07-11-2014, 06:32 AM
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 PenItem Name: Mutator PenRadiation Grenades
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.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.