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Author Topic: New unique items  (Read 367730 times)

IGTN

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Re: New unique items
« Reply #720 on: February 12, 2012, 21:07 »

Throwing a bunch of relics out here.

Trumpet of Jericho
Symbol: ?
Destroys all walls of the room you're in. On Maze levels it destroys all walls contiguous with a tile within 3 of you, out to a 21x21 square. On a Cavern level it destroys all walls within some radius of you. Cannot be used when tired, makes you tired.

Skullstaff
Symbol: ?
A staff with a skull on it. Using it tires you out, gibs all corpses you can see, and adds five to the Berserk counter for each corpse. Cannot be used when tired.

Massacre Staff
Symbol: ?
Tires you out and does 20 damage to everything on the level. Including you. Cannot be used when tired. Works like a "The Smell of a Massacre" lever except for the part where it affects you.

Decanter of Endless Water
Symbol: ?
Cannot be used when tired, tires you out, works like a "humid" lever in that every walkable tile of the level except open doors is turned to a water tile.

Wand of Digging
Symbol: ?
Turns the level walls brittle. Makes you tired, can't be used when tired.

Crystal Ball
Symbol: ?
Sets your energy to zero and makes you tired, can't be used when tired. Effectiveness depends on traits and how much you've used it before on this level.
First Use: Gain Intuition 1 until end of level (skip if you already have it)
Second Use: Gain benefits of a computer map (or one level of map with the map system I've seen proposed)
Third Use: Gain benefits of a tracking map
Each time it's used, reveals all enemies' present position and type at time of use (enemies move off as soon as you hit enter to get out of it after first and second use, after third you track them).
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Motorheadbanger

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Re: New unique items
« Reply #721 on: February 13, 2012, 03:04 »

Other than the first two, all of them are too overpowered.
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Uitë

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Re: New unique items
« Reply #722 on: February 13, 2012, 04:47 »

Portable medkit
Appearance: +
Multi use, heals you to 100%, until depleted. Holds 100 hit points.
Source: Duke Nukem 3D

And as an extension of that:

Armour pack
Appearance: +
Multi use, restores armour to 100%, until depleted. Holds 100 armour points.
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Uitë

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Re: New unique items
« Reply #723 on: February 13, 2012, 04:59 »

That got me thinking:

Armour repair kit
Appearance: ?
Dissassemble one armour to repair another. Destroys selected armour and gives 50% of its durability to the armour you're wearing. Tires you out, cannot be used when tired.
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Kashi

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Re: New unique items
« Reply #724 on: February 13, 2012, 06:04 »

Armour pack
Appearance: +
Multi use, restores armour to 100%, until depleted. Holds 100 armour points.

This + Medical Powerarmor + Ammochain/Vampyre = Virtual Immortality
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Sihoiba

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Re: New unique items
« Reply #725 on: February 13, 2012, 06:25 »

Sci-fi Handgun
This fast firing pistol fires bouncing bullets, the ultimate corner shooting weapon unless you hit yourself..
Damage: 3d2
Damage type: Bullet
Accuracy: +12
Fire time: 0.8 seconds
Reload time: 1.0 seconds
Ammunition: 10mm
Clip size: 30
Alt. fire: Fast shot - Fire Time reduced to 0.6, but bullets don't bounce
Alt. reload: Dual Reload
Bullets fired by the scifi hand gun rebound off walls up to 5 times or until they hit the player/monster/door. Bullets rebound as per classic reflection (so angle of incidents = angle of reflection), and travel up to 10 paces each second.
(Source: Timesplitters)

e.g.

Code: [Select]
Imp hit in turn fired:

      @         # 
        \       #I
         \      /
          \    /
           \  /
            \/
####################

Imp hit in turn after shot fire

      @         
        \      ######
         \      /\
          \    /  \
           \  /    \
            \/     #I#
####################
« Last Edit: February 13, 2012, 06:29 by Sihoiba »
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Ander Hammer

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Re: New unique items
« Reply #726 on: February 13, 2012, 22:00 »

???

Sci-fi Handgun should shoot plasma, or at least fire... the bullets are purple/green blasts of light.

Crystal Ball = Palantir?
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Sihoiba

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Re: New unique items
« Reply #727 on: February 14, 2012, 02:36 »

???

Sci-fi Handgun should shoot plasma, or at least fire... the bullets are purple/green blasts of light.

The Timesplitters 1 version fire bullets and was rapid fire, (and was generally better than the Timesplitters 2+ version that fired energy bolts in bursts of 3)
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raekuul

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Re: New unique items
« Reply #728 on: February 14, 2012, 07:14 »

This one probably belongs in the Horrible Ideas thread, but here it is.

Painball Gun
Damage: (5d4)x4
Damage Type: Plasma
Accuracy: +2
Fire Time: 1.0s/volley
Reload Time: 0.3s/cell (up to 6.0s)
Ammunition: Power Cell
Clip Size: 20
Alt Fire: Chainfire
Alt Reload: Overcharge for (5d8)x20
Special: Each successful hit lowers the recipient's accuracy by 2
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Kashi

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Re: New unique items
« Reply #729 on: February 14, 2012, 20:47 »

Painball Gun
I guess you mean "paintball". Still, it could also be a nice name. You have no idea how much those things hurt when you get fired at point blank.
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raekuul

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Re: New unique items
« Reply #730 on: February 15, 2012, 06:28 »

No, I'm pretty sure leaving off the t was deliberate.
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

Kashi

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Re: New unique items
« Reply #731 on: February 15, 2012, 09:34 »

No, I'm pretty sure leaving off the t was deliberate.
Well, that's great.

---

Core Drill

"What the hell did you think this is!?"

Stats:
Damage: 5d10 (5-50)
Accuracy: +4
Attack Time: 1.1 sec
Damage Type: Physical
Special Features: Destroys walls. It's a drill, after all.
Altfire: Giga Drill Breaker: A frontal attack with a somewhat long range. Same stats as normal.
Source: Tengen Toppa Gurren Lagann

---

Type-3 Zankantou

"This sword cleaves evil in half, because I'm Zeng-- Wait, I'm not"

Stats:
Damage: 8d8 (8-64)
Accuracy: +6
Attack Time: 1.0 sec
Damage Type: Piercing
Special Features: Cleaver's pseudo Blademaster effect. IT MAKES YOU SHOUT LIKE THE BADASS MAN YOU ARE! BECAUSE EVIL CAN'T STAND PEOPLE YELLING HOW THEY WILL CUT EVIL IN HALF!
Altfire: Zankantou - Ichimonji Giri: A HUGE-ASS cleave that targets ALL enemies in a line (Be it vertical or horizontal). 6d6 damage, with same accuraccy and type.
Source: Super Robot Wars Alpha
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snowstorm

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Re: New unique items
« Reply #732 on: February 26, 2012, 05:00 »

Mini guard globe - a small floating mechanical ball that circles around you and shoots very small bursts of plasma at nearby enemies. Perhaps it would be easier if it occupies the same tile as the player.
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IronBeer

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Re: New unique items
« Reply #733 on: February 26, 2012, 10:55 »

I don't see a thread for proposed assemblies, nor have I seen anything like this proposed, so I submit:

Clip-Fed Shotgun
Mods Required: 2x Bulk (I guess? Dunno what should be appropriate)
Eligible Weapons: Combat/Assault Shotgun
Damage: Unchanged
Clip Size: +2 (Only counts one Bulk Mod's effects)
Accuracy: Unchanged
Spread: Unchanged
Firetime: Unchanged
Reload: 1.5s (Reloads entire magazine!)
Other Effects: None, Combat Shotgun base still requires pumping

Shottyheads would go absolutely bananas for something like this, and this is the sort of assembly that any Shottyman would really dig. I'm not entirely sure what modset would be balanced for such a powerful change. Bulks seem to fit the proper design mantra, but I don't want the clipsize to go through the roof when the whole thing is reloaded at once.
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Uitë

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Re: New unique items
« Reply #734 on: February 26, 2012, 14:14 »

Right now, Agility mods are pretty much useless on shotguns, though it's not really thematically appropriate here. Functionally, I guess it's most similar to a tactical rocket launcher (and of course the old tactical shotgun with Shottyman), which is made with Bulk mods too. I could see it being used on the regular and double shotguns like that. Also, how would you have it interplay with the Shottyman trait?
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