And then there's the ideas that fit.
Like this one.
You fight in an arena against your fellow players. Deathmatch norm stuff, right?
Here's the twist. Before the game starts, an auction goes on where the players can buy equipment and powers and whatnot.
The last person standing wins and gets a slot reserved in the next game.
Name:
Various Descriptive Stuffs(whatever you want to describe):
___
Stats(12 points to spend):
Strength(effects melee damage rolls and rolls where strength is a major issue):
Targeting(your to-hit modifier for melee and ranged attacks):
Dexterity(acrobatics, dodging, whatnot):
Speed(dashes, whatnot, and initiative):
Toughness(damage resistance):
Mind(mind stuffs, willpower, control complicated magic gizmos):
Wealth(special, will be explained later in OP):
___
Here's how your stat points effect rolls(wealth is different):
at zero, you get -1 to rolls for that stat, 1, no modifier, and then for every multiple of 3 your stat reaches, you get +1.
Nevermind, look at this instead.
0:-1
1: 0
2: 1/2 chance of 1+
3: 1+
4: 1+, 1/3 chance of +2
5: 1+, 2/3 chance of +2
6: 2+
Etc.
Each point in wealth gives you 1d5 additional Tokens. By default, all players start with a free bunch of 30 Tokens.
Here's the Auction. There will be 5 Auction rounds before game start, at game start the items will be sold to whoever has the most Tokens on it(a Token can only be used once, if it wasn't obvious, and Tokens once placed cannot be removed). During a Round all players place Tokens upon their chosen things. Ask if you want clarification.
Fire Breath(starts at 3 Tokens): Let loose a breath of fiery death! (at a two turn cooldown)
Pulse(starts at 3 Tokens): Fire a small spherical pulse of electrical energy at your foes(no cooldown).
Magnetize(starts at 5 Tokens): Telekinesis over metals(no cooldown).
Confuse(starts at 5 Tokens): Confuse an opponent to make them lose their action if they can't fight it off(at a two turn cooldown).
Rumble(starts at 5 Tokens): Unleashes a rumble of kinetic energy around you, through the floor, causing any opponents within melee range of you to get -2 to dodge for the turn. Can be used in addition to other actions. (has a 3 turn cooldown)
Life Leech(starts at 5 Tokens): Drain life from a foe, healing yourself in the process(unfortunately having a one turn cooldown).
Flight(starts at 8 Tokens): Allows the user to fly during the turn it is activated in. (2 turn cooldown).
Heat Wave(starts at 8 Tokens): Unleashes a wave of burning heat around yourself in melee, burning foes and knocking them back. (3 turn cooldown).
Interface(starts at 10 Tokens): Allows the user to control advanced technology. (no cooldown).
Cybernetic Augmentation(starts at 10 Tokens): The owner of this power gains a passive bonus of +1 to all physical rolls, but their body counts as advanced technology and metals are incorporated into it. (naturally, no cooldown(passive power)).
Hyperspeed(starts at 12 Tokens): Allows the user to instantly take the initiative(infinity) in the turn it is used in. (4 turn cooldown).
Flash Grenades(x2)(starts at 3 Tokens): Single use items that explode in a blinding flash.
Web Gun(starts at 3 Tokens): Fires a burst of sticky webs at a foe, giving them a -10 Init penalty and -3 dodge penalty for as long as the webs remain. 5 shots.
Vortex Grenades(x2)(starts at 5 Tokens): Create a vortex that sucks in foes after being thrown. Being sucked in isn't lethal, only painful.
Potion of Healing(starts at 5 Tokens): Heals the user(if they're lucky).
Razor Frisbee(starts at 5 Tokens): Can be thrown to slice foes(at +1 to hit!).
Targeting Visor(starts at 5 Tokens): Grants a +1 to-hit for ranged attacks.
Pulse Pistol(starts at 8 Tokens): Fires pulses of superheated gas to attack foes(no ammo limit).
Railgun(starts at 8 Tokens): Fires a rod of steel at incredible velocity(+2 to hit and damage) but needs a turn to charge before firing(comes with 4 shots).
Reality Warping Dice(starts at 8 Tokens): A single use item that causes chaotic, random, magic effects when used. (roll d6, 1 is very harmful to roller, 6 is very beneficial(maybe too much) to roller, in between is in between).
Warlord's Chestplate(starts at 8 Tokens). The Warlord's Chestplate weighs down the wearer, giving them -1 to dodge, but makes them more resilient to damage(+1 to resist damage). Once every 3 turns, it can be used to give the wearer a burst of strength. (+2).
Skybreaker's Boots(starts at 8 Tokens). The Skybreaker's boots grant the ability to leap at high speed through the air, in addition to protecting the feet and granting more accurate kicks(+1 to hit with kicks).
Heat Absorber(starts at 10 Tokens): Completely negates heat-based attacks used against the wielder of this device, and then can be used to fire a bolt of heat energy.
Seismic Drum(starts at 12 Tokens): A high-tech device, only useable twice, that creates massive shockwaves around the user of the device, spreading through the floor and knocking people off their feet.
Arena Design Suggestion(starts at 20 Tokens): Whoever owns this gets to make a suggestion to improve(or worsen) the arena which will most likely be implemented.
Troll(starts at 15 Tokens): A troll minion. Obeys orders to the absolute.
Extra Life(starts at 30 Tokens): The owner of this can resurrect once after dying.
All players in this game get to suggest an Item and a Power to be definitely sold in the auction. Other suggestions beyond the first two made may or may not be taken.
Also, here's the Silent Auction:
Nullifier Ray(starts at 15 Tokens): Targets a player(only 4 shots), upon a hit adds 2 turns of cooldown to all their powers.
Sharpshooter's Eye Device(starts at 15 Tokens): +2 to hit with ranged attacks.
Players put Tokens onto the items in the silent auction via PM, once the games begin whoever has the most Tokens on a Silent item will get it.
Any questions? (Yes, Execute/dumbo.exe has a reservation).
Note I have 2 other RTDs running, as a result updates for this may be somewhat slow.