the ability to force someone to sign with a signing prompt ala the "give item" verb
- Remove the contracts that are strictly negative for the signee (like the mummy contract), but leave in the contracts that have random outcomes (like the chemical production gene contract). This will encourage people to actually sell their souls since they won't have to worry about, say, having all their organs fall out at once.
- Make all contracts, both major and minor, cycle after one signature. It sucks to be stuck with a bunch of garbage contracts no one wants
- Replace the offensive growth with some kind of defense, evasion, regeneration, or other comeback mechanic. Maybe an infernal version of wizardly soulguard or something. It feels more on flavor for a soul merchant to be a persistent, nagging influence on your shoulder than a hyper-offensive assassin.
- Provide a differently flavored version of ol' bib. Maybe a necronomicon or a divine comedy or a copy of faust or something. It could even just be the same sprite but with tiny red devil horns coming off the top
- Adjust scaling based on population. Currently, it's roughly tuned for 2016-2019 era goonstation levels of population.
- Add some kind of end goal for the kit that isn't just the ultra-rare horse contract.
- Make it more italian. (I'm not sure what was meant by this)
- Demonic paralegals?
- Dying after selling your soul sends you to hell (REALLY not sure if this one is a good idea.)
- Let borgs and AIs sign certain contracts
- Make souls edible (?????)
- Nuclear Option: remove the kit from the buylist and make it surplus crate exclusive. (I'm not a fan of this one, personally, but I can see the logic behind it)