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Showing content with the highest reputation on 06/26/2020 in all areas

  1. A horrific amalgamation of every Spark you can combine
    3 points
  2. Makes me cry every time
    2 points
  3. Currently as far as I know, the mentor help sound is the same as admin help sound, so what I would suggest is to change that to the sound that the player gets whenever they open a ticket in-game.
    1 point
  4. what in god's green earth have you made me create? Kei'Shen and Rissandra are cute and fluffy, right? Right.
    1 point
  5. There are currently a few jobs that are lacking any sort of job specific or useful job specific traitor items, which in my opinion are some of the must fun and interesting traitor items in the game. This is a list of items that I came up with that could be added to some of the jobs that lack items that are specific to their job. There are some items that are available for an entire department, but I feel like there are some important jobs that should at least get one item that is unique to them. Do note these are likely very unbalanced, and the TC cost is just a shot in the dark at a potential value. Chief Engineer, The Supermatter Sliver (10 TC): A tiny piece of super-matter contained within a magnetic field vial. This sliver is able to vaporize anything that comes in contact with it, but only has one use and takes ten seconds to free from the vial. It's also slightly radioactive, so it's recommended to have some form of protection or use it quickly. Can be used to disintegrate bodies (leaves a bone pile and all the person's belongings behind), delete doors, or dispose of incriminating evidence. Ages 3+. Do not swallow. Chief Medical Officer, Implantable Chemical Synthesizer (15 TC): The most convenient tool available for making any chem you may need. When implanted, this device gives an action button that brings up a list of several useful chemicals. Selecting one will let you dispense that chem into any container you're currently holding. Perfect for if you need to give yourself a quick heal, or your assassin target is suddenly in the medbay. The implant is detectable on body scanners and is destroyed when removed through surgery. If you're EMPed, the dispenser will inject YOU with several random chemicals from the list. Mechanic, Spacepod Combat Upgrade (15 TC): Scrap that civilian pod for something more robust. Replaces the pod's civilian armor with the much tougher military grade armor and installs a set of burst lasers on your pod. Now you can show the Sec pod pilot who's boss. Coroner, Cloning Prevention Kit (10 TC): Got someone that you don't want to be cloned? This kit contains all you need to keep someone from being properly identified. The kit contains a chemical injector that erases a person's DNA, turning them into a completely unknown person to medical scanners. If used on a living person, this will cause severe brute, toxin, and organ damage, likely killing them if they don't get medical attention. They'll essentially become unclonable, and any attempt to do so will give the error message that they have no readable DNA. Also, any sort of medical scanner will show them as having no DNA. You best hope medbay knows how to perform alternative revival operations. Cargo, Drop Pod Request Tablet (10 TC): This device allows you to order items to any location with a beacon. Before use, the tablet must be used on a cargo console. When you order something, the item will draw points from the station's account, and show up on the console as being a request for the requested item by an unknown person. Deconstructing the console will unlink the tablet. This is a good way to get those items that the QM won't approve, or get those crates you don't want your cargo techs to steal. Librarian, Book of Forbidden Knowledge (15 TC): (I know Librarians already have an item, but they could honestly use another given their lack of access or dangerous materials and tools) This book contains several secrets and practices that would normally get an individual marked as a cultist or wizard. When read, the book grants the user three random spells and abilities from the pool available to cultists. There won't be any explicitly dangerous spells like fireball or blood boil, but ones more aimed at stealth and evasion. Potential Wizard spells include Knock, Blink, Recall Item, Forcewall, and Magic Missile. Potential Cult Spells include Stun, Shackle, Hallucination, EMP, and Arming.
    1 point
  6. open for requests cuz I'm dried up of ideas at the mo
    1 point
  7. what about the red hot evil stare of a goat. Now im picturing that drasks evil eye twinkle, staring at the goat, who is also staring at it, just one big stare down of apocalyptic proportions
    1 point
  8. Every drask does, it's why they can only die from outside forces
    1 point
  9. D4N-6 Botanist, Chef, Shitposter, Parka Club member
    1 point
  10. About Antag Tokens: Antag tokens are given out by admins, at their discretion. Typically, they are only given out to antags who have their antag round ruined by an admin's mistake, such as if an admin accidentally crashes the server. You are never entitled to an antag token. If you want to know if you have any antag tokens, ahelp and ask. There is no other way for you to check if you have one. If you have an antag token, you can ahelp "''I would like to use my antag token to become an X''" (where X is "changeling", "traitor" or "vampire") at the start of the round, to become that type of antag. You cannot use antag tokens to become any other type of antag not listed above. You cannot use the same token more than once. Even if you die 20 seconds after using the token. You cannot use antag tokens if you are playing a job that is typically mindshielded, like Captain or Security. Admins may deny your request to use an antag token in any particular round. We typically do this when the round is expected to be short (stops you wasting your token on a short round) or the antags are already very numerous/strong (stops the round becoming too unbalanced). If we deny your request to use a token in a particular round, the token is NOT used up, and you can try again next round.
    1 point
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