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Messages - Smiley

Pages: [1] 2
1
Requests For Features / Re: New unique items
« on: August 22, 2009, 12:49 »
The Ball

Damage: 2d4
Shots: 1, leaves the inventory upon use or when dropped from inventory and an * flies (into a random direction if dropped from the inventory) around the map ricocheting of enemies and walls. When it hits or passes right by the enemy or Doomguy, then there's a 15% chance it can be caught and used again either by the enemy or Doomguy. Does not damage the user...

From Where: Men In Black I

2
Requests For Features / Re: Trait Requests!
« on: August 12, 2009, 18:01 »
Aquaman

Traits Required: ?
Trait Levels: 3

You just like water, you swim in it, sleep in it and feel like a fish in it. Every time you are in the familiar liquid you move twice as fast and are more accurate. Just be careful and not step near lava or acid.

Basically, if the player is within one (L1), two (L2) or three (L3) tiles near lava or acid, he gets hit by normal Lava/Acid damage, if he steps on a tile occupied by lava or acid, the damage will double.

3
Requests For Features / Re: New unique items
« on: August 09, 2009, 00:01 »
Quote from: Generic
Err, I thought sniper rifle were supposed to be /accurate/?* :P
Maybe add +11 accuracy, +4 view range, and set movement speed to 10secs while zoomed, and change special reload to toggle zoom.** Then I'd like it.
Also change reload time to one second. Why should it take four seconds to load one bullet?*** ;)

* - Only when using the optical scope, at least that's what I think.
** - Hmmm, okay, but accuracy will +6.
*** - Two words... bolt action.

4
Requests For Features / Re: New unique items
« on: August 07, 2009, 16:48 »
Sniper Rifle - |

"Boom, head shot..."

Damage: 5d5, 5% Chance of Critical Hit (i.e. head shot) of 8d5 damage.
Accuracy: -1
Special (Reload): Optical Scope - Increases accuracy (+6), view range (+4), adds 20% to Critical Hit Chance and 10sec movement delay. Takes one turn to set up...
Ammo: 10mm, 1 round in clip.
Reload: 4 seconds

5
Requests For Features / Re: Trait Requests!
« on: August 07, 2009, 16:35 »
And how often would you be allowed to use this free shotgun?

Not very often, maybe couple of thousand turns between each use with each level shortening the time for a one hundred or more. And notably, when the player can use the trait he has a fifty or more turns before the ability automatically triggers and damages him too.

6
*While slipping into the depths attached to Grim's coffin, Smiley starts telepathically singing Never Gonna Give You Up by Rick Astley to Ilhar as long as he can...*

7
*Then a slowly recovering Smiley traps Grim in a pressure proof coffin with weights and a air & food replicator and then throws it into the ocean right above the middle of the Mariana Trench.*

8
*Smiley painfully crawls away while leaving a ticking timebomb permanently attached until detonation to Gargulec's leg*

9
*Reality Restarts*
*Smiley releases a tamed Shai-Hulud to eat Generic*

10
Requests For Features / Re: Trait Requests!
« on: July 29, 2009, 23:21 »
Chili Dragon

Req: SoB 3 & Badass 3?

You just love your spicy food and over the years you have developed a nasty explosive belch your UAC colleagues consider as a risk. From time to time you need to relieve the pressure growing in your throat or you will quite possibly explode... literarily.

Effect: Produces a cone of explosive force from the player for a range of three at L1, five at L2 and seven at L3 with the damage of 6d6.

11
Angel of Misfortune

Difficulty: Nightmare
Rank: Blade?

Congratulations, you are the most unlucky marine alive... for now. Everything you use can malfunction; your weapons will jam, doors will not open, barrels will leak acid all over the place, the precious medkit you want to use turns out to be a dud and pulled levers result you being doused in unsavory substances or spawning the lord of all demons to chase your screaming ass through nine layers of hell into it's personal sanctum for the final unfair confrontation.

Scared yet?

12
Requests For Features / Re: New unique items
« on: July 10, 2009, 18:05 »
I see what you did there, Blade. And I love it!

Err... what did I do?

---

Randomization Generator - ?

Shots: 10 shots of madness that replace everything on screen, until next game, with something else. Each shot also imposes random effects on the player and may spawn invisible teleporters that transport the play to a random place on the map or a level. The only not random thing is that it has a 0.1% chance to kill everything in the level and there's a 50% chance that will also include the player...
Ammo: Nothing compatible...
Reload time: Random each time...
Description: A pulsing... 'thing' that constantly changes shapes and makes your head hurt...

13
Requests For Features / Re: New unique items
« on: June 22, 2009, 14:41 »
Gore Cannon - |

Damage: 6d6
Shots: 4, shoots * at enemies and explodes on impact with a radius of 5 covering that area in blood and such whiled doing 2d4 damage and knocking the enemy back by two.
Ammo: Body Parts (can gotten from enemy corpses) and body bags which are &.
Reload: As long as the chaingun's and creates a gore/blood pile for a radius of 2

14
Requests For Features / Re: New unique items
« on: June 22, 2009, 08:28 »
Quietus - /

Damage: Melee - 8d6, Special - 8d8 Applies for each shot, 6d6
Accuracy: Melee - 0+, Special - 1+
Shots: 1, shoots out three * that home in on the nearest enemy, each choosing an single one.
Ammo: Special - 1, bites of 5% of HP.
Reload time: Special - 0, bites of 5% of HP.
Description: A ancient medieval longsword with a green fiery aura.

Wraithverge -

Damage: 12d9
Accuracy: 3+
Shots: 1 - Shoots out a single * (Color is white...) that homes in on the closest enemy with the highest amount of HP and then bounces off (1 turn) to chose another enemy no matter if the enemy it hit is dead or not, but cannot hit the enemy twice and if there is no enemy within the radius of 5 or it misses, then it dissipates.
Ammo: 1 - Health, bites of 10% of HP.
Reload Time: 0, bites of 10% of HP.
Description: A large, ornate crucifix with a large glowing ruby on the end.


Bloodscourge - |

Damage: 24d8
Accuracy: 1-
Shots: 1 - Shoots out three * that home in on an enemy, each choosing a single one. After it hit's it explodes with the force of 6d6 at an radius of 5 with knockback.
Ammo: 1 - Health, bites of 25% of HP
Reload Time: 0, bites of 25% of HP.
Description: A long, gnarled wooden staff with a large swirling red orb set into the skull-shaped headpiece.

These are weapons of the Fighter, Cleric and Mage from HeXen: Beyond Heretic

15
And their attack is singing?

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