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"Enter job here" traitor item
#4
Assistant traitors need more exclusive items that are true to their purpose of being useless shits.

Staff Assistant - Toxic gas pills (3-4 TC Cost)
When you order this, you get a pill bottle containing about four pills that makes your next fart especially deadly. Your farts deal immediate and considerable toxic and slight burn damage to anyone not wearing internals within three tiles of you, yourself included if you don't take precaution.

Knocking someone down and then farting in their face will yield a devastating effect, poisoning and horribly burning them (as if splashed with p. acid) at the same time for massive damage. The area you defiled the air in will stay toxic for some time afterward and may even cause people to faint!

Tech Assistant - Teleflasher (3-4 TC cost)
When you spawn this item, you get a box containing a red-tinted flash and a telebeacon. The way this item works is that when you flash someone successfully, they'll be immediately teleported to the location that you have set your beacon. First you must set your beacon down somewhere and then you must activate it. When it is active, everyone you flash will be sent to that location as long as it is on the same Z-level as you.

When flashed, the victim disappears in a cloud of sparks, making its use very apparent. The flasher has a limited number of uses just like an ordinary flash. It can also be used without the beacon as a super flash that blinds people for a long time and can be turned into a flash-burner (by clicking on the flash while in your hand) that immediately burns out the flash and sets the person on fire, while also teleporting them to your set beacon.

Medical Assistant - First Aid Syndi-kit (4-5 TC cost)
Finally, a traitor item that can not only benefit you, but also harm others! This is a first aid kit, indistinguishable from the ones that spawn in the medbay. It contains items that can heal you and fellow traitors, while doing nasty things to everyone else.

Among these items, three 'burn patches' that behaves like a warm syndicate donk pocket when applied to yourself and causes severe burning damage to others, two pills that contain stimulants for you and toxins for them, and a syringe filled with an experimental drug that only works if you or your victim are in crit - it will heal you to 100 and kill them dead very quickly.

Along with these drugs, you get a special health analyzer that can be triggered to self-destruct just like the syndicate radio. In all, a nice package of things to take care of yourself while also causing everyone around you much pain, discreetly. It could probably be also given to traitorous MDs as an option.

And now for some more traditional roles.

Medical Doctor - Parandemic Kit (8-10 TC cost)
When ordered, you get a box containing a biosuit, a biohood, an air tank, a gas mask, a vaccine pill, a syringe, and a bottle containing 30 units of a deadly virus culture.The idea is to take the vaccine to make yourself immune, don the suit to look the part, and then go around stabbing people (or yourself) with this pathogen so that it may spread among the station.

Although you are immune, you are a carrier and anytime you come into physical contact with someone, it will pass onto that person, making you a living biohazard. It can be given to monkeys and even injected into corpses to transmit the disease on a wider scale. The disease has three stages that ultimately result in a slow death to whomever catches it. Considering that it is incurable by the means of the station and that you have the only vaccine available, it is a great way to cause chaos while you go about your objectives.

The first stage are flu-like symptoms that in addition cause sudden and severe brain damage that affects movement. The next stage is more obvious in that you begin to move slower and faint frequently, in addition to your sight becoming permanently blurry and coughing up infected blood. The last stage of the disease has you take frequent and sudden suffocation damage until you go into critical condition and eventually die. All of this now in a convenient package.

Electrician - Hijacker (5-6 TC Cost)
Essentially a super multi-tool and alternative to the e-mag. Unlike the e-mag, the hijacker's effects are not permanent (unless you decide it to be), do not give off sparks, and are not immediate. The only reason anyone even uses it cryptographic sequencer is to break into the armory/EVA/bridge or to hijack the shuttle, so this item is a bit more flexible by the extra degree of its functionality.

The hijacker can hook up to a camera to look around the station's many feeds. It can grant access to terminals that are otherwise ID-locked and has an EZ-hack function that can allow you to easily hack anything. The hijacker's effects on AI and cyborgs are interesting, in that you can even upload a freeform law without needing a board and cyborgs will have their laws re-written as opposed to wiped when hijacked.

The hijacker has three modes, that have to be cycled to be toggled. The first mode is hijack - it basically works just like an emag here and allows you to gain access to anything ID-locked, in addition to allowing you to screw with AI/borgs. The second mode is pulse, which is useful if you want to shock doors, machines, or cause harm to cyborgs and APCs. The third mode is lock, which immediately bolts a door and prevents AI from accessing it for a whole minute. It can also be used to lock an ID-locked machine but who does that.


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