Sweet F.A. Rumble - Game Over - Fryer Tuck Wins!

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Just waiting on Footypie32

Sorry, mate. My phone shat itself and I'll be without one for nearly a week. Will do my best to keep up, but can only really post in the morning and late at night.
 
Sorry, mate. My phone shat itself and I'll be without one for nearly a week. Will do my best to keep up, but can only really post in the morning and late at night.
No probs. Intended to be a slower game.
 
RUMBLE AUCTION

See anything you like? The below super-powers are up for auction. You can bid for as few or as many as you like, bidding with your Energy points. All sales are binding, so any powers you successfully bid on will be yours and the cost will be deducted from your Energy total. Remember that your Energy also represents your life and defensive / attacking capabilities in the game. Power Strength refers to the cost you ended up paying for that power. You don't have to bid on the powers you nominated, however of course you are welcome to. PM me your bids.

Key:
Attack
Defence
Sidekick
Meta
Misc

Boom Boxing: Does 25 unavoidable extra damage whenever your Attack beats the victim's Defence by 20 or more.


Escalation: Every time you take damage from an opponent, you receive a cumulative +3 bonus to your Attacks versus that opponent.

Extra Arms: You may only assign one Attack per round, but a copy of that Attack is made against every other opponent.

Glass Swords: Add 40 to each of your Attacks. Lose this power the first time you sustain any damage.

Ice Storm: Spend 10: Ice Storm does damage equal to its Power Strength, to each opponent.


Really Big Guns:
Add 50 to each of your Attacks.

Summon Cthulhu: Spend 50: If you survive until the end of the round, the Elder God awakens to destroy the world; you win.


Wounded Rage: Use once per round: Add 30 to an Attack. Use only if you were damaged in the previous round.

Ace of Spades: Each time you take damage, the player who dealt it to you loses half that much Energy.

Flight: Spend all of your Energy: All Attacks against you are reduced to zero.

High-Powered Energy Shield: Burn X: Add 10X to your Defence.


Mutable Armor: When you take damage you may flip a coin. If heads, prevent that damage and gain Energy equal to it. If tails, take the damage normally and you may not Attack or activate Powers next round.

Spore Cloud: Spend 10: Any Hero that Attacks you this round may not use any Powers on their next round, and the effects of any Powers they are already using are negated.


Tai-Chi: Spend 20 and choose an Opponent: Add that opponent's Defence to your Defence, this round. Use once per round.

Very Big: Any damage dealt to you is halved (rounded down).

Gestalt: At the end of any round in which you took damage, create a Sidekick with Energy equal to that damage, and no Powers.

Sidekick: Your brave sidekick counts as an extra Hero, under your control. He starts with 50 Energy, and has no Super Powers.

Dark Mirror: Target one Hero in play and spend 10 Energy to form a Dark Mirror. Whenever you lose Energy from Attacks, any Hero targeted by your Dark Mirror loses 1/2 as much Energy, rounded down. Dark Mirror costs 3 Energy per turn to sustain. You may only form one Dark Mirror per turn, but you may have as many in play as you can afford.

Mimic: Spend X: You may use any single Power in play whose Power Strength is X, this round.

Resurrection: ONE TIME USE. Using all of your Energy into the Superpower, resurrect a 100 Energy clone of any dead player, complete with powers and Attack/Defence abilities. However, lose the ability to use any Attack, Defence, or superpowers for the next turn.

Temporal Anchor: Use twice per game: At the end of this round, either note down the state of the game, or return the game to the previously-noted state (and lose this Power).

The Fair Dinkum Revolution: ONE TIME USE AT ANY TIME. If this Power is used at any point in the game, the combined total of the amount of Energy left amongst the remaining players are equally split between the players (rounded down to the nearest whole number.)

Disagreeable When Angry: The first time you sustain a single hit of damage which exceeds this Power's Power Strength, gain 50 Energy.

Force Fields: Spend X: Add either 2X to your Defence this round or X to your Defence next round.

Metal Tentacles: If you damage a Hero, they must deduct 15 from their Defence next round (to a minimum of zero).

Precognition: You may choose how to put Energy into Attack and Defense after other people have revealed their choices. You must still choose which powers you are using normally, however.

Souleater: Gain 50 Energy whenever an opponent leaves the game.

Touch of Grace: You may restore 10 Energy to any Hero except yourself, once per round. Next round, that Hero may not make any aggressive acts towards you.
 
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Note: You can bid for as few or as many powers as you want, for as much or as little as you want. Feel free to amend bids until all bids are in. 3/14 received atm. Bid too much / high - you might start with little energy. Bid too little / too low - you might miss out on powers altogether and be a 100 Energy mortal with no powers and be noncompetitive. It's a balancing act.
 
Can I just keep what I;ve got? Do i have to also bid?
 
Can I just keep what I;ve got? Do i have to also bid?
Sorry, yeah you have to bid because you don't have them yet - nobody has any powers yet - you were all just 'suggesting' if you like, two powers to be part of the auction. Now you have to bid and the cost comes off your Energy total. Everyone currently has 100 Energy. If you are only interested in the two you nommed just bid for them only, but others may bid.
 

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HumanMeatball roo2macca Golumless

RUMBLE AUCTION

See anything you like? The below super-powers are up for auction. You can bid for as few or as many as you like, bidding with your Energy points. All sales are binding, so any powers you successfully bid on will be yours and the cost will be deducted from your Energy total. Remember that your Energy also represents your life and defensive / attacking capabilities in the game. Power Strength refers to the cost you ended up paying for that power. You don't have to bid on the powers you nominated, however of course you are welcome to. PM me your bids.

Key:
Attack
Defence
Sidekick
Meta
Misc

Boom Boxing: Does 25 unavoidable extra damage whenever your Attack beats the victim's Defence by 20 or more.


Escalation: Every time you take damage from an opponent, you receive a cumulative +3 bonus to your Attacks versus that opponent.

Extra Arms: You may only assign one Attack per round, but a copy of that Attack is made against every other opponent.

Glass Swords: Add 40 to each of your Attacks. Lose this power the first time you sustain any damage.

Ice Storm: Spend 10: Ice Storm does damage equal to its Power Strength, to each opponent.


Really Big Guns:
Add 50 to each of your Attacks.

Summon Cthulhu: Spend 50: If you survive until the end of the round, the Elder God awakens to destroy the world; you win.


Wounded Rage: Use once per round: Add 30 to an Attack. Use only if you were damaged in the previous round.

Ace of Spades: Each time you take damage, the player who dealt it to you loses half that much Energy.

Flight: Spend all of your Energy: All Attacks against you are reduced to zero.

High-Powered Energy Shield: Burn X: Add 10X to your Defence.


Mutable Armor: When you take damage you may flip a coin. If heads, prevent that damage and gain Energy equal to it. If tails, take the damage normally and you may not Attack or activate Powers next round.

Spore Cloud: Spend 10: Any Hero that Attacks you this round may not use any Powers on their next round, and the effects of any Powers they are already using are negated.


Tai-Chi: Spend 20 and choose an Opponent: Add that opponent's Defence to your Defence, this round. Use once per round.

Very Big: Any damage dealt to you is halved (rounded down).

Gestalt: At the end of any round in which you took damage, create a Sidekick with Energy equal to that damage, and no Powers.

Sidekick: Your brave sidekick counts as an extra Hero, under your control. He starts with 50 Energy, and has no Super Powers.

Dark Mirror: Target one Hero in play and spend 10 Energy to form a Dark Mirror. Whenever you lose Energy from Attacks, any Hero targeted by your Dark Mirror loses 1/2 as much Energy, rounded down. Dark Mirror costs 3 Energy per turn to sustain. You may only form one Dark Mirror per turn, but you may have as many in play as you can afford.

Mimic: Spend X: You may use any single Power in play whose Power Strength is X, this round.

Resurrection: ONE TIME USE. Using all of your Energy into the Superpower, resurrect a 100 Energy clone of any dead player, complete with powers and Attack/Defence abilities. However, lose the ability to use any Attack, Defence, or superpowers for the next turn.

Temporal Anchor: Use twice per game: At the end of this round, either note down the state of the game, or return the game to the previously-noted state (and lose this Power).

The Fair Dinkum Revolution: ONE TIME USE AT ANY TIME. If this Power is used at any point in the game, the combined total of the amount of Energy left amongst the remaining players are equally split between the players (rounded down to the nearest whole number.)

Disagreeable When Angry: The first time you sustain a single hit of damage which exceeds this Power's Power Strength, gain 50 Energy.

Force Fields: Spend X: Add either 2X to your Defence this round or X to your Defence next round.

Metal Tentacles: If you damage a Hero, they must deduct 15 from their Defence next round (to a minimum of zero).

Precognition: You may choose how to put Energy into Attack and Defense after other people have revealed their choices. You must still choose which powers you are using normally, however.

Souleater: Gain 50 Energy whenever an opponent leaves the game.

Touch of Grace: You may restore 10 Energy to any Hero except yourself, once per round. Next round, that Hero may not make any aggressive acts towards you.
 
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Fryer Tuck Nakia Cloud_

RUMBLE AUCTION

See anything you like? The below super-powers are up for auction. You can bid for as few or as many as you like, bidding with your Energy points. All sales are binding, so any powers you successfully bid on will be yours and the cost will be deducted from your Energy total. Remember that your Energy also represents your life and defensive / attacking capabilities in the game. Power Strength refers to the cost you ended up paying for that power. You don't have to bid on the powers you nominated, however of course you are welcome to. PM me your bids.

Key:
Attack
Defence
Sidekick
Meta
Misc

Boom Boxing: Does 25 unavoidable extra damage whenever your Attack beats the victim's Defence by 20 or more.


Escalation: Every time you take damage from an opponent, you receive a cumulative +3 bonus to your Attacks versus that opponent.

Extra Arms: You may only assign one Attack per round, but a copy of that Attack is made against every other opponent.

Glass Swords: Add 40 to each of your Attacks. Lose this power the first time you sustain any damage.

Ice Storm: Spend 10: Ice Storm does damage equal to its Power Strength, to each opponent.


Really Big Guns:
Add 50 to each of your Attacks.

Summon Cthulhu: Spend 50: If you survive until the end of the round, the Elder God awakens to destroy the world; you win.


Wounded Rage: Use once per round: Add 30 to an Attack. Use only if you were damaged in the previous round.

Ace of Spades: Each time you take damage, the player who dealt it to you loses half that much Energy.

Flight: Spend all of your Energy: All Attacks against you are reduced to zero.

High-Powered Energy Shield: Burn X: Add 10X to your Defence.


Mutable Armor: When you take damage you may flip a coin. If heads, prevent that damage and gain Energy equal to it. If tails, take the damage normally and you may not Attack or activate Powers next round.

Spore Cloud: Spend 10: Any Hero that Attacks you this round may not use any Powers on their next round, and the effects of any Powers they are already using are negated.


Tai-Chi: Spend 20 and choose an Opponent: Add that opponent's Defence to your Defence, this round. Use once per round.

Very Big: Any damage dealt to you is halved (rounded down).

Gestalt: At the end of any round in which you took damage, create a Sidekick with Energy equal to that damage, and no Powers.

Sidekick: Your brave sidekick counts as an extra Hero, under your control. He starts with 50 Energy, and has no Super Powers.

Dark Mirror: Target one Hero in play and spend 10 Energy to form a Dark Mirror. Whenever you lose Energy from Attacks, any Hero targeted by your Dark Mirror loses 1/2 as much Energy, rounded down. Dark Mirror costs 3 Energy per turn to sustain. You may only form one Dark Mirror per turn, but you may have as many in play as you can afford.

Mimic: Spend X: You may use any single Power in play whose Power Strength is X, this round.

Resurrection: ONE TIME USE. Using all of your Energy into the Superpower, resurrect a 100 Energy clone of any dead player, complete with powers and Attack/Defence abilities. However, lose the ability to use any Attack, Defence, or superpowers for the next turn.

Temporal Anchor: Use twice per game: At the end of this round, either note down the state of the game, or return the game to the previously-noted state (and lose this Power).

The Fair Dinkum Revolution: ONE TIME USE AT ANY TIME. If this Power is used at any point in the game, the combined total of the amount of Energy left amongst the remaining players are equally split between the players (rounded down to the nearest whole number.)

Disagreeable When Angry: The first time you sustain a single hit of damage which exceeds this Power's Power Strength, gain 50 Energy.

Force Fields: Spend X: Add either 2X to your Defence this round or X to your Defence next round.

Metal Tentacles: If you damage a Hero, they must deduct 15 from their Defence next round (to a minimum of zero).

Precognition: You may choose how to put Energy into Attack and Defense after other people have revealed their choices. You must still choose which powers you are using normally, however.

Souleater: Gain 50 Energy whenever an opponent leaves the game.

Touch of Grace: You may restore 10 Energy to any Hero except yourself, once per round. Next round, that Hero may not make any aggressive acts towards you.
 
Last edited:
HumanMeatball roo2macca Golumless

RUMBLE AUCTION

See anything you like? The below super-powers are up for auction. You can bid for as few or as many as you like, bidding with your Energy points. All sales are binding, so any powers you successfully bid on will be yours and the cost will be deducted from your Energy total. Remember that your Energy also represents your life and defensive / attacking capabilities in the game. Power Strength refers to the cost you ended up paying for that power. You don't have to bid on the powers you nominated, however of course you are welcome to. PM me your bids.

Key:
Attack
Defence
Sidekick
Meta
Misc

Boom Boxing: Does 25 unavoidable extra damage whenever your Attack beats the victim's Defence by 20 or more.


Escalation: Every time you take damage from an opponent, you receive a cumulative +3 bonus to your Attacks versus that opponent.

Extra Arms: You may only assign one Attack per round, but a copy of that Attack is made against every other opponent.

Glass Swords: Add 40 to each of your Attacks. Lose this power the first time you sustain any damage.

Ice Storm: Spend 10: Ice Storm does damage equal to its Power Strength, to each opponent.


Really Big Guns:
Add 50 to each of your Attacks.

Summon Cthulhu: Spend 50: If you survive until the end of the round, the Elder God awakens to destroy the world; you win.


Wounded Rage: Use once per round: Add 30 to an Attack. Use only if you were damaged in the previous round.

Ace of Spades: Each time you take damage, the player who dealt it to you loses half that much Energy.

Flight: Spend all of your Energy: All Attacks against you are reduced to zero.

High-Powered Energy Shield: Burn X: Add 10X to your Defence.


Mutable Armor: When you take damage you may flip a coin. If heads, prevent that damage and gain Energy equal to it. If tails, take the damage normally and you may not Attack or activate Powers next round.

Spore Cloud: Spend 10: Any Hero that Attacks you this round may not use any Powers on their next round, and the effects of any Powers they are already using are negated.


Tai-Chi: Spend 20 and choose an Opponent: Add that opponent's Defence to your Defence, this round. Use once per round.

Very Big: Any damage dealt to you is halved (rounded down).

Gestalt: At the end of any round in which you took damage, create a Sidekick with Energy equal to that damage, and no Powers.

Sidekick: Your brave sidekick counts as an extra Hero, under your control. He starts with 50 Energy, and has no Super Powers.

Dark Mirror: Target one Hero in play and spend 10 Energy to form a Dark Mirror. Whenever you lose Energy from Attacks, any Hero targeted by your Dark Mirror loses 1/2 as much Energy, rounded down. Dark Mirror costs 3 Energy per turn to sustain. You may only form one Dark Mirror per turn, but you may have as many in play as you can afford.

Mimic: Spend X: You may use any single Power in play whose Power Strength is X, this round.

Resurrection: ONE TIME USE. Using all of your Energy into the Superpower, resurrect a 100 Energy clone of any dead player, complete with powers and Attack/Defence abilities. However, lose the ability to use any Attack, Defence, or superpowers for the next turn.

Temporal Anchor: Use twice per game: At the end of this round, either note down the state of the game, or return the game to the previously-noted state (and lose this Power).

The Fair Dinkum Revolution: ONE TIME USE. If this Power is used at any point in the game, the combined total of the amount of Energy left amongst the remaining players are equally split between the players (rounded down to the nearest whole number.)

Disagreeable When Angry: The first time you sustain a single hit of damage which exceeds this Power's Power Strength, gain 50 Energy.

Force Fields: Spend X: Add either 2X to your Defence this round or X to your Defence next round.

Metal Tentacles: If you damage a Hero, they must deduct 15 from their Defence next round (to a minimum of zero).

Precognition: You may choose how to put Energy into Attack and Defense after other people have revealed their choices. You must still choose which powers you are using normally, however.

Souleater: Gain 50 Energy whenever an opponent leaves the game.

Touch of Grace: You may restore 10 Energy to any Hero except yourself, once per round. Next round, that Hero may not make any aggressive acts towards you.
Boom boxing
 

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