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Official Traitor Items Discussion Thread (Wonk)
Actually I was just thinking more in the practical sense of "thy door needs opening, where do I put mine sword?"

Also how does the bible play into this, does hitting a crewmember with it cause them to be gibbed instead?

'e.g ULTRA COOL PALADIN SMITES DUMB PUBBIE WITH THE BIBLE'

actually it would just be cool if hitting the door with a bible or sword just made the door vaporize.

A KNIGHT HAS NO TIME TO OPEN A DOOR
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Chaplain: he cannot put his sword away, and is ultimately foiled by an unpowered door/fire alarm he can't crowbar
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Baseball Bat.
3-7 Telecrystals.
Might be job specific or something. I dunno.

A Traitor weapon that initially does 20 brute damage.
Causes whomever that gets hit to be knocked back 5 tiles, giving a stun time moderately short, but enough time for the traitor to do some dirtywork/get the hell out. Can be used to beat whomever is on the ground. Makes a loud THWAK whenever its used.
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Lavastage Wrote:Baseball Bat.
3-7 Telecrystals.
Might be job specific or something. I dunno.

A Traitor weapon that initially does 20 brute damage.
Causes whomever that gets hit to be knocked back 5 tiles, giving a stun time moderately short, but enough time for the traitor to do some dirtywork/get the hell out. Can be used to beat whomever is on the ground. Makes a loud THWAK whenever its used.


I will only agree to this if it comes with a body bag and some kind of old fashion space mafia car.

Car: Fits one person and can drive in the station AND in space saftly (has same durbillity as a pod). You also have seatbelts to portect you from flying out in MOST crashes. If you knock someone out with the baseball bat you can put them into a bodybag and stuff them into the trunk. Only people stuffed in a body bag can be shoved into the car....Also comes with a nice little key to lock the trunk(but not the car itself because who would steal from the mafia?)
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Lavastage Wrote:Baseball Bat.
3-7 Telecrystals.
Might be job specific or something. I dunno.

A Traitor weapon that initially does 20 brute damage.
Causes whomever that gets hit to be knocked back 5 tiles, giving a stun time moderately short, but enough time for the traitor to do some dirtywork/get the hell out. Can be used to beat whomever is on the ground. Makes a loud THWAK whenever its used.

Only if critical hits make the word "SMAAAAAAAAAAAAAAAAAAAAASH" appear in the chat.
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Lavastage Wrote:Baseball Bat.
3-7 Telecrystals.
Might be job specific or something. I dunno.

A Traitor weapon that initially does 20 brute damage.
Causes whomever that gets hit to be knocked back 5 tiles, giving a stun time moderately short, but enough time for the traitor to do some dirtywork/get the hell out. Can be used to beat whomever is on the ground. Makes a loud THWAK whenever its used.
It's a home run when we knock their head off and send it straight down the hall into the captain, right?
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The Crusader Kit sounds cool ,but I'm not sure it would work as intended given the playerbase.
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With Monty python jokes.

Because you know tis only a flesh wound.
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Crusaders Kit sounds too overpowered as is, and too much like artist's toolbox 2.0, though I do like the idea of a Knight Templar Paladin.

A sword and armor and maybe a few defensive or silly holy spells for good measure would be powerful enough. The rest of the gear should just be for flavor.
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Wearing the armor should reduce your max stamina by 35% in exchange for all your cool powers.

give 'em one spell that is a giant lightning bolt that causes a lot of burn damage, stuns and has a 2 minute cooldown, but only works when he has a bible in one of his hands.

Knights should be able to tear open any door, regardless of whether it is bolted or unpowered or whatever, otherwise the AI could just lock him down and chortle to itself.

PS: whenever the knight gets one of his limbs torn off he should not take any damage, yet spray huge amounts of blood in every direction.
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so basically the Crusader's Kit is just a cyalume saber and some body armour that lets your arms get removed without negatives, and a shield that might make you less easy to push over

that doesn't sound overpowered at all it sounds really awesome
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While I am a sucker for themed job-specific item sets, I am going to have to stand by the copy of Necromancy For Dummies and 1-credit store robes.
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I think the traitor captain should get a murph-mobile like sealab that runs people down and is generally robust but conspicuous.
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Yeah, traitor captain needs something that's absolutely idiotic and obvious without being super-lethal, because that's the only good way to play a traitor captain anyway
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Redshirt-itism Injector - Captain Only

1-3 Telecrystals

Once injecting this mysterious formula into your body any crew member standing near by will compulsively jump in harms way to save the captain. The captain will be spared and the crew member will take full damage from whatever was about to harm the captain. This includes (but not limited to): punches, gun shots, thrown objects, wrestling moves, asteroids, hull breaches, poison, chemistry, banana peels, wendigos, death, black holes, RPGs, pod explosions, pipe bomb explosions, tank-transfer valve explosions, tomato explosions, arc flashes, wizard spells, chef's cooking, deep-fryer, suicide, and admins. There will be a short cool down between when it can occur. The closet person will jump and it cannot affect the attacker (so if the captain is alone with his aggressor it won't work on the aggressor). No matter what the damage effect is or how big the effect range is the captain is fully protected.

[Image: red.jpg]
Essentially a person shield for the captain that kills people.
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