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1
Lovers Conversation Archive / Counter-Terrorist CommLink
« on: January 23, 2016, 05:30:22 pm »
Welcome to the Counter-Terrorist private thread. You can communicate with your teammates here to strategize against the Terrorists.

How to Defuse the Bomb:
After the bomb has been planted, you can choose “Defuse Bomb” as a main action. It takes 10 Defuse actions to defuse the bomb. Each player defusing the bomb counts as one off the defuse timer if they survive the phase while they are defusing.

Team Abilities:
1)   Team Camp: At least three Counter-Terrorists must submit their main action as “Team Camp” and select the same bomb site to activate. On this map, Inferno, there are two bomb sites: The Crates and The Shack. The bomb cannot be planted at that bomb site this phase. This cannot be used on more than one bomb site per phase.
2)   Precision Strike: At least three Counter-Terrorists must submit their main action as “Precision Strike” and select the same target. You attack the target as one unit with +30 atk. You can target a player in Stealth.

All actions must still be PMed to me. I will not accept proxy actions for inactive players.

2
Lovers Conversation Archive / Terrorist CommLink
« on: January 23, 2016, 05:22:56 pm »
Welcome to the Terrorists private thread. You can communicate with your teammates here to strategize against the Counter-Terrorists.

How to Plant the Bomb:
The bomb is not considered an item. You must specify which location to plant the bomb. At least one Terrorist must submit their action as “Plant Bomb” and a location to plant the bomb. On this map, Inferno, there are two bomb locations: The Crates and The Shack. It takes two phases to plant the bomb at a location, or if two Terrorists choose to plant the bomb at the same location, it will be planted in one phase. If interrupted, progress in planting the bomb is not saved. After planting, the bomb will detonate after three phases.

Team Abilities:
1)   Team Stealth: At least three Terrorists must submit their main action as “Team Stealth” to activate. During the following phase, all Terrorists cannot normally be targeted by actions.
2)   Fake Bomb: At least three Terrorists must submit their action as “Fake Bomb” and specify a bomb site to activate. The write-up will show the action taken as “Plant Bomb” instead. The write-up will indicate that a bomb has been planted at the location specified.

All actions must still be PM'ed to me. I will not accept proxy actions for inactive players.

3
Arena Game Archives / JTM ARENA IV: COUNTERSTRIKE Game Thread
« on: January 22, 2016, 05:37:10 pm »
Phase 0: Pre-game Load Out



Four hours ago, the last truck was seen leaving the small village of Inferno. The townspeople had heeded the warning; the evacuation seemed to be complete. The intel was good. A small band of terrorists set up camp on the north side of town. The counter-terrorists already had organized a temporary outpost in the south. Apparently, the terrorists know about the critical gas pipeline running right underneath this provincial town and it looked like they would stop at nothing to blow it up.


Spoiler for Base Rules from sign up thead:
GAME CONCEPT: Two teams of 7 players each are pitted against each other in a grueling arena. The Counter-Terrorists win if they defuse the bomb or the bomb is never planted. The Terrorists win if they successfully plant and detonate the bomb. If the bomb is not planted by the 12th phase, the game is over and the Counter-Terrorists win. Players may have special abilities that may supersede the base rules and help their team win.

BASE RULES:

Damage and dying: Players start with an attack and defense value of 0/0.  You die if you are attacked for more than what your defense value is. When you die you may continue playing from the Sponsor’s Lounge. Like mafia, if your team wins, you do not necessarily have to survive to win. When a player dies, their role will be publicly revealed.

Actions:  Players may perform one main action per phase and as many secondary actions as they wish. At the end of the phase, the main actions by all the Players will occur at the same time. Players can perform the following 3 main actions this game:

1.   Attack: Attack target player with one weapon of your choice that you hold.  You may target yourself.
2.   Defend: Add your defense value to target player.  You may target yourself.
3.   Scavenge: Pick up available target item (weapon, armor, or misc) for your use.  If multiple players attempt to scavenge the same item, the winner of the scavenge will be randomly determined. Armor is immediately in use when scavenged. You may carry as many items as you want; item effects stack.

Additionally, players may drop, destroy, or trade items at any point in the phase.  All actions must be PMed to the GM.  The trade must be accepted (via PM) before it officially takes place.  This includes “giving” of items.

Phases: Write-ups shall include a summary of main actions taken by players each phase and a record of each player’s inventory. Phases will last 24 hours ending at 9 PM EST each day.

Sponsors: Sponsors start with 3 coins each.  Dead players enter the sponsor’s lounge and get 1 coin. (That’s right, you can help your teammates from the grave!)  You may pool your coins together to make purchases of high-cost items. No sponsor actions may occur in the last half hour of the phase. Sponsor action submissions from 8:30 PM to 9:00 PM EST each day will not be accepted.

Everything else is kept secret for now.

COMMON SENSE RULES:
-No PMs between or to players! Communication must be done in game thread or in team threads!
-The GM may answer questions regarding gameplay but will refrain from offering advice on strategy.
-Have fun!
Terrorists:
@Synonym
@✰Alpha✰
@Missing Person
@XthAtGAm3RGuYX
@Sig
@Pimp Willy
@DrWilgy

Counter-Terrorists:
@Blindknagg
@ForgeDigger
@Citrus
@Cobalt
@BeigeSand
@Augustus
@Hecatom

The game has started! Each player will receive a PM shortly regarding their specific abilities and a choice of items to start out with. Please select one item to begin the game with. Let me know your choice by 9 PM EST tomorrow (end of pre-game phase). At that time, the private team threads will begin.

Good luck!

4
Sponsor's Lounge Archives / COUNTERSTRIKE ARENA RNG Record
« on: January 22, 2016, 05:05:02 pm »
1) Thief
2) Ninja
3) Informant
4) Unwavering Faith
5) Martyr
6) Healer
7) Messiah
8) Eagle-eye
9) Mole
10) Recon
11) Recruiter
12) SWAT
13) Hacker
14) Medic

1. Synonym
2. ✰Alpha✰
3. Missing Person
4. Blindknagg
5. ForgeDigger
6. Citrus
7. XthAtGAm3RGuYX
8. Cobalt
9. Sig
10. Pimp Willy
11. BeigeSand
12. Augustus
13. Hecatom
14. DrWilgy 

Rolls: first roll will be first player's role, roles get renumbered omitting the one taken, then second role is the second player's role, etc.
Rolled 1d14 : 5, total 5
Rolled 1d13 : 1, total 1
Rolled 1d12 : 5, total 5
Rolled 1d11 : 6, total 6
Rolled 1d10 : 9, total 9
Rolled 1d9 : 7, total 7
Rolled 1d8 : 1, total 1
Rolled 1d7 : 5, total 5
Rolled 1d6 : 1, total 1
Rolled 1d5 : 2, total 2
Rolled 1d4 : 4, total 4
Rolled 1d3 : 3, total 3
Rolled 1d2 : 2, total 2

5
Sponsor's Lounge Archives / COUNTERSTRIKE Sponsor Lounge
« on: January 22, 2016, 04:57:44 pm »
Welcome to the COUNTERSTRIKE Arena Sponsor Lounge!

Apparently not everyone has left the village of Inferno. You small lot have remained, hidden in one of the tiny stone houses, able to see the action from your hidden location.



Spoiler for Game Design, yes it is messy:
Arena: Counterstrike

Game Concept: Two teams of 7 players each are pitted against each other in a grueling arena. The Counter-Terrorists win if they defuse the bomb or the bomb is never planted. The Terrorists win if they successfully plant and detonate the bomb. If the bomb is not planted by the 12th phase, the game is over and the Counter-Terrorists win. Players may have special abilities that may supersede the base rules and help their team win.

Base rules:

Damage and dying: Players start with an attack and defense value of 0/0.  You die if you are attacked for more than what your defense value is. When you die you may continue playing from the Sponsor’s Lounge. Like mafia, if your team wins, you do not necessarily have to survive to win. When a player dies, their role will be publicly revealed.

Actions:  Players may perform one main action per phase and as many secondary actions as they wish. At the end of the phase, the main actions by all the Players will occur at the same time. Players can perform the following 3 main actions this game:

1.   Attack: Attack target player with one weapon of your choice that you hold.  You may target yourself.
2.   Defend: Add your defense value to target player.  You may target yourself.
3.   Scavenge: Pick up available target item (weapon, armor, or misc) for your use.  Armor is immediately in use when scavenged. You may carry as many items as you want; item effects stack.

Additionally, players may drop, destroy, or trade items at any point in the phase.  All actions must be PMed to the GM.  The trade must be accepted (via PM) before it officially takes place.  This includes “giving” of items.

Phases: Write-ups shall include a summary of main actions taken by players each phase and a record of each player’s inventory. Phases will last 24 hours ending at 9 PM EST each day.

Sponsors : Sponsors start with 3 coins each.  Dead players enter the sponsor’s lounge and get 1 coin. (That’s right, you can help your teammates from the grave!)  You may pool your coins together to make purchases of high-cost items. No sponsor actions may occur in the last half hour of the phase. Sponsor action submissions from 8:30 PM to 9:00 PM EST each day will not be accepted.

Everything else is kept secret for now.

You may sign up as a Player or a Sponsor.

Common Sense Rules:
No PMs between or to players! Communication must be done in game thread or in team threads!
The GM may answer questions regarding gameplay but will refrain from offering advice on strategy.
Have fun!

Team abilities:
Terrorists:
1)   Team Stealth: At least three Terrorists must submit their main action as “Team Stealth” to activate. During the following phase, all Terrorists cannot normally be targeted by actions.
2)   Fake Bomb: At least three Terrorists must submit their action as “Fake Bomb” to activate. The write-up will show the action taken as “Plant Bomb” instead. The write-up will indicate that a bomb has been planted at the location specified.

Planting the Bomb: The bomb is not considered an item. You must specify which location to plant the bomb. At least one Terrorist must submit their action as “Plant Bomb” and a location to plant the bomb. It takes two phases to plant the bomb at a location, or if two Terrorists choose to plant the bomb at the same location, it will be planted in one phase. If interrupted, progress in planting the bomb is not saved. After planting, the bomb will detonate after three phases.

Defusing the Bomb: After the bomb has been planted, you can choose “Defuse Bomb” as a main action. It takes 10 Defuse actions to defuse the bomb. Each player defusing the bomb counts as one off the defuse timer if they survive the phase while they are defusing.

Counter-Terrorists:
1)   Team Camp: At least three Counter-Terrorists must submit their main action as “Team Camp” and select the same bomb site to activate. The bomb cannot be planted at that bomb site this phase. This cannot be used on more than one bomb site per phase.
2)   Precision Strike: At least three Counter-Terrorists must submit their main action as “Precision Strike” and select the same target. You attack the target as one unit with +30 atk. You can target a player in Stealth.

Player Abilities:
Terrorists:
1) Thief: You sneaky bastard. You can scavenge an item that another player is holding
2) Ninja: You have trained to act in the shadows. Your actions are always hidden and will not displayed during write-ups.
3) Informant: You are a Counter-Terrorist spy. You can only win if you survive and the Counter-Terrorists win. As a one-time secondary action, you may choose to switch to the other team thread.
4) Unwavering Faith: Your faith in your terrorist cause has blessed you with supernatural abilities. You cannot Attack, Defend, or Scavenge. Instead you may Sunder, Protect, and Forge. When you Sunder, you target an item that a player is holding and destroy it. When you Protect a target, that target cannot die this phase. When you Upgrade, you must select an item you own and it’s abilities will be increased.
5) Martyr: You are strapped with explosives. If you die, your attackers suffer 5 damage each.
6) Healer: You can treat fatal wounds. If you have a rescue kit, you automatically resurrect a Terrorist that died this phase (not yourself though!). (Rescue Kit)
7) Messiah: As a main action, you may submit the action “Transfer From ___ to ___” filling in the blanks with any dead or alive Terrorist or dead Counter-Terrorist. The player abilities will be transferred from the first player to the second. Team abilities may not be transferred. You may target yourself. When using the Transfer ability, you may target players in Stealth.

Counter-Terrorists:
1) Eagle-eye: You are a trained scout. You can target players in Stealth.
2) Mole: You are a Terrorist spy. You can only win if you survive and the Terrorists win. As a one-time secondary action, you may choose to switch to the other team thread.
3) Recon: As a main action, you may submit “Recon” and target a player; their ability will be revealed to you. Or, you may choose to target the Terrorists as a whole, and learn their team abilities. When using “Recon,” you may target players in Stealth.
4) Recruiter: As a main action, you may “Hire.” You receive a 1 atk/1 def NPC that you may direct under your control. They cannot Scavenge. Only you may trade with the NPCs. There is no limit on how many NPCs you have under your control at one time. If you die, the NPCs will drop their items and leave the game.
5) SWAT: You are skilled at bomb defusal. You count as 2 players when defusing a bomb; if defusing alone, you count as 3.
6) Hacker: As a main action, you may “Hack Bomb” to extend the detonation timer by one phase
7) Medic: You can treat fatal wounds. If you have a rescue kit, you automatically resurrect a Counter-Terrorist that died this phase (not yourself though!).

Items:
Weapons:
1)   AWP: 3 atk, can target Players in Stealth (+4atk)
2)   AK-47: 3 atk (+4atk)
3)   Knife: 0 atk, kills a player if their defense value is at least 3x your defense value. (+x2 defense value)
4)   Grenade: Single use, 2 atk, you must target two separate players to be attacked. (target three separate)
5)   Desert Eagle: 1 atk, if target survives, damage their armor (+2 atk)
6)   Machete: 0 atk, interrupts planting/defusing the bomb (+kills target if they are planting/defusing bomb)
7)   Gold Knife: 1 atk, kills a player if their defense value is at least 3x your defense value. (+x2 defense value)
8)   Sawed-Off Shotgun: 2 atk, if target survives, damage their armor (+3 atk)
9)   MP9: 5 bullets only (select how many bullets to use for 1-5 atk) (10 bullets)
10)   M60: 1atk, Tracer / Armor piercing (choose which ammo); if target is traced, they cannot stealth; armor piercing damages armor if target survives. (+2atk)
11)   Glock-18: 2 atk (+3atk)
12)   Tec-9: +2 atk, can target players in stealth but only for 1 atk
13)   Dual Barettas, 1 atk each, can target two different players or the same player for double damage
14)   Gut Knife: 1 atk, 1 def (+2 def)
15)   Flip Knife: 1 atk (+go into stealth after using)
16)   Zeus x27: 0 atk, negates target’s action this phase (+target drops weapon)
17)   Phase 9: Machine gun: 8 atk (+can target two targets)
18)   Phase 9: Gatling gun: 7 atk (+can hit targets in Stealth)

Armor:
1)   Flak jacket: 1 def, immune to C4 (+2def)
2)   Combat helmet: 1 def (+2 def)
3)   Kevlar: 2 def (+3 def)
4)   Tactical Shield:
5)   ThorShield: 1 def, immune to Zeus x27 (+immune to C4)
6)   Camo-Gear: 0 def, grants the main action “Stealth” When you use Stealth, you cannot be normally targeted during the next phase. (+1 def)
7)   Camo-Pants: 1 def; if you have Camo-Gear and Face-Paint, gain Perma-Stealth (you are always considered in Stealth) (+2 def)
8)   Bomb Gear: 1 def; or 3 def if you are planting or defusing the bomb (+1 plant/defuse phase)
9)   Spiked Gear: 1 def; if you attack with a knife or machete, gain 1 atk  (+2 def)
10)   Conforming Gear: 1 def, gains a permanent +1 def every 3 phases when worn by the same person (+every 2 phases)
11)   Heavy Gear: 4 def, loses a permanent -1 def every 2 phases when worn by the same person (+every 3 phases)
12)   Crowd Buster: +1 def, +4 def if attacked by more than one player or defending a target attacked by more than one player

Misc:
1)   Thermal Vision Goggles: can target players in Stealth (+after attacking, go into stealth)
2)   C4: Single use. As a main action, you may “Plant C4” at a bomb site. The specific bomb site is not revealed. If a bomb is attempted to be planted or defused at that site, the players attempting to plant or defuse suffer 3 damage. (3 uses)
3)   Flashbang: Single use. As a secondary action, you may use the Flashbang on a target player. If that player attacks that phase, their target is randomized. (+target 2 players)
4)   Rescue kit: Special, secret, single use. (+You may save yourself)
5)   Face Paint: Special, use with camo-gear and camo-pants. (+if attacking in stealth, gain +2 atk)
6)   Signal Jammer: Single use, as a secondary action you may disable all sponsor actions for 24 hours.
7)   Laser sight: When using a gun, gain +1 atk (+2atk)
8)   Whetstone: When using a knife, gain +1 atk (+2atk)

Pick a map: Dust (all players start in stealth due to a duststorm), Aztec (everyone starts with Face Paint), Inferno (increased arena hazards)

Arena Hazards:
Phase 1:
Phase 2:
Phase 3: Drop ship (items get replenished)
Phase 4: Child Crying (teams can send a squad to investigate; competing squads fire on each other – strongest (highest attack) to strongest and so on, winning squad gets a bonus revealed upon winning)
Phase 5: (Inferno Only) Crumbling Buildings – everyone takes 1 damage
Phase 6: Drop ship (items get replenished)
Phase 7:
Phase 8: Rain/dust storm: Defusing / Planting -1 phase
Phase 9: Drop ship (items get replenished, machine guns get added)
Phase 10: (Inferno Only) Hacking enabled, all players gain +2 atk
Phase 11:
Phase 12: Game End (If the bomb is not planted at the end of this phase, Counter-Terrorists win).

Advanced rulings:
1)   If planting of the bomb is interrupted by the Team Camp ability, progress in planting is saved, if the same Terrorist so chooses to continue planting the following phase.
2)   During the Crying Child investigation, pecking order will go by player strength order (atk, then def, then item count, then role #).
3)   Phase 0: Pre-game – roles will be distributed. Each player will also be given a choice of 3 items to select to start the game with. The game thread will be open. The private threads will not start until the end of Phase 0. No actions may be submitted other than the selection of starting gear. The 3 items will be randomized individually for each player, each having a choice from 1 weapon, 1 armor, and 1 misc. Teams will be public.


Spoiler for Player Roles:
Terrorists:
Synonym: Martyr
✰Alpha✰: Thief
Missing Person: Messiah
XthAtGAm3RGuYX: Ninja
Sig: Informant
Pimp Willy: Healer
DrWilgy: Unwavering Faith

Counter-Terrorists:
Blindknagg: Mole
ForgeDigger: Hacker
Citrus: Recruiter
Cobalt: Recon
BeigeSand: Medic
Augustus: SWAT
Hecatom: Eagle Eye
 

Sponsors:
drwill439 - 3 coins
descuffphoenix - 3 coins
Cobalt - 1 coin
ForgeDigger - 1 coin
Hecatom - 1 coin
Augustus - 1 coin
Citrus - 1 coin
Missing Person - 1 coin

Sponsor Menu:

5 coins: All sponsors gain access to the Terrorists private thread as spectators only.
5 coins: All sponsors gain access to the Counter-Terrorists private thread as spectators only.
1 coin: Send a 10-word message to a player, public thread, or private thread.
4 coins: Gift player a [weapon] +4 atk, +4 def
2 coins: Gift player a [weapon] +1 atk, + 2 def
3 coins: Introduce a 2 atk/1 def NPC into the fray – specify team to target; attacks random player on that team each phase
X coins: Negotiate with GM on custom purchase.
1 coin: Hack the Bomb! Add 1 phase to the detonation timer.
2 coins: Gift player a Bomb Gear+

6
Sign-up Threads / JTM ARENA IV: COUNTERSTRIKE SIGN-UPS THREAD
« on: January 18, 2016, 01:41:07 am »


GAME CONCEPT: Two teams of 7 players each are pitted against each other in a grueling arena. The Counter-Terrorists win if they defuse the bomb or the bomb is never planted. The Terrorists win if they successfully plant and detonate the bomb. If the bomb is not planted by the 12th phase, the game is over and the Counter-Terrorists win. Players may have special abilities that may supersede the base rules and help their team win.

BASE RULES:

Damage and dying: Players start with an attack and defense value of 0/0.  You die if you are attacked for more than what your defense value is. When you die you may continue playing from the Sponsor’s Lounge. Like mafia, if your team wins, you do not necessarily have to survive to win. When a player dies, their role will be publicly revealed.

Actions:  Players may perform one main action per phase and as many secondary actions as they wish. At the end of the phase, the main actions by all the Players will occur at the same time. Players can perform the following 3 main actions this game:

1.   Attack: Attack target player with one weapon of your choice that you hold.  You may target yourself.
2.   Defend: Add your defense value to target player.  You may target yourself.
3.   Scavenge: Pick up available target item (weapon, armor, or misc) for your use.  If multiple players attempt to scavenge the same item, the winner of the scavenge will be randomly determined. Armor is immediately in use when scavenged. You may carry as many items as you want; item effects stack.

Additionally, players may drop, destroy, or trade items at any point in the phase.  All actions must be PMed to the GM.  The trade must be accepted (via PM) before it officially takes place.  This includes “giving” of items.

Phases: Write-ups shall include a summary of main actions taken by players each phase and a record of each player’s inventory. Phases will last 24 hours ending at 9 PM EST each day.

Sponsors: Sponsors start with 3 coins each.  Dead players enter the sponsor’s lounge and get 1 coin. (That’s right, you can help your teammates from the grave!)  You may pool your coins together to make purchases of high-cost items. No sponsor actions may occur in the last half hour of the phase. Sponsor action submissions from 8:30 PM to 9:00 PM EST each day will not be accepted.

Everything else is kept secret for now.

COMMON SENSE RULES:

-No PMs between or to players! Communication must be done in game thread or in team threads!
-The GM may answer questions regarding gameplay but will refrain from offering advice on strategy.
-Have fun!

SIGN-UPS: To sign up, please specify either player or sponsor, and then also publicly vote on the map you want to play on. The choices are:
- Dust (all players start in stealth due to a duststorm)
- Aztec (all players start with Face Paint)
- Inferno (increased Arena hazards)

Player Sign-Ups:
1. Synonym (Aztec)
2. ✰Alpha✰ (Inferno)
3. Missing Person (Dust)
4. Blindknagg (Inferno)
5. ForgeDigger (Inferno)
6. Citrus (Inferno)
7. XthAtGAm3RGuYX (Dust)
8. Cobalt (Dust)
9. Sig (Dust)
10. Pimp Willy (Aztec)
11. BeigeSand (Inferno)
12. Augustus (Aztec)
13. Hecatom (?)
14. DrWilgy (Inferno)

Sponsor Sign-Ups:
1. drwill439
2. descuffphoenix
3.
4.
5.
6.

7
General Discussion / Parenting
« on: September 24, 2015, 09:45:39 am »
I love my kids. I hate my kids.

This thread shall be for all things family related. Whether you have children, grandchildren, planning to, or are a bratty kid yourself, there things we can all share here.

Tip: Babies R Us is giving 25% off new car seats if you trade in an old one.

8
@✰Alpha✰
@Missing Person

Here is your PM thread.  Good luck!

9
@✰Alpha✰
@Simple Machine

Here is your PM thread.  Good luck!

10
Lovers Conversation Archive / PM Masks: Sig and Simple Machine
« on: June 09, 2015, 07:06:39 pm »
@Sig
@Simple Machine

Here is your PM thread.  Good luck!

11


Game rules are here:

Spoiler for Game rules:
Game Concept
Fifteen players are invited to a masquerade where the object is to be the last one standing.  Players submit actions during each phase to help themselves win.  Why?  The winner receives the title of “The Grand King/Queen of the Ball.”  Some game design notes and highlights for this game:

-   Open concept providing for deeper mind games;
-   No fatal arena hazards until phase 25 – players will die to each other; and
-   No mind control tech/stalling – you will have ample time to play while you are alive.

Each player will be given a mask upon entry that grants them unique abilities.  All of the players know what the capabilities of each mask are, but they do not know which mask is which as they are randomly decorated beforehand.  Players will know the abilities of any mask they have in their possession.  Every two phases, everyone switches masks randomly.

Damage and Dying
Players start with an attack and defense value of 0/0.  There are two types of damage in this game, so that means there are two ways to die as well.

1.   Attack damage (atk) – This is the same as in previous Arena games.  You die if you are attacked for more than what your defense value is.
2.   Bleed damage (Bleed) – Bleed damage is cumulative and carries over from phase to phase.  If you have more bleed damage than defense, you die.


Actions
All actions must be submitted via PM to the GM.  Players may perform one main action per phase and may be changed up until the phase end deadline.

There are only 4 main actions this game:

1.   Attack: Attack target player with one weapon of your choice that you hold.  You may target yourself.
2.   Defend: Add your defense value to target player.  You may target yourself.  Bleed damage done to target player that phase is negated.
3.   Scavenge: Pick up target item (weapon, armor, or misc) for your use.  Armor is immediately equipped when scavenged. Scavenges where multiple players are targeting the same item will be randomly resolved.
4.   Investigate: Learn ability of target mask.

Main actions resolve simultaneously.  The results of the main actions will be announced by the GM in the end-of-phase write-ups.

Additionally, players may drop, destroy, or trade items in their possession at any point in the phase.  All actions must be PMed to the GM.  The trade must be accepted (via PM) before it officially takes place.  This includes “giving” of items.  The GM will announce the results of these actions as soon as possible in the main thread.

Items
Players may carry an unlimited amount of items of any type, but may only attack with one weapon per attack action.  If a player is carrying multiple weapons, they must specify which weapon they are using while attacking.  Defense bonuses stack.

If at any point in the game you are in possession of more than one mask, you may only use one mask power at a time.   

Phases and Write-Ups
Write-ups shall include a summary of main actions taken by players each phase and a record of each player’s inventory and bleed damage.  Phases will last 24 hours ending at 12 PM noon EST each weekday.  On weekends, phases will last 36 hours, ending at Saturday 12 AM midnight, and then Monday 12 PM noon.  (This is so I can provide write-ups and game updates in a timely fashion).

At the end of each 2nd phase, the masks will randomly switch between players.  Every 5th phase, there will be a change in the arena condition which will be announced as they happen.  These will not be fatal arena hazards (except for phase 25 endgame)!

Sponsors
The sponsor purchase menu is hidden from players in the arena.  Purchases will be announced anonymously in thread at time of purchase.

Sponsors start with 3 coins each.  Dead players enter the sponsor’s lounge and get 1 coin.  Sponsor coins may be spent at any time during a phase.  You may pool your coins together to make purchases of high-cost items.

Additional Rules
1. PMs are not allowed!  If someone PMs you regarding the game other than promoting, please report it to the GM and appropriate action will be taken.  This also includes any communication through other means (e.g. gchat, Skype, ICQ). Please keep game talk in the game threads.
2. No alt accounts!  Attempts to sponsor yourself through fake accounts will be highly looked down upon.

Mask abilities are revealed here:

Spoiler for Mask Abilities:
1. You cannot defend.  You may attack twice, targeting two different players.
2. While defending, you may target a mask and a player (you may target yourself) to move that mask to that player next phase.
3. While scavenging , you automatically Defend as well (Defend bonus is calculated after you scavenge).
4. Gain  +1 def.  When you Investigate, you can target two masks.
5. You cannot attack.  If you are attacked, you automatically attack your attacker first, before your attacker can hit you.
6. If you attack someone who is scavenging, their scavenge fails as if they did no action this phase.
7. When you attack a player, you also Investigate the Mask that they are wearing.
8. Your attacks do half damage, rounded down.  Any player that you attack drops a target item (you may target a mask) they are holding if they survive your attack. 
9. If you take no action this phase, gain +1 atk, +1 def next phase.
10. Enter a PM with the player wearing the [XX] Mask
11. Enter a PM with the player wearing the [XX] Mask
12. When you Attack someone, their Mask is disabled for that phase (for the PM masks, the PM is inactive for 1 phase).
13. Recover 1 Bleed damage at the end of the phase.
14. Gain atk equal to the amount of Bleed damage you have.
15. You may opt to gain 1 Bleed damage (applied before your actions) to take an additional action.

The player list (in order of lottery pick):
1. Pinkling killed Phase 4 by Simple Machine (Fireplace Poker)
2. Simple Machine killed Phase 4 by descuffphoenix (Pool Cue)
3. DrWilgy killed Phase 3 by Missing Person (Parasol) and Simple Machine (Fireplace Poker)
4. Aidebit killed Phase 8 by Sig (Walking Cane) and ForgeDigger (Carving Knife)
5. descuffphoenix killed Phase 4 by Simple Machine (Fireplace Poker)
6. Pimp Willy killed Phase 2 by ✰Alpha✰ (Barstool)
7. Missing Person killed Phase 3 by ✰Alpha✰ (Barstool)
8. Blindknagg killed Phase 6 by ✰Alpha✰ (Barstool)
9. ✰Alpha✰ killed Phase 7 by ForgeDigger (Carving Knife)
10. Jan killed Phase 3 by Simple Machine (Fireplace Poker)
11. doof killed Phase 2 by Missing Person (Parasol)
12. Sig WINS!
13. ForgeDigger killed Phase 10 by Sig (Walking Cane)
14. Fruit Punch Samurai G killed Phase 3 by Blindknagg (Carving Knife)
15. Augustus killed Phase 3 by Sig (Walking Cane)

Quick links to write-ups:
End of Phase 1: The Tennesee Waltz http://jesustoastmafia.com/index.php/topic,175.msg25207.html#msg25207
End of Phase 2: El Tango de Roxanne http://jesustoastmafia.com/index.php/topic,175.msg25430.html#msg25430
End of Phase 3: Non, Je Ne Regrette Rien http://jesustoastmafia.com/index.php/topic,175.msg25691.html#msg25691
End of Phase 4: Every Breath You Take http://jesustoastmafia.com/index.php/topic,175.msg25852.html#msg25852
End of Phase 5: Merry Go Round of Life http://jesustoastmafia.com/index.php/topic,175.msg25962.html#msg25962
End of Phase 6: Danse Macabre http://jesustoastmafia.com/index.php/topic,175.msg26047.html#msg26047
End of Phase 7: Flight of the Bumblebee http://jesustoastmafia.com/index.php/topic,175.msg26166.html#msg26166
End of Phase 8: Robot Rock http://jesustoastmafia.com/index.php/topic,175.msg26255.html#msg26255
End of Phase 9: Tu Es Foutu http://jesustoastmafia.com/index.php/topic,175.msg26358.html#msg26358
End of Phase 10: Polovtsian Dances http://jesustoastmafia.com/index.php/topic,175.msg26414.html#msg26414

12
Sponsor's Lounge Archives / JTM Arena III: The Masquerade RNG Record
« on: June 09, 2015, 04:24:11 am »
This thread shall serve as a public record for the game.

Mask Decoration

Abilities:
1.  You cannot defend.  You may attack twice, targeting two different players.
2.  While defending, you may target a mask and a player (including yourself) to move that mask to that player next phase.
3.  While scavenging , you automatically Defend as well (Defend bonus is calculated after you scavenge).
4. Gain  +1 def.  When you Investigate, you can target two masks.
5.  You cannot attack.  If you are attacked, you automatically attack your attacker first, before your attacker can hit you.
6.  If you attack someone who is scavenging, their scavenge fails as if they did no action this phase.
7.  When you attack a player, you also Investigate the Mask that they are wearing.
8.  Your attacks do half damage, rounded down.  Any player that you attack drops a target item (you may target a mask) they are holding if they survive your attack. 
9.  If you take no action this phase, gain +1 atk, +1 def next phase.
10.  Enter a PM with the player wearing the [XX] Mask
11. Enter a PM with the player wearing the [XX] Mask
12. When you Attack someone, their Mask is disabled for that phase (for the PM masks, the PM is inactive for 1 phase).
13. Recover 1 Bleed damage at the end of the phase.
14. Gain atk equal to the amount of Bleed damage you have.
15. You may opt to gain 1 Bleed damage (applied before your actions) to take an additional action.

Decorations:
1. Ornate
2. Jeweled
3. Venetian
4. Gruesome
5. Glamorous
6. Majestic
7. Mysterious
8. Decadent
9. Carnival
10. Elaborate
11. Regal
12. Controversial
13. Affluent
14. Intriguing
15. Elegant

first roll to pick decoration for 1st mask, 2nd roll to pick decoration for 2nd mask, etc.

Yes there was an edit - had to test something, but the rolls are valid, trust me.
This dice roll has been tampered with!
Rolled 1d15 : 12, total 12
Rolled 1d14 : 2, total 2
Rolled 1d13 : 7, total 7
Rolled 1d12 : 9, total 9
Rolled 1d11 : 7, total 7
Rolled 1d10 : 8, total 8
Rolled 1d9 : 3, total 3
Rolled 1d8 : 6, total 6
Rolled 1d7 : 5, total 5
Rolled 1d6 : 5, total 5
Rolled 1d5 : 4, total 4
Rolled 1d4 : 2, total 2
Rolled 1d3 : 3, total 3
Rolled 1d2 : 1, total 1

13
Welcome to the Masquerade Sponsor Lounge!  Here you can affect the game play using sponsor coins.  A list of the sponsors and their coins is here:
Spoiler for Sponsor List and Coins:
Bious - 0 coins
RadicalFuzz - 0 coins
Synonym - 0 coins
XthAtGAm3RGuYX - 0 coins
drwill439 - 0 coins
Skizzz - 0 coins
Cobalt - 0 coins
Scotty - 0 coins
fingersplints - 0 coins
Pimp Willy - 1 coin
doof - 0 coins
DrWilgy - 0 coins
Fruit Punch Samurai G - 0 coins
Missing Person - 0 coins
Augustus - 0 coins
Jan - 0 coins
Pinkling - 0 coins
descuffphoenix - 0 coins
Simple Machine - 1 coin
Blindknagg - 0 coins
✰Alpha✰ - 0 coins
Aidebit - 0 coins

The Mask decorations are revealed here.  When a player obtains or investigates a mask, they will receive these exact descriptions:
Spoiler for Masks:
Controversial: You cannot defend.  You may attack twice, targeting two different players.
Jeweled: While defending, you may target a mask and a player (you may target yourself) to move that mask to that player next phase.
Decadent: While scavenging , you automatically Defend as well (Defend bonus is calculated after you scavenge).
Regal: Gain  +1 def.  When you Investigate, you can target two masks.
Carnival: You cannot attack.  If you are attacked, you automatically attack your attacker first, before your attacker can hit you.
Affluent: If you attack someone who is scavenging, their scavenge fails as if they did no action this phase.
Gruesome: When you attack a player, you also Investigate the Mask that they are wearing.
Elaborate: Your attacks do half damage, rounded down.  Any player that you attack drops a target item (you may target a mask) they are holding if they survive your attack. 
Mysterious: If you take no action this phase, gain +1 atk, +1 def next phase.
Intriguing: Enter a PM with the player wearing the Majestic Mask.
Majestic: Enter a PM with the player wearing the Intriguing Mask.
Venetian: When you Attack someone, their Mask is disabled for that phase (for the PM masks, the PM is inactive for 1 phase).
Elegant: Recover 1 Bleed damage at the end of the phase.
Ornate: Gain atk equal to the amount of Bleed damage you have.
Glamorous: You may opt to gain 1 Bleed damage (applied before your actions) to take an additional action.

And changes in arena condition are revealed here:
Spoiler for Arena hazards:
Every 5th phase there will be a change in arena condition:
1.   Blackout!  Player actions will not be revealed at the end of the phase.  Only deaths will be revealed.  The write-up will not reveal who is wearing which mask and the current inventory will not be public.  The power will come back on the following phase.
2.   Flight of the Bumblebee: Everyone may take an additional action this phase. 
3.   Thief NPC – scavenges a random item each phase until dead.  Contests for scavenges as normal.  Wears a thief mask (When scavenging, you may target an item held by another player.  You may target their mask).  If the thief cannot scavenge anymore, he will start to steal random items from players, masks last.  Masks held by the thief do not randomly get shuffled to the players.  The thief accepts bribes.
4.   MC? MC's wife? – destroys a random mask at the end of each phase; cannot be killed.  When all masks are destroyed, start destroying random items. 
5.   End Game: Cops come to break up the party.  They shoot first before asking questions.  They kill the person who is most threatening (highest raw attack power) at the end of the phase if the game is not over.  If tied, random decides target.

You may pool your coins together to make larger purchases.  I am open to custom purchases; please let me know what you'd like to do and we can negotiate a price.  The sponsor menu is as follows:

4 coins
Annihilate: Destroy target item.  You may target a mask.
1-Up: Gift someone a Triple Espresso Shot (If they die, they are revived with nothing in their inventory and 0 Bleed damage.  Automatic, single use)

3 coins
Mask: Gift target player a new mask that will be brought into the game.  Chose from one of the following masks powers:
  • Chameleon: You may select any available mask power to use this phase.
  • Savage: Your attacks do an additional +1 Bleed.
  • Alluring: The Dance Partner comes to you when you have this mask in your possession.
  • Upside-down: While defending, secretly change the decorations between two target masks.
Immunize: Grant a player immunity this phase (this is publicized).
Bloodlust: Give target player temporary +3 attack that lasts until end of phase.

2 coins
Swap: Switch two players' masks.
Suck It Up: Target player recovers all Bleed damage.
Parasol: Gift target player a parasol +2 atk, +1 def

1 coin
Message: Send 10-word PM to target player or public message to game thread.
Fork You: Gift target player a dinner fork engraved with up to 3 words (public).
Bribe: Influence the Thief NPC (after phase 15) to perform an action you specify.

FREE
Karaoke: Suggest a song to include in the next write-up.  Song to be selected at the GM's discretion.

14
Sign-up Threads / JTM ARENA III: THE MASQUERADE SIGN-UPS THREAD
« on: June 04, 2015, 11:04:24 pm »


Introduction
An unmarked envelope secretly arrives at your doorstep.  After careful inspection, curiosity gets the better of you and you open it to reveal an odd invitation with an address on the back, half way round the world.  Whoever delivered it knows your occupation (assassin).  Do you choose to attend this party?

Game Concept
Fifteen players are invited to a masquerade where the object is to be the last one standing.  Players submit actions during each phase to help themselves win.  Why?  The winner receives the title of “The Grand King/Queen of the Ball.”  Some game design notes and highlights for this game:

-   Open concept providing for deeper mind games;
-   No fatal arena hazards until phase 25 – players will die to each other; and
-   No mind control tech/stalling – you will have ample time to play while you are alive.

Each player will be given a mask upon entry that grants them unique abilities.  All of the players know what the capabilities of each mask are, but they do not know which mask is which as they are randomly decorated beforehand.  Players will know the abilities of any mask they have in their possession.  Every two phases, everyone switches masks randomly.

You may also sign up as a sponsor.  Sponsors observe the game from a sponsor’s lounge and can directly affect gameplay by spending sponsor coins.

Damage and Dying
Players start with an attack and defense value of 0/0.  There are two types of damage in this game, so that means there are two ways to die as well.

1.   Attack damage (atk) – This is the same as in previous Arena games.  You die if you are attacked for more than what your defense value is.
2.   Bleed damage (Bleed) – Bleed damage is cumulative and carries over from phase to phase.  If you have more bleed damage than defense, you die.


Actions
All actions must be submitted via PM to the GM.  Players may perform one main action per phase and may be changed up until the phase end deadline.

There are only 4 main actions this game:

1.   Attack: Attack target player with one weapon of your choice that you hold.  You may target yourself.
2.   Defend: Add your defense value to target player.  You may target yourself.  Bleed damage done to target player that phase is negated.
3.   Scavenge: Pick up target item (weapon, armor, or misc) for your use.  Armor is immediately equipped when scavenged. Scavenges where multiple players are targeting the same item will be randomly resolved.
4.   Investigate: Learn ability of target mask.

Main actions resolve simultaneously.  The results of the main actions will be announced by the GM in the end-of-phase write-ups.

Additionally, players may drop, destroy, or trade items in their possession at any point in the phase.  All actions must be PMed to the GM.  The trade must be accepted (via PM) before it officially takes place.  This includes “giving” of items.  The GM will announce the results of these actions as soon as possible in the main thread.

Items
Players may carry an unlimited amount of items of any type, but may only attack with one weapon per attack action.  If a player is carrying multiple weapons, they must specify which weapon they are using while attacking.  Defense bonuses stack.  The weapon, armor, and miscellaneous items will be kept secret until the game starts.  However, the mask abilities are revealed here:

Spoiler for Mask Abilities:
1.  You cannot defend.  You may attack twice, targeting two different players.
2.  While defending, you may target a mask and a player (you may target yourself) to move that mask to that player next phase.
3.  While scavenging , you automatically Defend as well (Defend bonus is calculated after you scavenge).
4. Gain  +1 def.  When you Investigate, you can target two masks.
5.  You cannot attack.  If you are attacked, you automatically attack your attacker first, before your attacker can hit you.
6.  If you attack someone who is scavenging, their scavenge fails as if they did no action this phase.
7.  When you attack a player, you also Investigate the Mask that they are wearing.
8.  Your attacks do half damage, rounded down.  Any player that you attack drops a target item (you may target a mask) they are holding if they survive your attack. 
9.  If you take no action this phase, gain +1 atk, +1 def next phase.
10.  Enter a PM with the player wearing the [XX] Mask
11. Enter a PM with the player wearing the [XX] Mask
12. When you Attack someone, their Mask is disabled for that phase (for the PM masks, the PM is inactive for 1 phase).
13. Recover 1 Bleed damage at the end of the phase.
14. Gain atk equal to the amount of Bleed damage you have.
15. You may opt to gain 1 Bleed damage (applied before your actions) to take an additional action.

If at any point in the game you are in possession of more than one mask, you may only use one mask power at a time.   

Phases and Write-Ups
Write-ups shall include a summary of main actions taken by players each phase and a record of each player’s inventory and bleed damage.  Phases will last 24 hours ending at 10 PM EST each night.

At the end of each 2nd phase, the masks will randomly switch between players.  Every 5th phase, there will be a change in the arena condition which will be announced as they happen.  These will not be fatal arena hazards (except for phase 25 endgame)!

Sponsors
Instead of signing up as a player, you can sign up as a sponsor which will give you access to the sponsor lounge to spectate and affect gameplay using sponsor coins.  The sponsor purchase menu is hidden from players in the arena.  Purchases will be announced anonymously in thread at time of purchase.

Sponsors start with 3 coins each.  Dead players enter the sponsor’s lounge and get 1 coin.  Sponsor coins may be spent at any time during a phase.  You may pool your coins together to make purchases of high-cost items.

Additional Rules
1. PMs are not allowed!  If someone PMs you regarding the game other than promoting, please report it to the GM and appropriate action will be taken.  This also includes any communication through other means (e.g. gchat, Skype, ICQ). Please keep game talk in the game threads.
2. No alt accounts!  Attempts to sponsor yourself through fake accounts will be highly looked down upon.

Sign Ups
If more than 15 players sign up, the players shall be chosen via lottery.  The players not selected will automatically be entered into the Sponsors' Lounge.  The game will start today, June 9 at 10 PM EST.  Sign ups will end a half hour before then.  SIGN UPS ARE CLOSED.  After the game begins, sponsors may continue to sign up for as long as the game is running.

Players:
1. Fruit Punch Samurai G
2. ✰Alpha✰
3. Missing Person
4. Aidebit
5. DrWilgy
6. Blindknagg
7. doof
8. Augustus
9. Pimp Willy
10. ForgeDigger
11. descuffphoenix
12. Jan
13. Cobalt
14. Scotty
15. Simple Machine
16. fingersplints
17. Sig
18. Pinkling
19.

Sponsors:
1. Bious
2. RadicalFuzz
3. Synonym
4. XthAtGAm3RGuYX
5. drwill439
6. Skizzz
7.

Come dance.

15
Writer's Lounge / The Robot Factory
« on: March 27, 2015, 09:42:44 am »
My name is Dan Apiro and I used to work for Circuits and More, Inc.  This is the story of how I saved the world.

 I worked on the production floor of Circuits and More as a stamping operator.  Basically I would inspect the automatic operation of 12 machines under my maintenance route, making sure that they were oiled up, had enough raw material, and were in perfect working condition to run until the next time I would inspect them.  The parts that were created from my machines were eventually used in larger electronics.  My machines made that little springy thing in the middle of your toaster, or the metal doohickey in the center of your vacuum cleaner motor.

 It was an easy job.  Labor-intensive, sure, but not exactly mentally-taxing, if you know what I mean.  I worked alone for the most part.  I didn't have to interact with anyone else in the factory really.  Just my machines.  Once in awhile my boss would check up on me, but as long as everything was running smoothly, I was left alone.  Sometimes for weeks at a time. 

 So you could say I had a lot of time to think about things and observe the things in the plant around me.  And I am sure glad I did, otherwise I wouldn't have been able to save the world.  I will explain.  It was on a rainy day when a black limo rolled up to the doors of the factory.  We don't usually get limousines pulling up to our little plant, but apparently whoever inside was extra special.  Two men dressed in black suits and sunglasses walked right in.  Who wears sunglasses on a rainy day?

 I skirted away from the window with my curiosity peaked.  I had to find out what was going on.  This was certainly a mystery.  I saw them men walk down the main hallway and upstairs.  They must be headed to the boss's office to talk "business."  Usually the boss would receive visitors from trade professionals trying to sell him the latest state-of-the-art stamping machines.  That's how I got Bessy (the Stampmaster ZX-45) and Trudy (the Stampall C-2500) who never failed on me once yet.  Juggs always crapped out after 4 days of operation.  I would put in 5 ounces of clean, filtered engine oil each time, and sure enough, he'd spit that out as if he held it in for months!

 Hmm, so how I was to find out what the men in the black suits came to talk to the boss about?  Simple.  Whenever the boss had guests, he'd order lunch in and they would eat in his conference room.  I was ready.  When the delivery guy came, I took the food and went straight up to the office and offered to set up the food in the conference room.  Jeanine didn't mind when I offered to do it.  Worthless receptionist; she can go on reading the USA Today at her desk.  That tabloid shouldn't even be called a "newspaper" what with all the lies it tries to spread.

 I got the food all set up and knocked on my boss's door.  "Food's here!" I called.  The men shuffle into the conference room and I "shut" the door behind me as I leave.  I can hear some small talk and some jokes through the door.  Then...one of the men in black said, "So remember, this is our secret.  With your parts produced here, we will have eyes across the entire globe and no one will know any better!  We will be rich men, with global influence!"  Then I heard maniacal laughter coming from everyone in the room. 

 The door flew open as my boss yelled, " Hey 'Piro, we need napkins!  Oh, you're still here."  I shuffled my feet quickly and gave him some napkins before darting back to the production floor.  I couldn't believe what I had heard.  What were they plotting?  Global influence?  Eyes across the globe?  Getting rich?  Keeping it a secret?  There was no way this was anything short of a sinister scheme in the works.  Was it a plan to build a global "big brother" network under their control?  Were they going to develop some spy satellite that they sell to the highest bidder?  Whatever it was, it sounded like this manufacturing plant was ground zero.  The parts for whatever they were going to build were going to be produced right here.  From this plant.  From the machines.  From MY machines. 

 I couldn't just sit idly while I let this happen, now could I?  This was about to be the single most life-changing event I had ever made.  I went to the plumbing storage rack and grabbed a 4-foot long metal pipe.  Gripping it with two hands I went about my usual maintenance route.  But instead of checking the oil - instead of tightening the belts - instead of greasing the rollers, I took the pipe and started smashing.  Each and every machine.  Smashing them each to bits and bolts.  Sorry Bessy!  Whack!  Whomp!  Sorry Trudy - you had the smoothest gears.  Thump!  Crush!  Ah Juggs, I hated you anyway! 

 "Dan!  Dan!  Stop!"  My boss was there.  Livid.  I dropped the pipe and ran as fast as I could.  I felt like a free man.  I ran out the door and into the open air.  I had just saved the world, and nothing could bring me down now.  World, you are welcome!

 ------------------------------------------------------------------------------------

 The men in the black suits came down to the production floor to see what had happened and saw the damage to the machines.  "I hope this won't affect production.  We have a long list of people already wanting those eyes."

 The boss replied, "Not a problem.  Sorry you had to see this.  We have replacement machines in the back.  Like I said, this is an opportunity we can't drop.  Giving the blind a chance to see again...that's nothing short of a miracle.  I just never imagined that my little metal parts would be used in something so amazing as a robotic eye."

16
Sponsor's Lounge Archives / JTM Arena II: Transformers - RNG Record
« on: March 25, 2015, 08:30:27 am »
This thread shall serve as a public record for RNG that occurred related to the game.

Sign-ups:
1. Augustus
2. Blindknagg
3. ✰Alpha✰
4. ForgeDigger
5. Fruit Punch Samurai G
6. Hecatom
7. Raevyn
8. Missing Person
9. Wheels83
10. Pimp Willy
11. XthAtGAm3RGuYX
12. drwill439
13. ZOOLANDER
14. Skizzz
15. Sumazndude
16. kaz

Lottery:
Rolled 1d16 : 12, total 12
Rolled 1d15 : 8, total 8
Rolled 1d14 : 10, total 10
Rolled 1d13 : 11, total 11
Rolled 1d12 : 10, total 10
Rolled 1d11 : 11, total 11
Rolled 1d10 : 1, total 1
Rolled 1d9 : 6, total 6
Rolled 1d8 : 7, total 7
Rolled 1d7 : 2, total 2
Rolled 1d6 : 4, total 4
Rolled 1d5 : 4, total 4
Rolled 1d4 : 2, total 2
Rolled 1d3 : 3, total 3


Roles:
1. Optimus
2. Bumblebee
3. Grimlock
4. Superion
5. Jazz
6. Ultra Magnus
7. Ironhide
8. Megatron
9. Soundwave
10. Starscream
11. Devastator
12. Shrapnel
13. Astrotrain
14. Shockwave

Rolled 1d14 : 10, total 10
Rolled 1d13 : 11, total 11
Rolled 1d12 : 3, total 3
Rolled 1d11 : 3, total 3
Rolled 1d10 : 6, total 6
Rolled 1d9 : 4, total 4
Rolled 1d8 : 7, total 7
Rolled 1d7 : 5, total 5
Rolled 1d6 : 1, total 1
Rolled 1d5 : 2, total 2
Rolled 1d4 : 4, total 4
Rolled 1d3 : 3, total 3
Rolled 1d2 : 1, total 1

17


Objective
To be the last one standing.  In the event that there is no survivor, the player who held The Matrix of Leadership the longest wins.  Multiple players can win if they defeat Unicron (nigh impossible so don’t even try).

What is Arena?
Players are randomly given unique secret roles with special abilities and placed into an arena where the objective is to be the last one standing.  Sponsors watch the game from the Sponsor Lounge and can affect gameplay by spending sponsor coins.  This game shall have a cap of 14 players (7 Autobots and 7 Decepticons).  Players submit actions during each phase to help themselves win.

Spoiler for Rules:
Actions:
All actions must be submitted via PM to the GM.  Players may perform one main action per phase and may be changed up until the phase end deadline.

There are 7 main actions:

Attack – Target another player or NPC.  They die if their defense is less than what they are attacked for (totaled from all attackers) that phase.

Defend – Increase target player’s defense by your defense rating this phase.  You may target yourself.

Stealth – During the next phase, avoid all damage and gain +1 atk.  Cannot Stealth two phases in a row.

Evade – Dodge all damage this phase.  Cannot Evade or Defend the following phase.

Scavenge – Pick up a target weapon, armor, or item from the list.  Scavenges where multiple players are targeting the same item will be randomly resolved. 

TRANSFORM! - Player-specific ability that uses energon (explained further below).  An attempt to TRANSFORM! with an energon deficit results in a 10%/n success rate where n is the number of deficit energon.

Infuse – Spend 4 energon to increase the die size of a weapon you own.  Or spend 2 energon to increase your energon capacity by 1.

Main actions resolve simultaneously.  The results of the main actions will be announced by the GM in the end-of-phase write-ups.

Additionally, you may drop, use, trade, or destroy items (energon included) at any time before your main action occurs.  The GM will announce the results of these actions as soon as possible in the main thread.

Items
Players have two hands to carry weapons, one armor slot, and unlimited space to carry miscellaneous items.  Weapons and armor are automatically equipped when scavenged.  Weapons have a damage ranged as described by their attack value of "x" d "y", meaning x number of y-sided dice are rolled to determine the attack value each time that weapon is used.

Energon
Each player starts with 0 energon cubes and has a capacity to store 3 energon cubes.  If a player is carrying more energon cubes above their capacity for two phases in a row, the energon will explode resulting in the player losing all his energon, and receiving -2 defense and having his action canceled for that phase.  Each time a player scavenges energon from a non-depleted source, there is a 30% chance that they scavenge two (2) energon instead of one.  When an energon source is depleted, a player may still attempt to scavenge energon with a 10% success rate.

Sponsors
Upon death, players will be granted 2 coins and access into the lounge!

Phases
On weekdays, phases will last 24 hours ending at 12PM EST.  On weekends, phases will last 36 hours (Fri 12PM, Sat 12AM, Mon 12PM).

Additional Rules
1. PMs are not allowed!  If someone PMs you regarding the game, please report it to the GM and appropriate action will be taken.  This also includes any communication through other means (e.g. gchat, Skype, ICQ). Please keep game talk in the game threads.
2. No alt accounts!  Attempts to sponsor yourself through fake accounts will be highly looked down upon.
3. As long as OPTIMUS PRIME is alive, Autobots have +2 def.
4. As long as MEGATRON is alive, Decepticons have +2 def.
5. When all Autobots are dead, all Decepticons start following phase with 3 energon.
6. When all Decepticons are dead, all Autobots start following phase with 3 energon.
7. Attacking barehanded is considered 0d1 atk.

Players (in order of lottery pick):
1. drwill439 killed Phase 6 by Augustus (Missile) and Arena Hazard (Battleship)
2. Missing Person killed Phase 5 by Arena Hazard (Pentagon)
3. XthAtGAm3RGuYX killed Phase 4 by ForgeDigger (2 Plasma Grenades)
4. Skizzz WINs
5. ZOOLANDER killed Phase 3 by Arena Hazard (meteors)
6. kaz killed Phase 4 by Arena Hazard (Pentagon drone)
7. Augustus killed Phase 6 by Skizzz (Cybertronium Lance)
8. Raevyn killed Phase 1 by Arena Hazard (meteors)
9. Pimp Willy killed Phase 5 by ForgeDigger (Steel Girder)
10. ✰Alpha✰ killed Phase 4 by Pimp Willy (Crystal Sword)
11. Hecatom killed Phase 6 by drwill439 (Blaster Pistol)
12. Wheels83 killed Phase 5 by Arena Hazard (earthquakes)
13. ForgeDigger killed Phase 5 by Pimp Willy (Crystal Sword)
14. Sumazndude killed Phase 1 by Arena Hazard (meteors)

End of Phase 1: Meteors http://jesustoastmafia.com/index.php/topic,111.msg12803.html#msg12803
End of Phase 2: Don't Hate Me Forever http://jesustoastmafia.com/index.php/topic,111.msg12893.html#msg12893
End of Phase 3: Death of a King http://jesustoastmafia.com/index.php/topic,111.msg13011.html#msg13011
End of Phase 4: O he's dead http://jesustoastmafia.com/index.php/topic,111.msg13186.html#msg13186
End of Phase 5: Good Ol' Slag http://jesustoastmafia.com/index.php/topic,111.msg13311.html#msg13311
End of Phase 6: Skizzz! Come Inside Me! http://jesustoastmafia.com/index.php/topic,111.msg13435.html#msg13435

18
Sign-up Threads / JTM ARENA II: TRANSFORMERS SIGN-UPS THREAD
« on: March 19, 2015, 11:39:53 am »


Introduction
Earth Year 2048 A.D. Cybertron – a cybernetic planet, home to sentient giant robots able to mechanically change their form.  The planet is under attack by Unicron – a planet-eating monstrosity, with a never-ending thirst for energon – the life blood of every planet.  Thus begins the story of how this robot race survived.  They are the Transformers.

Objective
To be the last one standing.  In the event that there is no survivor, the player who held The Matrix of Leadership the longest wins.  Multiple players can win if they defeat Unicron (nigh impossible so don’t even try).

What is Arena?
Players are randomly given unique secret roles with special abilities and placed into an arena where the objective is to be the last one standing.  Sponsors watch the game from the Sponsor Lounge and can affect gameplay by spending sponsor coins.  This game shall have a cap of 14 players (7 Autobots and 7 Decepticons).  Players submit actions during each phase to help themselves win.

Actions:
All actions must be submitted via PM to the GM.  Players may perform one main action per phase and may be changed up until the phase end deadline.

There are 7 main actions:

Attack – Target another player or NPC.  They die if their defense is less than what they are attacked for (totaled from all attackers) that phase.

Defend – Increase target player’s defense by your defense rating this phase.  You may target yourself.

Stealth – During the next phase, avoid all damage and gain +1 atk.  Cannot Stealth two phases in a row.

Evade – Dodge all damage this phase.  Cannot Evade or Defend the following phase.

Scavenge – Pick up a target weapon, armor, or item from the list.  Scavenges where multiple players are targeting the same item will be randomly resolved. 

TRANSFORM! - Player-specific ability that uses energon (explained further below).  An attempt to TRANSFORM! with an energon deficit results in a 10%/n success rate where n is the number of deficit energon.

Infuse – Spend 4 energon to increase the die size of a weapon you own.  Or spend 2 energon to increase your energon capacity by 1.

Main actions resolve simultaneously.  The results of the main actions will be announced by the GM in the end-of-phase write-ups.

Additionally, you may drop, use, trade, or destroy items (energon included) at any time before your main action occurs.  The GM will announce the results of these actions as soon as possible in the main thread.

Items
Players have two hands to carry weapons, one armor slot, and unlimited space to carry miscellaneous items.  Weapons and armor are automatically equipped when scavenged.

Energon
Each player starts with 0 energon cubes and has a capacity to store 3 energon cubes.  If a player is carrying more energon cubes above their capacity for two phases in a row, the energon will explode resulting in the player losing all his energon, and receiving -2 defense and having his action canceled for that phase.  Each time a player scavenges energon from a non-depleted source, there is a 30% chance that they scavenge two (2) energon instead of one.  When an energon source is depleted, a player may still attempt to scavenge energon with a 10% success rate.

Sponsors
Instead of signing up as a player, you can sign up as a sponsor which will give you access to the sponsor lounge to spectate and affect gameplay using sponsor coins.  The sponsor purchase menu is hidden from players in the arena.  Purchases will be announced anonymously in thread at time of purchase.

Side bets allowed! Sponsor coins can be wagered amongst sponsors for in-game occurrences – GM to make final ruling on all side bets.

Sponsors start with 3 coins.  Upon death, players will be granted 2 coins and access into the lounge!

Phases
On weekdays, phases will last 24 hours ending at 12PM EST.  On weekends, phases will last 36 hours (Fri 12PM, Sat 12AM, Mon 12PM).

Additional Rules
1. PMs are not allowed!  If someone PMs you regarding the game, please report it to the GM and appropriate action will be taken.  This also includes any communication through other means (e.g. gchat, Skype, ICQ). Please keep game talk in the game threads.
2. No alt accounts!  Attempts to sponsor yourself through fake accounts will be highly looked down upon.
3. As long as OPTIMUS PRIME is alive, Autobots have +2 def.
4. As long as MEGATRON is alive, Decepticons have +2 def.
5. When all Autobots are dead, all Decepticons start following phase with 3 energon.
6. When all Decepticons are dead, all Autobots start following phase with 3 energon.
7. Attacking barehanded is considered 0d1 atk.

Sign Ups
If more than 14 players sign up, the players shall be chosen via lottery.  The players not selected will automatically be entered into the Sponsors' Lounge.  The game will start Wednesday, 3/25 at 12PM EST.  Signs up to be a player will end at 11:30 AM on 3/25.  Sponsors may continue to sign up for as long as the game is running.

To sign up as a player, there are until player sign-ups are closed  The game will start 30 minutes thereafter.

Players:
1. Augustus
2. Blindknagg
3. ✰Alpha✰
4. ForgeDigger
5. Fruit Punch Samurai G
6. Hecatom
7. Raevyn
8. Missing Person
9. Wheels83
10. Pimp Willy
11. XthAtGAm3RGuYX
12. drwill439
13. ZOOLANDER
14. Skizzz
15. Sumazndude
16. kaz
17.
18.
19.

Sponsors:
1. BeigeSand
2. Cobalt
3. Bious
4. Aidebit
5. Vynce
6. RadicalFuzz
7.
8.

Sign up and post questions in this thread, and thanks for participating!

19
Welcome to the Transformers Arena Sponsor Lounge!  You are now a part of the collective energy that shapes the fate of life in the universe.  It is here that we reside, within the Matrix of Leadership, that we can shape the history of the Transformers. 



Here you will have access to all of the game secrets (except for some details on Unicron).  Most importantly you can spend your sponsor coins here.  Purchases may be made via PM or by directly posting in this thread.  Players may combine coins to make purchases, if so desired.

Spoiler for Current List of Sponsors and Number of Coins:
✰Alpha✰ - 2 coins
Aidebit - 3 coins
BeigeSand - 3 coins
Bious - 3 coins
Blindknagg - 3 coins
Cobalt - 3 coins
ForgeDigger - 2 coins
Fruit Punch Samurai G - 2 coins
kaz - 2 coins
Missing Person - 0 coins
Pimp Willy - 1 coins
RadicalFuzz - 3 coins
Raevyn - 2 coins
Sumazndude - 2 coins
Vynce - 3 coins
Wheels83 - 2 coins
XthAtGAm3RGuYX - 0 coins
ZOOLANDER - 2 coins

Sponsor Menu:
1. Send player a private or public message of 10 words.  The GM will deliver the message.  The player will know it is from a sponsor, not Soundwave.  1 coin
2. Gift target player a Plasma Rifle (1d3 atk, 1def). 1 coin.
3. Refill target player’s energon to 4 cubes. 1 coin.
4. Control target player for 1 action. 2 coins
5. Change possession of Matrix to target player. 1d5 cost. This cost changes at the beginning each phase and after each time this is purchased. Current cost: 5 coins
6. Summon Mecha Drop Bear (available on Earth only). 4 coins
7. Enter/Reenter the game as a player for n/2+1dn (rounded up) phases where n is the number of players alive in the arena.  See spoiler for more details. 12 coins.
8. Custom - if there is something you'd like to do and it is not on the menu, we can negotiate a price.  Everyone has their price.

Spoiler for Entering/reentering the game from the lounge:
Players that enter/reenter the game from the lounge will lose access to the lounge until they die in the arena, but retain their sponsor coins.  Players do not receive new coins upon re-entry into the lounge.  If you are a player reentering the game after death, you retain your energon capacity as when you died, but nothing else (except the knowledge gained while here).  If you are a sponsor entering the game for the first time, you may choose from one of the following transformers:

Wheeljack: Autobot. You have unlimited energon capacity.  When you infuse, spend 2 less energon than normal. Transform: Use 2 energon to create a random item (from all items in the game other than the MoL) from an item type that you specify (weapon, armor, item). MoL: While held, you may use your TRANSFORM! ability with 0 energon cost once per phase at any point in the phase.  You may TRANSFORM! as a main action at the end of that phase as well.

Hot Rod: Autobot. Can attack two different targets if holding at least one range weapon. You must specify which weapon is used to attack which target. Transform: Attack targer players as normal.  For each energon used, gain +2 atk and -1 def this phase. MoL: If held during death, resurrect as Rodimus Prime stealing all permanent stats that Optimus Prime (dead or alive) has gained.

Cyclonus: Decepticon. When you scavenge energon, you always find 3 cubes, even from depleted sources. TRANSFORM!: Use 2 energon to attack target player as normal, ignoring Stealth, Evade, and Defend. MoL: While held, gain access to the Sponsors' Lounge while in the arena. You can make purchases and side bets as normal.  You may sponsor yourself.

Side Betting:
Sponsors may make side bets, wagering sponsor coins, with other sponsors on any in-game occurrence.  Sponsors must agree to the conditions of the best before it is made official, at which point it will be posted in the Side Bet Log in the next post.  Once the bet is posted, it can be canceled only if both parties agree to call it off.  I will have the final say on all side bets (if they are accepted, who won, etc.).

Secrets Revealed:
Spoiler for Player roles:
1. drwill439 - Starscream
2. Missing Person - Shrapnel
3. XthAtGAm3RGuYX - Grimlock
4. Skizzz - Superion
5. ZOOLANDER - Megatron
6. kaz - Ultra Magnus
7. Augustus - Astrotrain
8. Raevyn - Soundwave
9. Pimp Willy - Optimus
10. ✰Alpha✰ - Jazz
11. Hecatom - Shockwave
12. Wheels83 - Devastator
13. ForgeDigger - Bumblebee
14. Sumazndude - Ironhide
Spoiler for Autobot Abilities:
OPTIMUS PRIME: Leader of the Autobots. As long as a Deception is alive, you permanently gain +1 atk each time an Autobot leaves the game.  Any Decepticon other than Megatron has -1 atk when attacking you.  TRANSFORM!: Use n energon to give +n atk to all other Autobots this phase.

BUMBLEBEE: Autobot. You avoid all ranged attacks.  TRANSFORM!: Choose number of energon to use (n).  Attack target player dealing damage as normal and n*40% chance to make that player drop a random item from their inventory.

GRIMLOCK: Autobot.  When using weapons, you have +1 atk.  TRANSFORM: Choose number of energon to use (n).  Attack target with +n atk and gain +3*n def against melee attacks this phase.

SUPERION: Autobot.  Innate +1 def.  TRANSFORM. Choose number of energon to use (n).  Gain +2*n def against melee attacks this phase.  Target player gains +2*n def this phase.

JAZZ: Autobot.  Gain +2 atk when using ranged weapons.  TRANSFORM: Choose number of energon to use (n).  Give +2*n atk to two target players this phase.

ULTRA MAGNUS: Autobot.  When attacking, gain +1 atk and +1 def.  TRANSFORM!: Choose a multiple of 3 energon to use (3*n).  Deal 3*n ranged damage to 3 targets.

IRONHIDE: Autobot.  +2 atk when using melee weapons.  TRANSFORM!: Choose number of energon to use (n).  Attack target player with +2*n def this phase.
Spoiler for Decepticon Abilities:
MEGATRON: Leader of the Decepticons.  As long as an Autobot is alive, you permanently gain +1 atk each time a Decepticon leaves the game. Any Autobot other than Optimus has -1 atk when attacking you.  TRANSFORM!: Choose number of energon to use (n).  Attack target player with additional n*1 atk this phase.

SOUNDWAVE: Decepticon.  You are able to send one private message to the GM each phase and the GM will relay the message anonymously to target player chosen by you.  TRANSFORM: Attack target player and deal damage as normally.  Additionally, choose from Ravage, Laserbeak, and/or Rumble, each costing 1 energon.  Ravage deals +1 melee damage to any target.  Laserbeak deals +1 ranged damage to any target.  Rumble deals +2 melee dmg to random player other than you.

STARSCREAM: Self-proclaimed Prince of the Decepticons. When Megatron dies, permanently gain +4 atk and +4 def.  When this happens, your role and stat gain will be announced.  TRANSFORM!: Choose number of energon to use (n).  Attack target player with additional +n atk this phase.  Avoid all melee attacks this phase.

DEVASTATOR: Decepticon.  Innate +1 atk.  TRANSFORM: Choose number of energon to use (n).  Attack target player dealing damage as normal and n*40% chance to stun enemy for the next phase.

SHRAPNEL: Decepticon.  You may carry weapons as if you had 4 hands.  TRANSFORM!: At the cost of 1 energon, you may stop a player from acting that phase.  At the cost of 3 energon, you may decide one action of a player that phase.
 
ASTROTRAIN: Decepticon.  +2 def against melee attacks.  TRANSFORM!: Choose number of energon to use (n).  Two target players get +n atk and +2*n def this phase.

SHOCKWAVE: Decepticon.  Innate +1 atk. TRANSFORM: Use 2 energon to construct a 2 atk /0 def robot which will randomly attack any other player each phase.  Use 3 energon to construct 2 robots.  Use 4 energon to construct 4 robots. 
Spoiler for Matrix of Leadership abilities:
OPTIMUS: While held, you may target one player each phase.  You will learn the role and all secret abilities of that player.

BUMBLEBEE: While held, steal target item from target player you attack that phase.

GRIMLOCK: While held, all ranged weapons do not work except for ones that you hold.

SUPERION: While held, gain +6 atk.

ULTRA MAGNUS: While held, Autobots gain +1 def.  You also gain +2 atk.

JAZZ: While held, Autobots gain +1 atk.  You also gain +1 def.

IRONHIDE: While held, you gain +2 def.  You may also spend 1 energon to destroy 1 energon of target player.

MEGATRON: If held during death, resurrect as GALVATRON retaining all permanent stat gains. TRANSFORM: Choose number of energon to use.  Attack target player with additional +1 atk per number of energon while avoiding all melee attacks this phase.

SOUNDWAVE: While held, you can use your anonymous PM ability unlimitedly and can choose to set up direct PM with other players (GM must start and be copied on each transmission). 

STARSCREAM: While held, all other players gain -1 def, and you gain +1 atk.

DEVASTATOR: While held, you are able to submit additional attacks each phase at the cost of 1 energon cube per additional attack.

SHRAPNEL: While held, you may create clones of yourself at the cost of 1 energon cube per clone.  Each clone may attack for 1 atk each.  When you are attacked, the attack has an equal chance of hitting your clone(s) instead.  If a clone is hit, it will disappear regardless of your def rating.

ASTROTRAIN: While held, gain +2 atk.  Each phase target up to two other players.  They are immune from damage for the rest of that phase.

SHOCKWAVE: While held, regenerate 2 energon per phase.
Spoiler for Eras (super messy, I know):
1)   Escape from Cybertron
a.   10% chance to be hit by meteor dealing 2d2 ranged damage (10% raised each phase, die size increased each phase)
b.   0% chance to be hit by earthquake dealing 2d2 melee damage (10% raised each phase, die size increased each phase)
c.   Escape Ships available (10)
i.   Blue 2 phases – contains energon
ii.   Orange 2 phases – contains blaster pistol
iii.   Red 2 phases – contains starmap
iv.   Gray 3 phases – contains titanium armor
v.   Yellow 2 phases – contains cybertronium helmet
vi.   Purple 2 phases – contains palladium armor
vii.   Green – 2 phases – contains blaster shield
viii.   Brown – 3 phases – contains crystal sword
ix.   Black – 3 phases – contains 2 energon
x.   White – 1 phase – ship inventory list
xi.   Silver (phase 2) – 3 phases – contains cybertronium lance
xii.   Magenta (phase 2) – 2 phases – contains 2 plasma grenades
xiii.   Translucent (phase 2) – 3 phases – contains iridium armor
xiv.   Iridescent (phase 4) – 2 phases – contains damaged database
2)   Battle for Earth:
a.   Phases (upon arrival)
i.   Nothing
ii.   Fighter Planes (2d2 atk) (1) (gives missile to target if target survives)
iii.   Pentagon (0 atk/8 def) (4 phases to repair)
1.   Drones (1d4 atk) (2)
2.   Fighter Planes (2), Drones (2)
3.   Battleship 1d8 atk/6 def – drops Battleship Cannon (1d8 atk), Battleship Hull Armor (2 def)
4.   Nothing
5.   Nuke – (3d3 damage to random player, 2d3 damage to second other random player, 1d3 damage to third other random player)
iv.   Nothing
v.   Cybertron ship crash
1.   Transformer NPCs – Unicron is coming!
a.   Autobot -
b.   Decepticon -
2.   Weapons (leftovers plus)
a.   Laser Cannon 2d3 atk ranged
b.   Plasma Gun 1d6 atk ranged
c.   Plasma Lance 3d2 atk melee (two handed)
d.   Force Blade 2d3 atk melee
3.   Armor (leftovers plus)
a.   Force Armor 3 def
4.   Items (leftovers plus)
a.   Scrambled Database
b.   Engine Thrusters (+1 ranged def)
c.   Energon (10 left)
d.   Force Net (disable another players action for this phase) (drops after use)
vi.   Australia (0 atk/6 def) (3 phases to repair)
1.   Drop Bear Bomber (1d3 atk) (2)
2.   Nothing.
vii.   Japan (0 atk/9 def) (2 phases to repair)
1.   Fanboys (-3 def) (5)
2.   REAL fanboys (+2 atk to targets) (3)
3.   If Australia is active -  Mecha Drop Bear 2d6 atk/6 def drops mecha beam 2d6 atk and mechanized armor 3 def
viii.   Nothing
ix.   Nothing
x.   Unicron arrives – same phase hazards as cybertron day 1 (this will arrive early if autobots or decepticons are completely annihilated)

b.   Weapons:
i.   Tree 1d2 (melee) (one handed)  (5)
ii.   Fuel Truck 3d2 (melee) (two handed) (one use)
iii.   Steel Girder 2d2 (melee) (one handed)
iv.   Boulder 2d2 (ranged) (one handed) (one use) (3)
v.   Car Hood 1 def (one handed)
c.   Armor:
i.   Scrap Metal Housing 1 def
d.   Items:
i.   Rubber Tires (-1 def to target this phase) (drops after use)
ii.   Wrecking Ball (1d2 damage to target this phase) (drops after use)
iii.   Missile (2d2 damage to target this phase, explodes if not used) (given by Jet Planes)
iv.   Energon (30 left)
e.   Ships (available when Unicron arrives – leftovers plus)
i.   Rainbow – 2 phases - contains 3 energon
ii.   Gold – 2 phases - contains 2 Plasma Grenades
iii.   Charcoal 2 phases– contains Cybertronium armor
iv.   Titanium 2 phases – contains Force Net
v.   Gel (phase 2) 2 phases – contains  Plasma Gun
vi.   Stealth (phase 2) 2 phases – Contains Animator (When used, it creates a hologram of the user. If the user is targeted, the attack has a 50% to hit the hologram instead.  The hologram disappears when hit.) (one use)
vii.   Transforming (phase 4) 1 phase – Graviton (matrix of leadership enters your hand when used) (one use)
3)   Within Unicron:
a.   Phases [REDACTED] This is hidden from sponsors as well - sorry!  Just know that Unicron is an NPC with 20 def.
b.   Weapons
i.   Atom Rifle (1d4 atk ranged, can temporarily add another 1d4 per energon spent that phase)
ii.   Atom Rapier (1d4 atk melee, can temporarily add another 1d4 per energon spent that phase)
c.   Armor
i.   Atomic Field (5 def – will automatically use stored energon (1 per +1 temporary def) to save life)
d.   Items
i.   Graviton
ii.   Concentrated Energon (4 per scavenge) (40 left)
iii.   Animator

Lastly, I'd like to ask the sponsors here to refrain from using the reaction buttons in the main game thread.  Thank you.

20
Arena General / Arena Leaderboard
« on: December 03, 2014, 01:17:35 pm »
I'll take this on as my little pet project just for fun and update when I feel like it.

Winners: Bious, The Chief, Synonym, Aidebit, Skizzz, Sig

Most Phases Survived (totaled across all the games):
1. Aidebit (NO CHANGE): 39
2. AlphaCommando (UP 3): 30
3. RadicalFuzz (DOWN 1): 29
4. Skizzz (DOWN 1): 28
5. Pimp Willy (DOWN 1): 26
5. ForgeDigger (UP 7): 26
7. drwill439 (DOWN 2): 24
7. Missing Person (UP 1): 24
9. jasonC (DOWN 2): 23
10. The Chief (DOWN 1): 20
10. XthAtGAm3RGuYX (DOWN 1): 20
10. Augustus (UP 1): 20
Spoiler for Hiden:
13. Blindknagg (UP 3): 19
14. Hecatom (DOWN 2): 17
15. Sumazndude (DOWN 1): 16
15. Vynce (DOWN 1): 16
17. Synonym (NO CHANGE): 13
18. Spyromancy (NO CHANGE): 12
18. DarkGeneral (NO CHANGE): 12
20. BeigeSand (NO CHANGE): 11
21. Sig (NEW): 10
22. DukeC (DOWN 1): 9
22. orochizoolander (DOWN 1): 9
24. pietastic (DOWN 1): 7
24. Bious (DOWN 1): 7
26. Angelpalm (DOWN 1): 6
26. Exodus. (DOWN 1): 6
28. 3rdSTRikeLOVE (DOWN 1): 5
29. Pertho (DOWN 1): 4
29. AKI (DOWN 1): 4
29. Wheels83 (DOWN 1): 4
32. GodotsRevenge (DOWN 1): 3
32. infrequent lurker (DOWN 1): 3
32. kaz (DOWN 1): 3
32. Pinkling (NEW): 3
32. Simple Machine (NEW): 3
32. descuffphoenix (NEW): 3
38. DrWilgy (NEW): 2
38. Jan (NEW): 2
38. Fruit Punch Samurai G (NEW): 2
41. doof (NEW): 1

Most Player Kills (totaled across all the games):
1. ForgeDigger (NO CHANGE): 8
2. AlphaCommando (UP 6): 7
3. Aidebit (DOWN 2): 6
3. Skizzz (DOWN 2): 6
3. Pimp Willy (DOWN 2): 6
3. Missing Person (UP 5): 6
7. jasonC (DOWN 2): 5
7. RadicalFuzz (DOWN 2): 5
7. Augustus (DOWN 2): 5
10. DarkGeneral (DOWN 2): 4
10. Simple Machine (NEW): 4
Spoiler for Hiden:
12. BeigeSand (DOWN 1): 3
12. drwill439 (DOWN 1): 3
12. Sig (NEW): 3
12. Blindknagg (DOWN 1): 3
16. XthAtGam3RGuYX (DOWN 3): 2
16. orochizoolander (DOWN 3): 2
16. Synonym (DOWN 3): 2
19. Sumazndude (DOWN 2): 1
19. GM (DOWN 2): 1
19. Bious (DOWN 2): 1
19. AKI (DOWN 2): 1
19. The Chief (DOWN 2): 1
19. pietastic (DOWN 2): 1
19. Pertho (DOWN 2): 1
19. Exodus. (DOWN 2): 1
19. descuffphoenix (NEW): 1

Deaths by Arena Hazards: 32

Most Times Sponsored (totaled across all the games):
1. ForgeDigger (NEW): 5
2. Missing Person (UP 6): 4
2. Sig (NEW): 4
4. Vynce (DOWN 3): 2
4. Bious (DOWN 3): 2
4. Angelpalm (DOWN 3): 2
4. RadicalFuzz (DOWN 3): 2
4. AlphaCommando (DOWN 3): 2
4. Synonym (DOWN 3): 2
4. drwill439 (DOWN 3): 2
Spoiler for Hiden:
11. pietastic (DOWN 3): 1
11. jasonC (DOWN 3): 1
11. Sumazndude (DOWN 3): 1
11. orochizoolander (DOWN 3): 1
11. Aidebit (DOWN 3): 1
11. Hecatom (DOWN 3): 1
11. The Chief (DOWN 3): 1
11. DarkGeneral (DOWN 3): 1
11. Simple Machine (NEW): 1
11. Augustus (DOWN 3): 1
11. Pimp Willy (DOWN 3): 1
11. Skizzz (DOWN 3): 1
11. Jan (NEW): 1


What other stats would you like to see?
Most Sponsor Coins Spent:?

Something like that? 

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