Brontoforumus Archive

Please login or register.

Login with username, password and session length
Advanced search  

News:


This board has been fossilized.
You are reading an archive of Brontoforumus, a.k.a. The Worst Forums Ever, from 2008 to early 2014.  Registration and posting (for most members) has been disabled here to discourage spambots from taking over.  Old members can still log in to view boards, PMs, etc.

The new message board is at http://brontoforum.us.

Author Topic: Mayor Create! Weapons & Items  (Read 1272 times)

0 Members and 1 Guest are viewing this topic.

Arc

  • Admin
  • Tested
  • Karma: 0
  • Posts: 3703
    • View Profile
Mayor Create! Weapons & Items
« on: June 12, 2008, 02:45:45 PM »

Update: The following were weapons and items originally proposed by Skull Club members for The Mayor Videogame.

Please feel free to use this thread to cook up new areas.

No promises on what will be used in the new narrative, but pretending is fun!



The Mayor's Equipment / Kazz + Bongo Bill
The Mayor equips three classes of equipment, his Monocle (Strength), Top Hat (Defense), and Cane (Caneability).


The Mayor's Cane / Niku
His cane slides into two pieces to reveal whatever tool he needs for any given task, whether it be sword, fishing rod, or shrimp fork.  Upping his cane stats will be the path to unlocking new Canebilities.


SKULL CLUB / Arc
SKULL CLUB, SKULL CLUB, SKULL CLUB


Smokeables / Arc
Cigars, Cigarettes, and Pipes work as health replenishing and revival functions. That's some magical fuckin' tobacco.


Drinkables / Disposable Ninja
(MODIFIED) Whiskey increases strength points, Absinthe increases Caneability points.
Logged

Bongo Bill

  • Dinosaurcerer
  • Tested
  • Karma: -65431
  • Posts: 5244
    • View Profile
Re: Weapons & Items
« Reply #1 on: June 12, 2008, 03:03:23 PM »

Smokeables, to expand on Arc's idea, should maybe work with a combination of an initial effect plus a time-released effect. A cigar, for instance, would start off by healing 100, plus an additional 10 per round for 10 rounds. Cigarettes would have a higher initial amount but a shorter duration with less per-round effects, while pipes would have a low initial amount but a longer and more effective sustained behavior.
Logged
...but is it art?

Brentai

  • https://www.youtube.com/watch?v=DnXYVlPgX_o
  • Admin
  • Tested
  • Karma: -65281
  • Posts: 17524
    • View Profile
Re: Weapons & Items
« Reply #2 on: June 12, 2008, 04:23:18 PM »

Ultimate healing items are E-Liquor and Mega-Liquor.
Logged

Arc

  • Admin
  • Tested
  • Karma: 0
  • Posts: 3703
    • View Profile
Re: Weapons & Items
« Reply #3 on: June 14, 2008, 10:43:00 PM »

More from the session with Max:

Treasure Chests
In an expansive Get Rich Quick scheme doubling as a relief package to all of his poor citizens, The Mayor hired a company (United Treasure Service) to air drop treasure chests filled with goodies all across the zones. Unfortunately, the company that did the air drops was also a key company, and to maximize profits, they dropped treasure chests that were all locked. Meaning, no poor folk ever received what was inside the chests. Which is good news for The Mayor on his quest, as he collects keys to open them for himself.

Someone is hoarding many of the chests, but The Mayor is actually proud of the perpetrator, admiring anyone who can accumulate wealth. The hoarder is working inside The Mayor's Tower, and many of his goods are unlocked when all four zones are complete.


Inventory
Limited inventories suck. The Mayor can carry as much as possible (in his Infinite Pockets of Holding), but there are very few item drops, and inflation has made selling old equipment a vital necessity.


Base Equipment
Top Hats, Monocles, and Canes can be equipped by all party members, but they don't buffer as well as their own specialized equipment, and buffer x2 for The Mayor.
Logged

MadMAxJr

  • Tested
  • Karma: 5
  • Posts: 2339
    • View Profile
    • RPG Q&A
Re: Weapons & Items
« Reply #4 on: June 14, 2008, 11:47:38 PM »

United Treasure seriously needs a better name.
Logged
"The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt." - Bertrand Russell

Got questions about RPGs?

Bongo Bill

  • Dinosaurcerer
  • Tested
  • Karma: -65431
  • Posts: 5244
    • View Profile
Re: Weapons & Items
« Reply #5 on: June 14, 2008, 11:57:08 PM »

United Treasure, L.L.C.
Logged
...but is it art?

Koah

  • Tested
  • Karma: 4
  • Posts: 1008
    • View Profile
Re: Weapons & Items
« Reply #6 on: August 05, 2008, 08:01:59 AM »

A little quest-y, but mostly item-y so it's going here.

There needs to be an item called The Obvious MacGuffin in an obvious location with an equally obvious plaque mentioning about how it was put there in case of emergencies and is absolutely necessary to get for one of the characters' best weapons (or something equally valuable) later on.  You will only have one window of opportunity to get it before a freak meteor strike destroys the display, with said opportunity being explicitly mentioned as such.

Failure to get it will, when the time would normally come for someone to use it to get said item, result in one of the characters going off on a hideously long tangent that, to wit, reads as "what the hell is wrong with you?"
Logged

Arc

  • Admin
  • Tested
  • Karma: 0
  • Posts: 3703
    • View Profile
Re: Mayor Create! Weapons & Items
« Reply #7 on: March 27, 2009, 10:01:45 AM »

Update: The previous entries were weapons and items originally proposed by Skull Club members for The Mayor Videogame.

Please feel free to use this thread to cook up new areas.

No promises on what will be used in the new narrative, but pretending is fun!
Logged