The Boys - Round 6 - Main Phase 2 - 4/7

Round Length: split each round into two phases
Each phase lasting 24 hours maximum (if everyone submits their relevant actions, skip the waiting time and proceed to the next one)
So each round will last 0-48 hours

Order of Operations:

Main Phase 1:

First priority: The Greatest Scam must be used or holstered once it becomes available (so we need to wait for user to use or holster it before anything else can get activated) (in case this takes time I’ll extend the Round; you’ll still have at least 24 hours to submit at all times)
Then, all of these can be activated simultaneously (we don’t need to wait for an order)
The offer for Alliance must be activated and accepted in this time frame
Option 2 and Option 3 of Copy must be activated here
Option 2 is private, Option 3 is public
Russian Roulette creating a gun must be activated here
Insanity must be activated here, publicly
Restart? must be activated here, publicly
Game show Driven: must be activated here, publicly
Gambling? I’m in! Must be activated here, publicly (this requires back-and-forth interactions with me, so I will extend the Round in case I’m slow to respond due to time zones)

Private Action Submission (or Main Phase 2):

Everything here is submitted privately to the host
Basic Attacks and Basic Defend must be activated here
Giving people Good and Bad Minor Powers is submitted here
Big Punch must be activated here
Coerce must be must be activated here
Shooting the revolver from Russian Roulette
Lazer Eyes must be activated here
Swapper must be activated here
Pay Burn costs for certain abilities or to discard Bad Minor Powers

Damage Calculation:

The formula for calculating Damage is this:
Damage → Flat changes coming from Major and Minor Powers → % changes coming from Major Powers → % changes coming from Minor Powers → round to nearest integer (once only, at the end)
The same for calculating Shields → round to nearest integer (once only, at the end)
When resolving combat:
Life gain resolves first > Damage is taken next

Burn Phase:

Take any Burn (unblockable damage; shields don’t interact with it) from:
Coerce
Swapper
Discarding Bad Minor Powers

End phase:

Take damage from Leftover Shields
User targeted by Coerce may choose to Burn (immediately) or not

2 Likes

10 PM GMT for Phase changes


Combat mechanics:

  • At the start of every round you gain Energy equal to your current Health
  • Energy is the resource used for your Powers, Basic Attacks and Basic Defend
  • Leftover Energy disappears at the end of every round

Every Round, you may:

  • Submit Basic Attacks on any number of opponents by paying X Energy for each to deal X damage to that opponent
  • Submit a Basic Defend by paying X Energy to gain X Shields. Shields block damage. Leftover Shields disappear at end of Round
  • Pay Energy to cast Powers
  • Burn Health as an alternate cost to paying for Powers and other things
    (you may do all of those things in the same Round)

After Round 1, the following changes take effect:

  1. At the end of each Round, take Burn (unpreventable damage) equal to 1/2 of your leftover Shields (punishes turtling)

  2. At the beginning of each Round, each player publicly draws and reveals 2 Bad Minor Powers and 2 Good Minor Powers. Those will come from a pool that I have made beforehand. They’re small buffs and nerfs

Pick one of the Bad ones for yourself, and the other for an opponent of your choice
Pick one of the Good ones for yourself, and the other for the same opponent you picked for the Bad one (I want to incentivize Free For All / Battle Royale gameplay more so than Survivor-esque diplomacy team gameplay)
Each player privately submits this along with their normal action submission (attack, block etc.)

All of the Bad ones can be gotten rid of if their owner chooses to Burn 5 Health


After Round 3, the unpreventable damage from leftover Shields increases from 1/2 to 100% of leftover Shields


If the game isn’t over by the end of Round 9, the player with the most Health (calculated at end of Round) wins

In case the last remaining players die at the same time and nobody is left alive, the winner will be the one amongst them who had caused the most damage to other players throughout the whole game

2 Likes

List of powers:

2 Likes

/in

1 Like

terrifying

2 Likes

Tutuu Game! /in

2 Likes

IN

3 Likes

Will spec for the moment, but if signups are still going by this time next Thursday, I’ll join.

2 Likes

is there a /sign but just for making stuff and discusing?

1 Like

feel free to take part in the discussion of the powers, i can ping you when that happens

i didnt plan on letting people submit powers without them playing, nah

1 Like

sure that works i can discuss

1 Like

/discussion join

1 Like

/in
for my homie tutuu

2 Likes

/in (if it doesn’t start tomorrow.)

2 Likes

/in

2 Likes

Signups open till Thursday

2 Likes

im hoping for more but if this gets exactly 7, then itd be good flavoring we could be the 7.

regardless i will design a char based on the powers I ultimately get

4 Likes

signing up?

Can’t; midterm meant for today got postponed to Tuesday, so I have to lock in for that.
Will be involved with the power discussion stuff, but I don’t really have the ability to play.

1 Like

@Squirrel2412
@Hazardwaste
@Marshal
@Garfooled
@Marluna
@Nerbins

game starts! please design your two powers and submit them to me in the next 54 hours

feel free to ask me about stuff

here were the powers from last game to give some example:

Summary
  • Stockpile: If you have unused Energy at the end of the round, it will go to the Stockpile and can be used later. The Stockpile may only hold up to half of the owner’s current Health.
  • Chronoshield: If you take non-burn damage, instead you will Burn that much damage next round.
  • Defensive Overload: Gain X shields, where X is anywhere between 1 and your Health. After damage calculation, Burn for Y, where Y is your excess shields. This ability initially costs Burn 0, but this cost increases by 10 every time you use this.
  • Final Gambit: If you are one of the last two players alive, you may activate this power to swap any number of powers with your opponent (including this one). Then, this power de-activates and cannot be used anymore.
  • Parasite: All damage you do to other players (including via power) is halved (rounded up). If you die, this power goes to the player who damaged you the most that round (or whoever killed you, if not applicable)
  • Absorb Pain: When you take damage from a player, your Energy next round is increased by that amount, and that player has their energy reduced by that amount. Does not affect Health.
  • Quasi-stellar Obliterator: Once per round, draw two bad mutations that cannot be stabilized. Then, give one to yourself and one to another player.
  • Call Option: At the start of the game, M becomes the sum of all Energy costs for powers (variables are 0). Spend 20 Energy and submit a value X greater than (M / 3). Then, you regain Health equal to [(Y - X) - (M/3)], where Y is all Energy that is spent on powers this turn.
  • Devils Bargain: Strike a deal with another player, binding them and yourself to the terms. If the deal is broken, the violator is penalized according to the terms of the deal. (All potential deals are veto’able by the host just to prevent bullshit. I probably won’t veto, but still.)
  • Incinerate: Your Attacks deal bonus damage equal to how much Health you have Burned this game.
  • Power U- wait this is just dragon install what the fuck: To activate this power, submit cool theme music to the host. Then all of your powers are upgraded, and the host posts your cool theme music.
  • Replication: Spend 15 energy and target a player. If that player targets you with a power, that power’s effects are negated and you gain a copy of that Power that disappears upon activation (or at the end of the next round for non-activated powers). If this does not negate anything, gain a Strike; when you have 3 Strikes, this power and anything created by it vanish. This power cannot replicate itself.
  • Shadow Council Executive: This power goes immediately after the first round of bidding to the highest bidder. You may then participate in a third round of bidding, where you may bid on any power you have been previously outbid for. You also Mutate after round 2.
  • Cursed Soul: - Once per game, spend all of your Energy to swap this Power with another player’s Power.

dont worry too much about balance yet. after you submit we will have a discussion phase for balancing stuff. so for now just try to think of ideas you’d like

have fun ^-^

6 Likes