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Overheat
Pages - 3
Cost - none
Casting Time - 1 day
Duration - 1 day per caster level (maximum 6)
Cool Down Time - 1 day per 2 caster levels, rounded up (maximum 3)
Effect: If target player is casting a spell when Overheat is cast, that player's spell is countered (that spell has no effect, and that player is no longer casting the spell). The targetted player cannot cast any spells for the duration of Overheat.
If the targetted player is casting a spell when Overheat is cast, that player also loses 10 hit points per caster level to a maximum of 10*(caster level - target level) if the target is at a lower level than the caster, or a maximum of 10 otherwise. In addition to taking the damage, the target player begins cooling down at the end of Overheat's duration as if that player has successfully cast the countered spell.
Example: I (at level 3) cast Overheat at Fred (at level 1), who is casting a spell with a 24 hour cool down period. Fred's spell would be countered, Fred would lose 20 hit points, and Fred would be unable to cast spells for the next 96 hours (72 for Overheat, then 24 for the original spell he was casting).
If instead, Fred were level 4, Fred would only lose 10 hit points (but be unable to cast spells for 96 hours). If Fred were still level 1, but were not casting a spell, Fred would instead be unable to cast a spell for 72 hours (but would lose no hit points).
There is now a attribute called Karma, that is an integer. A player with negitive Karma is said to be Evil, while a player with positive Karma is said to be Good.
When a player trades in a Oven Mitt to get a Dark Cookie, or throws a Dark Cookie, eir Karma is decrimented.
When a player trades in a Oven Mitt to get a Light Cookie, or throws a Light Cookie, eir Karma is Incrimented.
When a player summons a Dark Cookie monster e loses Karma equal to the HP of the Dark Cookie Monster divided by 10.
When a player summons Akuma or Tenshi, e gains or loses 10 Karma respectively.
Because of this new system, Akuma now costs 10 Dark Cookies to summon, and Tenshi costs 10 Light cookies to summon.
Name: Teleport
Pages: 3
Cost: $25*X
Casting Time: Instantaneous
Cool Down Time: 2 turns
Effect: X may not be 0. Teleport causes you to jump from your current square (number N) to square Y, given by the following result d of an 11 sided die roll:
For d from 4 to 8 (inclusive), Y=N+X.
For d below 4, Y=N+X-d.
For d above 8, Y=N+X+d-8.
If Teleport would cause you to jump past the last square of the board, continue counting from the first square for the purposes of determining the destination square (ie: if the board has 20 squares and Teleport would cause you to jump to square 22, you land on square 2).
example: I cast teleport for X=4, on square 7. The following results occur depending on what I roll on d11:
Roll a 1: square 10
2: square 9
3: square 8
4 through 8: square 11
9: square 12
10: square 13
11: square 14
Name: Teleport
Pages: 3
Cost: $25*X
Casting Time: Instantaneous
Cool Down Time: 2 turns
Effect: X may not be 0. Teleport causes you to jump from your current square (number N) to square Y, given by the following result d of an 11 sided die roll:
For d from 4 to 8 (inclusive), Y=N+X.
For d below 4, Y=N+X-d.
For d above 8, Y=N+X+d-8.
example: I cast teleport for X=4, on square 7. The following results occur depending on what I roll on d11:
Roll a 1: jump to square 10
2: square 9
3: square 8
4 through 8: square 11
9: square 12
10: square 13
11: square 14
Name: Summon Dark Cookie Monster
Pages: 5
Cost: X Dark Cookies, where X is a whole number of the player's choice that is lower or equal to eir level.
Effect: A Dark Cookie Monster from the Inferno is summoned to target Square, with 10*X HP. Instead of taking your turn, you may move a DCM one space forwards or backwards. You may also tell it to use it's Inferno Breath on any player on it's Square, causing the Player to lose 10 HP. A player on the same Square as a DCM may feed it a Cookie. If it's a Light Cookie, then it loses 10 HP, and if it's a Dark Cookie it gains 10 HP. If a DCM runs out of HP it goes back to the Inferno.
Duration: X turns
Casting time: 3 days
Cool Down time: 3 days
Name: Summon Dark Cookie Monster
Pages: 5
Cost: X Dark Cookies, where X is a whole number of the player's choice that is lower or equal to eir level.
Effect: A Dark Cookie Monster from the Inferno is summoned to target Square, with 10*X HP. Instead of taking your turn, you may move a DCM one space forwards or backwards. You may also tell it to use it's Inferno Breath on any player on it's Square, causing the Player to lose 10 HP. A player on the same Square as a DCM may feed it a Cookie. If it's a Light Cookie, then it loses 10 HP, and if it's a Dark Cookie it gains 10 HP. If a DCM runs out of HP it goes back to the Inferno.
Duration: X turns
Casting time: 3
Cool Down time: 3
OK now I am sorry for the boxes
(just replaced boxes here)
3 new traits
"attack power" doesn't do anything yet
"defense strength" doesn't do anything yet
"MaxHp" sets how much hp a player may have. If a payer would gain more hp the player will end up as that players current MaxHp
Attack power = character level + any modifiers ( there aren't any modifiers yet)
defense strength = character level + any modifiers (which again there are nun currently)
Each player will have a MaxHp = 50*character level
(there was a typing mistake that TheFounder pointed out now the equation works correctly)
There will be a grave yard at square 13 and if any player has there hp =< 0 they will "respawn" there.
(there is a change here respawning now does something it now gives you health)
"Respawned" players have their health set to 1/2 of there max hp AND loose 20*current level worth of exp
example if a level 1 player has 10 hp nothing happend but if that same player has -2 hp they will be "respawned" at the grave yard with 25 hp
(just fixed boxes here)
There will be a town placed at square 6. there is buildings in the town.
One of the buildings in the town is a "Hospital". (other buildings should be defined by other rules)
(the box in this equation was suposed to be a minus so i have fixt it now)
Any square that has a hospital you can get healed up to your max health this action costs (yourMax hp - current hp)*2
for example level 1 player with 30 hp and there maxhp is 50 so that player can get healed for 40 dollars
both town and the grave yard are "safe zones"
no player may be attacked in a safe zone
Sorry this rule is so long but there was an effert to keep things simple
3 new traits
"attack power" doesnâ??t do anything yet
"defense strength" doesnâ??t do anything yet
"MaxHp" sets how much hp a player may have. If a payer would gain more hp the player will end up as that players current MaxHp
Attack power = character level + any modifiers ( there arenâ??t any modifiers yet)
defense strength = character level + any modifiers (which again there are nun currently)
Each player will have a MaxHp = 50*character level
There will be a grave yard at square 13 and if any player has there hp => 0 they will â??respawnâ?? there.
"Respawned" players loose 20*current level worth of exp
There will be a town placed at square 6. there is buildings in the town.
One of the buildings in the town is a â??Hospitalâ??. (other buildings should be defined by other rules)
Any square that has a hospital you can get healed up to your max health this action costs (yourMax hp â?? current hp)*2
for example level 1 player with 30 hp and there maxhp is 50 so that player can get healed for 40 dollars
both town and the grave yard are â??safe zonesâ??
no player may be attacked in a safe zone
Just so that the whole light and dark thing stays balancedï??
Square number 10 is the Light Inferno Oven. A Player at the L.I.O. may spend an Oven Mitt to gain a Light Cookie.
Top section
I propose that no new players can win the game. "new player" is defined as any player that has joined or rejoined the game within 21 days. There will also be no milking of new player accounts for cash or resources come on people play the game. Any player may only have one account to the best of jeffâ??s ability to prevent.
The top section of the rule has priority over all rules or sections of rules.
Bottom section
The new player trait which this rule will create can be referenced despite its current immutable nature. New players can win the game by paying 1 Nomopoly dollar. This action will be called "beginners luck". Similarly players can get themselves removed from the game immediately after gaining 1 Nomopoly dollar this effect may not be stacked with itself. this action will be called ""I still say the only way to win is not play!" said by Kartak" Both actions can be taken at any time they are allowed by all current rules.
(I just wanted to let people quit if they want to and to stop them from abusing stuff. this rule is a good idea no new comer on week 24 this time. no suprise attacks)
Top section
I propose that no new players can win the game. "new player" is defined as any player that has joined or rejoined the game within 14 days. There will also be no milking of accounts for cash or resources come on people play the game.
The top section of the rule has priority over all rules or sections of rules.
Bottom section
The new player trait which this rule will create can be referenced despite itâ??s current immutable nature. New players can win the game by paying 1 Nomopoly dollar. This action will be called "beginners luck". Similarly players can get themselves removed from the game immediately after gaining 1 Nomopoly dollar this effect may not be stacked with itself. this action will be called ""I still say the only way to win is not play!" said by Kartak" Both actions can be taken at any time.
(I just wanted to let people quit if they want to and to stop them from abusing stuff. this rule is a good idea no new comer on week 24 this time. Everyone gets to see the newcomers coming)
Players may pay $100 once per turn to choose the result of one die rolled on that turn for the purposes of moving. The choice must be valid for the die being decided upon, and may be made for any (one) die being rolled for moving that turn.
For example, a player who chooses to pay $100 in this manner may choose, for that turn and that turn only, to have one of the die roll a 5 (assuming 5 is a legitimate roll for that die). The other die (or dice) are then rolled as normal, as if the die which was chosen were rolled naturally. The player may not pay $200 (or more) to choose two (or more) dice's numbers, nor does the effect continue on past the next turn taken.
Yay! First proposal!
People can now buy a Square they land on for 3$ times the Squares number.