12-03-2018, 12:30 AM
Turn 13
Current Wares:
QM Console - I'm sorry, could you repeat that? You spent our money on WHAT!?! - Upgrade:Permanently increase the shop wares size by 1 item. Used immediately - 100 points
Mind-Slave Implant - Suicide? Laaaaame. - Illegal - Speedy: Doesn't use your turn. - Your turn counts as the action of a player of your choice. That player may not otherwise act this turn. - 81 points
Stun Baton - The difference between a good officer and a bad officer can easily be determined by who's laying on the ground after a use of one of these things. - Use:Cancel a players turn. If the player has Illegal items, receive those item(s). - 6 Points
Clown Upgrades:
Interest: All points earned increased 10%. - 500 points
Insurance: Point loss from other players decreased 10%. - 700 points
Item Vault: All clowns choose an item in their inventory. That item cannot be stolen nor used this turn under any circumstance. - 400 points
Clown Make-up: Used when an item is used against a clown. That item has no affect. 10% chance of success. - 300 points Purchased!
Free Trade: As a free action, swap a random item with a random item of another player. Doesn't trigger affects or counters. - 1000 points
Laws:
Add:
The clown vault gains 10 points each turn for every clown that exists.
The Clown Vault funds may be used by the Clown King to buy upgrades that will effect all clowns. The prices and upgrades will be determined by the Point Machine (Technature). Any player may take an action to attempt to rob the Clown Vault of all its points. This Action has a 1/3 chance of succeeding and failure will result in them missing their next turn.
*note:Clown Vault upgrades will be under the shop and will be added to each turn. Unlike the shop, the clown upgrades will never be cycled out.
Points earned from the "Give" command are actually three times their original value.
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Fun Fact:Time taken to do this turn:7 minutes.
Current Wares:
QM Console - I'm sorry, could you repeat that? You spent our money on WHAT!?! - Upgrade:Permanently increase the shop wares size by 1 item. Used immediately - 100 points
Mind-Slave Implant - Suicide? Laaaaame. - Illegal - Speedy: Doesn't use your turn. - Your turn counts as the action of a player of your choice. That player may not otherwise act this turn. - 81 points
Stun Baton - The difference between a good officer and a bad officer can easily be determined by who's laying on the ground after a use of one of these things. - Use:Cancel a players turn. If the player has Illegal items, receive those item(s). - 6 Points
Clown Upgrades:
Interest: All points earned increased 10%. - 500 points
Insurance: Point loss from other players decreased 10%. - 700 points
Item Vault: All clowns choose an item in their inventory. That item cannot be stolen nor used this turn under any circumstance. - 400 points
Clown Make-up: Used when an item is used against a clown. That item has no affect. 10% chance of success. - 300 points Purchased!
Free Trade: As a free action, swap a random item with a random item of another player. Doesn't trigger affects or counters. - 1000 points
Laws:
Add:
The clown vault gains 10 points each turn for every clown that exists.
The Clown Vault funds may be used by the Clown King to buy upgrades that will effect all clowns. The prices and upgrades will be determined by the Point Machine (Technature). Any player may take an action to attempt to rob the Clown Vault of all its points. This Action has a 1/3 chance of succeeding and failure will result in them missing their next turn.
*note:Clown Vault upgrades will be under the shop and will be added to each turn. Unlike the shop, the clown upgrades will never be cycled out.
Points earned from the "Give" command are actually three times their original value.
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Fun Fact:Time taken to do this turn:7 minutes.