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Before we begin, I'd just like to address something. 2 of you actually tried to nominate Custom-Made powers. While there is no rule against this, I'd rather we have the first round bid with just what is given, just to be fair to every other player in this game. Round 2 onwards, you can nominate any kind of silliness you would like (or still choose from the list it doesn't matter).
Superpower Betting Pool
Nominees:
Grim Reaper - Each round, all other Heroes are Attacked for one fifth of Grim Reaper's Power Strength (rounded down).
Lich - When this Hero is defeated, discard this Power. They return to the game with 50 Energy and a random Power from the online archive.
Really Big Guns - Add 50 to each of your Attacks.
Bullet Time - Spend 10: For each Attack against you, flip a coin - if heads, the damage is prevented.
Souleater - Gain 50 Energy whenever an opponent leaves the game.
Energy Manipulation - +35 to Offense, each round. You may spend ten Energy to switch this bonus from Offense to Defense, or vice versa.
Assassin's Game - Assign each character (the owner of this Power included) a target before the first round, making sure that no player is targeted by more than one player or by him/herself. Players can only Attack their targets. The owner of Assassin's Game may Burn 5 Energy at the beginning of any round to reassign players' targets (within the aforementioned rules). Defeated players' targets are passed to their killers; if this causes any player to target his/herself, the owner of Assassin's Game must Burn 5 Energy and reassign targets.
Flexible Armor - Each round reduce Attack damage done to you by 20 by a player of your choice. Burn 5: Send half of the negated damage back to the Attacker.
Dervisher - Your Attack and Defense values are +10 per opponent.
Cloned Sidekick - Cloned Sidekick has 50 Energy and a Power of your choice from those in the current game.
Energy Absorption - Burn X: Negate up to X combat damage dealt to you this round, and gain Energy equal to twice that which was negated.
Tai-Chi - Spend 20 and choose an Opponent: Add that opponent's Defence to your Defence, this round. Use once per round.
Vampiric Bite - Whenever you damage another Hero, gain Energy equal to half of that damage (rounding down).
Heroes' Dilemma - If every player bids on this Power, every Hero loses 20 Energy. If nobody bids on this Power, every Hero gains 30 Energy. If only one person bids on this Power, their Heroes each gain 50 Energy. If more than one, but less than all, players bid on this Power, the bidders Heroes lose 30 Energy each.
Chain Reaction - FLAW: This Power goes to the lowest bidder(s) and cannot be discarded. Chain Reaction starts with a Power Strength of 0. Whenever you Attack a character, add Chain Reaction's Power Strength to your Attack. Add 1/4 of the damage dealt to Chain Reaction's Power Strength, then transfer Chain Reaction to that opponent.
Explanations:
Power Strength - A Power's strength is how much Energy you used to acquire on it in the first place via bidding. Some powers require this value to gauge effectiveness.
Spend - A cost that must be paid in order to activate.
Burn - A permanent cost that must be paid in order to activate.
Sidekicks/Partners - If you bid on a Sidekick and gain it, it stands alone acting as another thing to target. If it is stated that it has Energy, it has HP, otherwise, it doesn't. Once you are dead however, the Sidekick also disappears. For Example: the Grim Reaper above, does not have any HP. So no one can target it. The only way to destroy it is to kill the Player owning it.
Also, some douchebag nominated this:
Arcane Paradigm - Global Effect (This power should not be bid on, it affects all Heroes): All other Powers take effect in alphabetical order.
This power is automatically in effect so no one can bid on it. Take note of this when you bid on your respective powers.
Instructions:
- Everyone has 100 pts to use for bidding. PM me your bids now. Example: 20 Cloned Sidekick, 20 Flexible Armor, 10 Bullet Time. You do not need to use up all your points. PM your bids to me.
- Whoever bids highest will gain that power. If there is a tie, the parties involved must bid again. On a 2nd tie, that power is discarded.
- If you gain that power, your starting energy will be deducted from you. Whatever remains is your starting HP/Energy. Choose wisely.
- There are 3 ways to discard a power:
a) Nobody bids on that power.
b) Successfully bid on it for real then choose to discard it.
c) Everyone unanimously bids 0 pts on that power.
***If a power specifically states that it cannot be discarded (like Chain Reaction), then you're shit out of luck if you choose to bid on it.