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About skarrj
- Birthday 08/13/1998
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skarrj
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The race doesn't have to be implemented as is. There could be other draw backs (such as invisibility limited to walking) added or specific characteristics removed (such as the neurotoxin immunity.) However, that being said, I see a lot of potential for a race with adaptions based around stealth and hunting, even with many of their other things stripped away.
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I made a post related to this suggestion about the implementation of a Food Cart, so the chef could personally deliver meals to people or departments in exchange for space-cash. (viewtopic.php?f=12&t=2120)
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After reading Midaychi's suggestion for catering pack (http://80.244.78.90/phpBB3/viewtopic.php?f=12&t=2082), I came up with a related idea to give the chef more social-interaction, and purpose. Basically the chef would have a food cart he could stock up with food, then wheel around to different work areas and people could come up to him to receive meals. It would be nice if the meals costed money as well, because god knows Space Cash could actually use some purposes. Maybe a swipe of a card dispenses a meal, while transferring the cash to the Chef's account via his card, which is inserted into the cart. Though this is just a rough concept, and while a nice thought I have no idea the difficulties it would be to implement.
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My star wars knowledge is VERY limited, but I think he means having the ability to quickly generate elite-ish soldiers from the same genetic template, all complete with standard weaponry. Sort of like an at home ERT, except where the dead players are recycled into drone soldiers spawned from some sort of cloner. I could see this being useful in some instances, like with Blobs or what not. It would be a back-up if ERT isn't a possibility or effective for the given situation.
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I like the idea of having slow, but strong zombies. In my personal opinion I think it should be treated like Xenos, where upon becoming the zombie you have an option of picking what kind of zombie you are; with each form yielding mixed benefits. That OR upon consuming X-Amount of people you get to pick what kind of Zombie you evolve into. Runner - Very fast zombies with normal bodily durability, allowing them to quickly infect people. Tanks - Very slow zombies with Hulk-Like strength, enabling the ability to smash through non-reinforced walls, along with a natural riot shield-like durability, much like Kidans. Regens - Normal speed zombies who have the ability to regenerate through virtually all damage VERY quickly, with the only possible method of destruction being to quickly damage their bodies to a massive extent before cremating them or otherwise neutralizing their threat potential (i.e. spacing, welding in lockers, etc). King - Then maybe once you absorb even more people you gain the abilities of another form, or all of the forms in one. This could function like the Alien Queen, where there's only 1 of this type of Zombie at any given time. Maybe this Zombie is capable of sentience and can communicate to an extent. Maybe the Zombie king has the downside of being quickly burned by light, and when kept in continued exposure eventually burns up faster than his regeneration can save him. *shrug* Idk, just suggestions. I figured different zombie types could be interesting.
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Its shadow cloak, it only works in existing darkness. If an area of darkness is small, it can't be used as effectively. If an area of darkness is large then it is expected people will be using lighting devices. Also, the entire point of the race is that they specialize in stealth and the hunt. Its not like people of the race are just going to sit out in maintenance tunnels and just wait for an antag to possibly show up so they can get in a surprise attack. If an antag realizes there is the potential for a Hunter to be pursuing them, it shouldn't be at all difficult to take counter measures. Also, just because something disadvantages an antag shouldn't mean anything. I've personally been able to stop several antags and save myself from some tight spots using the Grey's telepathy. And I saw a Vox recently kill a wizard by using it leap ability recently. Both of these races already force Antags to be more cautious. And this isn't just to counterbalance aliens. Sure, a properly equipped Hunter could do wonders against a Xeno or tip the scale. But even with their racial abilities I don't see a Hunter being able to go toe-to-toe with an Alien alone. They just aren't on the same level of power.
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I wouldn't say its any more OP than the Vox's ability to leap and tackle a target down. The only strong benefits they have are their heat vision (which is double edged) and their invisibility, which is essentially neutralized by just having a flashlight on your person, or a headlamp (not to mention it only works in the dark). Even the PDA's light would offer a mild counter. The main reason I thought darkness based invisibility would be best for during a Xeno round, since Xeno also thrive in the darkness and it would make them more suited towards fighting them. So given that, I'd say they aren't exceedingly OP, at least not to the extent that they could be. Not to mention, they give more dimension to the Xeno round type and to the back-story of things in general. Also its not like everybody would be running around with one of these bad boys. I'd presume, if added, they'd probably have some ridiculously obscene karma cost. I could see anywhere from 60 to 75 being reasonable.
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When I look at the Gateway, I feed it exceedingly odd that it is only capable of teleporting to the Clown planet. I feel like it should have the capability to travel to other planets, as well as maybe even to some extra-dimensional locations. One idea I had that would especially seem fitting was a magic dimension, where you can go and find magical items, such as potion ingredients (which are being implemented). Maybe the dimension could house magical weapons, technologies or just over-all cool and neat things.
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Illarians Illarians, (ˈilärˈēˈinˈs; singular, Illarian) known informally as simply Hunters, are an extraterrestrial species characterized by their hunting of other dangerous species for sport and honor. Originally Illarians even used to hunt humans, out of favor for their ingenuity. Illarians are a sentient, humanoid race that breathe an atmosphere similar to that of Earth's. The Illarians stalk and kill their prey using a combination of highly evolved traits, such as active camouflage and heat vision, combined with traditional weapons. Although they favor their ancestral methods, Illarians posses some of the most advanced technology in the entire galaxy, and particular skills in Genetic Engineering. Using their technology, they created the first Xenos as the ultimate prey to test their hunting skills. As of late, the Syndicate have begun to use the Xenos biogenic weapons, intended to kill entire populations. Mechanics + Illarians can speak a unique language, consisting of clicks, roars, snarls and growls, that can be understood by Xenos and used to communicate with them. + All Illarians have claws, and will scratch with them instead of punching when unarmed, dealing extra damage. + Illarians posess a natural heat vision, allowing them to see people, monkeys and other creatures though walls. + Illarians have natural armor, roughly equivalent to a riot shield. + Immune to Xenos' and Changlings' neurotoxin. + Illarians fade into the shadows and are automatically rendered invisible in the slightest of shadows. Can be toggled on/off. ~ Illarians are less vulnerable to harm from cold, but more vulnerable to harm from heat. ~ They can consume Diona Nymphs, alive or dead. ~ Due to their natural armor, attempts to grab and shake an Illarian awake can fail. - Breathe only Nitrogen. (Given a Nitrogen tank at round start to accompany this) - Their heat vision makes them disadvantaged when welding/walking by portable flashes, or in an EMP area unless propper protection is taken (i.e. Sunglasses or Welding Masks). - Illarians cannot use human gloves due to their claws. - Weak to Toxin Damage. (take about 30% more toxin damage) - Extremely vulnerable to Ethanol and alcahol. 15 units is lethal. Culture Although they have highly ordered and logical minds otherwise perfect for mathematics and statistics, Illarians are instead obsessed with hunting. Although seemingly for sport, their motivations for hunting are primarily based around their ancestral systems of honor, which highly emphasized hunting prowess. Illarians pride themselves as being atop the universal food chain. Because of this, they excel in the Security field and are often contracted explicitly by Nanotransen for their evolutionarily honed skills. However, some Illarians choose to pride themselves in only tracking worthy adversary, such as Xenos. Illarians were originally known to deliberately breed Xenomorphs in order to hunt them, as a means of testing and evolving their skills. Illarians, although mysterious and seemingly emotionless, appreciate the concept of humor and will sometimes go to lengths to intimidate or scare their prey for personal amusement.
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I'd really like to see the a mute disability in the disability menu on creation. Additionally, to accompany this I'd like to see the implementation of an Ultravoice (aka an Electronic Voice Box). An Ultravoice is just a small object you hold in hand, up against your throat, allowing you to produce highly synthesized speech that sounds very mechanical. It allows people who would otherwise be entirely mute the ability to speak. Additionally, I'd also like to see a sign language secondary language added so deaf and mute people could still communicate easily. It would also be a big bonus for the mime. There are plenty of other secondary languages added that aren't even used, so I feel like its a shame that sign language isn't added, especially since it has so many more applications than the other purely racial languages.
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I'd like to see the implementation of Sign Language, so that Mimes can actually communicate through a structured channel. It would help prevent mime-abuse. Not to mention it would also make having a deaf or mute character more enjoyable. It would also be cool if they could temporarily turn stuff invisible (and still be able to see it), even doors or maybe walls. I could see that being really cool. Imaginary Constructs. It would be cool if the Mime had special emotes that allowed it to use imaginary constructs, such as pretending to be cold to cool down themselves/a room, or pretending to be warm to warm up themselves/a room. Or maybe binding someone with invisible ropes. Also being able to actually eat imaginary food would be cool. An "Imaginary" Car that the Mime can only see when holding the keys for it on their person. An Imaginary friend similar to a pAI that they can communicate with via a "Think" verb.
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One thing that I've noticed is that a surprisingly large amount of people simply do not give out karma. No matter how many players there are, as long as its even, there's enough karma for every person to get karma. But instead, most people only get even a single karma point after dozens of rounds, meaning that most people don't distribute karma, period. Every round, I make a note to give Karma to someone, even if it is a random person, but a lot of people don't. I feel like GIVING karma should reward a player in some way, to give more incentive. Like you recieve a fraction of a karma point for every point you give out. If I give a karma point, I receive 1/3rd of a point for example, so after every 3 karma points I've rewarded I gain one myself. I also feel like there should be automatic channels to get Karma; like achievements. One method I'd suggest is after every some number of rounds, you automatically receive X amount of Karma. Like say after your 25th round you get 5 karma, then after your 50th you receive 15, and after your 100th you receive 30, then you gain like 2 karma after every 10 rounds following. Maybe on holidays like Christmas every player could receive 5 Karma.
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I had the idea for sub species, especially concerning humans. Most notably, a magical sub-race. The race I envision are known as Mages, who are the children of actual space wizards. The children of Space Wizards generally posses an inherent gift for magic so strong and innate that it's practically a mutation in and of itself. Magical energy can be compared to radiation, in that if the parents expose themselves to mystical forces, then their child will be born more in tune with magic than they normally would be. However, because they have not undergone the rituals of an actual Wizard, they lack the ability to perform magic without some sort of medium, generally a wand. A wizard-born who has not been inducted into the Space Wizard Federation is known as a Mage. Generally "Mages" are not inducted due to being abandoned by their carefree parents. Mages, because of their non-indoctrination, are regarded as having stolen their magic from "real" wizards, and because of this are considered traitors to the Space Wizard Federation. Additionally, because Wizards are considered the sworn enemies of Nanotrasen, Mages are incorrectly grouped into their ban on magic. Even though they are not wizards, most mages replicate all their means through magic and have no need for advances in technological fields, but they can be inspired by it. Runespeak (Language): Runespeak is the language of wizards (as well as other magical races, like the vampire) and those who can converse with them. An individual who can speak Runespeak is known as a Runelmouth. It is a very uncommon language among the non-magical, and is typically hereditary instead of being taught. Runespeak was developed by early wizards as a private channel of communicating and locating eachother while imprisoned for their misdeed. Runespeak is similar to the language of rats and mice, allowing them to communicate with Runemouths. Runespeak, to those who know of it, consider it to be a heinous and vile language of monsters of things of the night, as its hereditary nature is not widely known. Because of this, Mages are hesitant to speak the language at all, especially in the presence of the non-magical or even those who already know of their identity. Mages themselves regard it as an ability of great shame to speak the language, and most shame others who choose to. When especially riled up, Mages may curse at others in the language. Culture: Unlike Space Wizards, Mages are known for being considerably more relaxed without having as much of an emphasis on "trolling" as their predecessors. And generally, unlike Wizards, posses the same moral code most other sentient beings have and thus adhere to using their powers for the betterment of mankind rather than for violent pranks or objectives. A Mage who has had their wand taken or never received one is known as Wandless, and are essentially the magical world's homeless. Mages are seen, mostly by themselves, as a more modern version of Wizards, by giving magic modern twists and otherwise appearing to be normal people, as they don't require the traditional garbs necessary for wizards to focus their otherwise violent and untamed magic. Relationships: Space Wizards look down on Mages and consider them weak, and overly serious. They also consider Mages cocky and arrogant, as Mages attempt to distinguish themselves from Wizards, who are essentially their cousins, and act completely normal as if regular humans. To the general public, Mages are considered to be Wizards who've only managed to hide themselves better among normal people. However, not everyone has this mindset, with some being accepting of Mages and others being bitterly against them. Laws: (Major) Sorcery: To use, or threaten to use witchcraft or wizardry against another crew member, even in self defense; or to use witchcraft or wizardry for presumed malevolent purposes. (Minor) Sorcery: To use witchcraft or wizardry in a positive or neutral way. (Minor) Magical Contraband: To posses magical objects or artifacts, especially wands. Although possession is no clear indication of one's affinity, they are at least subjective that the suspect is a Witch, Wizard of Mage. Wands are to be confiscated immediately. Spells Mage spells function vastly differently from Wizard Spells. While Wizards are reliant on an entirely magical attire to perform magic, Mage Spells only require a wand-in-hand and a spoken incantation. Again, unlike wizards, Mages must manually type out their spells, at which point they can cast them by left clicking the object of target if the spell requires a target. While Wizard spells are all but combat-intended, Mages have a superior repertoire of spells available, intended for more mundane tasks, especially those concerning helping others or themselves. Because Mages do not have the trollish nature of their parents, they are generally more concerned with using their magic to perform every day tasks to the affects of gracefulness or ease, and because of that their spells will almost always be beneficial. Mages have no spells that cause direct damage themselves. Additionally, Mages are disadvantaged by being forced to remember their spells. Spellbooks can be ordered at the library, containing lists of spell incantations (each book has about 5 spells each) to serve as reference books for Mages. However, Spellbooks, much like wands themselves, are considered contraband. Lighting Charm: Causes the caster's wand, or what ever else is enchanted, to shine bright like a flashlight for a minute or two. Causes burn damage to nearby vampires. Smokescreen Spell: Used to produce a defensive cloud of dark smoke. Babbling Curse: This spell forces a person to babble whenever they speak. Bubble-Mouth Charm: Produces a large bubble of air around the head of the user; it is used as the supernatural equivalent to a breathing set. Hair-Loss Curse: Causes the victim's hair to fall out. Color Change Charm: This charm changes the color of various objects, such as clothing or crayons. Disillusionment Charm: Causes the target to blend seamlessly in with its surroundings, like a chameleon, as long as they don't move. Healing Spell: Used to heal relatively minor injuries, such as broken bones and cartilage. Vanishing Charm: Vanishes a target into non-being for about thirty seconds before returning them back to their previous location. Can be used on persons and objects. Knockback Jinx: Knocks the victim backward, similarly to if they'd been thrown. Disarming Charm: Disarms the target. Extinguishing Spell: Puts out fires. Bandaging Spell: Creates a bandage and a splint. Gemini Curse: Creates an identical copy of an object. Hair-thickening Charm: Causes the victim's hair to thicken, or otherwise reverse the effects of the Hair-Loss Curse. Binding Spell: Conjures binds on a stunned/tripped individual. Fire-Making Spell: Conjures a flame in one of the caster's hands that can be used as either a lighter or welding tool. Jelly-Legs Curse: Causes the victim's legs to momentarily collapse. Jelly-Fingers Curse: Causes the target's fingers to become almost jelly-like to make it uneasy for the victim to grasp objects. Muffling Charm: This spell fills peoples' ears with an unidentifiable buzzing to keep them from hearing nearby conversations. Obscuring Spell: Causes a blindfold to appear over the victim's eyes, obstructing their view of their surroundings. Shield Charm: Generates a shield before the user to protect them. Quietening Charm: Reduces someone's ability to speak to a whisper. Refilling Charm: Refills whatever the caster points at with the drink originally in the container. Revulsion Jinx: A spell used to make the subject release what ever it is holding or grabbing. Mending Charm: Repairs a broken wall or window, as long as the original components are still present. This charm can also repair broken lightbulbs. This charm can also be used to repair broken/killed cyborgs, drones, robots (medbots, cleanbots, etc) and Machine people. Emagged cyborgs and robots are restored to normal. Tickling Charm: Causes an extreme tickling sensation that in some causes can cause a target to drop to the floor laughing. Silencing Charm: Makes something silent, such as a radio, PDA or even a person. Cleaning Charm: Cleans up blood and other similar messes. Amplifying Charm: Magnifies the spell caster's voice. Stunning Spell: Stuns victim. Taboo: A jinx which may be placed upon a word or a name, so that whenever that word is spoken, a magical disturbance is created which alerts the caster of the Taboo to the location of the speaker. Tripping Jinx: Causes a victim to trip. Extension Charm: Causes a container's capacity to be increased, without changing the object's appearance on the outside. Wind Jinx: A strong blast of wind is shot from the end of the wand, used to push objects out of the way. Washing Charm: Instantly cleans clothing from all stains as if they have just been washed. Lock-Picking Spell: Slowly unlocks a locked door. Potions Potions are magically created brews that can be used to establish some affect. When brewing a potion, there is always the need to channel magic at some point. Potions are completed by a Mage hovering over them with a wand, essentially limiting their creation to the already magical. Antidote: A potion that reverses the effects of poisons. Babbling Beverage: A potion that causes uncontrollable speaking of nonsense. Brain Elixir: Increases one's brain power, bestowing them the ability to transmit their thoughts to speak telepathically. Cool-Fire Potion: A potion that makes the taker able to move through fire or extreme heat uninjured. Blood-Replenishing Potion: A potion that replenishes the taker's blood if they have been injured and lost blood. Bruise Removal Paste: A paste which removes bruises instantly. Bulgeye Potion: Makes the taker's eyes swell so that they are unable to wear glasses. Confusing Concoction: A potion which induces similar affects to Space Drugs. Cough Potion: A potion that soothes and reduces coughs. Living Dead Potion: A potion that places the taker in a state of sleep that makes them seem like they are dead. Drink of Despair: A potion that puts the taker into extreme pain. Elixir of Life: An elixir which revives the drinker from death and makes it considerably harder for them to be killed. Exploding Potion: A very volatile potion, and when completed, can be used to create explosions. Essence of Insanity: A potion which induces similar affects to Mindbreaker toxin. Everlasting Elixir: An elixir which can be mixed with another potion to make it never run out. Fire Protection Potion: A potion that protects the taker from being burnt. Choking Brew: A foul brew that induces choking and can suffocates the taker. Patience Potion: A potion that gives the taker extra endurance. Herbicide Potion: A potion that either kills plants and is fatal to Diona. Jawbind Brew: A potion that prevents the taker from speaking. Essence of Laughter: A potion that makes the taker laugh uncontrollably. Magi Mixture: A potion that gives the taker magical powers. Farts Potion: Causes the drinker to develop flatulence. Magical Mess Remover: Cleans stains, such as blood. Oculus Potion: Restores the drinker's sight from blindness or near-sightedness. Transfiguration Potion: Transfigures the drinker into a replica of another person of their choice for a temporary amount of time. Regeneration Potion: Restores non-corporeal ghosts to their bodies, by recreating their form. Restoration Potion: Reverts spell effects. Rudimentary Regeneration Potion: Restores non-corporeal ghosts to their bodies, by recreating their form in a very rough manner, cursing them with reoccurring clone damage which returns even when healed. The only method of healing this damage indefinitely is through magical means, such as a Philosopher's stone or a true Regeneration Potion. Bone Grow Potion: Regrows missing bones. Strength Potion: Gives the drinker increased strength. Weakness Potion: Weakens the drinker. Burn-healing paste: A thick paste used to heal burns. Essence of Death: A powerful potion which causes instant death on contact with all but cyborgs and machine people. Items By tapping their wands against specific objects, they can transfigure them into special magical equivalents, such as a broom into a magic book! Wand: A wand is a magical instrument through which a wizard channels her or his magical powers to centralize the effects for more complex results. Most spells are done with the aid of wands, but spells can be cast without the use of wands. Wandless magic is, however, very difficult and requires much concentration and incredible skill; only truly true wizards are known to perform such magic. Magic with a wand is performed with an incantation. Wands are considered contraband. Crystal Vials: Vials are containers which usually hold liquids or gasses. Most potions and potion ingredients are bottled in vials. Voodoo Doll: A doll that can be pricked with and injured, causing pain to the recipient the doll is modeled after. They can be created from wax. Poisonous candle: A poisonous candle was a candle which gives off toxic fumes when burned. Everlasting candle: An everlasting candle was a candle enchanted to burn indefinitely. Refilling plate: A Refilling plate is a plate for food that has the ability to refill its food by itself. Ghost letter: A transparent letter, translucent to living beings, which can be written on by ghosts. Crystal Ball: A crystal ball is a glass orb that can be possessed by ghosts, allowing them to communicate beyond the grave for limited periods of time. True Sight Glasses: Shows people by their true name, regardless of any concealments or masks. Shows the invisible. Reveals anyone who is of magic (vampires, wizards, cultists, mages, etc.) via a HUD display in the corner of icons. Magic Mirror: Similar to pAI device, this mirror is capable of a variety of feats, such as mystically doorhacking at an accelerated speed, replacing mundane clothing with magical attire, and communicate with ghosts, allowing the wielder indirect communication. Magic Broom: An enchanted flying broom, very similar to other vehicles in technical functions. To use, one most only be of magical heritage, no keys required. Brooms are capable of space travel, and can change direction in space, much like a jetpack.
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Eye of Newet, Eyeball, Moonstone, Sunstone, Dragon Hair, Peppermint, Peacock Feather, Onion Juice, Frog Brain, Salt Water, Lavender, Mandrake Leaf, Mercury, Mint, Dragon Blood, Rat Tail, Bloodroot, Newt Spleen, Neem oil, Ash-Eater Egg, Dragon Horn, Balm, Bat Wing, Fairy Dust.