Post by The Composer on Jul 4, 2011 2:24:15 GMT -5
As a general rule to keep anyone from building their own army of awesome, all Reapers (just like Players) are limited to carrying 6 Noise at any given time. Which means that if you want to purchase an amount that puts you above 6, you'll have to drop however many Noise pins you must to keep within your limit of 6 pins.
Quick tutorial about the four Tiers: Low Tier Noise can be used any day of the week and are pretty cheap in terms of point income. Takes a few days at the most to buy one.
Mid Tier Noise can be used from Day 3 onward and cost a bit more than Low Tier stuff, might I add; totally worth it.
High Tiers are gonna be the most destructive, most powerful Noise you can have in your group. The cost behind them is gonna be pretty damn high so you might have to dedicate your entire week to getting one, depending on your average point score. They can only be used from Day 5 onward.
Ultimate Tier is the strongest set of Noise to be found. If you're scared of being dead, then these guys are the reason for it. Only capable of being deployed on Day 7, and for good reason. Players aren't sent to the Reaper's Game to suffer...but the Noise themselves will tell you otherwise. The cost of these godly Noise is hellish, think wisely about using your points for these guys. They're only available for one day, but their power is unmatched. Do you want this?
Low Tier Noise
Mid Tier Noise
Quick tutorial about the four Tiers: Low Tier Noise can be used any day of the week and are pretty cheap in terms of point income. Takes a few days at the most to buy one.
Mid Tier Noise can be used from Day 3 onward and cost a bit more than Low Tier stuff, might I add; totally worth it.
High Tiers are gonna be the most destructive, most powerful Noise you can have in your group. The cost behind them is gonna be pretty damn high so you might have to dedicate your entire week to getting one, depending on your average point score. They can only be used from Day 5 onward.
Ultimate Tier is the strongest set of Noise to be found. If you're scared of being dead, then these guys are the reason for it. Only capable of being deployed on Day 7, and for good reason. Players aren't sent to the Reaper's Game to suffer...but the Noise themselves will tell you otherwise. The cost of these godly Noise is hellish, think wisely about using your points for these guys. They're only available for one day, but their power is unmatched. Do you want this?
Low Tier Noise
- Dixiefrog: The weakest Noise to be found. Every Reaper starts with one or two of these.
Cost: 5 points - Garage Wolf: Wolves that are all too eager to pounce and sink their fangs into Players' necks. Watch yourselves around it!
Cost: 10 points - Gabba Bat: These annoying punks come usually in flocks of two or three, as individually they're pretty damn weak. But there's strength in numbers, don't let your guard down, Players!
Cost: 4 points - Thrash Mink: Tricky devils that can entangle Players in their tricks and feints before finally striking unexpectedly.
Cost: 14 - Bigbanfrog: More powerful versions of the Dixiefrog. More strength, faster, and comes with his own little minions! What a responsible little Noise!
Cost: 15
[**] Bigbansprog: These naturally follow the Bigbanfrog anywhere, including in their pins. So whenever a Bigbanfrog is summoned, the Orchesprog naturally appear with it.
Cost: [included with Bigbanfrog] - Jungle Boomer: These righteous kang's know just the tune to stomp you into the ground. Their long legs do no justice, so when they start kicking, you Player's better start running!
Cost: 15 - J Popguin: These penguins and their fun usually include sliding on the ground on their bellies. What's worse, the damage they can do is enough to put a Player into erasure, so watch it!
Cost: 16 - Carcinofolk: A crab. Yep. Lot more deadly than they seem though, these crabs aren't limited to walking sideways like their RG counterparts. Carcinofolk are clawed to the whiskers and they will clamp down any Players in their face!
Cost: 15 - Decadraven: This birdie will peck your eyes out, and perhaps steal some pins while he's at it. Keep your pins safe from his clutches by avoiding those sharp claws! Once it's taken, you can't use it until the Noise carrying it is erased. It can be erased in either zone so don't worry about losing your pin just because your partner beat ya to it!
Cost: 17 - Funkfrog: This funky little amphibian will throw you down faster than the Bigbanfrog and have you erased before you know it. The extra power in this frog's legs ensures you never get up after its' kick. Beware though, Positive Psychs (melee) of either pins or mediums will be absorbed and added to its' strength, stay at a distance to take this froggie down!
Cost: 20
Mid Tier Noise
- Hard Corehog: The Noise-shaped quills on this little porcupine could do much worse than put your eye out. Players beware this at the beginning of the week. It'll be a nightmare.
Cost: 30 - Swing Shark: Jaws makes his return, and his appetite is huge! Unfortunately, Players are on his menu and he won't rest until he's taken you down to erasure town! Be careful, this Noise has taken more than one Player down before...
Cost: 40 - Bebop Shark: Don't try to gauge this thing's strength based on it's weaker brethren, the Swing Shark, it's beyond twofold of what that's capable. This guy's teeth will make it all too easy to gobble up Players and shred them to pieces.
Cost: 65 - Brassban Frog: A new frog with a new skill. This time, the frog absorbs Negative Psychs (long-ranged attacks) of ranged pins or medium attacks. Don't think that's it's only perk though, it's got more power than that Funkfrog, and more than enough to lay a Player out on the street!
Cost: 35 - Orchefrog: Seems like the tadpole totin' frog has come back again! What's worse, he's stronger! And so are the minions he's got with him! Watch out or this one frog army will take you down from all sides!
Cost: 50
[**] Orchesprog: The previously mentioned minions are definitely making a comeback! Orchesprogs have one-upped their weaker cousins, so don't look down on them! Still comes with the Noise, so don't worry about having to pay extra. - Happycore Bat: If you thought that chaotic screeching from the Gabba Bats was bad, take off your 'phones and listen to these guys! They produce their own unique version of a musical hell, all the while making you their lunch.
Cost: 20 - 2-Step Boomer: This mother kang is a lot more powerful than she looks. Both her and her baby are not to be given any respite though, otherwise you might end up crushed beneath her powerful drop.
Cost: 50 - Alterna Wolf: You've seen the Garage Wolf, you've seen the fangs and the damage it can do. Here's the perfect thing to one-up it! The teeth on these wolves can tear right through your existence, so keep a close eye on this thing in both zones! Their speed is something fierce!
Cost: 25 - Death Thrash Mink: Say hello to an all new trickster! More cunning, deception, and speed than before, and they won't let you forget it! Don't try running from this speed demon, or else you'll get wrapped in their whirlwinds!
Cost: 28 - Mosh Grizzly: I dunno what's going through your head, but this is no teddy bear! This guy will be happy to make you his lunch if you don't keep moving. Players facing this guy will probably be in a spot of real trouble.
Cost: 40 - Easterraven: Those talons are fierce and the beak is something to fear. Your pins aren't safe from this bird so be quick about executing it. Their speed and power surpass that of it's weaker cousin, the Decadraven.
Cost: 30 - Pachy R&R: A dangerous Noise bordering on High Tier power and capability. Their stomps are capable of carrying devastating quakes across short distances, and they won't hesitate to slap you around with their massive trunks. Be on guard!
Cost: 70 - Doom Metal Drake: The strongest Noise of the Mid Tier, of the highest class available. These drakes are hints at the real fear your deadly nightmares can induce. Their wings, claws, and power should not be underestimated under any cost.
Cost: 85