Personal Photo
Options
Custom Title
lolcat
Personal Info
Location: California
Born: No Information
Website: No Information
Interests
No Information
Other Information
Gender: Male
Mafia Record: 22-24
Baddie Record: 2-4
Goodie Record: 12-5
Indy Record: 2-3
Other Faction Record: 6-12
Turbo Baddie Record: No Information
Turbo Goodie Record: 2-0
About Me: No Information
Statistics
Joined: 25-September 11
Status: (Offline)
Last Seen: Apr 20 2018, 11:20 PM
Local Time: Apr 21 2018, 03:48 AM
2,602 posts (1.1 per day) ( 1.11% of total forum posts )
|
Topics
Posts
Comments
Friends
Settings
Video
Music
Mar 24 2018, 07:55 PM
Game will start with however many players sign up within like four days or something as long as there’s at least eight. If there aren’t enough players to use every role, the OP at the start of the game will say which roles are in play.
Baddies – BTSC, group NK, group tiebreaker (can add 0.5 votes to any player each day) Wincon: Insurmountable majority
Goodies Wincon: Wipe out baddies and indy (if present)
Kill + Role and Faction spy. All on the same target. Spies succeed only if kill succeeds. Save. Cannot target self, but can be redirected to self and end up self-saving. Redirect. Is told if he successfully redirects an action. Follow spy. If you follow Beep spy, you see the first target on his list. Does not see factional abilities (including RID machine gun if an indy is present). Vote multiplier. x0-2 on anyone. Beep spy. Find out if there’s one baddie among a group of three targets. If redirected, the first choice of three targets gets redirected. Mimic. Name a player during the day and gain their ability for the next night/day cycle. Each player can only be mimic’ed once. Factional abilities (including RID machine gun if an indy is present) aren't copied. Inheritor. Gain the ability of the first player that dies. Does not affect your faction. Factional abilities (including RID machine gun if an indy is present) aren't copied. Coroner. Learn the role of successfully NK-ed players. Block. Appears in the NP. You’re told whether it successfully stops an action at night. It does prevent actions that would occur on the following day, but if that happens you will only be told going into the day phase that it did not stop a night action. Messenger. 300 characters max counting spaces. Smilies count as the number of characters within and including the colon tags.
The factional alignment of each role will not be public knowledge when the game starts and the choice of which roles are goodie and which are baddie might or might not be random. Except for the Kill + Role and Faction spy; if that one's in play it will be goodie 'cause otherwise it'd be too OP. The number of goodies and baddies in the game will be shown publicly when the game starts. If I feel like there needs to be an indy for balance, the following indy will be in the game and the fact that an indy is present will be publicly known.
Indy Wincon: Last standing Has one of the normal abilities, plus an ODTG RID machine gun: Name however many RIDs you want and if they’re all correct they all die. Unblockable, unredirectable, and unsaveable. But if any are incorrect then the kills all fail and you lose the ODTG.
NP shows all kill attempts (except failed RID machine gun), needed saves, blocks. If a Mimic or Inheritor performs an action that would appear in the NP, then it appears as being performed by the Mimic or Inheritor and not the copied role. Lynch shows faction and not role. Tie lynch rules: Baddies have a tiebreaker ability, but if they don't use it and it's a tie then no one dies.
|
Jan 14 2018, 01:35 AM
There will be three factions (Narubian, Kivon, and Plith). Wincon is last faction standing. The game starts with no BTSCs and no knowledge of who’s in your faction, it’s up to you to decide who you think is your ally and who you think ain’t. Everyone will start off with a role name and one of the classes listed below; there is a Class Change ability (see the very end) if you want to switch classes. If more than nine players sign up, then each class will be given to at least one player and the rest will be distributed via random.org with multiple players in some classes.
This game will have the usual HP and MP mechanics with players able to use one strike per phase without using any MP and however many other abilities that require MP that they want. Multiple abilities that require MP, and even the same ability used multiple times, can be used as long as you have enough MP. If you don’t have enough MP to carry out all the actions you submit, then all of the actions that require MP will fail (Strike will still work) but all of the actions that you submit will still appear in the post even though they didn’t occur, which I call “feinting”. The phase posts will show all actions that a player submitted unless abilities interfere with how stuff shows up, and will show role and faction of anyone who dies that phase. Players will be PMed their own HP and MP at the beginning of each phase but it won’t be posted publicly.
As an exmaple, a phase post might show Dresil the Knight – Strikes maurice, Parrys, uses Protect on Boquise etc for each player
This game will also have locations. In a period before Phase 1, everyone will be able to post on the main thread and can choose a location to go for the first phase. There will be n/3 locations to choose from (where n is the number of players currently alive) rounded up. If more than 3 players choose any location then random.org will pick three players to put there, and randomly assign the rest to other locations that aren’t full yet. Players may ONLY post in their location's BTSC and not on the main thread. Everyone’s location will be public knowledge at the beginning of each phase.
There are also elements involved in the classic rock-paper-scissors arrangement with Fire beating Ice, Ice beating Water, and Water beating Fire. Every damaging action from a character that attacks a character that it’s strong against does +1 damage (which includes any Strikes that would normally deal 0 damage).
I have not yet decided about encryption but I'm currently leaning toward censoring any codes (even smiley codes and such) for this game to force people to use the Messenger ability if they want to communicate privately.
Knight (Fire) HP: 12 MP: 2 +1 per phase Strike: 4 damage if target is in the same area, 1 damage to other areas Parry (2 MP): All strikes against you fail Taunt (2 MP): Your target’s strike is redirected toward you, does not force him to strike if he’s not striking Protect (3 MP): All strikes against the target fail, target must be in the same area Surround (5 MP): All strikes against the target inflict 1 more damage than usual Potion (ODTG): Restores 3 HP, usable on self or a target in the same area
Monk (Water) HP: 11 MP: 4 +2 per phase Strike: 2 damage CPR (3 MP): If the target would have died this phase, they survive to the next phase with 1 HP Lookout (5 MP): Name a player and see a list of everyone who acts on them Clobber (6 MP): Inflict 2 damage Follow (7 MP): Name a player and see the name of one randomly chosen player that they acted on Brew (8 MP): Target’s MP drops to zero before any of his actions for this phase are processed Ironhide (ODTG): You take no damage from any sources this phase
Archer (Ice) HP: 9 MP: 3 +1 per phase Strike: 1 damage if target is in the same area, 3 damage to other areas Ambush (1 MP): The phase post does not show any of your actions (except Ambush) Camouflage (2 MP): You take no damage from Strikes from players that aren’t in the same area Headshot (5 MP): 4 damage, and target’s actions for this phase get randomly redirected, but their actions will still appear in the post as they were submitted EagleEye (6 MP): Name an area and see which roles are in it RobinHood (7 MP): Name a target to steal all their MP and a recipient to receive all of it, cannot be self; this occurs after all other actions are processed WilliamTell (ODTG): Perform a feat so amazing that you become famous and your RID and faction is revealed to whichever players you specify
Conman (Fire) HP: 9 MP: 0 +4 per phase Strike: 0 damage Besmirch (1 MP): Name a role and either: add an action to appear in the post for that role, name an action that should not appear in the post even if it is performed, or name who their Strike should be shown as targeting; this does not change their actual actions, just what appears in the post; may be used on self Sway (2 MP): Redirect your target’s strike; the post will show which player you redirected but not who you redirected them to Inebriate (3 MP): All actions that your target attempts which use MP will fail, and they will lose no MP from attempting them; this does not affect what appears for them in the post Swindle (4 MP): Target’s actions cost twice as much MP as normal for this phase Pilfer (7 MP): You take all of the MP from your target; this occurs after they regenerate MP for the upcoming phase so they enter the next phase with 0 MP Rob (8 MP): You take 1 HP from your target and add it to your own HP Stooge (ODTG): Pick a player and say what you want them to do; you can make conditional statements based on role like saying “If they’re role X make them do action set A, if they’re role Y make them do action set B, etc”. This will not affect what appears in the post and they will appear as performing whatever actions they submitted. This will cost MP for the targeted player, and if you attempt to spend more MP than they have then they will not act (except for the Strike), as if the actions were feinted.
Ventriloquist (Water) HP: 7 MP: 6 +2 per phase Strike: 0 damage if target is in the same area, 1 damage to targets in other areas UnmovingMouth (1 MP): None of your (other) actions show in the post for this phase. UnmovingMouth will show. Distract (2 MP): Name an ability that requires MP that you think your target will attempt to perform, and if they attempt to perform that action then it will fail and cost them MP but will still appear in the post. The post will show that you used Distract on whichever player you target, but will not say which ability was targeted. StringPull (3 MP): Redirects your target’s strike to whoever you want. The post does not show which player you acted on or who you redirected their strike to, it just says you used the StringPull ability Script (4 MP): Name a role and say what you want to appear in the post for that role. This completely replaces that role’s normal actions, but the actions that they actually submitted will really occur Reverberation (5 MP): Name an area, and all damaging actions on players in that area deal +1 damage Bedazzle (ODTG): Name a role and actually control that role’s actions for the next phase. The post will show the action set that you submit for that role. This will cost MP for the player who actually controls that role. If you attempt to spend more MP than the real role actually has then the actions will be feinted.
Rouge (Ice) HP: 8 MP: 6 +2 per phase Strike: 1 damage if target is in the same area, 0 damage to targets in other areas Backstab (2 MP): Anyone who acts on you receives 1 damage for each action performed on you, whether beneficial or not. This does not show in the post. DoubleStrike (3 MP): Deal 1 extra damage to your Strike target. This does not show in the post. Betray (4 MP): Negate all healing abilities on your target. This does not show in the post. Demoralize (5 MP): Target starts the next phase with 0 MP. This does not show in the post. Entomb (7 MP): All actions performed by your target will fail, including the Strike. They will take no damage from any actions. This does not show in the post. Incite (9 MP): Name a player, and anyone in the same area as that player will have their Strike redirected to that player. Will not force a player to Strike if they did not submit a Strike action. This does not show in the post. Anarchy (ODTG): Name a role other than your own, and their faction will be changed to be not their current faction and not your faction. If you successfully change a player’s faction then they will be informed that their faction has changed. This does not show in the post.
Warlock (Fire) HP: 6 MP: 4 +3 per phase Strike: 1 damage Ignite (1 MP): All actions performed by your target count as Fire actions and will deal +1 damage to Ice roles but no extra damage to Water or Fire roles Glimmer (2 MP): Target gains 1 extra MP going into the next phase Warm (3 MP): Target takes no damage from Ice elemental players Smokescreen (4 MP): None of your (other) actions appear in the post Illuminate (5 MP): Name an area and after the phase you can see what happened in their BTSC for this phase Burn (6 MP): Target takes 1 damage for each action they submit, whether or not they’re Feints Fireshield (8 MP): Anyone who inflicts damage on the target takes 1 damage Death (12 MP): Target dies Brilliance (ODTG): Name one or more roles to target. The post shows all actual submitted actions for the targeted role(s) regardless of any abilities.
Cleric (Water) HP: 6 MP: 3 +2 per phase Strike: 1 damage Drench (2 MP): Target takes no damage from Fire elemental players Quench (3 MP): Target gains 1 HP Rain (4 MP): Target an area and everyone there will gain 1 MP which can be used in the current phase Flood (5 MP): Target an area and everyone there will have their Strikes fail, the Strikes will still appear in the post Flow (6 MP): Target uses half of the normal amount of MP per action for this phase, and can make it work if e.g. they have 7 MP and use abilities that cost 10 MP and have the Flow ability used on them Smite (ODTG): Deal however many MP you’re holding at the end of this phase as damage to your target; this ability consumes the MP
Wizard (Ice) HP: 7 MP: 3 +3 per phase Strike: 2 damage if target is in the same area, 1 damage to other areas Foresee (2 MP): Say “player X will act on player Y” and if so player X takes 1 damage. The post only shows that you used Foresee but not player X or Y. Solidify (3 MP): Target takes no damage from Water elemental players Transfer (3 MP): Target gains 2 MP and can use it on the current phase Chill (5 MP): Target’s actions cost twice as much MP as usual for this phase, if they don’t have enough MP to perform them at this higher cost then all MP requiring actions are Feints Freeze (7 MP): Target’s actions all fail and target takes no damage from any actions, but their submitted actions will still appear in the post and they still regen MP for the next phase Avalance (9 MP): Name up to three players, they all lose 1 HP and have all of their actions for this phase fail and do not lose MP from the actions they submit. They still take damage from other sources and still regen MP for the next phase Warp (ODTG): All actions that are directed toward you for this phase are redirected toward your target
All classes Frontline (0 MP): Name a player, and any damage that they would take this phase will instead occur to you. This only redirects the numerical damage they would have taken to you, not the action that causes the damage, so for example if you’re a Knight and you use Parry while frontlining a Water player being struck by an Ice player (say a Wizard from a different area whose strike normally does 1 damage), then the Strike will give you 2 damage to you (1 base damage plus 1 for an Ice role attacking a Water role) that would have occurred if it went through, regardless of the fact that if the Strike were performed on you directly it wouldn’t have the +1 from elemental superiority and wouldn’t do any damage against the Parry. You can Frontline as many players as you want per phase. Backline (1 MP): Name a player, and if they use Frontline on you then any damage you receive will be transferred to them. You can only use Backline on one player per phase. Message (2 MP): Send a message via host PM to your target. It will be unsigned (will not have host confirmation of who sent it), the target will just be told "You received the following message: [Your message here]". This does not appear in the post. Class Change (2x however much MP you regenerate per phase): Change class. You will start the next phase with HP = (HP at the end of this phase) + (New class max HP) - (Current class max HP); in other words, you will still be “missing” the same amount of HP from your old and new classes’ max HP. You will start the next phase with whatever the starting MP of your new class is. The post will show that you are changing class but will not show what your new class will be for the next phase. The next phase, the post will show your new class whether you act or not. Feint (not really an ability but I'm putting it here anyway): If you submit actions that cost more MP than you actually have then all actions that require MP will fail, but the Strike will still work, and the actions that you submit will appear in the phase's post without any sort of indication that they were just feints.
|
Dec 10 2017, 12:05 PM
Goodies Wincon: Wipe out baddies
The goodies each get an ability, but they can only use their own ability N1/D1. Afterward they can’t use their own ability anymore, but they can name a player during each day phase to give their ability for the next night/day cycle. The player they give their ability to only gets it for that cycle; the choice of who gets the ability for the next cycles will remain with the player that originally had the ability. (That is, if player A starts out with the Block and gives to player B for N2/D2, then player A (not player B) gets to decide who gets the block for N3/D3.)
Goodies can decide not to give their ability to anyone, but if so then no one gets to use it (unless a baddie intercepts it.) If a player gets lynched while they're giving their ability, the ability will still go to whoever they sent it to for the next cycle. If a player receives multiple abilities for a cycle, they can use all of them in that cycle. A block or redirect on someone using multiple abilities will affect all abilities that are used for the cycle.
Kill plus rolespy. Both on the same target. Rolespy only succeeds if kill succeeds. Triple spy plus lynch frame. For the triple spy, name three players at night and get a “beep” if there is exactly one baddie among the three. Cannot include self. For lynch frame, you can say “Make player A show up as role 1 or player B show up as role 2 or player C show up as role 3 etc. if they get lynched”. A redirected lynch frame will make the lynched player show up as the role you picked for the player you got redirected to. Self vote multiplier. Your vote may count x2 or x0. Bulletproof vest. Stops either a night kill or a lynch. Is consumed and out of the game after it blocks death twice. Block. It does stop the bulletproof vest from working, baddie NK and RIDs, and daytime actions, but doesn’t stop gift giving or baddie abilities that affect gifting. Target is not told that they were blocked. Redirect. Can’t redirect a target back to themself. Does affect NK and RIDs, doesn’t affect bulletproofing, self vote multiplying, or gift giving or intercepting. Messenger. One way message, 1000 characters max, no links to outside sources. Save an ability. If you get this it sticks with you permanently until you use it, kind of like getting a token that can be spent at any time later on. You can use it on an ability that you receive -- then you will not need to use the ability on the night/day cycle that you receive it and can instead use it once on any later night/day cycle.
Baddies Wincon: Wipe out goodies or convince the host it’s inevitable NK or two RID kill attempts. Requires a carrier, blockable and redirectable. If two RID kill attempts are used then either the same baddie or two different baddies can carry the RID kills. If one RID is correct and the other is wrong, the correct RID kill will still happen. If a RID kill is targeted at someone using a correct role-ID and is redirected then it will kill whoever it’s redirected to.
There are three baddies that have a pool of three abilities that are used during day phases. Any baddie can pick any of the three abilities for any cycle, but each ability can only be used once per cycle (so you can’t have everyone using a gift block at once or smth).
Gift intercept. You say “Player X will try to gift their ability to Player Y” or “Player X won’t try to gift their ability to anyone.” If you are correct, you get the ability instead of the intended target. If you’re wrong, then Player X will see you trying to steal from them and you will be outed as baddie to them; if player X gets lynched then a random surviving goodie will see the stealing attempt. Gift block. Your target won’t actually give their ability to anyone, and won’t be informed that they were blocked. Gift redirect. You can say “Make Player A give their ability to Player B” and it shall be so, but Player B must be a goodie. Forces the ability to be gifted even if Player A wasn't planning to give it to anyone. The redirection fails if Player B gets lynched that day.
NP shows blocks (regular blocks, not the baddie gift block), successful and unsuccessful kills if stopped by a bulletproof vest but not a failed RID attempt, bulletproof if used. Actions will show as e.g. "GM was blocked" and not "The goodie controlling 'Save an Ability' used a block on GM". OOP: block > redirect, NK and RIDs are blockable and redirectable, kills are not blocking Tie lynch rules: D1 no lynch, afterward all in the tie are lynched
|
Dec 10 2017, 11:42 AM
NK or two RID kill attempts. Requires a carrier, blockable and redirectable. If two RID kill attempts are used then either the same baddie or two different baddies can carry the RID kills. If one RID is correct and the other is wrong, the correct RID kill will still happen. If a RID kill is targeted at someone using a correct role-ID and is redirected then it will kill whoever it’s redirected to.
There are three baddies that have a pool of three abilities that are used during day phases. Any baddie can pick any of the three abilities for any cycle, but each ability can only be used once per cycle (so you can’t have everyone using a gift block at once or smth).
Gift intercept. You say “Player X will try to gift their ability to Player Y” or “Player X won’t try to gift their ability to anyone.” If you are correct, you get the ability instead of the intended target. If you’re wrong, then Player X will see you trying to steal from them and you will be outed as baddie to them; if player X gets lynched then a random surviving goodie will see the stealing attempt. Gift block. Your target won’t actually give their ability to anyone, and won’t be informed that they were blocked. Gift redirect. You can say “Make Player A give their ability to Player B” and it shall be so, but Player B must be a goodie. Forces the ability to be gifted even if Player A wasn't planning to give it to anyone. The redirection fails if Player B gets lynched that day.
Baddies are Boquise, Takari, and Hirkala. There won't be any ability gifting going into N1, everyone will just get whatever abilities they start out with, so all you'll need to say for now is how you want to use the NK. Or double RID if you're feeling bold N1. And remember they have carriers.
|
Dec 10 2017, 11:35 AM
Roles Kill plus rolespy: Hachi Triple spy plus lynch frame: Shad Self vote multiplier: Marq Bulletproof vest: Dance Block: mo Redirect: Framm Messenger: sparrowhawk Save an ability: Yuli
Boquise Takari Hirkala
|
|
|