my submission(s) were ██████ and i think ██████ ██████ ██████ and ██████ might ██████
Especially when players design abiities, which functionality strongly depends on other player’s abilities.
the powers I came up are either strong or a flop…
Oh fug this is happening now
me when the boss is employment and literally everyone on this playerlist loses
(I gotchu)
who submitted
Broken Magic Watch - Time stops forever, and Boss Fight Misc never begins, because it never existed in the first place, and neither did we
oh yea i forgot to check if ihave all submissions one sec
How did daeron sneak into the game
Dearest Willow,
I hope this missive finds you well. I am merely inquiring regarding your wellbeing, as it appears that the ‘one sec’ has yet passed, and I fear some malady has befallen you.
I eagerly await your latest correspondence.
Sincerely,
Squirrel2412
it is currently midngiht can yiou remind me tommorow
all powers submitted
ill assign costs now
fair warning: a lot of these costs were not thought about too deeply and might be errattad if i catch a glaring issue as soon as i post it or smth
but power exchange compilation incoming
also, i’ve done a lot of rewording, so if you don’t think i captured the intention of your power accurately, let me know
The Power Exchange has been compiled. It will open as soon as I reveal the boss, which is right now.
VS: The King in Binds
The King in Binds has the following Powers:
- The Banquet: The King in Binds is not present in the fight in the beginning. Instead, their loyal servants will emulate some of the Powers of the Heros, in their attempt to protect the King from harm. The King cannot be targeted and functionally does not exist at the start of the game.
- Servants: The Servants join the battle as minions of the King in Binds. Each of the Servants is considered an additional ally of the King. At the start of the game, there is H Servants. The Servants have 50 Health each, and will copy a single random power from a unique Hero. (Effects that target “the boss” must target only one of the Servants, even if there are multiple. Subject to differences between specific Powers)
- Service even in Death: Each Servant that dies will grant the King in Binds a single Power that had not been taken from the pool. The King may choose which power, but if they leave it up to chance they do not have to pay the Cost for whatever power they get. The King may not utilize these powers until they actually join the fight.
- End of the Banquet: When the Servants have all been slain, the King in Binds will join the fight. This lets the King enter the game with the powers gained from Service even in Death. The King in Binds has Health equal to 60*H at the start, not including the Costs paid for his Powers.
- Bandages: The King in Binds evens the playing field. No Hero may be dealt more than 35 Damage in a single turn. The King may not be dealt more than 80 Damage in a single turn. Does not include Burn damage, and does not apply to the Servants (but does apply to the damage they deal).
- Before the King in Binds: Block to Burn applies at a 25% rate to all players, and applies at a 50% rate to the Servants.
- Present thyself before the King: The King in Binds may discard up to one power that a Hero has obtained after he reaches 50% Health. If he does so, that player is refunded its Cost and gains an additional 40 Health as compensation.
- Conquest: The Heros win if the King in Binds is reduced to 0 Health.
Power Exchange Compilation
The Tank - Spend X energy and select an allied player. If they take damage this round, up to X damage of theirs will be protected and you will instead burn 1/2 that damage, rounded down.
The Tank is purchasable for 7 Health.
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.
Combinohealing is purchasable for 17 Health.
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)
Training Arc is purchasable for 9 Health.
Healing Potion - Target heals 10 Health. May self-target. Usable once per game, and may be bought an unlimited number of times during the Power Exchange. Only one Healing Potion may be used in a single around across all heros. May not heal beyond the starting value. (Starting value is the amount of Health you have immediately after the Power Exchange)
Healing Potions are purchasable for 12 Health each.
Keeping the Score On Average - If you have dealt the most damage among allies throughout the game, your damage is decreased by Y, where Y is (the amount of damage you have dealt - the amount of damage the player who has dealt the 2nd most amount of damage you have dealt). If you have dealt the least damage among allies throughout the game, your damage is increased by Z, where Z is (the amount of damage the player with the 2nd least amount of damage dealt has dealt minus the amount of damage you have dealt). Does nothing if neither condition applies.
Keeping the Score is purchasable for 8 Health.
Taunt - Activate this ability to force an enemy to direct all of their single-target attacks onto you for that turn. 1 turn cooldown
Taunt is purchasable for 13 Health.
Power Word: Shield - Spend X Energy to grant an ally 1.5X Shields. 1 turn cooldown
Power Word: Shield is purchasable for 10 Health.
Totemic Call - Spend 10 Energy to summon a random totem from the following list. All totems have 10 Health. There may be an infinite amount of Totems out at any given time, even multiple of the same type. (The totems count as an additional allied player, except when calculating win conditions.)
- Searing Totem: Deals 5 damage to an enemy each round.
- Healing Totem: Heals each ally 3 Health at the start of each round. May not heal beyond the starting value. (Starting value is the amount of Health you have immediately after the Power Exchange)
- Taunt Totem: An enemy has all of their single-target attacks redirected to the Taunt totem. (The Power Taunt takes priority)
- Mana Totem: Grants 5 additional Energy to every ally at the start of each round. (This Energy vanishes at the end of each round as usual)
Totemic Call is purchasable for 13 Health.
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.
Paperkrensis is purchasable for 15 Health.
Discount Foresight - At the beginning of the round, you will recieve three possible attacks that an enemy could carry out, exactly one of which will be correct. You may choose to send X Energy to give one of the three targets 2X Shields. After actions have been selected, one of the attacks you didn’t choose will be revealed to be false. You may then spend X energy to change your target, and you may adjust your other actions. No refunds.
Discount Foresight is purchasable for 16Health.
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.
Damage Transference is purchasable for 24 Health.
Hot Potato - At the start of each round, pass this power to an ally who has not held the hot potato. If there are no valid targets, you give it to a single enemy, dealing 40 unblockable damage and discarding this power. If someone dies while carrying the hot potato, it explodes, and a random living ally also dies in the explosion.
Hot Potato is purchasable for 9 Health.
Huntsman and Damsel - One other ally is secretly made the Damsel. Flavor will hint at the Damsel’s identity. Once per game, you may guess that a living player is the Damsel - if correct, immediately deal 30 unblockable damage to an enemy.
Huntsman and Damsel is purchasable for 12 Health.
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.
Backup is purchasable for 6 Health.
Honorable Offer - Strike a deal with an enemy, restricting both of you to be unable to perform certain actions. You spend Energy depending on how restricting the deal is each round, both to use this Power and to maintain it each round.
Honorable Offer is purchasable for 13 Health.
Doppelgangar - Burn 10: Copy an action an ally is performing this round. You must still pay costs for that action as normal.
Doppelgangar is purchasable for 16 Health.
Resource Redistribution - Spend 30 and choose 2 allies. Their Health values are swapped at the start of the round. (Their Energy values do not change.)
Resource Redistribution is purchasable for 20 Health.
Power of Friendship - Each round, for every ally that is alive, gain +2 Energy (not health)! for that round.
Power of Friendship is purchasable for 6 Health.
No Pain No Gain - Spend 10 Energy: Your next attack will deal X extra damage, where X is equal to half the damage of a single attack directed against you.
No Pain No Gain is purchasable for 14 Health.
Bounty - Spend X: Place a Bounty of X on target ally. For every point of damage they take this round, you automatically gain X Shields and 0.5X Energy (not health!) next round.
Bounty is purchasable for 11 Health.
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.
Parry is purchasable for 7 Health.
Manage Supplies - Burn 5: Swap two Powers between allied living players.
Manage Supplies is purchasable for 11 Health.
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.
Power Word: Heal is purchasable for 19 Health.
Elemental Attack - Spend 20 Energy and buff an ally’s attacks by 33% this turn. Also choose one of these elements to add to their attack:
- Fire: Target is burnt, and takes 5 damage for the next 3 turns.
- Mental Exhaustion: Target is slowed, and loses 5 Energy (not health) for the next 3 turns.
- Nuclear Energy: Targets deals 5 less damage with each attack during this turn.
- Stock Market Transactional Power: Target takes the amount of energy attacker does not use this turn, next turn as an attack from them.
Elemental Attack is purchasable for 13 Health.
Necromancy - Target a dead ally, and choose one of their abilities. For this turn, gain the chosen ability and pay its cost. While nobody is dead, gain a copy of a random ability from another player at the start of each turn. (You lose them at the end of each round and gain a new one)
Necromancy is purchasable for 20 Health.
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.
Revenge is purchasable for 9 Health.
The Boss has been revealed and the Power Exchange is open! Ping me to pay the price for a power and obtain it. After 24-48h, the Power Exchange will close and the game will begin.
@Marshal
@Squirrel2412
@Zugzwang
@CarrotyReaper
@tutuu
@Garfooled
@Marluna
@Geyde
@Atlas
willow, can you quote which ones i submitted for me?
i can’t tell
i may be stupid