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Organ/implant artifacts - Printable Version

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Organ/implant artifacts - Nnystyxx - 08-27-2015

The short story: a class of small artifacts that can be added to spacemen via surgery for various effects.

The long story: So I had this idea a year or so ago and I decided it'd be worthwhile to post. Essentially, I took a look at the hearts 'n' brains and other such humanmeats being tossed around the station and wondered: "is there room for more stuff in there?" (which, atm, I'm sure there is because organ capacity I don't believe is a variable but MAYBE SOON). I began to think-- the Scientists discover all manner of strange artifacts. What would happen if you chucked that shit into a guy's chest cavity? It would, presumably, require activation of some sort first-- then to be implanted. Once added, this could do a number of things:

- Grant a mutation, positive or negative-- congratulations, you've got an Elvis Gland
- Grant a wizard spell -- you can now spray smoke everywhere oh gosh jeez
- Periodically flood the body with some kind of reagent-- preferably not enough to become a walking Omnizine god on a regular basis (but maybe a reward for being so goshdarned determined, since it's usually poison?)

Or any other sort of sustained/bodily effect coded in. Maybe artifact heart replacements are 'worth more' and have more dramatic effects??? Who knows!!! The effects are only per body, and the artifacts COULD be carved out by an enterprising traitor (or an opportunistic doctor). Imagine Kali-Ma-ing a guy and you pull out an arcane configuration or a pulpy mass like 'what the fuck is this???'.

My rationale for the suggestion is thus: it gives Artifacts a purpose other than being beakers, absurd guns, or darkness/forcefield generators/bombs, and allows Science and Medical to tie in a bit closer. Plus, the common populace can roll the dice for fascinating powers (or debilitating curses). HOWEVER: Like being turned into a werewolf by chem, GETTING dangerous powers does not allow you to just go on a murder spree, even if you do become powerful. Go help Telescience by being a wall of unkillable meat, or aid security in capturing traitors with your freezy powers. While there's some overlap with genetics, there's also an element of randomness, yet stability-- artifact X does function Y, no matter who you put it in. Even if function Y is super dangerous.


Re: Organ/implant artifacts - Frank_Stein - 08-27-2015

There could be some interesting ones.

Artifacts that replaces your blood with a new chemical without adverse effects
An artifact that lets you see in the dark and changes your eyesight to negative colors
Artifacts that can hold your organs keeping them alive and safe from damage.


Re: Organ/implant artifacts - Paineframe - 08-28-2015

I don't like powerful implants, because they're trivial to put in, there's no outward indication that a player has one, and you need to table a player under very specific conditions to remove one.


Re: Organ/implant artifacts - poland spring - 08-28-2015

Then why not have it be artifact cyber-stuff, vs just an implant? Have crewmembers with tentacles for arms or eyeballs for legs or whatever. Could make for some very interesting heart and butt artifacts too! Who knows what horrors an eldritch butt would release...


Re: Organ/implant artifacts - PenguinsMeep - 08-28-2015

I second this. Small artifacts are usually not worth it, as they almost always are a battery, saltpetere superbeaker or force wall generator.


Re: Organ/implant artifacts - poland spring - 08-28-2015

Oop well that's what I get for not reading the OP. :downs:

ACTUAL CONTENT: Have artifact limbs/hearts/butts that provide strong effects vs implants which would be weaker, and probably more gimmicky.
Hearts should provide the most benefit/power because of how difficult they are to replace properly, but the others can be about the same range as each other. Maybe throw a version of Soulguard on one of the hearts, or that one resurrection shield power thing. Most artifact butts should let you fart a cloud of a random chemical, much like the injector artifacts do with injection. Limbs would be trickier, but I'm sure you could get some weird effects, like being able to deal fire damage with punches or something.
v


Re: Organ/implant artifacts - Erev - 08-28-2015

This actually sounds like there's potential for a lot of fun here and it'd add some more variety to artifacts which is only a good thing.


Re: Organ/implant artifacts - salix_catus - 08-29-2015

Frank_Stein Wrote:Artifacts that replaces your blood with a new chemical without adverse effects
not an implant, but there should be an alien artifact that replaces your blood with a completely random chem - which your body now replenishes and needs instead of blood. It would obviously be a one use artifact, or you'd have a crew full of people with various potentially dangerous bloods.


Re: Organ/implant artifacts - medsal15 - 08-29-2015

salix_catus Wrote:
Frank_Stein Wrote:Artifacts that replaces your blood with a new chemical without adverse effects
not an implant, but there should be an alien artifact that replaces your blood with a completely random chem - which your body now replenishes and needs instead of blood. It would obviously be a one use artifact, or you'd have a crew full of people with various potentially dangerous bloods.
CLF3 blood cool


Re: Organ/implant artifacts - Sundance - 08-29-2015

I dont want to piss on your parade but artifacts haven't really been touched in a very long time. It's a shame as it's one of my more favorite things to play with, but as stated there's very little things to do with artifacts, most artifacts fall into a bracket of being a hindrance/useless to being significantly powerful.
More artifact uses is definitely needed, and not just being organ/implant artifacts. but also a more open ended ways of testing as currently its still "hit with welder" territory.
viewtopic.php?f=6&t=1926
^This thread is now 2 years old.


Re: Organ/implant artifacts - APARTHEID - 08-29-2015

An artifact butt that causes you to fart explosions.

Finally, a use for the EOD suit. get in not go out


Re: Organ/implant artifacts - Nnystyxx - 08-29-2015

Sundance Wrote:I dont want to piss on your parade but artifacts haven't really been touched in a very long time. It's a shame as it's one of my more favorite things to play with, but as stated there's very little things to do with artifacts, most artifacts fall into a bracket of being a hindrance/useless to being significantly powerful.
More artifact uses is definitely needed, and not just being organ/implant artifacts. but also a more open ended ways of testing as currently its still "hit with welder" territory.
viewtopic.php?f=6&t=1926
^This thread is now 2 years old.
Artlab got touched recently (not sure how recently) with that machine that lets you control all the equipment without DWAINE. Seems like a logical progression to make artifacts more rewarding in addition to just less facemeltingly annoying.


Re: Organ/implant artifacts - Zadeon - 08-29-2015

Have the effect only be present when it is implanted inside you. Once removed the effect stops (mutations are removed, chemicals stop being produced in your bloodstream, etc..). This way they can be stolen by other people and such. An actual organ black market anyone?