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Messages - Amannamedsquid

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1
General / Re: Make a Psionic Ability for Infusion
« on: July 11, 2025, 02:13:20 am »
- An ability that causes two targets to swap places (you can be one of these targets). Handy against melee adversaries like sledgehammer using enemies with adrenaline rush or if there are environmental hazards present (toxic gas, poisoned caltrops, etc) or so you can place yourself within swiss cheesing distance of that douchebag sniper or psi user that's likes to stay way at the back of the battle.

- A thought control (TC) or temporal manipulation (TM) ability that creates a decoy of yourself for a few turns that enemies might target instead of you. Some limited offensive abilities but it's main purpose is to be a distraction. 

2
General / Re: Make a Psionic Ability for Infusion
« on: June 20, 2025, 03:41:49 pm »
- Neural Leech (TC): Thought control ability that allows you to drain an opponent's health to heal yourself while also dazing the target with a small chance of stunning them instead. If the target is a psionic, you'll steal their psi points instead (if they run out, you start stealing their health). Have to be at melee range to do it. Higher TC skill increases health and psi gains and increases chance to stun.

- Ball Lightning (PK): Psychokinesis ability that summons a sort of friendly psionic lightning turret for about 4 turns. It can't move, has about 100 base health, immunity to electrical damage and thought control abilities, true sight, a permanent electroshock aura effect (which can hurt you if you aren't careful) and will attack enemies with electrokinesis (which can hurt you if you aren't careful). Higher PK skill increases it's health and damage.

- Temporal Reset (TM): Temporal Manipulation buff that starts a 4 turn countdown when activated. When the timer is up, it resets your health and psi points to what they were when you cast the ability (minus the psi used to cast). Also regain or reset any buffs that were active when cast and gets rid of any debuffs acquired while the countdown was active. Has high TC skill requirement, has a long cooldown and does not scale with TC skill. Handy in longer
battles.

- Neural Mirror (TC): Thought Control buff that when active, has a decent chance to reflect mental attacks back at attackers. Higher TC skill increases the chance.

- Gravitational Imbalance (PK): Psychokinesis ability that creates a field of stronger than normal gravity over a wide area for about 3 turns. Enemies that enter this field lose 5 movements points with every space (They lose 5 action points if they have no more movement points), have reduced melee damage and melee hit chance and take gradually increasing mechanical damage every turn that bypasses damage threshold and shields for as long as they remain in the field. You are unaffected (Hence the Imbalance part) but allies and bystanders will be affected and they will take it out on you. Higher PK skill increases damage and enemy hit chance and damage reduction.

- Entropic Cataphract (??): Psionic ability which is gained outside of the usual psionic mentors and that permanently summons something called an Entropic Shade, an aberration which is hostile to all living things including you. So summoning one near yourself or allies or to kill a single stray dog will probably hurt you more than it helps. It has decent health, true sight, immunity to thought control abilities and poison/bio damage, high resistance to mechanical, acid, heat and cold damage, vulnerability to energy and electric damage, and it's melee attacks inflict void rot. It has a few psi abilities too: Psycho-temporal dilation and contraction, Entropic Reccurrence and Telekinetic Grounding. A special feat gained outside of levelling upgrades this ability to summon the Greater Entropic Shade. Besides everything the regular one can do, the Greater Entropic Shade has more health, does more damage, and can use Force Emission, Temporary Rewind, Neural Leech and Temporal Reset.

3
Suggestions / Temporal Manipulation Exoskeleton
« on: June 12, 2025, 08:49:37 am »
Exactly what the title says: an exoskeleton that boosts TM abilities in addition the usual exoskeleton buffs. Maybe a one-of-a-kind prototype that never saw deployment by the exosoldiers or a modified Intersessor or Psychophract exoskeleton that the Lunatics have in their possession. 

4
General / Oddities
« on: June 06, 2025, 02:26:13 pm »
We will 100% be dumpster diving for oddities again. That means little lore tidbits and easter eggs which are always fun to read. Post your own oddities here.
I will start.

- Old Forklift License: An old forklift license belonging to some guy named Scott. Expired about 14 years ago.
- Shotgun shell necklace: A spent Boarshot shell with a string threaded through it. Still smells like Cordite.
- Cricket in a Jar: A cave cricket sits in a small plastic jar, chirping happily. A name tag written in marker on the jar reads "Jiminy". (Pinocchio reference)
- Lucky Hopper's foot: Not so lucky for the hopper.
- Ancient Hip flask: A slightly rusty metal hip flask with a faded set of initials. The inside smells absolutely rancid. Drinking from this would be a very dumb idea.
- Faded Biocorp insignia: Insignia once worn by members of Biocorp Armed Forces, now a memento of a bygone era. Nobody in their right mind would be caught wearing one of these nowadays.
- Lizard tail: A small blue lizard's tail, minus the lizard.
- Ominous sigil: A strange yellow symbol painted on a small slab of rock. Seems to glow slightly and for some reason, looking at it makes you feel very nervous. If you listen to it hard enough, you swear you can hear whispers. But surely that's not possible... (Reference to The King in Yellow and the Yellow Sign)
-Happy fun rock: It's got a little smiley face drawn on it.
- Toy ray-gun: A red, plastic ray-gun. Lights up and makes "Pew pew" sounds when you pull the trigger.

5
General / Re: Make a monster for Infusion
« on: May 21, 2025, 07:09:12 am »
1. A creature (probably some sort of mutated creature) that's all about rapid healing and regen. It has high-ish HP and passively regenerates HP when it gets injured and some of it's attacks heal it when it hits you (similar to consuming bite and siphon).

Due to lacking a central nervous system (or because it's just so different and mutated), it cannot be stunned or dazed with conventional methods, has high electrical resistance and is immune to thought control abilities. However, it is very squishy and has no mechanical, heat or cold resistance so JHP ammo and fire and ice are the way to go. Also, it's metabolism leaves it uniquely vulnerable to poison, which will cause it to go into toxic shock.

2. Drones: Due to Infusion having more verticality than the first game, flying drones would be an interesting and (at least I think so) fitting new addition. There could be the classic kind that shoot at you with built in LMGs or shotguns or lasers, versions that drop grenades on you or just fly at you and explode (like the ones that we have in real life) and a version that flies at you and slices you up (kind of like manhacks from Half life 2).

Different factions could also have access to different versions too: Drones used by bandits and the Free Drones (Heh-heh) might just be civilian grade commercial drones with an SMG or LMG wired up to it or C-4 or claymores duct-taped to it while more organized military factions and abandoned Biocorp facilities might have outdated military surplus drones or the advanced, cutting edge stuff (or both).

3. Cave Moray: I recently saw a nature documentary of a moray eel hunting crabs across mossy rocks and tide pools and despite being a water breather, it was able to slither across the rocks above water like a snake for short periods. Then I thought how awesome it would be if a giant moray eel fought a sea wyrm.

4. Troglodytes: Or just trogs for short. Pale, ghoulish, cannibalistic creatures that were humans that have somehow adapted to the lightless depths to the point that they barely look or act like humans anymore. They will either claw at you, hit you with a rock or stab at you with a sharpened tibia. Sometimes they might even throw a rock at you which can daze you. Spooked by flares and fire, just like rathounds and darkdwellers. Some also have access to some...unusual psionic abilities. And these abilities can be yours as well, you need only follow the trogs back to wherever they came from.

6
General / Re: Make a mushroom doughnut
« on: May 21, 2025, 05:56:29 am »
1. Pork rinds: Popular bar snack. Made from deep fried pork skin and lightly salted  Doesn't have to be strictly pork either, rat or cave hopper rinds work just as well. Loved by everyone, everywhere; from the highest military brass in the Protectorate to the lowest motion addict in Drop Zone to the average working man in West Underrail.

2. Shroomshine: A very potent alcoholic beverage made from heavily distilled mushroom brew. A bit of an acquired taste but just a few sips will leave you in a drunken stupor. Favored by scavvers, bandits, hunters and more rural communities. More "civilized", hoity toity types see it as disgusting sludge for backwater hicks.

3. Shrimp: Rare and tasty. A bit expensive too. Usually served with garlic butter or savory seafood sauce.

4. Seaweed/Kelp: Another of the closest things to real veggies that most people have access to outside of hydroponics or any freak science experiments in a world without sunshine.

5. Blackened catfish: Blind, subterranean catfish, seasoned with rare herbs and spices and grilled to smokey perfection. Your taste buds will love it but your wallet will hate it.

6. Dead man's drink: An unusual and notorious beverage reputed for its unusual flavor, its list of strange ingredients (including fermented moss, crawler venom, adrenaline, and macrophage fluid) and it's history, having been invented by an insane yet genius scavenger turned chemist who died tragically soon afterwards. Also illegal in some stations.

7
Development Log / Re: Dev Log #11: Bartering and Inventory Tetris
« on: May 16, 2025, 05:17:34 am »
What's wrong with the rifle?

It looks like you chopped pieces off of six different rifles and frankensteined them together.  You probably did.

Sounds about right for a post-apocalyptic gun design.

I mean, if that's what they're going for then fair enough.

8
General / Re: Make a monster for Infusion
« on: May 16, 2025, 05:15:42 am »
1. Some sort of blind, eyeless creature that primarily attacks using weaponized echolocation, very similar to the soundwave attacks of the sonocaster and maybe even applying debuffs. Also, being blind but having sensitive ears, they are affected differently by flashbangs, maybe becoming panicked and disoriented and attacking and moving in random directions.

2. More Psimorph adaptations: We've seen them adapt to a mine rich in chromium and turn into nearly bulletproof rock monsters that are immune to burning and crits (and their nearly invincible big brother who is immune to almost everything). We've also seen them adapt to a mushroom forest and turn into mushroom monsters that inflict spore infection and are immune to poison, bio damage and crits. What else can psimorphs adapt to and what will the result be able to do (besides being immune to crits)?

3. Some sort of huge newt or salamander type predator that acts sort of like a crocodile analogue (a bit like some prehistoric amphibians I've read about). They can fight in the water and submerge themselves like sea serpents but they can also be fought on land.

9
Bugs / Re: Nexus camera installed by idiot
« on: May 16, 2025, 12:11:55 am »
Maybe watching Lemurian paint drying was a really popular pastime?

10
Development Log / Re: Dev Log #11: Bartering and Inventory Tetris
« on: May 14, 2025, 02:07:21 am »
New money and store mechanics! Cool.

Also, is that rifle kinda cursed looking or is it just me?

11
General / Re: Make a mushroom doughnut
« on: May 12, 2025, 06:45:01 am »
1. Roasted rat on a stick: Sometimes, you just can't beat the classics.

2. Pork Chop/Roast Pork/Ham: We've got pigs and boars. So why do we not have a meal based on a nice, juicy slab of cooked pork?

3. Sausage: Similar to the above suggestion.

4. Moss: Some kind of genetically modified moss grown for human consumption. Really fits the whole underground thing and probably the closest most people get to eating actual vegetables.

5: Old world fruits and veggies: Did some research and a surprising amount of fruits and veggies can be grown in hydroponics. Some do better than others. Tomatoes, grapes, bananas, peppers, onions, radishes, spinach and strawberries are just some of them. A luxury that mostly upper class types get to enjoy.

6. MRE (Meal Ready to Eat): Military ration pack. Not very tasty but dehydrated and vacuum packed for long shelf life and chock-full of nutrition. Just add water and dinner is served. Comes with a plastic fork, a sugary energy drink (some mixing required) and dessert (usually a chocolate bar).

7. Biocorp/Protectorate issued ration: A cheap ration made to feed the hungry masses. First introduced by Old Biocorp shortly before they collapsed and recently re-introduced by the Protectorate. No-one quite knows what the hell it's made of and theories abound; Some think that it's made of ground up roaches, certain particularly schitzo types think that it might actually be rocks somehow transmuted into edible form. And some others speculate that it might be proccessed human flesh. There's also a quest tied to this one where you learn the truth.

Lastly, I have a question: We have the bacon and cheese sandwich right? So where exactly does the cheese come from? Is it actually cheese?

12
General / Re: Make a mushroom doughnut
« on: May 12, 2025, 05:55:15 am »
Cooked human meat. Roasted, simmered, served with Chianti - whatever, as long as consuming it should count as cannibalism. It's always miffed me that lurkers have no 'unique' cousine on them or anywhere in their territory, just human hearts and brains in freezers (seasonal candies do not count). I was really stoked to unknowingly become addicted to human meat in NEO Scavenger, and would be just as stoked in Infusion.

Come to think of it, the Tchortist admission interview even brings up human meat consumption, yet no option to actually do it exists...
Y'know what? I think that you might be onto something there.

13
General / Make a mushroom doughnut
« on: May 06, 2025, 05:23:08 am »
What new kinds of food and drink would you like to see in Infusion and what would you like it to do? Go.

14
General / Re: Make a monster for Infusion
« on: April 19, 2025, 02:46:45 am »
Thought of a few more. Here they are.

1. Psy-dog: One of Biocorp's more successful psionic projects (The details of which are now lost to time). Genetically enhanced canines with a suite of psi abilities (Nothing too crazy, stuff like Psychosomatic Predation, Pseudo-spatial projection, Telekinetic grounding and Force emission). Individually tougher and more deadly than regular and alpha rathounds but packs tend to be much smaller, individuals can also be found alone or rarely leading a pack of regular dogs. Often get into fights with rathounds over prey. Also highly coveted by mercs and bandits as hardcore pets.

2: Manticore: Super deadly ancient bioweapon. So nightmarishly monstrous that nobody knows what exactly was used to create them.  Even the Protectorate and the Faceless are scared of them. Rumored to be tough enough to survive on the surface.

3: Lightning ghost: Based on the Avogadro from the Black Ops 2 zombies map: Tranzit. The electrified remans of a person's nervous system that zaps you with electrical psionics. Part of a failed psionics project.

4: "The Caller in the Dark": A sinister, almost demonic entity or presence believed to lurk within the most decrepit and forgotten ruins of the underrail by superstitious scavengers. Said to be able to shapeshift, read minds, mimic voices, cause lights and electronics to go haywire, summon illusions, cause insanity, reanimate the dead and consume souls, among other things. Dismissed by most people as just a scary legend, though plenty of mercenaries and bounty hunters have made attempts to find and hunt it down over the years. Most come back empty handed, others are never seen again.

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General / Re: Make a monster for Infusion
« on: March 24, 2025, 08:32:18 am »
Somebody else starting the Monster train? Alright, I'm game.

1. Some sort of highly advanced, heavily armed Hunter-Killer robot that's very rare, nobody knows if it was made by Biocorp or someone else and that everyone is absolutely terrified of.

2. Psionic poltergeist miniboss that throws stuff at you and telekinetically fires guns at you.

3. Giant Isopod critter. Bottom feeder, lives on land and in water. Not really an enemy but exists to make the world more immersive like Cave Hoppers. Tastes like Lobster.

4. Ambush-type creature like Cave Fishers from D&D or Scp-7566 from Scp-5k. Not like cave crawler stealth mechanics. Can be spotted while it's hidden either by high perception check or just by paying really close attention to the environment and knowing exactly what to look for.

5. Cyber-zombie. A regular person fitted with a special cybernetic module attached to the nervous system. Starts off fighting like a regular soldier (Firearms, grenades, etc) until they get killed. Then the module revives them and they keep fighting as tough, shambling, melee reliant cannon fodder (all higher brain function and fine motor control is lost on revival). Revival can be prevented by certain methods (Deathblow via Critical-hit, getting fried by pyrokinetics, etc).

6. Rocktopus (Monstrous Land-octopus) boss.

7. The Grizozirg: The bizarre, two headed mutant beast that Kokoschka described from his homeland. How does it fight? How did it come to be? Mutagen? Ancient terraforming project gone sideways? Did The Dude feed catnip to a basket of puppies? Who knows?

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