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Hondor23

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    hondor23

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  1. Ok, lemme give my thoughts- 1. The original werewolf is called the Alpha. The Alpha already knows they are a werewolf at the beginning of the round and are the only werewolf with objectives. They also are faster and stronger in werewolf form than other werewolves. They also voluntarily transform into werewolves, but if at -50 they will automatically transform. 2. It is considered a disease transferred via direct blood contact (biting or making contact with freshly shed werewolf blood) that causes genetic mutation, meaning the virologist and the geneticist become that much more important. Its symptoms include: Stage 1: Very minor twitching. Stage 2: Increased twitching, begin to grow claws. Stage 3: 25% chance of becoming a werewolf, otherwise dying of severe genetic damage. The cure is removing the werewolf gene, which will replace the 'nothing' gene. Earlier doesn't do anything and later will do nothing as well. If it is stage 3, the only cure would be to remove the brain. 3. If you get the werewolf disease, you do not know you're a werewolf until you become one. It's involuntary. It happens every 30 minutes, then 20, then 15, then 10. After that, it becomes permanent. You also transform if you get put into -50 health. When in werewolf form, (it's really an RP decision) all previous memories are erased. When you turn back, all werewolf memories are erased. 4. Do not feel pain. Their hide is thick, meaning sharp objects do highly reduced damage. Chainsaws are an exception. Fire does little to no damage, but the high temperature will. Immune to stamina damage, meaning lasers in any form to very little damage. Very low chance to get embedded with something, and bullets have a chance to just bounce off their hide. However, their eyes are unprotected and, because of their thick skull, are susceptible to concussions. 5. Holy water doesn't do anything. The chaplain is basically unnecessary besides for holy water. 6. Silver-related weapons have a 25% chance of causing genetic damage to werewolves. 7. When dead, can be gibbed for werewolf hide, which can be worn as a very protective cloak, providing resistance to sharp weapons, fire, and lasers. 8. Werewolf's Bane is created by 30% holy water, 30% Lexorin, and 40% Silver. Incapacitates werewolves and does genetic damage to them only in werewolf form, otherwise just deals toxic damage. 7. Can be enthralled by shadowlings and vampires, but are immune to glare and other stunning abilities by vampires and shadowlings when in full werewolf form.
  2. 1. Confetti is considered a chemical. A beaker with 100u of the stuff can be found in the Arts and Crafts and party equipment crate. 2. Party poppers are a small item that, when used in hand, will fire a barrage of confetti, similar to a gun. (use/click item in hand) Once used, they can be refilled with 10u of confetti, then clicking on the popper with 1 gift wrapper or 1 package wrapper. A box with 7 of them can be found in the arts and crafts crate and party equipment crate. They can be crafted with 2 gift wrapper, 1 paper, and 1 cable coil, then you need to load it with the confetti. Adding a matter bin will allow it to hold 15u, then increasing by 5u with each level of matter bin. 3. A party popper "revolver" can be made with 5 wood, 1 modular receiver, 2 sheets of metal, 1 matter bin, and 5 gift wrapper, using a welder and a screwdriver. With a basic matter bin it can hold and fire 3 party poppers, with the amount increasing by 1 with each level of matter bin. It can be deconstructed with a screwdriver. Using the revolver in hand will empty the party poppers. It can be holstered with the shoulder holster.
  3. Hondor23

    Vampires

    Thanks for your criticism! I suppose I've never really been in a TRUE POWERGAMING VAMP ROUND. In the majority of the vamp rounds I've been in, the vamp was really just a nuisance, at least from my perspective. After I made this post, I saw this video (by BoatBomber or some other youtuber) in which they and their thralls were the only ones to survive. I myself have never played as a vamp, so I admit I should've waited till I actually played as one before making this post. But I would like to see stakes added, it would definitely be cooler than just 'throw it into the incenerator XDDDDDDDDDDD.' for changelings and vamps alike.
  4. Hondor23

    Vampires

    Vampires aren't really as unique or threatening as other antags- We have changelings and shadowlings, but vamps are kinda just- eh. I have some ideas for what can be done with them. -When a vamp dies, they eventually come back to life after a minute, however, their skin tone will drop considerably. The blood within their body will be drained by 20%. If a stake has been forced into them, they will have to remove it before they die, as they cannot move while it is in them. They will still revive while the stake is in them. If they die and have no blood left in their system, they cannot revive, unless someone injects them with blood (for some reason). -While they are dead, someone can force a "stake"(metal rod, makeshift bolt, spear) into any limb. They can stake as many limbs as they want, but it will take about 30 seconds per stake and only one stake per limb. The vamp can remove them in 15 seconds. -A vampire with final form will simply tear out the stake in a single stroke. -Crossbows can do major damage to vamps; it can even stake them if the bolt hit hard enough. -Vamps normally feel very little pain, in final form they feel no pain.
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