03-26-2015, 02:41 PM
I know you've said that you're considering blood related chems and mutations, like iron and anemia. Could I suggest anticoagulants as well?
I'm sure the exact numbers on them would need tweaking, but I'm imagining a subtle poison like amanitin, where it can be in the person with no effect, as long as they aren't bleeding. If someone who has an anticoagulant in them starts bleeding, their rate of blood loss will not decrease on it's own, and can go higher than the usual cap (which I think is 10u currently). It could also let you sabotage surgery with a poisoned scalpel, as opposed to just stabbing passersby with them. I'm not sure if the increased blood loss should be proportional to how many units of anticoagulant are in the victim, or if it should be a binary "you still have anticoagulant in you, so you're going to bleed twice as much".
Anticoagulants would be ingestion only, but could be skin permeable if splashed on someone with an open wound, if that's not absurdly difficult to code in BYOND.
If it were possible to do that, than it would also be cool if bats applied a very small amount of anticoagulant with each bite, though it might make them too strong, and would indirectly buff vampires too. Considering how backwards the futuristic medicine of SS13 tends to be, it would also give us an excuse to have leeches in the game.
Their could be multiple anticoagulants, with a potent one only in traitor bottles and a less severe one for chemists. If you added blood clots as well, then it would give doctors a legitimate reason to carry an anticoagulant around, so traitors wouldn't be found out as soon as someone saw them with a bottle of it.
If you need proper chemical names for them instead of just 'anticoagulant', a quick skim through Wikipedia suggests warfarin as a weaker, slow acting anticoagulant, and dabigatran as a stronger one. I'm not a doctor or chemist, so these name suggestions might be way off.
I'm sure the exact numbers on them would need tweaking, but I'm imagining a subtle poison like amanitin, where it can be in the person with no effect, as long as they aren't bleeding. If someone who has an anticoagulant in them starts bleeding, their rate of blood loss will not decrease on it's own, and can go higher than the usual cap (which I think is 10u currently). It could also let you sabotage surgery with a poisoned scalpel, as opposed to just stabbing passersby with them. I'm not sure if the increased blood loss should be proportional to how many units of anticoagulant are in the victim, or if it should be a binary "you still have anticoagulant in you, so you're going to bleed twice as much".
Anticoagulants would be ingestion only, but could be skin permeable if splashed on someone with an open wound, if that's not absurdly difficult to code in BYOND.
If it were possible to do that, than it would also be cool if bats applied a very small amount of anticoagulant with each bite, though it might make them too strong, and would indirectly buff vampires too. Considering how backwards the futuristic medicine of SS13 tends to be, it would also give us an excuse to have leeches in the game.
Their could be multiple anticoagulants, with a potent one only in traitor bottles and a less severe one for chemists. If you added blood clots as well, then it would give doctors a legitimate reason to carry an anticoagulant around, so traitors wouldn't be found out as soon as someone saw them with a bottle of it.
If you need proper chemical names for them instead of just 'anticoagulant', a quick skim through Wikipedia suggests warfarin as a weaker, slow acting anticoagulant, and dabigatran as a stronger one. I'm not a doctor or chemist, so these name suggestions might be way off.