Board Thread:Fun and Games/@comment-27912573-20180601104203

Current score: 530

I think I copy pasted this. Magma, does 404 have a penalty for missing 2 minutes?

There are four classes and four perks for each class: (bolded stuff in the descriptions indicate anything that has been changed from the previous thread for this thread)

Normal: You can post as you always did in the first 8 threads. +1 for users, or -1 for admins (mods and bureaucrats count as admins). You can only post after someone else has posted before you; double posting incurs a penalty. Its perks: Ninja: You can post +1 or -1 once every 20 minutes. The only thing stopping you from posting is the aforementioned time period, but you can make consecutive posts if no one else has posted in this time. Its perks: Power: You can post +10 or -10 once every 5 hours. Like with Ninja, the only thing stopping you from posting is the aforementioned time period, but you can make consecutive posts if no one else has posted in this time. Its perks: NEW: Spy: Spies get a block of 10 posts, starting from the moment they decide to become a spy. Of these 10 posts, 5 posts must be "buff" posts (helping your team) and the other 5 must be "de-buff" posts (hurting your team). The "buff" posts have power 3 (+3 or -3 for users and admins respectively) while the "de-buff" posts have power 1 (-1 or +1 for users and admins respectively). Spies must finish a block of 10 posts before being given another block like this; they can choose the order in which they use their posts. For example, a spy could use 5 buffs in a row followed by 5 de-buffs in a row, or alternate buffs and de-buffs (this is not all the ways a spy can use their buffs and de-buffs). Spies can only post after someone else has posted, like a Normal. Its perks:
 * Lone Wolf: If you've been the only person posting on your team for the last 4 hours, you get to do +2 or -2 (depending on your team) until someone else on your team posts. Lasts for 24 hours and can be used again immediately after its duration ends.
 * Wake-Up Call: If no one has posted for 2 hours, you get to do +5 or -5 for one post only. Effect is instantaneous, cooldown lasts for 24 hours.
 * Chain: Allows you to increase the power (how much you add or subtract) of your post, increasing by 1 for each time someone posts against your count (whether it be an opposing player or not), up to maximum of +5 or -5, but resets when someone posts in favor of your count (again, regardless of team). Lasts for 24 hours and can be used again immediately after its duration ends.
 * NEW: Retaliate: If the opposing team has posted 5 times in a row, you get to activate this perk and do +10 or -10 for one post only. Effect is instantaneous, cooldown lasts for 24 hours.
 * Blitz: You can post once every 10 minutes, rather than 20. Lasts for 24 hours and can be used again immediately after its duration ends.
 * Flash Bomb: You can use this perk against a player from the opposing team, taking him/her out of the game for a while. If you Flash Bomb an opponent with Clone, you will only stun the real player; the clone can still be used. However, there is now a cooldown for each player and you can only target a particular player once every 48 hours; any Flash Bomb uses on that player within this time period has no effect. Lasts for 4 hours and has a cooldown of 20 hours, which starts after its effect ends.
 * Camo: Using this perk, you can change your class temporarily. During this time period, aside from behaving normally in your class, you can use any available perks from the temporary class, but once your Camo expires, you can no longer use the perk, unless the perk expires before your Camo does (in which case the perk simply expires and you cannot use anymore perks for that class). If the perk outlives your Camo, it will remain unused for the remainder of its duration (if it had one) and thus cools down normally. Lasts for 3 hours and has a cooldown of 21 hours, which starts after its effect ends.
 * NEW: Clone: Allows you to play as if you were controlling 2 Ninjas at once instead of just one for a short period of time, effectively meaning you now have two post timers, each with a 20 minutes cooldown. Your cloned Ninja will be able to use any available Ninja perks, except for this one. Lasts for 6 hours and has a cooldown of 18 hours, which starts after its effect ends.
 * Hailfire: You can post once every 2 hours, rather than 5. Lasts for 24 hours and can be used again immediately after its duration ends.
 * War Cry: Upon using this perk, all players from both sides will be able to do +10 or -10 (depending on their side), but class restrictions stand: Normals can post whenever someone else posts, while Ninjas and Powers are bounded by their post timers. Spies are a special exception and will behave like Normal class players for the duration of this perk; they do not use any of their posts within their block of 10. Disables Lone Wolf, Chain and Amplify while it is active, but does not automatically reset the former two. Lasts for 2 hours and has a cooldown of 22 hours, which starts after its effect ends.
 * Residue: After you make a regular +10 or -10 post, if someone from either side posts within 10 minutes, you can add on an extra +5 or -5, but only once for each regular post you make. Lasts for 24 hours and can be used again immediately after its duration ends.
 * NEW: Smasher: Your power will be increased by 10 every time you manage to post within 15 minutes of being able to post i.e. within 5h 15m of your previous post, up to a maximum of +30 or -30. This chain resets back to +10 or -10 whenever you fail to post within the specified time frame. Lasts for 24 hours and can be used again immediately after its duration ends.
 * Unbound: For the duration of this perk, you are not confined to blocks of posts and can freely post for either side, however the power for both buff and de-buff will be reduced to 1. Lasts for 24 hours and can be used again immediately after its duration ends.
 * Nullify: This perk immediately ceases the effect of a perk that is being used. It has no effect on instant-duration perks (such as Wake-Up Call), nor does it revert scores arising from the effect of perks. Effect is instantaneous, cooldown lasts for 24 hours.
 * Streak: You can activate this perk at any time where your team has had the last two posts. For every 2 posts in a row that your team has achieved (counted backwards from the last post), you get to score 1 in favor of your team, rounded down (so for example if the users team posted 12 times in a row, you can use the perk to add +6 to the score). Effect is instantaneous, cooldown lasts for 24 hours.
 * Amplify: This perk multiplies the power of the next post after each of your posts. Any players on your team posting right after you get triple power (e.g. for a User-team Spy using Amplify, for another User posting right after him/her, that User would do +3 if he/she was Normal, and +30 if he/she was Power), but players on the opposing team posting right after you get double power (e.g. for a User-team Spy using Amplify, for an Admin posting right after him/her, that Admin would do -2 if he/she was Normal, and -20 if he/she was Power). This multiplication cannot stack with other perks that affect power, so these perks will retain their usual power and Amplify is overridden in this case. Lasts for 24 hours and can be used again immediately after its duration ends.

Rules: Sorry if I wasn't supposed to be the one to post this. Update the rules if you want, Magmahound. 
 * Each perk can only be used by one player at a time, and each player can only use one perk at a time, and one perk every 24 hours (in line with the used perk's cooldown). In the case that players use perks with effect duration less than 24 hours, they will only be allowed to use other perks after the previous perk's cooldown has ended.
 * The only exception to this rule is the Camo perk, which allows the use of a different perk in a different class. In this case, the Camo user's cooldown with regards to using perks is based on the Camo cooldown, not the cooldown of the perk used. The used perk in Camo will have normal cooldown rules, based on when the Camo user used the perk.
 * The Clone perk allows the use of another perk in the Ninja class, but the cooldown for that perk is tied to the clone and not the real user.
 * All players are given the chance to change classes and can declare so in their first post on this thread; for players in thread 9, not posting a new class defaults you to your class used in thread 9; for new players, not posting a new class defaults you to Normal class.
 * Players cannot change classes midway through the thread. If a player plays a different class from what he/she stated before (the defaults above apply where applicable), a penalty will be given for each time he/she breaks the rules of the class. The only exception to this rule is the Camo perk, but even then you will not be allowed to break the rules of the temporary class.
 * A penalty is equal to 10 points in favor of the opposing team, in addition to the reversion of score to the point prior to the penalty-causing post(s). So if Users were to get a penalty, the score will be reduced 10, and vice versa. If someone had posted many times in a row, as a Normal, scores from all but the first post will be annulled and a 10-point penalty given.
 * Illegal posts (posts that warrant penalties) will not be counted as posts and do not count for the purposes of perks, or determining whether Normals or Spies can post.
 * If I declare that the current state of the game is unbalanced, I will consider balance changes that can be added mid-thread. If and when I do so, I will allow everyone one chance to change classes after the balance.