Re: Official Traitor Items Discussion Thread (Wonk) - SL the Pyro - 07-11-2014
As long as we're on the subject of Geneticists getting a unique Traitor item, I'll throw a couple of my suggestions onto the pile.
Mutator Pen
Item Name: Mutator Pen
Appearance: Looks like a regular Pen item, and is also named like a regular Pen.
Functionality:
-Works similar to the Sleepy Pen in that it's an inconspicuous no-indication-of-use item, except instead of holding Reagents, the Mutator Pen holds Mutations - up to three, and has infinite uses.
-The mutations from the pen take a few seconds to activate (so you have time to get away and not be ratted out!), but they go all at once when they do.
-It spawns in with three random bad Mutations already pre-loaded.
-Can be flushed with a right-click menu option (either individually or all at once)
-Can have other Mutations loaded into it with regular DNA Injectors.
-Examining the Mutator Pen will give a very blatant message of what it really is upon closer inspection, as well as display what Mutations are currently loaded.
Cost: 4 Telecrystals
Examples of Use:
-Comes as a pretty mean debilitator fresh out of the traitor's PDA, and 4 TC means you can double up on negative mutations if the RNG is kind.
-Load up on beneficial Mutations in secret. Inject yourself and let loose at an opportune moment.
-Inject Mindslaves with positive mutations and have them wreak havoc. 4 TC means you have enough left for two Mindslave Implants, and the portability of both the implants and the Mutator Pen lets you create murderboning super soldiers on the fly.
Radiation Grenades
Item Name: Radiation Grenades (5-pack, comes boxed with a Radiation Suit and Radiation Hood)
Appearance: Similar to a regular grenade, but with the casing coloured a sickly green.
Functionality:
-Countdown system and area of effect are like that of a regular grenade.
-When the grenade blows, the affected area is covered in an eerie green glow (like if Radium was splashed on it) for a good while.
-Anyone caught in the initial explosion has their RAD ramped way the fuck up and gains a random bad Mutation. People walking into the irradiated area while it still exists takes gradually more RAD and has a chance of gaining a bad Mutation for every cycle they stick around - this stacks with the general Mutation chance caused by high RAD. The buildup from sticking around is fairly high, so even making a quick run through it is ill-advised.
-Anyone wearing a suit that blocks radiation is completely immune to all of this.
Cost: 8 TC
Examples of Use:
-Decidedly unsubtle, but terrifyingly effective because of the massive RAD buildup alone. Trapping people in a room where this has gone off is very likely to badly mutate and/or kill them.
-It's a Grenade, so it works in trap assemblies.
-Wearing the supplied radsuit/hood means you can cook the Grenades or even detonate them in your hand without fear of self-harm.
-Perfect for blocking off areas you want to keep people out of.
A reskinned bible with a reversed cross (cross facing down) In a fiery red binding. This evil book lets you praise your evil lord by smacking people in the face and setting them on fire instantly on contact. It Also has a small chance to blow off a random limb of the person its used on. If a human limb is put into the book has chance of summoning a demonic creature (That may or may not attack the holder of the book) Grant a protection aura against random damage (Not 100% immunity but it helps a lot during a rampage)(Blue aura means you can breath when there is no oxygen for a short period of time. Green means you're resistant to toxin damage, etc) Also farting on it gibs the person and makes a demonic monster spawn from the remains. Possibly comes with a special cool looking robe that may or may not be needed to use the book
Geneticist Item idea
Syndicate clowner upgrade board.
When installed into the cloning computer system the traitor can access a secret function built into it that lets you clone any person in the databank (dead or not, if they aren't dead then it makes the clown into a NPC that will attack anyone near it expect for the traitor) Into a horribly transfigured evil space clown. (They come out pre-dressed, uses more DNA material then normal to make. Clown-suit is part of the persons skin pretty much) These clowns are automatically loyal to the traitor geneticist (like a mindslave implant) They come with some mutation abilities that aren't available any other way. Like a honk sound that's generated by screaming and stuns people around the clown for a short period of time, um... Unfortunately that's all I have right now. I am sure there is a lot more gimick stuff you can throw in here. If the clown dies as a player and gets scanned and recloned normally they will change back to normal though. Unlike being Cluwned this would be a lot more interesting and possibly fun to the player and to the genetics traitor to have a syndicate clown attack squad.
SL the Pyro Wrote:As long as we're on the subject of Geneticists getting a unique Traitor item, I'll throw a couple of my suggestions onto the pile.
Mutator Pen
Item Name: Mutator Pen
Appearance: Looks like a regular Pen item, and is also named like a regular Pen.
Functionality:
-Works similar to the Sleepy Pen in that it's an inconspicuous no-indication-of-use item, except instead of holding Reagents, the Mutator Pen holds Mutations - up to three, and has infinite uses.
-The mutations from the pen take a few seconds to activate (so you have time to get away and not be ratted out!), but they go all at once when they do.
-It spawns in with three random bad Mutations already pre-loaded.
-Can be flushed with a right-click menu option (either individually or all at once)
-Can have other Mutations loaded into it with regular DNA Injectors.
-Examining the Mutator Pen will give a very blatant message of what it really is upon closer inspection, as well as display what Mutations are currently loaded.
Cost: 4 Telecrystals
Examples of Use:
-Comes as a pretty mean debilitator fresh out of the traitor's PDA, and 4 TC means you can double up on negative mutations if the RNG is kind.
-Load up on beneficial Mutations in secret. Inject yourself and let loose at an opportune moment.
-Inject Mindslaves with positive mutations and have them wreak havoc. 4 TC means you have enough left for two Mindslave Implants, and the portability of both the implants and the Mutator Pen lets you create murderboning super soldiers on the fly.
Radiation Grenades
Item Name: Radiation Grenades (5-pack, comes boxed with a Radiation Suit and Radiation Hood)
Appearance: Similar to a regular grenade, but with the casing coloured a sickly green.
Functionality:
-Countdown system and area of effect are like that of a regular grenade.
-When the grenade blows, the affected area is covered in an eerie green glow (like if Radium was splashed on it) for a good while.
-Anyone caught in the initial explosion has their RAD ramped way the fuck up and gains a random bad Mutation. People walking into the irradiated area while it still exists takes gradually more RAD and has a chance of gaining a bad Mutation for every cycle they stick around - this stacks with the general Mutation chance caused by high RAD. The buildup from sticking around is fairly high, so even making a quick run through it is ill-advised.
-Anyone wearing a suit that blocks radiation is completely immune to all of this.
Cost: 8 TC
Examples of Use:
-Decidedly unsubtle, but terrifyingly effective because of the massive RAD buildup alone. Trapping people in a room where this has gone off is very likely to badly mutate and/or kill them.
-It's a Grenade, so it works in trap assemblies.
-Wearing the supplied radsuit/hood means you can cook the Grenades or even detonate them in your hand without fear of self-harm.
-Perfect for blocking off areas you want to keep people out of.
There are lots of awful ideas in this thread but these are both solid concepts and I would love to see them given a shot. The radiation grenade in particular could become a favorite of mine.
Re: Official Traitor Items Discussion Thread (Wonk) - Isaacs Alter Ego - 07-11-2014
Syndicate Cell-phone
Item Name: Syndicate Cell-phone
Appearance: A cell phone.
Functionality:
Captain-traitor only. Pre-programmed with the number of the syndicate B-team. On use, summons a small group of red-suited syndicates that fart around in space outside the station, accomplishing nothing other than possibly fooling people into thinking it's a syndie round.
Cost: 5 Telecrystals
Examples of Use:
-PROTECT THE CAPTAIN!
-Combine with a voice changer, spout off a few GET DAT FUKKEN DISK's and watch as the crew scrambles into high-security mode, unaware of your true plans!
- Mindslave someone, have them head our and kill one of your syndie B-teamers and put on their costume to really sell the charade!
Murder Simulator
Item Name: Murder Simulator
Appearance: A small bloody cartridge marked K.
Functionality: Install on any computer or PDA on the station, and the next time someone uses it, they will be be driven insane by the realistic graphics of the modern video game and be driven to kill! Basically like a mindslave, but they can't be unimplanted. They also don't have any loyalty to you and don't know you subverted them, they're only get the command to get as high a score as possible by killing as many of the crew as they possibly can before being taken down.
Cost: 3 Telecrystals
Examples of use:
- Cause chaos, mayhem, and basically get murdered by the very person you subverted!
- Be a TRUE DOOM MURDERHEAD
-Hook it up to the communications console on the bridge to spoil an attempt to call the shuttle after you begin your murder spree!
I feel as though they would be entertaining, although possibly hard to code.
VictorMAngoStein Wrote:Switchblade shoes (though I'm not sure how you would extend/retract the blades)
Also, using the *flip emote would give you a small chance to disembowel anyone next to you
Can I say, I'm actually a huge fan of this one? It's very simple, but could be useful in a pinch. It would basically be the Derringer to the Csabers' Revolver. The dance emote would be a great way to extract the blade. Putting it back on might involve taking the shoe off and using it in hand. Maybe also you could coat the blade for some single use poisoning?
Duct tape should be readily available on the station for other uses, such as quick fix limb replacement or stopping a door from opening immediately, or attaching a timer to a beaker bomb for one use only, stuff like that. It can also be used to tie people up and also to shut them up for a kidnapping scheme or something. However, it can be easily removed and most actions will cause the tape to rip.
In surplus crates traitors get HVAC Tape, a relic of the past from before automated atmospherics. Very strong metal tape can be used to tie people up and shut them up and they can't escape and attempting to causes brute damage. It can also be used as a super duct tape for all the things duct tape can do. Weld doors closed with it! Reattach limbs without the staple gun! Hell, build weapons with it! The possibilities are limited to BYOND code your imagination!
Comes with some fabric built in, but can get more fabric from cotton or uniforms.
Mass produce money and then use that to bribe dudes or buy things. Get captain to leave you alone by giving them enough money to move to space tahiti.
Note: Helping an antagonist is probably bannable, but having an RP reason in "He gave me money which I used on drugs" might be kinda funny for a while.
mozi Wrote:There are lots of awful ideas in this thread but these are both solid concepts and I would love to see them given a shot. The radiation grenade in particular could become a favorite of mine.
I feel like this comment was directed at me. Probably not but I feel there should be something that a traitor can use to fuck up the cloner that isn't outright blowing it up. Even if it is making the cloner pop out genetically altered mutant crewmen or psychotic clowns it becomes a lot more interesting
mozi Wrote:There are lots of awful ideas in this thread but these are both solid concepts and I would love to see them given a shot. The radiation grenade in particular could become a favorite of mine.
I feel like this comment was directed at me.
Which part? The awful ideas or the solid concepts? Cause your ideas are awful and he was talking about SL's ideas for solid concepts.
Idea's are concepts, something you write down to get a rough verson going before you iron it out to make it into a functioning feature. I just threw out two core ideas that maybe someone likes but doesn't like the suggested orginally functionallity but can still change it since it's just a rouge draft.
I still say having a bible that sets people on fire and can make demonic minons that may or may not attack the user sounds like a fun dynamic.
I propose we make the voice changer, a tool which is supposed to aid in stealth, less blatantly obvious.
Here's the idea: Make the voice changer a small piece of tech which can be popped in and out of any face slot item like a derringer.
The problem with the voice changer is its sprite, it takes on the appearance of a relatively uncommon gas mask (the one without a filter) and can usually be spotted a mile away. Allowing the voice changer to be combined with any face slot item would make way for some clever and nefarious applications:
Impersonate the seemlingly innocent clown!
Combine it with the fake moustache and become the master of disguise!
Wear the Walter White mask and rob the HoP!
The cost should probably be increased a bit.
Also do syndicate DNA scramblers still exist? If so they're bullshit in syndie rounds and this would be a much more balanced alternative.
Re: Official Traitor Items Discussion Thread (Wonk) - Isaacs Alter Ego - 07-15-2014
Reposting an idea I had in the SA thread.
Devolver
Item Name: Devolver
Appearance: A SNES super scope. I posted a sprite in the spriting section, though I guess I should probably make a projectile of some sort for it to use as well.
Functionality:
Geneticist exclusive, except for supply crates. When fully charged, "devolves" people and creatures into more primitive forms. Humans turn into monkeys, monkeys turn into primordial ooze, etc. Could also work on a whole multitude of things, like turning fermids into space ants. It would work like a taser in that it runs off a power cell that must be recharged once emptied, though with considerable power usage so that it could only be used 2 or 3 times before running empty.
Cost: 6 Telecrystals
Examples of Use:
- Monkey!
- Look at the monkey!
- If lizard people show up somehow, turn one into a T-rex.
- Be Dennis Hopper.
Mofleaker Wrote:I propose we make the voice changer, a tool which is supposed to aid in stealth, less blatantly obvious.
Here's the idea: Make the voice changer a small piece of tech which can be popped in and out of any face slot item like a derringer.
The problem with the voice changer is its sprite, it takes on the appearance of a relatively uncommon gas mask (the one without a filter) and can usually be spotted a mile away. Allowing the voice changer to be combined with any face slot item would make way for some clever and nefarious applications:
Impersonate the seemlingly innocent clown!
Combine it with the fake moustache and become the master of disguise!
Wear the Walter White mask and rob the HoP!
The cost should probably be increased a bit.
Also do syndicate DNA scramblers still exist? If so they're bullshit in syndie rounds and this would be a much more balanced alternative.
I gotta agree. There's a lot of fun masks this could be combined with and make those silly items more meaningful.