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Ideas of questionable quality
screaming while subject to a disease has a small chance of you going "ooh wah ah ah ah"
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New variant of the clown car: the Clone Car
No longer do you knock people over and stuff them in, now as you drive more and more clowns are cloned and added to your car (up to a reasonable limit of clowns made this way)

Then, when crashing, you and all the clones are launched in different dirrectons. They have the AI of space diner patrons so they aren't dangerous, but they meander about and have your clown outfit plus a clown id and pda. Make the ultimate getaway as a hallway is stuffed full of clowns, or hide in plain sight with the horde!
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(11-02-2023, 06:32 PM)Dhaidburt Wrote: New variant of the clown car: the Clone Car
No longer do you knock people over and stuff them in, now as you drive more and more clowns are cloned and added to your car (up to a reasonable limit of clowns made this way)

Then, when crashing, you and all the clones are launched in different dirrectons. They have the AI of space diner patrons so they aren't dangerous, but they meander about and have your clown outfit plus a clown id and pda. Make the ultimate getaway as a hallway is stuffed full of clowns, or hide in plain sight with the horde!

The counter for this:
HoS: HE.
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let lings, wolves, and vamps eat shitty bill (and only shitty bill) again

BUT

doing so doses them with bath salts
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pre 30 minutes, the blue R revheads get when implanted should only show once they have passed the crit conversion threshold a normal revolutionary would convert at, and should show a red R until then.
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Cluwnies

Once in every 100+ nukie shifts the Henkfather (or whoever Cluwnes believe in) have had enough with the rampant murder of Cluwnes and has gathered enough power to send a team of hostile armed Cluwnes to detonate / hatch a giant cluwne egg on a selected NT station turning everyone into Cluwnes, with an extremely odorous poison vapor that fills the entire station.
Instead of regular nukies these cluwnes are armed with extremely gimmicky guns and if you happen to get killed by a Cluwne Weapon you reawaken as a lesser cluwne (think like zombies or thralls) who must also defend the egg until it hatches.
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(11-07-2023, 01:19 PM)Zombie Wrote: Cluwnies

Once in every 100+ nukie shifts the Henkfather (or whoever Cluwnes believe in) have had enough with the rampant murder of Cluwnes and has gathered enough power to send a team of hostile armed Cluwnes to detonate / hatch a giant cluwne egg on a selected NT station turning everyone into Cluwnes, with an extremely odorous poison vapor that fills the entire station.
Instead of regular nukies these cluwnes are armed with extremely gimmicky guns and if you happen to get killed by a Cluwne Weapon you reawaken as a lesser cluwne (think like zombies or thralls) who must also defend the egg until it hatches.

This is QUESTIONABLE QUALITY! Not good ideas!
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(11-07-2023, 03:17 PM)Kotlol Wrote: This is QUESTIONABLE QUALITY! Not good ideas!

You're welcome to flesh it out more if you believe so, I can't code for shit anyway and it was just a thought that hit me. Haven't given it much balance thought or anything.
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(11-07-2023, 01:19 PM)Zombie Wrote: Cluwnies

Once in every 100+ nukie shifts the Henkfather (or whoever Cluwnes believe in) have had enough with the rampant murder of Cluwnes and has gathered enough power to send a team of hostile armed Cluwnes to detonate / hatch a giant cluwne egg on a selected NT station turning everyone into Cluwnes, with an extremely odorous poison vapor that fills the entire station.
Instead of regular nukies these cluwnes are armed with extremely gimmicky guns and if you happen to get killed by a Cluwne Weapon you reawaken as a lesser cluwne (think like zombies or thralls) who must also defend the egg until it hatches.
Once the timer reaches 0 the round doesn’t end, but everyone has to be a cluwne for the rest of the round.
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press "c" while holding a wizard hat to toggle between wizard hat and wizard hat with attached beard

no more discrimination against lizards and roaches and cows

every wizard can be properly bearded
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(11-10-2023, 08:35 PM)Mouse Wrote: press "c" while holding a wizard hat to toggle between wizard hat and wizard hat with attached beard

no more discrimination against lizards and roaches and cows

every wizard can be properly bearded

Each hat comes with its own style and beard color! Try em all out and see which one fits your vibe the most!
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Make an RP friendly version of the Syndicate Top Hat, one that is just there for swag that doesn't cause miasma spread and immediate confiscation.
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Wizards should have a beard regrowth serum at hone in their vending machine
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(11-11-2023, 10:37 AM)Silent Majority Wrote: Wizards should have a beard regrowth serum at hone in their vending machine

Inversely, forcibly shaving a wizard's beard drains them of all power except the one to return home! The idea of somehow forcing a wizard into the barber's shop just to remove their beard is hilarious to me.
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Freezing temperatures cause lizard characters to fall into hibernation after a while

Spend too much time in the freezer as a chef? Off to sleep you go

You can wake them back up by warming them up to normal temps
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