Okay. Let's start bidding then. These are the powers, in alphabetical order. One of the powers was renamed because the pm noted that it needed a better name. Some of the powers have been reworded a bit.
To bid just send me a pm saying how much you're bidding on each power.
Bidding resumed.
Become Inanimate Object: On a turn that you activate this power, your attacks do not reduce other player's energy. When you activate the power, you may choose either:
Furniture: Attacks against you are all treated as 0 energy actions. If more energy is spent to attack you than half of what you spent on defence then you may not use this ability again until you survive an entire round without losing energy.
Armour: Attacks with less energy than half of your strongest attack may not reduce your energy.
Big Punch: If you assign no points to defense this round add an additional 75 to one of your attacks.
Distracting shiny objects: Spend 35. The hero using this ability targets another hero and distracts them by tossing shiny objects at the target. The targeted hero's allocated actions are reduced in half by the dizzying attack.
GM note: I'm going to say that the energy spent is going to be halved (rounded up). Also, it has no effect on Everyman.
Double-Edged Sword: You start with an additional 50 energy. Your Attacks do double damage. Opponents do double damage to you. You Defense is taken after doubling the Attacks against you.
Everyman: Choose a trope from TVTropes(at least 1 month old and with at least 10 examples). Allocate 30 points to attack and defence to that trope using a colour that the game's host has difficulty seeing. The host allocates points to the trope before looking at your allocation. If your allocation is within 5 points of the hosts allocation then your allocation is added to your actions that round. You may not allocate 5 or less points to the trope's defence or attack and you may not use the same trope twice.
GM note: I'll be using a random number generator for this one.
Fast Forward: You jump forward in time. You PM the Gm the number of turns you want to jump forwards, and you cannot interact or be interacted with for that number of turns. This takes effect after the resolution phase. Any attacks aimed for you on the round you do get back are however doubled due to the element of surprise. In addition, you don't get to take any actions that turn.
Force Field: All attacks lose 5 Power against this Hero.
Teleport: Changes position with the target, all attacks aimed at you hit them, and all attacks aimed for them, hit you.