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Cool! So we start off independant, but can choose to ally with other players at any time? And while we are officially allied (ie. we both agree to an alliance), all rules for friendly characters apply, eg. can't attack each other, no breakaway required, or stopping for base to base, can share helpful powers (PC, Enhancement, SHIELD TA, TK, Support), however at any time one of the alliance members can choose to break the alliance and stop the others in the back? Sounds fun. Reminds me of Diplomacy.
So can Wildcards use powers from other players in the alliance? I assume yes?
I think as well as being covered in story posts, official alliances should also be stated in your turn summary, so as to avoid confusion. Eg: Player one's turn-
-Blizzard moves to k12
-Syndicate offers Titans an alliance
Player 2's turn:
-Titans accept alliance offer from Syndicate.
Some when revoking any alliance- should be stated in action post, so that it's clear when all the characters change from being friendly to oppossing.
Cool?
Christ did not come to condemn the world, but to save it.
Wakandaman has it almost right. No Wildcards can't share team abilities of allies. Everything else was correct though.
I just sent out the dice pairings and the map will follow soon. If you didn't get it please pm me with the e-mail address you would like to get maps/dice rolls/notifications sent to.
Hopefully I will make some minor corrections to my rules list and post the new thread in a few hours.
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon
The new thread is up and the title is . . . datada da! . . .
Smurf War!
Yes it is time for a fun and silly romp. Read the thread. I will send out the blank map in a minute, (it will be compressed with Winzip if you need an uncompressed copy let me know).
Then I will be working like crazy to get the real map together.
Talley HO!
"Nature has placed nothing so high, that valour cannot overcome it."
Alexander of Macedon