Goonstation Forums
Clown Traitor Item: The Clowner Module - Printable Version

+- Goonstation Forums (https://forum.ss13.co)
+-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6)
+--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8)
+--- Thread: Clown Traitor Item: The Clowner Module (/showthread.php?tid=14991)



Clown Traitor Item: The Clowner Module - TheMaskedMan2 - 09-01-2020

So I was thinking cloning people sounds a lot like clowning people so here's my idea.

It works like the mindslave module, but instead of turning people into mindslaves, it spawns them with clowning around and clown gear they can't remove. Also the module can only be unscrewdrived from the cloner by someone "Funny Enough". Obviously you need clown gear for it like the clown car, otherwise it's much too slippery!

That's all.


RE: Clown Traitor Item: The Clowner Module - Wisecrack34 - 09-01-2020

If a wizard casts curse of the cluwne on said module it should turn into a Cluwner, producing synthetic (Non-Player) cluwnes that would climb out of the cloner like it's a clown car.


RE: Clown Traitor Item: The Clowner Module - DJ-Fireball_did_this - 09-01-2020

Cool idea but wizzies hate NT technology.


RE: Clown Traitor Item: The Clowner Module - Wisecrack34 - 09-01-2020

I see it as more of a corruption of its technology, plus would it not be more "clown tech"?

If not then I still think a cluwner should have a place somehow or somewhere, the concept makes me giggle

Sorry for the immediate derail though, 110% should be a thing for clown traitors (Maybe just not "regular" clown traitors, they get too many toys as it is)