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reenenlaurie edited this page Feb 27, 2012 · 13 revisions

This is a tentative list of parts for players. This list will be expanded and reworked as the mechanics are developed.

Arms

Smashtech Hammer Arm

Base attributes

  • Damage: 30 (kinetic/blunt)
  • Range: 1-1
  • Precision: 3
  • Power source: electronic

Abilities

  • Smash: 5 energy, smash a target into the ground, pinning them for 4 turns.
  • Bash: 10 energy, knock back targets 3 tiles.
  • Ground Pound: 15 energy, hit all in a radius of 1 for kinetic/concussive damage.

Upgrades

  1. High-speed Actuation: +1 precision
  2. Overblow Weight Magnifier: +5 damage
  3. Lightweight Materials: Reduces ability energy costs by 20%
  4. Explosive Impact: +5 damage (kinetic/concussive), +5 damage (heat/fire)
  5. Impact Recycler: Recover 1 energy on hit
  6. Counterweighted Fist : +1 precision
  7. Deflective Coating: Projectiles that target this part have a 50% chance of ricocheting. +2 size
  8. Spiked Hand: +10 damage (kinetic/edged)
  9. Automated Microadjuster: +3 precision
  10. Shattering Impact: Melee attacks reduce target's kinetic damage resistance by 10% for 2 turns (stacks up to 50%)

Draconic Claw

  • Power source: Biological

Base attack (melee)

  • Damage: 30 (kinetic/edged)
  • Range: 1-1
  • Precision: 3

Talents

(do not passively level, that is a function of levelling bonuses instead. Start as level 1/X/X for the first, second, and third talent listed.)

  • Frenzy: 5 energy, melee attack:
    Hits three times for (50-100)% damage each.
  • Acidic Strikes: 15 energy, (5, 5, 6, 6, 7) duration, instant use:
    Adds (10 + talent) chemical/acid damage to melee attacks
  • Furious Grasp: 3 energy per turn, sustained, instant use:
    (5 * talent)% chance to grab an enemy's melee weapon as their attack is made. Disarms the enemy for 1 turn on success.

Levelling

  1. +1 precision
  2. +5 damage (kinetic/edged)
  3. Perk: +5 damage (chemical/poison) on melee attack
  4. Talents level (3/2/X)
  5. Perk: Acidic Strikes talent (level 1)
  6. +1 precision
  7. +5 damage (kinetic/edged)
  8. Talents level (5/3/2)
  9. +10 damage (chemical/acid)
  10. Talents level (5/5/5)

Tentative

  • Shotgun arm (electronic)
  • Pistol arm (electronic)
  • Rifle arm (electronic)
  • Rocket launcher arm (electronic)
  • Harpoon arm (electronic)
  • Biting/eating arm (biological)
  • Spraying arm (biological)
  • Tentacle arm (biological)
  • Stinging arm (biological)

Legs

Tentative

  • Robot legs (electronic)
  • Hover legs (electronic)
  • Treads (electronic)
  • Quadruped legs (biological)
  • Tentacle legs (biological)
  • Jump legs (biological)

Vision

Tentative

  • Infravision (electronic)
  • Laser eyes (electronic)
  • Assisted aim (electronic)
  • Night eyes (biological)
  • Hawk eyes (biological)
  • Multifaceted eyes (biological)
  • Blind eyes (biological)

Other (discuss)

bricks42: There's room for other sensory organs, like ears. Torsos (frames? chassis?) and heads should probably be body parts; perhaps heads could include non-vision sensory abilities, and torsos would grant mostly passive bonuses.

lukep: My current idea for arms (mainhand and offhand) is that they would be two completely separate part categories as opposed to each item being either interchangeable or acting as a pair of arms. For mainhands I would split categorization two ways, melee vs ranged and (one handed) vs (requiring a "support" style offhand). For offhands I would have secondary attack, defence, utility (?), and support as the four types. Examples of secondary attack offhands would be derringers and daggers, defence would be shields, utility would be a smoke bomb, and support would be gyrostabilized.

  • bricks: That sounds good, and it's easier to design. I can see many parts being geared towards a hybrid of two or more categories (a ranged weapon that can be used as a melee weapon, an off-hand arm that provides both utility and support, etc.). I'm thinking around five talents for main-hand, three for off-hand, and one to two for other parts, when fully upgraded.

bricks: Since legs and torsos are so closely related in functions and bonuses, I'm thinking they should be combined. That brings things to four body parts, which is awfully meager... However, if the emphasis is on tactics, this isn't really a problem.

Part functions/egos/variants

bricks: Just some ideas I wanted to get down. Please expand!

  • Stealth-field activate
  • Infravision
  • Echolocation
  • Inspect target
  • Scouting
  • Turret/organoid deploy
  • Charge (electric build-up)
  • Taser (shock-stun)
  • Tesla (lightning effects)
  • Igniting (spreading fire)
  • Combusting (fire + blast)
  • Freezing/cryo (stun, brittleness?)
  • Corrosive
  • Digestive
  • Toxic (poisons)
  • Infectious (diseases)
  • Viral (targets genetics)
  • Grenade toss/biological analogue
  • Deflecting
  • Automatic (attacks following basic AI, does not take a turn but very draining)
  • Teleporting
  • Projected melee attack (i.e. rocket punch)
  • Holograms (distractions/block sight)
  • Hard light projections
  • Grappling
  • Self-repairing (nanites)
  • Regenerating
  • EMP
  • Shielding
  • Hacking (control electronic foes)
  • Pheromones (control organic foes)
  • Spore-forming
  • Decaying
  • Fungal
  • Autotrophic (AKA photosynthetic or any life that creates its own energy)
  • Rooting

More ideas (not checked for redundancy, by Caleb from IRC)

  • Consumption of items for xp/buffs/cumulative ressource.
  • Hook/Grappling items that pull player to target or target to player depending on who's tougher.
  • Optic devices to enhance vision/prevent blindness/fire eye lasers.
  • Time displacement ammo of various quality. Slows/Hastes/Stops/Transports the enemy a few turns into the future.
  • Nano armor, uses secondary ressource as a partial shield.
  • Pressurized gas weapon. Beam-type targeting with status effect infliction.
  • Ability to request airstrikes.
  • Giant, multi-tile mech enemies. Too bulky to pass through small corridors.
  • Additionally, ability to destroy various parts(tiles) of the mech to limit it's mobility/attack options.
  • Suits of Power Armor that include built-in weapons.
  • Weapons that ricochet off the walls. Alternatively, reflective ammo.
  • Extraterrestrial enemies, hostile to both player and other enemies. They attempt to infect the player/enemies with their spawn on attacks, which hatches shortly after.
  • Stationary enemies with visible observation fields. Getting detected by those triggers an alarm with negative consequences.
  • Railgun that fires spikes, able to pin enemies to walls.
  • Covert sniper rifles, usable while stealthed.
  • Martial arts ability that allows to use a low-hp enemy as a meat shield.
  • Smoke grenades that obscure vision of all enemies in the smoke.
  • Elaborate boss battles. (Boss uses various actions without necessarily just rushing the player, triggers actions when on certain percentage of hp and etc)
  • Ability to access and interact with "internet" in a meaningful way.
  • Roving bands of outlaws with various, warring factions and different method of approach.

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