07-26-2014, 02:44 PM
I got a lot of positive feedback in the Official Traitor Items Discussion Thread as well as in-game about these ideas for unique Geneticist traitor items, so I thought I'd make an official idea thread for them in the hopes that they might get approved.
Mutator Pen
Mutator Pen
Item Name: Mutator Pen
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 when they do, they go off all at once.
-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.
Radiation GrenadesAppearance: 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 when they do, they go off all at once.
-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, long 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 just sticking around is itself 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 Telecrystals
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, like your Genetics Lab when the crew realizes that you're a Traitor Geneticist.
-Not a Geneticist and got them out of a Surplus Crate? Get caught on purpose and pin the blame on the Geneticists.
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, long 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 just sticking around is itself 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 Telecrystals
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, like your Genetics Lab when the crew realizes that you're a Traitor Geneticist.
-Not a Geneticist and got them out of a Surplus Crate? Get caught on purpose and pin the blame on the Geneticists.