12-19-2018, 01:39 AM
Turn 27 (3 turns remaining)
Current Wares
Spare ID - Yeah, the assholes around here like to steal shit. You just learn to bring an extra eventually. - Automatic:Assign this ID a name. The possessor of this ID is treated as having that name rather than their own. - 673 points
Lottery Ticket - 2...7...4...1!?! God damn it! - Unlimited Stock - Used instantly. 10% chance to multiply the amount you paid by 20. Otherwise, this does nothing. - Choose your price.
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. - 573 points
Armor Piercing Bullets - Fuck your vest. - Illegal - Automatic:Used when an item would counter your item. Ignore its effect. The item blocked doesn't break if it normally would, but this item does. Can't be countered. - 7,225 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
Yoink: Clowns can choose a player. They have a 20% chance of stealing an item from that player. If the item has two affects, the first affect on the item immediately activates as normal. Can't target other clowns. - 1500 points
Rejected Turns
Use pen edit 23: Any law uploaded by natethesquid should be read as. Give all my points to new525
Reason:Hey. What the hell. You think you're like, the Flash or something? Jesus. You can only do so much man.
Player names in laws are to be restored to the state they were in on turn 25. In addition player point total should be rolled back This law takes 100 percent precedence over law 23.
Reason:There is no easy way to do this and I don't feel like spending two hours on reversing what I already spent two hours on sorry
use my lottery ticket at a price of 3 million points
Reason: Unnecessary. Your ticket is free and has a 1 in 10 chance in multiplying your points by 20 rather than what you spend.
New Laws
Speaking french makes you a mime for one turn. Mimes are known to not speak, and therefore any attempts to take your turn will be ignored.
Player names in laws are to be restored to the state they were in on turn 25. This law takes 100 percent precedence over law 23.
Actions
John Warcrimes only honks once. (The variety of colors and sizes truely add to the honk. 946 points.)
New525 buys a bulletproof vest.
NateTheSquid buys a stun baton.
NateTheSquid uses a lottery ticket.........Damn. It's a loss.
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. Divide WiseCrack34's points by -3 once all calculations are done.
14.When someone spends points on an item, there's a 50% chance everyone earns the points spent.
15.The alphabet is now defined as "stuvwxyzabcdefghijklmnopqr". This does not affect the spelling of words. Who the hell knows what this is supposed to do.
16.John Warcrimes has the sum of all points and cannot be called by name
17.All points lost to law 13 are given to new525.
18.Division is Multiplication now.
19.Players gain 500-1000 points for their honks, with it being higher for extravagant honks.
20.New525 also gains any points gained from multiplying points.
21.All calculations are actually 10k points.
22.If NateTheSquid has more than 10K points, spread anything past 10K equally to all other players.
23.Any law containing a player's name is to replace said player's name with a random name.
24.It's the Point Machine's birthday. As a free action, everyone can send the point machine a present. Whoever sends the best item will be given a bonus decided by the pointmachine as a party favor. This law will effect every round.
25.New525 points must be at a minimum of 700000 points. If they drop below this total for any reason, readjust their points to 700000. This law takes precedence over all others in the event of a conflict.
26.Players are ordered on the point total list in alphabetical order.
27.A random player's points are tripled.
28.Lists are in descending order...?
29.Speaking french makes you a mime for one turn. Mimes are known to not speak, and therefore any attempts to take your turn will be ignored.
30.Player names in laws are to be restored to the state they were in on turn 25. This law takes 100 percent precedence over law 23.
Current Wares
Spare ID - Yeah, the assholes around here like to steal shit. You just learn to bring an extra eventually. - Automatic:Assign this ID a name. The possessor of this ID is treated as having that name rather than their own. - 673 points
Lottery Ticket - 2...7...4...1!?! God damn it! - Unlimited Stock - Used instantly. 10% chance to multiply the amount you paid by 20. Otherwise, this does nothing. - Choose your price.
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. - 573 points
Armor Piercing Bullets - Fuck your vest. - Illegal - Automatic:Used when an item would counter your item. Ignore its effect. The item blocked doesn't break if it normally would, but this item does. Can't be countered. - 7,225 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
Yoink: Clowns can choose a player. They have a 20% chance of stealing an item from that player. If the item has two affects, the first affect on the item immediately activates as normal. Can't target other clowns. - 1500 points
Rejected Turns
Use pen edit 23: Any law uploaded by natethesquid should be read as. Give all my points to new525
Reason:Hey. What the hell. You think you're like, the Flash or something? Jesus. You can only do so much man.
Player names in laws are to be restored to the state they were in on turn 25. In addition player point total should be rolled back This law takes 100 percent precedence over law 23.
Reason:There is no easy way to do this and I don't feel like spending two hours on reversing what I already spent two hours on sorry
use my lottery ticket at a price of 3 million points
Reason: Unnecessary. Your ticket is free and has a 1 in 10 chance in multiplying your points by 20 rather than what you spend.
New Laws
Speaking french makes you a mime for one turn. Mimes are known to not speak, and therefore any attempts to take your turn will be ignored.
Player names in laws are to be restored to the state they were in on turn 25. This law takes 100 percent precedence over law 23.
Actions
John Warcrimes only honks once. (The variety of colors and sizes truely add to the honk. 946 points.)
New525 buys a bulletproof vest.
NateTheSquid buys a stun baton.
NateTheSquid uses a lottery ticket.........Damn. It's a loss.
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. Divide WiseCrack34's points by -3 once all calculations are done.
14.When someone spends points on an item, there's a 50% chance everyone earns the points spent.
15.The alphabet is now defined as "stuvwxyzabcdefghijklmnopqr". This does not affect the spelling of words. Who the hell knows what this is supposed to do.
16.John Warcrimes has the sum of all points and cannot be called by name
17.All points lost to law 13 are given to new525.
18.Division is Multiplication now.
19.Players gain 500-1000 points for their honks, with it being higher for extravagant honks.
20.New525 also gains any points gained from multiplying points.
21.All calculations are actually 10k points.
22.If NateTheSquid has more than 10K points, spread anything past 10K equally to all other players.
23.Any law containing a player's name is to replace said player's name with a random name.
24.It's the Point Machine's birthday. As a free action, everyone can send the point machine a present. Whoever sends the best item will be given a bonus decided by the pointmachine as a party favor. This law will effect every round.
25.New525 points must be at a minimum of 700000 points. If they drop below this total for any reason, readjust their points to 700000. This law takes precedence over all others in the event of a conflict.
26.Players are ordered on the point total list in alphabetical order.
27.A random player's points are tripled.
28.Lists are in descending order...?
29.Speaking french makes you a mime for one turn. Mimes are known to not speak, and therefore any attempts to take your turn will be ignored.
30.Player names in laws are to be restored to the state they were in on turn 25. This law takes 100 percent precedence over law 23.