@discobot roll 1d2
1
2
actually i shouldnt be doing this publicly let me reroll all those
Lo and behold, your power setup in my sheet!
(Marshal has 4 healing potions but i put them off to the side cuz its too big to include in a single screenshot)
similarly, these are the Servant’s Powers and Healths
I’m actually gonna immediately rule that since Discount Foresight is unusable it’s going to be reranded to Damage Transference tho
The Boss’ Turn has been planned. You may now plan your own turns.
Submit a sheet of actions to me within 24h or whenever I feel like closing it past that point.
flavor for hunstman and damsle will uh
exist, i guess
Should everyone (beside Marshal) focus on one servant, right?
Also would the servant with damage transference even use half of their energy instead of blocking/attacking?
They are some powers that still should activate at the start of the round, I think. (beside the Huntsman thing.)
Necromancy should give out a random ability, discount foresight should give out three possible attacks.
(power of friendship gives +16 energy for the round, altough this one doesn’t need host input.)
fuck right
Time to murder some servants…
Hm so I guess I should spend my first turn gambling on who I think is unprotected or just equally distributing damage for maximum airplanes
can this phase be longer (just this one, not the next ones) since we’ve been in power exchange hell dimension for a few days
and ideally everyone should be able to check in
alright
plans
see
i didn’t think we’d get this far
so tutuu should taunt:revenge and be power word: shielded
Revenge - Spend all Energy: Make an attack against an enemy equivalent to the highest Attack made by them against you in this round, times 1.5.
Doppelgangar - Burn 10: Copy an action an ally is performing this round. You must still pay costs for that action as normal.
Training Arc - Spend 15 energy to attack for 8*X damage, where X is the number of times you have used this ability (starts at 1, so the first attack does 8 damage)
Paperkenesis - If your basic attack would deal damage to an enemy, instead create that many Paper Airplanes. Paper Airplanes have 1 HP and automatically attack an enemy for 1 damage each round. You may command any number of paper airplanes to protect an ally instead of attacking; if the target they protect is attacked, damage will be dealt to an equivalent number of protecting Paper Airplanes after defense, but before damage is dealt.
Backup - Once per game, activate this power and choose a dead ally, and inherit all of their abilities. You will lose all of your current abilities.
Power Word: Heal - Spend X Energy (X is capped at 80): Target player, and heal them for X*0.33 damage. If X is greater than 40: If they are attacked in any way by The Boss this turn, their status reverts to how it was the last turn they weren’t attacked. This ability cannot self target.
Combinohealing - Each round, assign a number 1-9 to every living allied player, including yourself. Players will gain that much health. Players may not recieve the same number twice. This costs as much energy as you heal players for. (For example, if you assigned 9, 8, and 5, you would spend 22 energy) Combinohealing may not heal itself past the starting Health of its user.
Parry - Spend X: Gain 0.75X Shields. If you are attacked, you automatically make an attack against your attacker for 0.5X (with a maximum equal to the damage prevented by your Shields) this round.
Damage Transference - Spend 25 Energy to choose two allies. All damage that would be dealt to one target will be dealt to the other, and vice versa. If one of your targets dies, this ability’s energy cost is reduced by 1.
good
now all in one place