Silly Kitty
01-08-2009, 09:11 PM
Sorry this thread is up later than I thought it would be.
Let the bidding begin!
Powers:
1. Really Heavy Backpack: Whoever wears the backpack may take no action every other round starting with the second round. Burn 10 and the target player now wears the backpack and gets the effects next round.
2. Strangely Lifelike Drawings: Owner of this ability has the power to bring whatever drawings he makes in class to life. To do so, the owner must spend an amount equal to the power he wishes the drawing to have. This cost will not be restored until 2 turns have passed.
3. Learning Disorder: Spend 5 energy: Select 1 Player. That Player may not gain any new Powers for the remainder of the game.
4. Report to Administrator: In the Resolution Phase, redirect any damage you took this round from Attacks to a chosen target. That target can still Defend if (s)he has any Defense left, and his/her own Attacks are simply negated rather than redirected at him/her. You cannot target the same character more than once per game with this Power.
5. Textbooks: Spend 10, and pick one of your attacks. It is doubled for that round as you take one of the books from your backpack and break it over some one's head. You can only use this power once per round, and only six times total.
6. Druggie: Spend X, gain X/4 energy. Reduce your Attacks and Defense by 5 since the drugs mess with how good you are. You also make an F on your next test.
7. Busy Work: Spend X: All other players must Spend X Energy (or all of their Energy, if they have less than X) on nothing in the next round.
8. No Free Lunch: Global Effect: No one may spend more than ½ their current energy per round.
9. Make a Friend (spend X energy): Designated player other than user takes X damage for this turn, user takes any spillover.
10. Kid with self-esteem Issues (Latent ability): User chooses another player, attack power and defense are copied for that turn. When sidekick is in use no active powers may be used. Passive abilities stay activated.
11. Peer Pressure: Spend 10: Next turn, a chosen player must assign the exact same amount of points to either Attack or Defense that you did.
12. Grade Curve: Burn 5: As long as someone takes more damage then you this turn you may nullify that damage, (not including the payment for this power).
13. Loser: Whoever bids the least on this power gets it.
This person is always getting picked on. At least one attack by each player (unless the player makes no attacks that turn) is redirected to the loser.
14. Cheater: This person is sneaky and good at copying other people's answers to get good grades... and copying other people's power. Each turn the power holder can target another person to randomly find out one of the powers the targeted person has, and then copy that power (for one turn) and use it on someone else.
15. Teacher's pet: spend x energy. Prevent x damage from every separate source this round. Can only be used every other round.
16. School bully: if you attack a victim that is the target of another attack(s), add x to your attack, where x is half of the other attacker(s) attack power, rounded down.
The Players:
1. IC
2. Rhiya
3. SecretSkull
4. Captain Combustible
5. Stress Ball
6. Preturbed
7. Cati
8. Ex. 68471
The game begins when everyone has sent in bids to me. If this takes too long I will set a deadline.
Let the bidding begin!
Powers:
1. Really Heavy Backpack: Whoever wears the backpack may take no action every other round starting with the second round. Burn 10 and the target player now wears the backpack and gets the effects next round.
2. Strangely Lifelike Drawings: Owner of this ability has the power to bring whatever drawings he makes in class to life. To do so, the owner must spend an amount equal to the power he wishes the drawing to have. This cost will not be restored until 2 turns have passed.
3. Learning Disorder: Spend 5 energy: Select 1 Player. That Player may not gain any new Powers for the remainder of the game.
4. Report to Administrator: In the Resolution Phase, redirect any damage you took this round from Attacks to a chosen target. That target can still Defend if (s)he has any Defense left, and his/her own Attacks are simply negated rather than redirected at him/her. You cannot target the same character more than once per game with this Power.
5. Textbooks: Spend 10, and pick one of your attacks. It is doubled for that round as you take one of the books from your backpack and break it over some one's head. You can only use this power once per round, and only six times total.
6. Druggie: Spend X, gain X/4 energy. Reduce your Attacks and Defense by 5 since the drugs mess with how good you are. You also make an F on your next test.
7. Busy Work: Spend X: All other players must Spend X Energy (or all of their Energy, if they have less than X) on nothing in the next round.
8. No Free Lunch: Global Effect: No one may spend more than ½ their current energy per round.
9. Make a Friend (spend X energy): Designated player other than user takes X damage for this turn, user takes any spillover.
10. Kid with self-esteem Issues (Latent ability): User chooses another player, attack power and defense are copied for that turn. When sidekick is in use no active powers may be used. Passive abilities stay activated.
11. Peer Pressure: Spend 10: Next turn, a chosen player must assign the exact same amount of points to either Attack or Defense that you did.
12. Grade Curve: Burn 5: As long as someone takes more damage then you this turn you may nullify that damage, (not including the payment for this power).
13. Loser: Whoever bids the least on this power gets it.
This person is always getting picked on. At least one attack by each player (unless the player makes no attacks that turn) is redirected to the loser.
14. Cheater: This person is sneaky and good at copying other people's answers to get good grades... and copying other people's power. Each turn the power holder can target another person to randomly find out one of the powers the targeted person has, and then copy that power (for one turn) and use it on someone else.
15. Teacher's pet: spend x energy. Prevent x damage from every separate source this round. Can only be used every other round.
16. School bully: if you attack a victim that is the target of another attack(s), add x to your attack, where x is half of the other attacker(s) attack power, rounded down.
The Players:
1. IC
2. Rhiya
3. SecretSkull
4. Captain Combustible
5. Stress Ball
6. Preturbed
7. Cati
8. Ex. 68471
The game begins when everyone has sent in bids to me. If this takes too long I will set a deadline.