With my service, you can buy daily, weekly, or monthly "hits" packages, with prices that drop as the quantity increases, going down to an incredible 290k per hit!
Check out the options and find the one that best suits your needs:
Daily Package:
• 12 HITS per day: $4,200,000 ($350K/hit)
• 24 HITS per day: $8,160,000 ($340K/hit)
• 40 HITS per day: $13,000,000 ($325K/hit)
• Payment only after all "hits" are delivered.
Weekly Package:
• 84 HITS per week: $26,880,000 ($320K/hit)
• 168 HITS per week: $52,000,000 ($310K/hit)
• 280 HITS per week: $84,000,000 ($300K/hit)
• 50% paid upfront, 50% after delivery.
Monthly Package:
• 400 HITS per month: $120,000,000 ($300K/hit)
• 800 HITS per month: $232,000,000 ($290K/hit)
• 40% paid upfront, 60% after delivery.
All packages are currently available. Want to know more? Send me a private message and let's close the deal!
How about a Fight Club in Torn, with a clandestine theme, fully automated and inspired by the Raceways system? The Fight Club would be a new form of competition, using body stats, martial arts educations, and a new Fight Club skill, which would directly impact the outcome of the fights.
How it would work:
Players sign up for Official Fight Events at a city location, similar to raceways.
Fights organized into categories based on the total body stats (BS) of each player.
Body stats (Strength, Defense, Speed, Dexterity) + martial arts educations + Fight Club skill modifier/exp determine fight performance, just like in raceways.
The Fight Club skill modifier/exp grows with wins and drops with losses.
Player energy an happy at the time of the fight could also be a factor, adding another layer to strategizing energy and happy usage in the game, including the use of Xanax and other consumables that we all love.
No lethal weapons: fights are strictly hand-to-hand, with light exceptions like bats or knuckles. No firearms or highly dangerous items.
Losers go to the hospital, while winners earn cash, Fight Club skill XP, exclusive items, depending on the event’s scale.
Rewards:
XP, money, dogtags from defeated opponents (which can be sold or displayed on profiles), itens, and exclusive collectibles.
Benefits:
Greater utility for martial arts educations.
Strategic competition without requiring active PvP.
Rankings, merits, and exclusive collectibles encourage training and progression.
The Fight Club skill could later be used in OCs, special events, or custom tournaments.
Another reason to quit our mundane lives, lock ourselves in a chair with a bucket and IV drip, and never leave Torn.
With my service, you can buy daily, weekly, or monthly "hits" packages, with prices that drop as the quantity increases, going down to an incredible 290k per hit!
Check out the options and find the one that best suits your needs:
Daily Package:
• 12 HITS per day: $4,200,000 ($350K/hit)
• 24 HITS per day: $8,160,000 ($340K/hit)
• 40 HITS per day: $13,000,000 ($325K/hit)
• Payment only after all "hits" are delivered.
Weekly Package:
• 84 HITS per week: $26,880,000 ($320K/hit)
• 168 HITS per week: $52,000,000 ($310K/hit)
• 280 HITS per week: $84,000,000 ($300K/hit)
• 50% paid upfront, 50% after delivery.
Monthly Package:
• 400 HITS per month: $120,000,000 ($300K/hit)
• 800 HITS per month: $232,000,000 ($290K/hit)
• 40% paid upfront, 60% after delivery.
All packages are currently available. Want to know more? Send me a private message and let's close the deal!
How about a Fight Club in Torn, with a clandestine theme, fully automated and inspired by the Raceways system? The Fight Club would be a new form of competition, using body stats, martial arts educations, and a new Fight Club skill, which would directly impact the outcome of the fights.
How it would work:
Players sign up for Official Fight Events at a city location, similar to raceways.
Fights organized into categories based on the total body stats (BS) of each player.
Body stats (Strength, Defense, Speed, Dexterity) + martial arts educations + Fight Club skill modifier/exp determine fight performance, just like in raceways.
The Fight Club skill modifier/exp grows with wins and drops with losses.
Player energy an happy at the time of the fight could also be a factor, adding another layer to strategizing energy and happy usage in the game, including the use of Xanax and other consumables that we all love.
No lethal weapons: fights are strictly hand-to-hand, with light exceptions like bats or knuckles. No firearms or highly dangerous items.
Losers go to the hospital, while winners earn cash, Fight Club skill XP, exclusive items, depending on the event’s scale.
Rewards:
XP, money, dogtags from defeated opponents (which can be sold or displayed on profiles), itens, and exclusive collectibles.
Benefits:
Greater utility for martial arts educations.
Strategic competition without requiring active PvP.
Rankings, merits, and exclusive collectibles encourage training and progression.
The Fight Club skill could later be used in OCs, special events, or custom tournaments.
Another reason to quit our mundane lives, lock ourselves in a chair with a bucket and IV drip, and never leave Torn.