community/forums/topics/1854092
Player setup:
I recognize that not everybody will be able to commit to the game each turn. This is why there is the option to play in teams of 2 - player may choose to pair up with a "familiar". You are encouraged to find someone to team up with who will send me moves on your behalf if you are unable to. Both of you would play the same game piece. If both of you send me moves, the familiar's will be discarded. If your game piece gets killed, both of you are out of the game unless there is an extraordinary circumstance (hint hint).Board setup
I will be making a custom board based on how many players are interested. The board will be exotic like the sample image above, not the traditional 8x8 setup. I will choose who starts where on the board. Starting positions may be made deliberately unfair for some.Game mechanics
The game is best described as off-topic spirited moderated free-for-all hunger-game anarchy. You win when your are the last one standing. At the core are your power points (pp). Each player starts with 50 pp. Using pp you are allowed to make up the rules of the game by converting pp into abilities.At the start of the game, you start with absolutely no abilities. Not even the ability to move (hint hint). All you can do is use pp to give yourself an ability to do something.
For each turn:
- you can decide whether to use pp or abilities in any order
- you can produce up to 2 new abilities per turn. No ability can prevent this.
- abilities gained will be made known to everyone via player action log unless unless there is an extraordinary circumstance (hint hint)
Abilities restrictions:
- Cannot cause unconditional kills. Kills can happen, but an exact circumstance must be provided.
- Cannot make someone invincible. You have to state the exact circumstance under which you or someone are to be protected from.
- Cannot lead to the production of pp that doesn't exist
- Cannot give ability to make abilities
Ability costs:
- 1: make up a one-shot ability to use on yourself
- 2: make up a one-shot ability to use on your square
- 4: make up a one-shot ability to use on an adjacent square
- 6: make up a one-shot ability to use on another player
- 8: make up a one-shot ability to use on the game/meta
- 50: make up an everlasting ability to use on yourself
- 75: make up an everlasting ability to use on the board (not player)
- 100: make up an everlasting ability to use on another player
- 200: make up an everlasting ability to use on the game
- 300: make up a one-shot ability to use on the next turn (no restrictions)
Tips
You may notice there are abilities that cost more than what anyone starts with (hint hint). I have been intentionally vague about what abilities there can be on purpose. I would very much love for each player to be creative in making up abilities. I can imagine all sorts of crazy and weird things, but also provided "(hint hint)" for ability ideas that may come of use. I especially look forward to the use game/meta abilities. What I will say in regards to that is that even the gamemaster is a manipulable gamepiece, and think what other meta mechanics you can manipulate.Finally, new abilities are subject under gamemaster's approval. Don't expect me to approve something overpowers you. Each advantage must have an equal disadvantage. So when you will ask me to give you the ability to do x, and I think it's a bit overpowered, I will ask you to come up with a catch. Sometimes it will be up to you to convince me it justifies the ability.
This first game might as well be a trial run. I expected needing to adjust starting pp, and am expecting for people to break this game with their abilities in ways I would not anticipate. At worst, people might run out of pp and the game will be stalled. We'll see. Suffice to say, I don't see this game lasting more than 50 turns.
Participants:
- Kobold84- DM FOR MUTUAL
- ClevelandsMyBro
- Jarcrafted
- B0ii
- Rezq Gokou
- heipizhu
- Corne2Plum3
- My Angel Anaxii
- cephaphysic
- 179bpm
- Hydreigon
- Farfocele
- OVERDUSTFIVA