Genetics New Powers thread - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: Genetics New Powers thread (/showthread.php?tid=2777) |
Genetics New Powers thread - RandyArcher - 07-07-2014 Not seeing it so I thought I'd add a general suggestion thread. A few off the top of my head are: Marsupial: Simple easy to unlock mutation that gives you an extra unstrippable pocket! scalpel the chest to cut it open and reveal contents. Only pocket sized things could fit inside. Wizard Fart farts fire in a small stream... combines with super fart to make a nine square flame fart. Super hearing: Extends the range of hearing, can hear through walls. (Hard to unlock) bioelectric interferance: Basically you become a walking emag. People who abuse this will be mutadoned. This should be as rare/hard as hulk. Healing touch: Help intent clicking on someone heals five damage of a random type the player has per click. Maybe more? Re: Genetics New Powers thread - Readster - 07-07-2014 God no Re: Genetics New Powers thread - Archenteron - 07-07-2014 Regeneration: Allows the holder to regenerate limbs. Most of the time, these are limbs they've actually lost, and then sometimes you just shove a surplus arm/leg/butt out of nowhere with gruesome and terrifying consequences. This may or may not also turn you into a lizardperson. Re: Genetics New Powers thread - oblong - 07-08-2014 Quick reflexes: use the throw intent to catch bullets! Still take full damage and stun, but the bullet is in your hand instead of your chest. So cool. Super speed: use the mutant command to run at incredible speed! Works the same as sliding on space lube, ie it stuns and hurts you a lot. Super shrinking: use the command to shrink to the size of an atom! There is no way to go back to normal, or move, and nobody can hear you or see you. Super barfing: vomit on command! Does hefty brute damage to yourself. Do it a lot and you vomit blood and start bleeding heavily. Teleportation: teleport on command to anywhere, just like a wizard! Except you also die. Nobody is sure why that is. Re: Genetics New Powers thread - KikiMofo - 07-08-2014 Why do all these powers I see have horrible downsides? Genetics powers don't have downsides. Hulk makes you super strong and no downsides, Xray lets you see everything and no downsides, Superfart is a superfart with no downsides but everything I see here has some deadly downside. Re: Genetics New Powers thread - Frank_Stein - 07-08-2014 Well, some of those genetics powers do just kill you. As for my own powers/disabilities suggestions: Human Dynomo: You passively generate electricity that powers nearby equipment and lights. Magnetism: Firmly plants you in place if you're standing on a floor tile, pulls any loose metal objects towards you very quickly. If someone is standing too close, it can even pull things from their hands, rip off robotic limbs, or pull bullets from their body. Sixth Sense: You see dead people. Exploding Head Syndrome: You hear explosions randomly that may or may not exist. Night Terrors: Falling asleep creates hostile NPCs that will attack anyone around, including yourself. Touch Tranfer: On touch, you can transfer half of the chemicals inside your body into someone else. Big Feet: Allows you to wear clown shoes without tripping, but normal shoes cannot fit. Night Vision: Can see all tiles as if they were perfectly lit. This cancels out Cloak of Darkness. Polygot: Can understand and speak all accents, drunken slurs, stuttering, binary, even animal language. Re: Genetics New Powers thread - oblong - 07-08-2014 Acidic blood: causes massive damage to both parties when a melee attack on you draws blood. Hurts you much more when you get shot. Midas touch: obvious drawbacks and it backfires if you touch a player or mob. New x-ray vision: can't see through metal walls. Functions like the radioactive mutation (and poisons you) but can be blocked with a welding mask. New eye lasers: blinds you if used. No damage, but does cure myopia on the guy you zap. Healing touch: transfer injuries to yourself but using it knocks you out. Indestructible: your body cannot gib and you break crushers/gibbers. Anything that might cause gibbing still kills you though. Supergeneticist: You have all genetic mutations of every person and monkey nearby, including monkeyness. Dead bodies are invisible to you. Colour blindness and haemophilia would work well as mutations too. Re: Genetics New Powers thread - VictorMAngoStein - 07-08-2014 Musical farts: works like the space violin on some other servers where you type out some music and then play it Re: Genetics New Powers thread - VictorMAngoStein - 07-08-2014 Coherent farts: lets you fart out words Re: Genetics New Powers thread - pizzatiger - 07-08-2014 oblong Wrote:Acidic blood: causes massive damage to both parties when a melee attack on you draws blood. Hurts you much more when you get shot. All these ideas Except for Supergeneticist suck....they either are too powerful or they de-buff fun items to the point of total useless-ness I like super-geneitcist because Any time you get near a monkey you become a monkey for a few minutes so it does have its de-buffs to a potentially powerful power Re: Genetics New Powers thread - Mono - 07-08-2014 Why do almost all of these powers seem to have absolutely horrible consequences to their use. Of all the powers in game maybe 3 of them seem good but are actually deadly/bad to use(self biomass, mitochondria, etc..). The fun that comes from genetics is finding all the fun powers to make yourself genetically superior. Why do I have to suffer when using the powers I've worked all round to find? Some of these like super speed I could accept as they are as long as there's a way to counter the negative effects, like having to combine it with enhanced muscles to remove the slipping. Also maybe make the walking emag power a geneticist specific traitor item? Re: Genetics New Powers thread - pizzatiger - 07-08-2014 Mono Wrote:Why do almost all of these powers seem to have absolutely horrible consequences to their use. Of all the powers in game maybe 3 of them seem good but are actually deadly/bad to use(self biomass, mitochondria, etc..). The fun that comes from genetics is finding all the fun powers to make yourself genetically superior. Why do I have to suffer when using the powers I've worked all round to find? Some of these like super speed I could accept as they are as long as there's a way to counter the negative effects, like having to combine it with enhanced muscles to remove the slipping. Also maybe make the walking emag power a geneticist specific traitor item? I like that Idea....A traitor could buy a special card that you slip into a genetics computer that unlocks Powers Centcom has locked/not discovered and make a few of the old powers a BIT more powerful...That or it allows you to combine powers to make a super-fart that uses fire or stuff like that Re: Genetics New Powers thread - Mono - 07-08-2014 pizzatiger Wrote:Yes, yes and yes. Or alternatively make the same thing happen when the console is emagged. I personally like the geneticist traitor item moreMono Wrote:Why do almost all of these powers seem to have absolutely horrible consequences to their use. Of all the powers in game maybe 3 of them seem good but are actually deadly/bad to use(self biomass, mitochondria, etc..). The fun that comes from genetics is finding all the fun powers to make yourself genetically superior. Why do I have to suffer when using the powers I've worked all round to find? Some of these like super speed I could accept as they are as long as there's a way to counter the negative effects, like having to combine it with enhanced muscles to remove the slipping. Also maybe make the walking emag power a geneticist specific traitor item? Re: Genetics New Powers thread - Frank_Stein - 07-08-2014 I dunno, negative powers could be useful. The Night Terror one I suggested could be used in conjunction with a sleepy pen on someone, but also as a way to get revenge on a trying to choke you out. Also, very much yes to a traitor geneticist item. More ideas! Rubber Body: Physical impacts cause an equal but opposite reaction. Punches, thrown objects, and even bullets will bounce back after doing damage. Lasers and flames still hurt like normal. Combine with Leaping to bounce around the station. Chronokinesis: Temporarily freeze time. To other players it will look like 4 seconds of Space Lag, but for you time moves normally. Obviously a loooooong cooldown. Healing Factor: Use stamina to heal from wounds. Spider DNA: Can shoot a sticky webbing that slows the movement on hit. Drops filibrith when resisted out of. Can sense the presence of certain weapons and the harm intent in the form of a special text "You feel a tingling sensation." Metamorphic: Your body works like a smelter. Use ores, crystals, and regents in hand to transform your entire body to that substance, taking on it's properties. Use caution when picking a regent that reactes chemically with other substances. Asexual Reproduction: Lose a limb, have it grow into a NPC clone of you. Mimicry: Make your voice sound like anyone else's. Also includes some sound effects. Phasing: Become incorporeal for a few seconds. Re: Genetics New Powers thread - Natsumehack - 07-09-2014 Frank_Stein Wrote:Metamorphic: Your body works like a smelter. Use ores, crystals, and regents in hand to transform your entire body to that substance, taking on it's properties. Use caution when picking a regent that reactes chemically with other substances.I can only see this ending bad, when we have exploding Erebite PC's running around punching everything to death, and exploding by doing anything. |