Traitor Items

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ThatSlyFox
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Traitor Items

Post by ThatSlyFox » #29533

So currently the selection a traitor has is limited and only offers one or two real choices. You can be emag McGee and cause chaos or you can go loud with a esword and a ebow. Anything else is asking for failure, tears, and lack of crystal on useful stuff. So let's all come up with improved or other traitors items. RIP Parapen

My shit Ideas:
A crayon that lets you make your items mimic others in appearance and desc(Emag looking like a regular id, ebow looks like a toy one, etc). Turns to ashes when done.
Demotix cartridges being able to poison, stun or just straight bomb the person as usual.
Explosive implants that you can inject in yourself or others to encourage them to listen to you. More implants in general really.
A gun that can load shotgun bullets(Shotgun bullets can do many things such as set people on fire or bullets filled with mutagen) or just different types of bolts for the ebow.
A headset key that lets you hear all comms.
Make those now useless sleepy pens refillable.
Stun gloves. :|
A item that lets you booby trap almost anything (a id, gloves, computer console).
Emags not having any limit on what they can fuck up (Emag a camera to turn it off for a minute, emag a person's head to deactive their headset, emagged vending machine makes it come alive(Maybe too OP), or just emagging the gun to make it malfunction and give a short beepsky smash like stun.)
Last edited by ThatSlyFox on Mon Sep 29, 2014 7:46 am, edited 1 time in total.
Kuraudo
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Re: Traitor Items

Post by Kuraudo » #29535

A suicide vest would be nice. With a mechanism that works so you can activate it only if you put it on yourself, to prevent gibbing other people since that's something the codebus don't want.
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Re: Traitor Items

Post by ThatSlyFox » #29536

Also a quick and mindless thought, make it so you can change the color of your esword at will rather than hope you get one that isn't blue.
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Re: Traitor Items

Post by peoplearestrange » #29542

Kuraudo wrote:A suicide vest would be nice. With a mechanism that works so you can activate it only if you put it on yourself, to prevent gibbing other people since that's something the codebus don't want.
Seriously what is it with you and suicide bombing??? I mean it seems like you've got a pretty unhealthy obsession with the idea (4 related incidents plus a ban?).
Whatever
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cedarbridge
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Re: Traitor Items

Post by cedarbridge » #29543

ThatSlyFox wrote:Also a quick and mindless thought, make it so you can change the color of your esword at will rather than hope you get one that isn't blue.
Real men activate rainbow mode.
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Re: Traitor Items

Post by Remie Richards » #29581

ThatSlyFox wrote: A item that lets you booby trap almost anything (a id, gloves, computer console).
The code... it's crying already...
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Re: Traitor Items

Post by ThatSlyFox » #29586

Remie Richards wrote:
ThatSlyFox wrote: A item that lets you booby trap almost anything (a id, gloves, computer console).
The code... it's crying already...
I guess I can see how that would be hard to add. A man can dream though. :(
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Fragnostic
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Re: Traitor Items

Post by Fragnostic » #30026

Bluespace Box:
Resembles the standard internals box found in a backpack, but can fit any item that can be held.
Will take the appearance of whatever items the box is used on(ie an oxygen tank, cigarette butt). 10 TC
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deathhoof

Re: Traitor Items

Post by deathhoof » #31845

"RCD" - Random Construction Device:
-Looks just like an rcd
-Takes matter cartridges as ammo
-Cannot deconstruct
-builds a random object instantly (compared to regular rcd which lets you choose but builds very slowly)
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Re: Traitor Items

Post by cedarbridge » #31856

deathhoof wrote:"RCD" - Random Construction Device:
-Looks just like an rcd
-Takes matter cartridges as ammo
-Cannot deconstruct
-builds a random object instantly (compared to regular rcd which lets you choose but builds very slowly)
Wrong thread. http://tgstation13.org/phpBB/viewtopic.php?f=9&t=32
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Mastigos
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Re: Traitor Items

Post by Mastigos » #32004

I'd like to see specialized traitor items for certain jobs. Stuff like max potency kudzu seeds for botanists or special roburgers for chef that turn the victim into an emagged borg, or a kit to make a MULE fully controllable when you ride it for Cargo Techs/QMs. Just spitballing on that front, there would need to be a dedicated discussion thread for that sort of thing to make sure it would be interesting without being awful for everyone else involved.

I'd also like to see it be possible to get some of the admin-spawn items as possible TC items, would be 10/10 hilarious to watch a team of Nuke Ops with singularity hammers. There's a lot of potential to really branch traitor out and make it more interesting by giving job-specific items, and increase the amount of items that can be gotten in general.
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Re: Traitor Items

Post by Psyentific » #32028

Mastigos wrote:Job-specific traitor items
Y'know, that idea's been around for years now.
I haven't logged into SS13 in at least a year.
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Reimoo
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Re: Traitor Items

Post by Reimoo » #32049

A cloaking device would be cool. Something that turns you barely visible while you're moving and completely invisible while idle. Performing actions (shooting, attacking, using items on a mob, etc) should break stealth completely, however. It should also turn mob collision on regardless of intent and stealth should also break when you bump into someone.
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Re: Traitor Items

Post by ThatSlyFox » #32051

A tracker that you can put in to someone via pen so that you can track where they are at all times. This would allow you to not have to stalk your target and maybe set traps for them for places they go to frequently.
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Re: Traitor Items

Post by callanrockslol » #32056

Psyentific wrote:
Mastigos wrote:Job-specific traitor items
Y'know, that idea's been around for years now.
It keeps getting shut down for making the traitors too obvious, although giving them to everyone would work too
ThatSlyFox wrote:A tracker that you can put in to someone via pen so that you can track where they are at all times. This would allow you to not have to stalk your target and maybe set traps for them for places they go to frequently.
You can get the implants from sec and they already do this fairly poorly, so you might want to to be more like the disk when you're tracking them.
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Re: Traitor Items

Post by Psyentific » #32060

callanrockslol wrote:
Psyentific wrote:
Mastigos wrote:Job-specific traitor items
Y'know, that idea's been around for years now.
It keeps getting shut down for making the traitors too obvious, although giving them to everyone would work too
If that was a valid arguement, we wouldn't have The Three E's.
>giving them to everyone
No! Then what's the point of job specific traitor items? If you're just going to give EVERYONE a pack of max-potency deathnettles and max-potency kudzu then there's nothing unique or flavorful about Botany traitors. Flavor is good!
I haven't logged into SS13 in at least a year.
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Re: Traitor Items

Post by Saegrimr » #32069

Psyentific wrote:No! Then what's the point of job specific traitor items? If you're just going to give EVERYONE a pack of max-potency deathnettles and max-potency kudzu then there's nothing unique or flavorful about Botany traitors. Flavor is good!
Because its part of their job and they should do their job to get their job-specific tator items.
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JDemms
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Re: Traitor Items

Post by JDemms » #32890

Maybe a door bar?

Currently we have the emag, which jams doors open permanently, making it super conspicuous if someone stares at it for more than a few seconds. Instead, I was thinking of buying something that you can wedge into an already open airlock to hold it open, like a bar or something. That way anyone who walks by knows its obvious someone is holding the doors open, but if youre able to run in, toolbox your target or whatever, and run back out, you can take it with you and leave noone the wiser.
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Re: Traitor Items

Post by Fragnostic » #32895

Maybe a new item should be 100u of plasma. I see it needed all of the time.

Scientist could get something like, an extra TTV or a mysterious, useless item that has a combat tech level of 8.
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Re: Traitor Items

Post by Screemonster » #33031

[youtube]XY5KTVA_2ys[/youtube]

This.

Right down to glitching the fuck out and blowing your cover after 3-4 lines of dialogue/emotes.
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Re: Traitor Items

Post by ThatSlyFox » #33037

What a fucking twist that was.

Back on topic though, yea that would be cool to have. Even if it is just like a voice changer.
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Re: Traitor Items

Post by srifenbyxp » #35626

Syndicate agents (or at least operatives) should have the ability or item attachment to do a quick reload instantly or at lease auto reloads in 3 ticks. That means not dropping your energy shield or stowing away your item that you have in your left hand. Just click the balistic ammo with your gun and: "<Name> [started to] quickly reload his <weapon>!"
To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
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Re: Traitor Items

Post by Reimoo » #35631

srifenbyxp wrote:Syndicate agents (or at least operatives) should have the ability or item attachment to do a quick reload instantly or at lease auto reloads in 3 ticks. That means not dropping your energy shield or stowing away your item that you have in your left hand. Just click the balistic ammo with your gun and: "<Name> [started to] quickly reload his <weapon>!"
This sounds great.

Operatives need more 2tacticool4u stuff.
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Re: Traitor Items

Post by Kot » #35649

ThatSlyFox wrote: A gun that can load shotgun bullets(Shotgun bullets can do many things such as set people on fire or bullets filled with mutagen) or just different types of bolts for the ebow.
Pocketable one shoot, 12 gauge, FP-45 Liberator style pistol.
Jawsome.
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Re: Traitor Items

Post by cedarbridge » #35774

ThatSlyFox wrote: Shotgun bullets
Do you think if I focused my hate hard enough you'd explode?
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Re: Traitor Items

Post by ThatSlyFox » #35798

Shells. Shotgun Shells. Shotgun bullets!
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Re: Traitor Items

Post by Kot » #35916

Sly is actually right because it's lead balls or whathever that do shit to people, not shells.
Disregard that i just noticed he wanted to load shotgun bullets into guns.
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Re: Traitor Items

Post by srifenbyxp » #36266

This is what we need, /tg/ style toolbox

Green ToolBox
It looks like a regular tool box until the player is next to the holder. Anyone that examines the holder must stay near the tool box within a certain radius or will lose health constantly. The wielder must (grab agg. + click) on the toolbox to feed it every 5 minutes or so to prevent from being gibbed by the tool box. The only way to dispel the curse is holy water, anyone who examines the cursed toolbox is doomed to forever be close to it, if there is no wielder everyone who is cursed will lose HP really fucking quick. I guess saying a trigger word/phrases like "<name> has green toolbox" will invoke the wrath of the toolbox and lose 50% hp.

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To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
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Re: Traitor Items

Post by Mxykikker » #36379

That is literally copy paste goons artistic toolbox and that got removed for being too shit.
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Re: Traitor Items

Post by srifenbyxp » #36488

But thats what makes it /tg/ worthy, what better way to ruin peoples round when you drag people down with you.
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Re: Traitor Items

Post by Cipher3 » #36665

It's like the physical GreenText multiplied exponentially in valids.
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Re: Traitor Items

Post by deathhoof » #59960

Pocket wormhole:
comes in a box with two parts:
A wormhole gate, and a wormhole beacon.
Simply place the wormhole beacon in a discreet place, then activate the wormhole to set up a connection. Then you can pass items through your wormhole gate to deposit them into wherever you placed your wormhole beacon. At the wormhole beacon, when there is a wormhole, someone can do two things:
1.) Put things in your wormhole to cause the gate to deposit those things into whatever container it is in, or shoot them at you if the container it is in is full. If you are holding the gate in your hands the things put through the other side will be thrown the direction you are facing. Thus it is possible to use the gate as a second shooting weapon if you get a buddy to help.
2.) With an analyser someone can find the signal of the gate. With a signaller they can ping your gate connection to cause the wormhole to close and to cause your gate to explode.
The point of this device is creative item storage, so its a stealth item, and as such it needs to have a way to be inconspicous. If security is going to search your bag, simply put select the gate within your backpack and choose self teleport. This will cause it to move itself to the beacon. Make sure to put all your suspicious shit through it before sending it away. All interactions with the wormhole should cause no noise. It is an advanced form of wormhole technology.

I think that this item fits the lore of the game. The syndies are creating technology that is branching in different directions than nanotrasem technology, so it makes sense that while nanotrasen is researching extra space via bluespace the syndies are reseaeching quieter ways to use wormholes for extra space.
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Re: Traitor Items

Post by Bombadil » #59964

Psyentific wrote:
callanrockslol wrote:
Psyentific wrote:
Mastigos wrote:Job-specific traitor items
Y'know, that idea's been around for years now.
It keeps getting shut down for making the traitors too obvious, although giving them to everyone would work too
If that was a valid arguement, we wouldn't have The Three E's.
>giving them to everyone
No! Then what's the point of job specific traitor items? If you're just going to give EVERYONE a pack of max-potency deathnettles and max-potency kudzu then there's nothing unique or flavorful about Botany traitors. Flavor is good!

Max potency Kudzu?

Does it make the Kudzu grow faster?
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Balut
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Re: Traitor Items

Post by Balut » #60021

Reimoo wrote:A cloaking device would be cool. Something that turns you barely visible while you're moving and completely invisible while idle. Performing actions (shooting, attacking, using items on a mob, etc) should break stealth completely, however. It should also turn mob collision on regardless of intent and stealth should also break when you bump into someone.
We had those. The counter was borg's vision, T-rays (ghettocounter), and thermals, which the detective and HOS used to get. They still almost always ended up causing invisible, unfightable purges of the station.

We also had suicide vests. I can't exactly remember why those were removed... I think it was because they made it stupid easy to bomb a wizard? Back when single-tank bombs were a thing, bombcap was higher, and the wizard didn't have most of the toys he has now.

Fucking sleepypens aren't fillable? Why.
Stun gloves would be a pretty legit traitor item, I think. Give them an upperleft toggle instead of stuns being only on harm intent or whatever, so they're not immediately meta-able. Also a good idea: weighted gloves that make your punches a little bit stronker and more likely to stun.

A tracker would be reeeally fucking nice.

A door bar's a neat idea. I'm worried about it being too sneaky though - emagged doors let other people know some shit's going down, which is exciting, and make the area vulnerable to looting and whatnot.

Also >wanting to make the emag stronger
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Re: Traitor Items

Post by Snakebutt » #60034

Pickpocketing gloves:
Remove the alert message when you remove/place items from/on someone, and vastly speeds up removal. Appear to be simple budget yellow/standard black gloves on inspection, and if possible they bring the removed item directly into your hands instead of the floor, making they are very good stealth tool for those theft objectives when someone is running around with the item, or stealing someone's PDA to get access to what you need. Probably 2-4 TC
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Re: Traitor Items

Post by Fragnostic » #60156

Syndicate Brand Super Glue:
A potent adhesive for all of your bonding needs. Works with wood, glass, metal, paper, plastic and has practical applications in art&crafts as well as carpentry and treachery.
WARNING:Any adhesive on unprotected skin may cause instant bonding with any other exposed material.

Uses:
One can apply glue to say an esword that is energised and pick it up for maximum murderbone and no pesky assistants can disarm it because it's bonded to you, a lot like a cursed weapon that has to be melted off.
A more stealthy use of this is to find a "loud" traitor item that is very visible like say an empty ebow and add glue to it, in the hopes that say, your target will pick it up and is stuck with it. Let the crew get their valids in.

Cost:4-6 TC?
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Re: Traitor Items

Post by Miauw » #60164

fyi refillable sleepypens were vetoed, and they're still a basically instant ggnore. (i would've removed parapens entirely because fuck them, but that got vetoed too.)
dead man's switches that go beyond gibself() are also always going to be vetoed, dont ask me why.
i dont really see the point of stun gloves, their stun time was piss so all you could do with them was really annoy security officers.
emags are already powerful as shit, buffing them is not going to happen.
the thing that lets you shoot shotgun shells is called a shotgun, and can be gotten on the station itself.
job-specific traitor items aren't going to happen, as somebody else said, every job already has a bunch of job-specific shit that they can do to fuck stuff up, and it doesn't even cost any telecrystals. there's even a section on the wiki for each job describing what they can do as a tator. restricting traitor items to specific jobs is pretty shit and doesn't add flavor, it's basically railroading in what's supposed to be a sandbox roleplaying game.

trackers sound cool too, you could probably do a pinpointer/injector combo to track people.
letting normal traitors order explosive implants is something to be considered.
pickpocketing gloves sounds cool.
and the bluespace box is something i should probably redo, I know paradise took my code back when I first made it but it was denied on tg because the code was shit.
door bar sounds cool too.

also, there are lots of things you can do with traitor if you try being creative instead of just murderboning every round, or getting your objective and releasing the singulo ten minutes into the round.
new traitor items don't really make traitor rounds that much better because it's up to the traitors to make the round fun for other people. it helps a bit, though.
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Phalanx300
Joined: Fri Aug 08, 2014 7:26 pm
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Re: Traitor Items

Post by Phalanx300 » #60168

Bomb cap remover. Single use item, maybe it should give a stationwide warning upon use. Cost: 10 TC.
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Saegrimr
Joined: Thu Jul 24, 2014 4:39 pm
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Re: Traitor Items

Post by Saegrimr » #60171

Only 10? I think you're underestimating what kind of ridiculous shit can happen, mostly the server shitting itself inside out.
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DemonFiren
Joined: Sat Dec 13, 2014 9:15 pm
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Re: Traitor Items

Post by DemonFiren » #60175

Make it a job-specific item (Science and Chemistry) and cost all 20. Or maybe 14 so there's enough space for an emag?

Also, stick it on that other thread.
Last edited by DemonFiren on Sun Jan 18, 2015 4:55 pm, edited 1 time in total.
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Miauw
Joined: Sat Apr 19, 2014 11:23 am
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Re: Traitor Items

Post by Miauw » #60176

what's wrong with just praying and having admins do this. at least that way there's an easy way to track down whoever caused it.
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Phalanx300
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Re: Traitor Items

Post by Phalanx300 » #60214

Saegrimr wrote:Only 10? I think you're underestimating what kind of ridiculous shit can happen, mostly the server shitting itself inside out.
Oh my bad I was still thinking in the old terms, 20 is what I meant!
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AnonymousNow
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Re: Traitor Items

Post by AnonymousNow » #60245

Bare-bones ideas.

Syndicate personal loyalty implant. Works like a regular loyalty implant; person who is implanted becomes loyal to the owner of the PDA that spawned it.

Blowpipe. Lower cost than the energy bow, same ammo, single-shot fire, fewer bolts.

Fuzzy Jaunter. Mid-cooldown short-distance teleporter. Tries to find a viable teleport point about a screen away in the direction you're facing - if it can't, goes for the least unviable. Can backfire sometimes.
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CocaneStyle
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Re: Traitor Items

Post by CocaneStyle » #60247

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Fiber Wire, when used on someone who is knocked down it instantly puts someone in an aggressive grab.
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Phalanx300
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Re: Traitor Items

Post by Phalanx300 » #60248

CocaneStyle wrote:Image

Fiber Wire, when used on someone who is knocked down it instantly puts someone in an aggressive grab.
Make it so headset cannot be used during this.
Snakebutt
Joined: Sat Jan 10, 2015 1:44 am

Re: Traitor Items

Post by Snakebutt » #60251

Phalanx300 wrote:
CocaneStyle wrote:Image

Fiber Wire, when used on someone who is knocked down it instantly puts someone in an aggressive grab.
Make it so headset cannot be used during this.
5-10% chance of killing someone during the strangulation to behead(debrain, whatever) the target.
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Fragnostic
Joined: Mon May 19, 2014 2:11 am
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Re: Traitor Items

Post by Fragnostic » #60265

Plasteel Knuckles:
Fits in your glove slot, but provides no protection against shock or shards.
Increases your punch damage by 2 brute and maybe a higher knockout chance.
Cost:2-3 TC
Good weapon for the bare-handed security wreckers(Yig)
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Luke Cox
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Re: Traitor Items

Post by Luke Cox » #60279

CocaneStyle wrote:Image

Fiber Wire, when used on someone who is knocked down it instantly puts someone in an aggressive grab.
I want this so bad
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Balut
Joined: Wed Apr 23, 2014 2:22 am
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Re: Traitor Items

Post by Balut » #60292

Mmmmoostly related, I don't suppose I could suggest getting an executive suit, clown mask, and nitrile gloves added to the Guns Syndie bundle huh.
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Re: Traitor Items

Post by Cipher3 » #60293

Luke Cox wrote:
CocaneStyle wrote:Image

Fiber Wire, when used on someone who is knocked down it instantly puts someone in an aggressive grab.
I want this so bad
It must be made immediately.
Fragnostic wrote:Plasteel Knuckles:
Fits in your glove slot, but provides no protection against shock or shards.
Increases your punch damage by 2 brute and maybe a higher knockout chance.
Cost:2-3 TC
Good weapon for the bare-handed security wreckers(Yig)
Underpowered. Security has armor too remember.
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