automailer on Sat, 27 Aug 2005 18:36:16 -0500 (CDT)


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[s-b] [auto] EugeneMeidinger amends p237


EugeneMeidinger has amended p237.

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Motion 237/1: 20 Superpowers and more to come.
A Proposal by EugeneMeidinger
Last modified on nweek 96, nday 9


Add the following rule to section 9:
{{
==WHHHHHEEEEE!==

Superpowers are game documents. Each Superpower has a whole number called its "power". A player may take ownership of an unowned Superpower if the sum power of that player's Superpowers would not exceed eir superness. When attempting to take ownership of a power, that player must pay 50 genechips for every power e claimed in the last 4 ndays. A player may, as a game action, relinquish ownership of a superpower at any time.[[You pay for having claimed a power even if you relinquished it in the same day.]]}}

Create the following powers:

{{

== Fearsome Blows ==
Power: 7
If your opponents Health changes as a result of combat, your opponent's calm changes by the same amount.


== Fundraising ==
Power: 2
Your pay recieved for being a minister is triple the normal amount

== Gremlin Thievery ==
Power: 13
On nday 1 the voting gremlin gives you 100 GC if it can afford to do so.

== Sandskin ==

Power: 8

If you would take attack damage, 3 of that damage is prevented.

== Regeneration ==

Power: 10

At the beginning of each nweek, you gain 5 health, or have your health restored to its maximum if gaining 5 would bring you over your max health.

== Lightning Reflexes ==

Power: 8

When a player who isn't In Combat with you attacks you, e gets no bonus to eir roll for doing so.

== Brute Strength ==

Power: 10

Add 2 to all your combat rolls.

== Vampirism ==

Power: 12

When you succesfully damage another player in an attack, you gain health equal to half the damage you dealt, rounded down.

== Master of Alchemy ==

Power: 5

10A: Change any Potion you hold into any other type of Potion with the same Rarity.

== Telepathic Emanations ==

Power: 15

When you attack or are attacked by another player, all resulting die rolls are made using Acuity in the place of Strength, and all resulting changes to either player's Health are made to that player's Calm instead.

== Traveling Powertheft ==

Power: 4

10A: Choose a superpower with power 1 greater than this one's power held by a player in the same Room as you. This superpower's power is increased by one, and the two superpowers swap owners. You may not use this if it would result in the sum of your superpowers' powers being greater than the maximum allowed.

== Feedback ==

Power: 10

15A: Choose a player in the same room as you. That player loses health equal to the sum of eir superpower's powers. You may not use this ability more than once per nweek.

== Static charge ==

Power: 0

When you attack somebody, add 3 to your combat rolls. If you damage somebody in an attack, they get this superpower and you lose it.

== Claws of Mortality ==

Power: 12

When you damage another player in an attack, that player's superpowers are treated as though they had no effects until the end of the nweek.

== Classism ==

Power: -10

You cannot give or receive Talismans from players who do not have the same Class as you, nor may you pick up Talismans dropped by such players within an nweek of their dropping them.

== Greed ==

Power: -6

If you're in a room with a Carryable Household Object that you could pick up but haven't, then you cannot leave that room.

== Unpopular with the Masses ==

Power: -8

This superpower is a Voting Entity with Inundatron 1. It votes -1 on all proposals you make.

== Weak Heart ==

Power: -10

If a single combat roll results in you taking five or more damage, you die.

== Master Artificer ==

Power:9
When you attempt to Forge a Talisman of a type whose price requires Genechips, only half that many Genechips (rounded up) are required. This does not apply to Unique Talismans.

== Smelting ==

Power: 7
Once per period, you may destroy a Talisman you possess to gain Genechips equal to one third of the Genechips in that Talisman's price, rounded up. Unique Talismans may not be destroyed in this manner.

== Specialization ==

Power: -10
You may have only claim a superpower if you have less than 4 superpowers.
}}

Remove the classes of Master artificer and Smelter.


[[Superness is only a temporary name. Power is too confusing, superiority sounds wrong, and I'm not sure if mutancy is a word]]
Change rule 10-4 to read as follows:
{{
Each player has four attributes called Skills; these are Strength, Nimbleness, Acuity, and Superness. Each has a default of 6, 6, 6, and 12 respectively and must be a positive integer; none can be reduced below 1.

Each player's skill is the sum of the default amount and any bonuses. Temporary bonuses only apply during the period in which they were gained. Permanent bonuses apply until stated otherwise. 

While a player's Health, Calm, or Alertness is less than one fifth of its maximum value, then the first three of the above properties have a permanent bonus of -1. While a player's Health, Calm, or Alertness is at its maximum value, then the first three of the above properties have a permanent bonus of 1. 
}}

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