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Official Traitor Items Discussion Thread (Wonk)
I spitballed this idea on the SA forums and someone liked it, so here we go:

Ghostbuster's Kit
Janitor-only traitor item. Box contains:
One (1) Ghostbusting jumpsuit. Just like a normal piece of clothing, except when wearing it npcs do not attack you. Can be endlessly exploited to zip around drones, drag wendigos and spider queens to the station, or used in conjunction with...
One (1) Spray bottle filled with Ecto-Cooler. Ecto-cooler is actually just anima. Sure, you can create anima in chemistry, but the janitor doesn't start off with access, and besides that takes time. Throw on the jumpsuit, spray this shit around the room, and before the HoS can fuck off into space the entire station is filled with dancing mops and sponges. (That want to kill everyone) Nab the Apprentice Cap and throw on a bathrobe to put on your very own performance of Fantasia!
One (1) pair of Ecto-Goggles. Are actually just thermals. Pretty damn useful for quite a lot of traitoring activities.
One (1) Proton Pack. A bulky backpack that can be wrenched and unwrenched from the ground. Checking it tells you what the power level is, if you take it off and wrench it to the ground over a powered wire, it will automatically begin recharging from station power. Can hold a lot of power, which is good because the next item is quite power-hungry...
One (1) Particle Thrower. A phaser-looking gun, on it's own it's useless, as it doesn't have a power source. However, when you're wearing the power pack, clicking on it (Or hitting PgDn) activates a stream of lightning that slowly drains the charge on the backpack. It's completely nonlethal to humans, however it will stun them. Since it runs off of a portable power source, you can carry it on the go. It fires it's particle stream 5 squares in the direction you're facing.

Best strat with the whole shebang would be to anima a room full of objects, zap anyone that comes by, and let your ghostly pets beat them into submission. There's a lot of mileage you could get out of this with alternate playstyles, though. The anima spray bottle is 100 units of fun times, available instantly at the start of the round, for a variety of griffing purposes. The jumpsuit is pretty damn powerful if you decide to just trash your gear and break into the podbay and/or telescience. I can imagine that solarium runs would be simplified heavily if a traitor janitor is willing to play along. The proton pack/particle thrower is dancing around the verge of overpowered, for how fucking good it could be.

Most of all, however, the real key here is that it's janitor-only. Make it ten telecrystals so it's an all-or-nothing thing. The fact that janitor is pretty much the lowest man on the totem pole, and no innate access to any of the things that would really make this item incredibly powerful, acts as a sort of self-balancing mechanism. It's even more overt than the meatcube compactor, as soon as anyone sees any of these things, the jig is up immediately. So you go all-in here, with however you want to play your gimmick, because janitor doesn't have the tools needed to do everything with this all at once. What do you think?
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Upon further review of the thread, several people have made good arguments that this should be available to all the civilian jobs, bartender, staff assistant, chaplain, etc. I kind of like the idea of several traitor staff assistants running around, because it would give a reason to code in crossing the streams causing an explosion!
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so I had an idea and it's honestly dumb as hell but I think it would also be hilarious so I'll just throw it out there


Chaplain only
9 crystals
Obsidian Knife

Basically it's a nasty looking black knife. Pick it up and it sticks to your hand permanently, even if you fall down or are disarmed it's stuck. If the person holding it dies, it vanishes forever. Stab someone with it and they die instantly. They're dead as soon as it touches them, no matter what. They're also incapable of leaving the station z-level.

Anyone killed by it becomes a wraith with the sole objective of killing the person who holds the knife. They also get an extra power that allows them to teleport straight to that person instantly, and can be killed in physical form any number of times without being destroyed permanently. The knife does nothing to wraiths, doesn't hurt them at all. All wraiths nearby when the knife-holder dies are returned to life, and the rest are destroyed(to encourage them to take their terrible vengeance from the beyond the grave instead of fucking off to bother other people).


I think it being so powerful that it just kills anyone it touches would entice plenty of chaplains to choose it and ignore the fact that it inevitably dooms them to die at the hands of a horde of really pissed off ghosts, and also that the chaplain trying to go on a murder spree while constantly having to dodge flying bins is funny. It does the thing the old artbox did except that instead of everyone sitting around whining in deadchat they are instead murderghosts driven by the promise that if they succeed they'll come back to life and can continue doing whatever they originally planned to do. Rather than ending everyone's rounds, it just gives them a fun little intermission where they're a really pissed off ghost.
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While it's a cool idea, any traitor item that turns people into antagonists is something you need to balance out really, really, REALLY FUCKING WELL in order for it to even have a chance at being accepted.

What happens after the Chaplain's dead due to wraiths? Do the wraiths just turn back into ghosts or do they just awkwardly hang around as wraiths who aren't allowed to kill people, or do they turn to attack other people? I'm just not feeling this thing's design.
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BaneOfGiygas Wrote:What happens after the Chaplain's dead due to wraiths? Do the wraiths just turn back into ghosts or do they just awkwardly hang around as wraiths who aren't allowed to kill people, or do they turn to attack other people? I'm just not feeling this thing's design.

I think he addressed this:

Dauntasa Wrote:All wraiths nearby when the knife-holder dies are returned to life, and the rest are destroyed(to encourage them to take their terrible vengeance from the beyond the grave instead of fucking off to bother other people).

Your point is still valid, and I agree - it's a cool idea but it'd be a hell of a thing to get balanced right.
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Here's an idea that's been bouncing around in my head ever since we discussed emagging segways.
The Road Warrior
A Mad Max-esque segway with a spiked cowcatcher on the front. Basically how it works is if someone is run down by the driver, they will be impaled on the spikes for a few seconds taking brute and bleeding damage, then fall off. The driver can still be shoved off the segway and can crash into walls, but running into other spehssmen doesn't fling them off. In place of the siren (and this is still just an idea) is a turbo button, useful for more damage or a quick getaway, or a short-range flamethrower mounted on the front of the vehicle.
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Dauntasa Wrote:so I had an idea and it's honestly dumb as hell but I think it would also be hilarious so I'll just throw it out there


Chaplain only
9 crystals
Obsidian Knife

Basically it's a nasty looking black knife. Pick it up and it sticks to your hand permanently, even if you fall down or are disarmed it's stuck. If the person holding it dies, it vanishes forever. Stab someone with it and they die instantly. They're dead as soon as it touches them, no matter what. They're also incapable of leaving the station z-level.

Anyone killed by it becomes a wraith with the sole objective of killing the person who holds the knife. They also get an extra power that allows them to teleport straight to that person instantly, and can be killed in physical form any number of times without being destroyed permanently. The knife does nothing to wraiths, doesn't hurt them at all. All wraiths nearby when the knife-holder dies are returned to life, and the rest are destroyed(to encourage them to take their terrible vengeance from the beyond the grave instead of fucking off to bother other people).


I think it being so powerful that it just kills anyone it touches would entice plenty of chaplains to choose it and ignore the fact that it inevitably dooms them to die at the hands of a horde of really pissed off ghosts, and also that the chaplain trying to go on a murder spree while constantly having to dodge flying bins is funny. It does the thing the old artbox did except that instead of everyone sitting around whining in deadchat they are instead murderghosts driven by the promise that if they succeed they'll come back to life and can continue doing whatever they originally planned to do. Rather than ending everyone's rounds, it just gives them a fun little intermission where they're a really pissed off ghost.

*stab* Come, my wraith army! Let us wreak havoc! *wraith consumes its old body, follows chaplain*

*repeat ad shuttleum*
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MD Job Specific Traitor Item:
Name: Repo Suit
Cost: 5 - 7 Telescrystals
Description: Comes in a costume box much like the safari suit, has both a helmet and a jumpsuit (possible reinforced scalpel?). When attacking with a cutting weapon such as a scalpel, saw, glass shard, etc much more damage is done in both bleeding and brute, has a chance to dismember the person. Highest chance is to remove limbs, then the heart and finally the brain. Could even protect the wearer a bit more from stuns, or damage but I am not sure if this would be too over-powered.
Example Sprites:
[Image: 0JabdzA.png]
[Image: x1qMWvX.png]
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I guess I should also add that this is meant to be a MD murder-bone item that doesn't involve running around with a sleepy-pen and a beaker of radium. Perhaps better for more in-experience players who are used to beating the crap out of people to kill them rather than playing around with toxic chemicals.
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I feel like wraiths would eventually fight each other because some would want to save the chaplain and stay wraith, but others would want to get back to whatever they were doing before they "died".

Essentially some would want the chaplain dead fo sho but some would enjoy being wraith so much that they'd try to stop the other wraiths, or hate the crew so much that they'd target the crew anyway.
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atomic1fire Wrote:I feel like wraiths would eventually fight each other because some would want to save the chaplain and stay wraith, but others would want to get back to whatever they were doing before they "died".

Essentially some would want the chaplain dead fo sho but some would enjoy being wraith so much that they'd try to stop the other wraiths, or hate the crew so much that they'd target the crew anyway.
an in-fighting ghost mafia sounds like a funny problem to have
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UrsulaMejor Wrote:
atomic1fire Wrote:I feel like wraiths would eventually fight each other because some would want to save the chaplain and stay wraith, but others would want to get back to whatever they were doing before they "died".

Essentially some would want the chaplain dead fo sho but some would enjoy being wraith so much that they'd try to stop the other wraiths, or hate the crew so much that they'd target the crew anyway.
an in-fighting ghost mafia sounds like a funny problem to have

Wraith #1, friend of the Chaplain, decides to take a haunt outside of the bar.

Wraith #2, the not-quite-so-friendly revenant finishing off a Bo'Jack and ants, turns around and hurls everything in the bar at Wraith #1, having decided that the Frighteners gimmick only benefits Chaplain Nichael A. Phlox.

v
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atomic1fire Wrote:I feel like wraiths would eventually fight each other because some would want to save the chaplain and stay wraith, but others would want to get back to whatever they were doing before they "died".

Essentially some would want the chaplain dead fo sho but some would enjoy being wraith so much that they'd try to stop the other wraiths, or hate the crew so much that they'd target the crew anyway.

the idea is that the chaplain is trapped in the eye of an endless hurricane of angry ghosts

it's a big stupid item like the artbox but unlike the artbox it doesn't just depopulate the station and then eat whoever is carrying it
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Hostage Implant
It's a chemical implant you can force someone to inject remotely.

Kinda like a microbomb, but filled with whatever death mix you can dream of, or just inject someone with space drugs after you threatened sarin.

A doctor could even use it to threaten death viruses.

Fill reagent into the implanter, then inject implant. Implant is one use only so make it good.
Someone could build an explosion mix and implant it, but they could also force captain to gain a space drugs addiction, you'd never know!
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atomic1fire Wrote:Hostage Implant
It's a chemical implant you can force someone to inject remotely.

Kinda like a microbomb, but filled with whatever death mix you can dream of, or just inject someone with space drugs after you threatened sarin.

A doctor could even use it to threaten death viruses.

Fill reagent into the implanter, then inject implant. Implant is one use only so make it good.
Someone could build an explosion mix and implant it, but they could also force captain to gain a space drugs addiction, you'd never know!
I like this idea. Doctors could use some more ways to traitor besides just emagging hyposprays and spiking the reserve tanks.
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