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Chem Suggestions and Suggested Changes
#1
Hiya, just thought I'd give some ideas I had in my head for some new chems and changes to existing ones. Would love feedback and discussion.








Napalm Goo (Tweaked to be slightly harder to acquire, but significantly stronger and more useful, as overall it is completely ass currently)
(1) Welding Fuel + (1) Oil + (1) Sugar + (1) Egg OR (1) Welding Fuel + (1) Ethanol + (1) Space Glue
Sticks to people and floors causing long lasting fire, slowing down people it is stuck to, and scaling damage with volume applied.


Chlorine Trifluoride
Add explosive reaction with water, creating a small but powerful 1x1 explosion.


Mustard (Phosgene) Gas
(1) Ammonia + (1) Sulfuric Acid + (1) Chlorine + (1) Salt + (1) Oxygen @ 425K OR (1) Mustard + (1) Space Cleaner @ 425K
TOUCH - +1 BURN, +1 BRUTE (Up to 45 Burn and 20 Brute)
INGEST - +1 TOX (Up to 20 Tox)
Decays into Sulfuric and Hydrochloric Acid


Botulinum Toxin
(1) Unstable Mutagen + (1) Capulettium + (1) Neurotoxin + (1) Meat Paste @ 310K
No effects felt until 5th cycle, -1 Maximum Stamina every cycle after (To a maximum of 50), on the 11th cycle begin a 5% chance of losing function of a limb,5% chance of +1 LOSEBREATH, and 5% chance of +2 OXY, eventually permastunning when all limbs are useless and dealing +2 BRAIN
0.1 DEP


Warfarin (Rat Poison)
(1) Acetaldehyde + (1) Cheese + (1) Ethanol
Aggressive anticoagulant (Blood Thinner) that deals +2 BRUTE to a random organ if the victim is bleeding which will scale in damage with the amount of bleeding (up to 10), and exponentially increases the bleeding a victim has over time. On the 18th cycle, will cause bleeding. Like Heparin will dislodge clots and aid with hypertension.
0.4 Dep


Amalgamite (Totally made up, but idea behind it is metal toxins do not bind to charcoal)
(1) Mercury + (1) Copper + (1) Salt + (1) Sulfuric Acid @ 575K
A slow acting, but lethal toxin, that does minor damage to the brain over a long period of time. 5% chance of +1 BRAIN, by the 22nd cycle has chance of stumbling, drooling, confused movement, and drowsiness. However its most lethal aspect is its resistance and aggressive toxicity when treated by charcoal, in which it causes rampant toxic damage based on the amount of time it has been in the victim. Is easily treated by Mannitol.
0.01 DEP
*** This one might make certain deathmixes much too strong, as they act too quickly, to which I suggest that there be diminishing returns added to poisons that attack in the same way. For example neurotoxins that all attack the same part of the body (nervous system) should not stack, or have diminishing returns to the extra damage, that way death mixes have to be planned a little more strategically rather than just +Tox +Tox +Tox***


Ethylene Glycol (Antifreeze)
(2) Ethanol + (1) Sugar + (1) Hydrogen + (1) Acetone
Causes +1 TOX over a long period of time, but cannot be cured by charcoal, and hampers cryohealing by not allowing the body temperature to fall below 230K. Ethanol will increase the depletion rate by 4, and blood transfusion will cure.
0.2 DEP


Incendium (Based on Magnesium Flares IRL)
(1) Copper Nitrate + (1) Potassium + (1) Magnesium @ 545K
Ignites at 374K
Will burn underwater, and in the vacuum of space. Very hard to extinguish. Small fireball 1x1, burning white hot. Volume only increases duration.
TOUCH/INGEST - +60 BURN
TOUCH - +40 BURN


EDIT: Another idea
Either add a dialysis machine, or a way to hook someone up to the reagent extractor to use it as a dialysis machine and filter blood to get chems out of bloodstream. Seppucrow suggested it could also be emagged to remove the person's blood entirely, or filter something else into the bloodstream.
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Chem Suggestions and Suggested Changes - by TheMightyAltroll - 04-14-2022, 10:01 AM

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