Game Starts at 12 AM Eastern, (11:30 for Quick man)
<BASICS> - The basics on how the game works, what you need to know how to play. <ADVANCED> - Intricacies of game and explanations of how actions are used/work, read here once you intend to play and have the time. <CHARACTERS> - Pick one of the 11 characters to play as once you've figured out how to play
My e-mail and AIM. I love to talk about the games, either concepts for future ones or the action going on in the current one. I'm strictly unbiased and won't give anyone an unfair advantage, though anybody can contact me to discuss strategy or get some tips. My advice is strictly based on what anybody could deduce from the game though, I don't give out knowledge you don't already have access to.
Terms A basic list of terms you'll need to know to play.
Action - A command given to your reploid. You get two "core actions" per round, though some don't count for your two (referred to as "doesn't take an action") and some might even give you more actions. Turn - The sum of all of your actions in a round. You should post your entire turn at once. Round - One full day. Rounds are used to measure how long some effects last, and at the beginning of the next round everyone gets to do more actions! Attack (capitalized) - The normal attack command. attack (not cap) - Usually refers to any kind of straight-forward assault on an enemy. If it is a smidged amount of damage (like 3 damage from Virus) or damage taken from the robots own actions (like activating a Proxi-Mine) it doesn't count as your own attack on them. Health - How much life you have left. Shortened to HP. Skills - Your two starting actions unique to your robot, if you destroy another robot you get to learn one of their actions.
Actions All of the commands you can give to your robot in a turn. After you post your actions, I'll determine any of the random parts with a random number generator and post health and bolt totals. Then I'll post the results for your reference.
Attack - Do 3-18 damage to selected enemy. The damage is a simulated three dice roll, so you do 1-6 damage 3 times. The majority of outcomes are in the 9-12 damage range.
>Charge - Add damage or special effects to your Charge Attack. You can stack up to two charges on each other
Defend - Halves the damage from the next attack on you this round, wears off at end of round.
Skills - Use any of your acquired skills. You can only use one skill per round, and you can't use the same skill two rounds in a row.
Search - Look for items. You have ~40% of finding a regular item, like health or a cool weapon.
Item - Item includes a number of actions involving the use of objects you find.
~Trade - Want to buy an item somebody else found searching? Want to try and sell off an item you bought but don't want anymore? Want to swap assembly items with another? If both of you agree to the trade any type of item combinations (not upgrades) you can do so freely. ~Use - Use an item. This takes an action, you can use two items in one turn.
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -Vaarsuvius, Order of the Stick
1. Rounds start midnight Eastern time. It's X:XX right now so figure out your time relatively 2. Please only use one account, for one reploid. You're just a loser if you have to cheat and pick up a second robot with an alt to essentially be your slave in battle. Also don't manipulate a family member or friend into joining and being under your control. Banning for this reason is possible. 3. Do not delete posts. You can only redo actions if you post the corrections before someone else takes their turn. Leave the other actions up though, because if you delete them I simply won't give you a turn that round. Because I like feeling powerful. 4. If you find a cheap loophole or something you might want to ask if it's intentional. If you just start abusing a loophole though rest-assured I will correct it. Sorry, I don't want my work reduced to crap because of a simple mistake a player takes advantage of, and whining and complaining about how I'm not fair won't help.
+ Can't attack the same robot twice in one turn.
+ Can't use the same tech two rounds in a row.
<ADVANCED>
Charge
Charging is fairly simple, when you charge I RNG a number between 1-8 and that becomes your charge score. Here is what the charge chart looks like
Above 8 is when you get into special charges, which add neat special effects and all that. But how do you get above 8? You can charge up to twice without firing the charge shot or resetting, which allows you to add the two charge scores you get together and hopefully propel into the more powerful charge attacks.
Kills
If you score the killing blow on the enemy you are entitled to learn one of his skills to be used as your own.
If you score the killing blow on a long-term enemy you'll also be entitled to a free upgrade. Long-term enemy means that you basically didn't just go after him in the past few rounds to score the kill on him. It'll be judged in a case-by-case scenario basically, but obviously you'll need to have been fighting them for at least 5 rounds and suffered a substantial amount of damage from them.
Status Effects FREEZE Lose one action the next day (So from 2 to 1) 50% chance to wear off at the end of the round BURN 3 - 5 damage at the start of every round. 50% chance to wear off each round PARALYZE 50% chance each action selected will fail. 50% chance to wear off each round Maximum of 2 turns each
Bonus Character - Cloud
Rewards
The top 4 players will be guaranteed a slot in the second round of the mega man arena. The top 3 will all get a boost in stats, while the winner will receive a nifty item or something like that.
<CHARACTERS> All characters have 250 health Mega Man Expert Aim 4/4 - Do 10 damage to enemy. This damage cannot be reduced
That Red guy that gives you power ups I cant remember his name 2/2 Search, if you dont get anything you will search again and get a minor item guaranteed.
Rush Jet 5% chance to dodge all attacks (Passive)
Ice Man Frost Bolt 4/4 10 Damage, Afflicted with FREEZE target can only use one action next turn
Ice Shield 3/3 Half damage the rest of the round. All players that attack you have a 50% chance of being afflicted by FREEZE
No slip shoes (Passive) status effects only have a 50% chance of affecting you each turn
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -Vaarsuvius, Order of the Stick
Shadow Blade 4/4 does 5 damage plus 5 more damage at the start of the next 2 turns
Clone 2/2 Summons 3 Clones. Every time you would take damage, damage has an equal chance of affecting a clone instead. Once hit a clone is dispersed. May not have more then 2 clones summoned at once
Summon Frog (Passive) Once under half health, you summon a frog which has 30 hp. Starting the next round, you can tell the frog to attack without using an action. It does 5 damage and has a 50% of paralyzing the opponent for a turn. It may be attacked by other players.
Quick Man
Quick Boomerang 4/4 10 Damage, takes effect before all other actions.
Sonic Formula 2/2 Cancel an attack used against you in the last 3 hours
First to the start (passive) May post actions half an hour earlier then start (11:30)
Air Man
Multi Tornado 4/4 5 damage to 3-5 random other players
Power Inhale 2/2 All charges are dispersed. For every charge dispersed you gain 2 life.
Propeller Pulse (Passive) May select 1 person for every 4 people still alive, those people cannot ATTACK you next turn
Guts Man
ITS A GIANT ROCK! 4/4 does 10 damage to 2 players
Guts Shield 3/3 Take half damage from the next attack received. Carries over to future rounds.
Strong Body (Passive) All damage taken is reduced by 1
Pharaoh Man
Pharaoh Wave 4/4 Pick 2 enemies, does 5 damage to each, with a 33% chance of afflicting BURN and a 33% Chance of afflicting PARALYZE
Undead Servants 3/3 Search. Does not use an action
One last breath (passive) A killing hit will reduce you to one health the first time you are hit. After being killed you will have one last round. If you win in that round you win.
Shade Man
Noise Crush 5/5 5 Damage to enemy. You may shoot yourself with it to charge it in effect, if you shoot yourself with it first it does 15 damage.
Bubble Bats 3/3 Summon 2 bats. Each bat has 5 HP. While the bats are alive you do an additional 3 damage with each ATTACK and gain an additional 10% of the damage that you do as health. May not have more than 2 bats at one time
Vampiric touch (Passive) 10% of the damage you do is converted to health
Splash Woman
Laser Trident 5/5 10 damage. This move penetrates all defensive abilities, as if the ability was never used.
Karaoke 3/3 Pick a players ability, that ability may not be used for the next 3 turns. May not target an ability more then once.
Womanly good looks (Passive) 5% chance to score critical hits on attacks, causing them to do double damage.
Napalm Man
Napalm bomb 3/3 15 damage and afflicts enemy with BURN take 5 damage yourself.
Blast Shield 4/4 BURN all enemies that attack you for the rest of the day
Stay on Target (Passive) +1 to all random number generations for charges.
Elec Man
Electric Wave3/3 10 damage to target robot . It is now PARALYZED
Magnetic field 3/3 search with a higher probability to find an item
Electric Lockdown (Passive) all others passive abilities are unaffected by you
Cloud
Omnistrike 3/3 4 hits of 4 damage each
Cure 3/3 Regain 8 health
Only Human (Passive) Do 25% less damage and take 25% more damage, but do 3 actions a turn
Mega Man - Jeff Zero Ice Man - Sceptile Shadow Man - Tom Quick Man - Dizzy Air Man - Blairville Guts Man - Aecioo Pharaoh Man - Todbot Shade Man - SHM Splash Woman - Seisen Napalm Man - JeffreyRaze Electric Man - Wizards Fan Cloud - Regaro
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -Vaarsuvius, Order of the Stick
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -Vaarsuvius, Order of the Stick
Also, can I get a list of all the descriptions of items that have been found?
uh,
HP restore 3 big 5 small Large + 25 Small +15 Power Restore 3 Big 5 Small Large +4 Small +2 Status heal Portable Shield Negates next attack this
Zap Laser 10 Damage and PARALYZES Flame Thrower 10 Damage and BURNS Frost Cannon 10 Damage and Freezes Solar Flare Every Robot is BURNED except you for 1 turn Sticky Bomb Target a robot, they are now carrying a bomb that will blow up in 2-6 turns. They gain the ability PASS BOMB _____ to pass the bomb to target robot. Every robot that carries the bomb gains this ability. The bomb cannot be passed back to you. When it explodes it deals 20 damage. Boomerang Hits 2 enemies for 10 damage Laser Canon 12 damage, this damage is unblock able Suicide Blast 30 damage. This attack kills you unless you kill a robot with it. Otherworldly Sword 10 damage, may use a turn to CHARGE SWORD Gains +4 damage for each time it is charged, may charge once a turn a maximum of 5 times Rouges Plasma Knife 12 damage, doubled if the target attacked you this turn Fisticuffs 15 Damage, target robot may only attack you for the next 2 turns
Subzero Plating 20% chance of inflicting FREEZE Incinerator Core 20% chance of inflicting BURN High Voltage wiring 20% chance of inflicting PARALYZE
Thats basically it I think
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yE frE me Kweku Ananse Papa me:http://img235.imageshack.us/img235/1508/masterplumgm3.jpg
Does Power Inhale remove Otherworldly Sword charges as well?
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -Vaarsuvius, Order of the Stick
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -Vaarsuvius, Order of the Stick
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -Vaarsuvius, Order of the Stick
Gall, I'm like the worst host ever. I left for Class at 1PM then stuck around for some school activities planning on doing this when I got back, then the girl I was supposed to go on a date with tomorrow night called and asked if I wanted to do it tonight instead.
Frick
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yE frE me Kweku Ananse Papa me:http://img235.imageshack.us/img235/1508/masterplumgm3.jpg
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -Vaarsuvius, Order of the Stick
I dunno, if not, that changes things. I only made that move so I could get a free hit on you.
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -Vaarsuvius, Order of the Stick
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -Vaarsuvius, Order of the Stick
Backing up Cloud? How foolish. He's a much more dangerous threat than I am.
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -Vaarsuvius, Order of the Stick
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -Vaarsuvius, Order of the Stick
--
"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -Vaarsuvius, Order of the Stick
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -Vaarsuvius, Order of the Stick