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Title: Rumble Powers
Description: Submit yours here!


rookee - August 21, 2007 05:20 PM (GMT)
The next game of Rumble is going to be with 2 TEAMS. In this thread I will allow anyone to make some powers for the next game. Take note that not all of them will be used, and I will still be selecting some of my own.

Submit as many as you like right in this thread. Don't make them stupid or over powered.

Lord Michael Davis - August 21, 2007 05:44 PM (GMT)
Bloodlust - increase damage on attacks by 10%
Damage absorb - absorb all damage that round and convert it to extra energy that you will have available to you in the next round (can only use once)

Zombo - August 21, 2007 07:10 PM (GMT)
THe concept of Heal: heal until one's maximum energy, which is defined as the starting energy after all bidding payout.

Heal - Burn X. Heal target for 2X. Use only once per round.
My Life for your Life - Ressurect target player with X energy, where X is half your energy. Lose X energy.

Protect - Spend X. Add X defense to target player.

Endurance - Increase your maximum energy by 50.

Eburt - August 21, 2007 07:20 PM (GMT)
Lol, Zombo, you totally play the monk in RPGs don't you? :P

Eriror - August 21, 2007 07:24 PM (GMT)
I have no idea what is considered stupid or overpowered here, but I'll give it a shot.

Nullify - Disable any offensive actions from 1 opponent for 1 turn. Can only be used once.

Cover - Reduce damage of one of your teammates by half for 2 turns. Can only be used once.

Reflect - Causes X/2 damage to opponent attacking you where X is the damage dealt to the user. Can be used twice.

Lord Michael Davis - August 21, 2007 09:41 PM (GMT)
QUOTE (Zombo @ Aug 21 2007, 08:10 PM)
Heal - Burn X. Heal target for 2X. Use only once per round.

player 1 - 50
player 2 - 50
Player 1 heals player 2 for 50

player 1 - 25
player 2 - 100
player 2 heals player 1 for 25
player 1 - 75
player 2 - 75

They have mutually increased their energy.

So a team could mutually boost it's energy greatly using this ploy?

Zombo - August 21, 2007 09:53 PM (GMT)
uh.. except you only have one player with heal so that example doesnt work.

Eburt - August 21, 2007 09:56 PM (GMT)
What about targetting ones self. Nothing says you can't...

Burn all but 1. Double your energy-1...

Its like the trick in Magic where a creature can target itself with an ability...

Zombo - August 21, 2007 09:58 PM (GMT)
i did say you cant go over your cap. and whoever is the healer will be targetted heavily and will most likely pay a hefty fee for the power.

think about it, if you burn X to gain 2X with no defense, its the same as spending points on def.

Eburt - August 21, 2007 10:06 PM (GMT)
Martyr: When you die everyone (living) on your team gain 10 energy (number could change).

Blood Web: Burn 15, target player can not attack this round (any attack energy is negated).

Vampire's Gambit: Whenever you deal damage to a foe, steal 10 energy from that foe. At the end of every round you lose 5 energy for each attack you made that round.

Channel Aggression: If you attack only one foe, add 20 points to that attack.

Eburt - August 21, 2007 10:08 PM (GMT)
Question: Are we going to be allowed to talk as a team when bidding? How about when assigning energy? And when are we going to learn what our team is?

Zombo - August 21, 2007 10:22 PM (GMT)
for sure, you should be able to talk to your team, so you have a good bidding strategy.

here's how I would write Marty:

Martyr: At the beginning of the game, burn X. When you die everyone (living) on your team gain 2X energy

Eburt - August 21, 2007 10:25 PM (GMT)
ah, that couldn't work Zombo... person could just burn all there energy, die instantly, and everyone gains 200-2x where x is how much they bid on it.

The thing with martyr is that you want to die if you have it.

Zombo - August 21, 2007 11:07 PM (GMT)
replace gain 2x energy by heal 2x energy.

Eburt - August 21, 2007 11:44 PM (GMT)
I rather like the idea that you can go beyond your original maximum though... it could still be very powerful if you burn like half and then die once everyone is weaker...

I still like the way I wrote it.

Zombo - August 21, 2007 11:48 PM (GMT)
sounds stupid to me to try and die ASAP if you have the power...

you gotta use reverse psychology.

BEcause you have martyr, you actually have LESS chance to die because they dont want to kill you. This way, its preferable to have decent energy to play with and not worry too much about defense.

Eburt - August 21, 2007 11:50 PM (GMT)
And that works better if you DON'T burn energy to use it... Besides... 10 energy is enough that you make an impact, but not enough to completely sway the game... Idon't think it needs to be changed. You can still go with either strategy.

P.S. Powers that create interesting discussions like this are the good ones. The more thought necessary the better IMO.

Lord Michael Davis - August 21, 2007 11:59 PM (GMT)
Team bonus - burn 90 energy off yourself, but give each attack from each of your teammates +5 damage for that round.

Eburt - August 22, 2007 12:02 AM (GMT)
QUOTE (Lord Michael Davis @ Aug 21 2007, 07:59 PM)
Team bonus - burn 90 energy off yourself, but give each attack from each of your teammates +5 damage for that round.

I think 90's probably way too high... I mean after bidding you probably won't even have 90 left... and it'd be nice if you could use it at least twice...

Like maybe burn 4X Where X is the number of players on your team. This way it actually serves as a bonus, when your team get +5 attack...

CheeseLord - August 22, 2007 12:18 AM (GMT)
Super Defense(someone think of a better name)- Burn 15 energy, and spend the rest of your energy. Your entire team cannot take any damage this turn.

Zombo - August 22, 2007 12:19 AM (GMT)
QUOTE (Lord Michael Davis @ Aug 21 2007, 07:59 PM)
Team bonus - burn 90 energy off yourself, but give each attack from each of your teammates +5 damage for that round.

Overrun: Burn 10. You cannot spend any energy on attack nor defense this round. All your teammates attacks receive +5 for the round.

Eburt - August 22, 2007 12:20 AM (GMT)
Suicide Bomber: When you die everyone on the other team takes 5 unblockable damage. (inverse of Martyr)

Rending Touch: Whenever you damage a foe, you may burn X. Destroy one of their powers, where X is that Power's Strength. (you may not burn more Energy than you have)

Curse of Flesh: Curse - Whenever you block damage you burn 5.

Note: I still think Curses should work differently. I think whoever bids lowest should get the curse, but retain their energy. Everyone else who bid on it would lose whatever they bid. This way avoiding the curse costs something and balances out there effect on the game. The alternative would be to have a powerful power come with a curse, like Hulking Muscle did in round 1.

Blade of Betraying Power: Boost your attack by 40. Any player may spend 5 to reduce your attack by 10.

^I think that might completely suck, but I'm not sure... it... might be really good....

Thanks Zombo.

Zombo - August 22, 2007 12:21 AM (GMT)
cheese, i'd call yours "Holy Cross" or something.

Zombo - August 22, 2007 12:21 AM (GMT)
eburt, there's a term for "the energy to win a power" it's called "Power Strength"

Eburt - August 22, 2007 12:22 AM (GMT)
QUOTE (CheeseLord @ Aug 21 2007, 08:18 PM)
Super Defense(someone think of a better name)- Burn 15 energy, and spend the rest of your energy. Your entire team cannot take any damage this turn.

way too good, allows your entire team to dedicate all energy to attack until you burn yourself to death...

worst part is, the opponents don't know when you'll use it.

CheeseLord - August 22, 2007 12:22 AM (GMT)
QUOTE (Eburt @ Aug 21 2007, 08:20 PM)

Rending Touch: Whenever you damage a foe, you may burn X. Destroy one of their powers, where X is the [b]ammount that they bid on that power[b]. (you may not burn more Energy than you have)

That would be called the "Power Strength"


Something Else with a Bad Name(I suck at naming things)- Choose one player on your team, and one on the other team. Both die instantly.

Zombo - August 22, 2007 12:23 AM (GMT)
QUOTE (Eburt @ Aug 21 2007, 08:20 PM)
Note: I still think Curses should work differently. I think whoever bids lowest should get the curse, but retain their energy. Everyone else who bid on it would lose whatever they bid. This way avoiding the curse costs something and balances out there effect on the game. The alternative would be to have a powerful power come with a curse, like Hulking Muscle did in round 1.

that's too harsh. Maybe the highest bid has to pay or something. But then it penalizes player who wants to be power-free and curse-free because they can't bid their entire 99 on curses.

Zombo - August 22, 2007 12:23 AM (GMT)
QUOTE (CheeseLord @ Aug 21 2007, 08:22 PM)
QUOTE (Eburt @ Aug 21 2007, 08:20 PM)

Rending Touch: Whenever you damage a foe, you may burn X. Destroy one of their powers, where X is the [b]ammount that they bid on that power[b]. (you may not burn more Energy than you have)

That would be called the "Power Strength"


Something Else with a Bad Name(I suck at naming things)- Choose one player on your team, and one on the other team. Both die instantly.

wtf dude... thats too powerful.

Eburt - August 22, 2007 12:24 AM (GMT)
QUOTE (CheeseLord @ Aug 21 2007, 08:22 PM)
Something Else with a Bad Name(I suck at naming things)- Choose one player on your team, and one on the other team. Both die instantly.

Also way too good. If you've ever played Magic the Gathering, you'd understand why some of these powers are way overkill.

And yeah, thanks Cheese and Zombo... I knew there was a word but I couldn't remember it.

CheeseLord - August 22, 2007 12:25 AM (GMT)
QUOTE (Zombo @ Aug 21 2007, 08:23 PM)
QUOTE (CheeseLord @ Aug 21 2007, 08:22 PM)
QUOTE (Eburt @ Aug 21 2007, 08:20 PM)

Rending Touch: Whenever you damage a foe, you may burn X. Destroy one of their powers, where X is the [b]ammount that they bid on that power[b]. (you may not burn more Energy than you have)

That would be called the "Power Strength"


Something Else with a Bad Name(I suck at naming things)- Choose one player on your team, and one on the other team. Both die instantly.

wtf dude... thats too powerful.

Ok then, I'll change it:
Burn 30.
Choose two players on your team, and one on the other team. All three die instantly.

This would kill off a lot of players on one turn though...

Eburt - August 22, 2007 12:26 AM (GMT)
QUOTE (Zombo @ Aug 21 2007, 08:23 PM)
QUOTE (Eburt @ Aug 21 2007, 08:20 PM)
Note: I still think Curses should work differently. I think whoever bids lowest should get the curse, but retain their energy. Everyone else who bid on it would lose whatever they bid. This way avoiding the curse costs something and balances out there effect on the game. The alternative would be to have a powerful power come with a curse, like Hulking Muscle did in round 1.

that's too harsh. Maybe the highest bid has to pay or something. But then it penalizes player who wants to be power-free and curse-free because they can't bid their entire 99 on curses.

I don't really think so... because no one would really bid above like 10-15 for it max... it basically gives one player a handicap in exchange for a few points of energy on everyone else... The only thing is you could only have like 1 curse in the game... maybe start everyone with say 110 energy to balance out the bidding for the curse?

Eburt - August 22, 2007 12:28 AM (GMT)
QUOTE (CheeseLord @ Aug 21 2007, 08:25 PM)
Ok then, I'll change it:
Burn 30.
Choose two players on your team, and one on the other team. All three die instantly.

This would kill off a lot of players on one turn though...

Yeah, even though that might be more fair its still a huge impact on the game in one round... seems like too much for one player to be able control. Besides, you could even use that more than once!

Zombo - August 22, 2007 12:29 AM (GMT)
Armageddon Clock - The clock starts with 0 ticks. Burn 5X: Add X ticks to the clock (This ability can be played during resolution phase). At the end of each turn, remove a tick from the clock if possible. Otherwise, the player possessing the clock dies. Spend 20: Give the power to someone else. The number of ticks is not reset to 0.

Eburt - August 22, 2007 12:31 AM (GMT)
QUOTE (Zombo @ Aug 21 2007, 08:29 PM)
Armageddon Clock - The clock starts with 0 ticks. Burn 5X: Add X ticks to the clock (This ability can be played during resolution phase). At the end of each turn, remove a tick from the clock if possible. Otherwise, the player possessing the clock dies. Spend 20: Give the power to someone else. The number of ticks is not reset to 0.

oooo, I really like that power... always been a fan of the "hot potatoe" archtype

Zombo - August 22, 2007 12:32 AM (GMT)
QUOTE (Eburt @ Aug 21 2007, 08:26 PM)
QUOTE (Zombo @ Aug 21 2007, 08:23 PM)
QUOTE (Eburt @ Aug 21 2007, 08:20 PM)
Note: I still think Curses should work differently. I think whoever bids lowest should get the curse, but retain their energy. Everyone else who bid on it would lose whatever they bid. This way avoiding the curse costs something and balances out there effect on the game. The alternative would be to have a powerful power come with a curse, like Hulking Muscle did in round 1.

that's too harsh. Maybe the highest bid has to pay or something. But then it penalizes player who wants to be power-free and curse-free because they can't bid their entire 99 on curses.

I don't really think so... because no one would really bid above like 10-15 for it max... it basically gives one player a handicap in exchange for a few points of energy on everyone else... The only thing is you could only have like 1 curse in the game... maybe start everyone with say 110 energy to balance out the bidding for the curse?

i prefer the highest bid only because it becomes a guessing game to find the middle. Otherwise there's seem to be any penalty for being the highest bidder compared to the other "middle" bidders.

CheeseLord - August 22, 2007 12:32 AM (GMT)
Something else: Spend 30, increase EVERY PLAYER'S max energy by 30/x where x is the number of players.

Cheese Cannon: Name 3 kinds of cheese and spend 20 energy to deal 5 unblockable damage to two different players. The same kinds of cheese may not be named twice in the game, even for Cheese Shield.

Cheese Shield: Name 3 kinds of cheese and spend 20 energy to add 10 defense to each person on your team. The same kinds of cheese may not be named twice in the game, even for Cheese Cannon.



I'm bored...

CheeseLord - August 22, 2007 12:32 AM (GMT)
QUOTE (Zombo @ Aug 21 2007, 08:29 PM)
Armageddon Clock - The clock starts with 0 ticks. Burn 5X: Add X ticks to the clock (This ability can be played during resolution phase). At the end of each turn, remove a tick from the clock if possible. Otherwise, the player possessing the clock dies. Spend 20: Give the power to someone else. The number of ticks is not reset to 0.

Isn't something like that already in the online archive?

Zombo - August 22, 2007 12:34 AM (GMT)
yea, good call here's their version:

Armageddon Clock: At the end of ten rounds, the Hero with the most Energy is the only survivor. Any Hero may Burn 2 to extend the Clock by 2 rounds.

Eburt - August 22, 2007 12:35 AM (GMT)
Alright Zombo, I'd go with that... just that the original way curses work isn't fair, it completely screws whoever gets it. It should balance the players, not screw them. Either way, but the original IMO.

And I actually like the cheese-based powers :P And "Something Else" Could be like "Winds of Health"

Eburt - August 22, 2007 12:36 AM (GMT)
QUOTE (Zombo @ Aug 21 2007, 08:34 PM)
yea, good call here's their version:

Armageddon Clock: At the end of ten rounds, the Hero with the most Energy is the only survivor. Any Hero may Burn 2 to extend the Clock by 2 rounds.

That version sucks... yours is way more interesting.




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