12-06-2018, 10:19 PM
(This post was last modified: 12-06-2018, 10:22 PM by Technature. Edited 1 time in total.)
Turn 17
Current Wares:
Syndicate PDA - So what's the job today, boss? - Illegal - Use:Choose a player. That players goal is forced to be discarded. The player will receive a new goal. This item cannot be used if the target has recently changed goals. - 1,000 points
Mousetrap Pie Car - Oh god, THE CLOWN LEARNED ARTILLERY! - Use:Over the next three turns, a random player loses their turn. You cannot be targeted with your own Mousetrap Pie Car. - 42 points
Handcuffs - So when am I getting that lawyer monkey? - Use: Select a player. If they have an Illegal item, skip their turn. Otherwise, this does nothing. - 5 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. - 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
Clown Make-up 2.0: Upgrades Clown Make-up to a 20% of success. - 2000 points
Cluwne Antidote: Turn a Cluwne into a Clown. Unlimited stock. - 500 points
Clown Mask: Permanently add a clown mask to the shop. This item allows humans to count as non-human for any law with the word "Clown" in it. - 600 points
The ol switcharoo: If a clown would lose a turn because of another player, the target has a 20% chance of changing to a non-clown target. - 800 points
New Laws:
Superlaggs points triple at the beginning of every round.
Superlaggs points triple at the beginning of every round.
Denied. Reason:Redundant. HATE ME
Deleted laws:
11.NateTheSquid never receives points. If he would receive points, reduce them by that amount instead.
Extra Laws:
4.The clown vault gains 10 points each turn for every clown that exists.
5.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.
6.Points earned from the "Give" command are actually three times their original value.
7.All honks previous to December 3 2018 are to be disregarded for clown identification purposes and any previous honkers are no longer clowns. Anytime someone honks, they have a 1 in 5 chance to become a cluwne (cluwne's are non-human). Otherwise, they are a clown. New clowns receive 500 points, the KOTC recieves 250 points, and the clown vault receives 100 points.
8.The ai gives each non-human player a random number of points, between 10 and 1000
9.Every 3 rounds (starting the round this takes effect) there will be a blind auction to become King of the Clowns(Or KOTC for short) with the results taking effect the next round. Any Non-human may participate in this auction and bid using their points. The KOTC will always win ties in this bid with any further ties being broken randomly. The KOTC will always count as being Non-human. All points that are spent in the auction will not be returned to the bidders and will instead be put into the Clown Vault
Law specific rule: Free action, if you've been reading this far you know what to do. Non-humans only, as always.
10.Clowns cannot honk themselves into cluwnes.
11.Superlaggs points triple at the start of every round.
12.The person in the lead on the scoreboard receives two thousand points.
13.Wraithcraft is always in first place on the point scoreboard, even if it says otherwise.
14.No one can spend their points on items unless they're Recusor.
Current Wares:
Syndicate PDA - So what's the job today, boss? - Illegal - Use:Choose a player. That players goal is forced to be discarded. The player will receive a new goal. This item cannot be used if the target has recently changed goals. - 1,000 points
Mousetrap Pie Car - Oh god, THE CLOWN LEARNED ARTILLERY! - Use:Over the next three turns, a random player loses their turn. You cannot be targeted with your own Mousetrap Pie Car. - 42 points
Handcuffs - So when am I getting that lawyer monkey? - Use: Select a player. If they have an Illegal item, skip their turn. Otherwise, this does nothing. - 5 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. - 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
Clown Make-up 2.0: Upgrades Clown Make-up to a 20% of success. - 2000 points
Cluwne Antidote: Turn a Cluwne into a Clown. Unlimited stock. - 500 points
Clown Mask: Permanently add a clown mask to the shop. This item allows humans to count as non-human for any law with the word "Clown" in it. - 600 points
The ol switcharoo: If a clown would lose a turn because of another player, the target has a 20% chance of changing to a non-clown target. - 800 points
New Laws:
Superlaggs points triple at the beginning of every round.
Quote:I upload an exact copy of law 11 as originally uploadedOkay.
Superlaggs points triple at the beginning of every round.
Denied. Reason:Redundant. HATE ME
Deleted laws:
11.NateTheSquid never receives points. If he would receive points, reduce them by that amount instead.
Extra Laws:
4.The clown vault gains 10 points each turn for every clown that exists.
5.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.
6.Points earned from the "Give" command are actually three times their original value.
7.All honks previous to December 3 2018 are to be disregarded for clown identification purposes and any previous honkers are no longer clowns. Anytime someone honks, they have a 1 in 5 chance to become a cluwne (cluwne's are non-human). Otherwise, they are a clown. New clowns receive 500 points, the KOTC recieves 250 points, and the clown vault receives 100 points.
8.The ai gives each non-human player a random number of points, between 10 and 1000
9.Every 3 rounds (starting the round this takes effect) there will be a blind auction to become King of the Clowns(Or KOTC for short) with the results taking effect the next round. Any Non-human may participate in this auction and bid using their points. The KOTC will always win ties in this bid with any further ties being broken randomly. The KOTC will always count as being Non-human. All points that are spent in the auction will not be returned to the bidders and will instead be put into the Clown Vault
Law specific rule: Free action, if you've been reading this far you know what to do. Non-humans only, as always.
10.Clowns cannot honk themselves into cluwnes.
11.Superlaggs points triple at the start of every round.
12.The person in the lead on the scoreboard receives two thousand points.
13.Wraithcraft is always in first place on the point scoreboard, even if it says otherwise.
14.No one can spend their points on items unless they're Recusor.