Mini 991 - POWERFUL WIZARD MAFIA (GAME)


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ReaperCharlie
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Post Post #850 (ISO) » Sat Jul 17, 2010 5:36 pm

Post by ReaperCharlie »

So basically its between you and Budja, right SSBF? What do you think of Budja?
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"Take me to Pleasure Town!" "Look, the most Glorious Rainbow Ever!" "Do me on it!" -

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Post Post #851 (ISO) » Sun Jul 18, 2010 9:49 am

Post by Super Smash Bros. Fan »

ReaperCharlie wrote:So basically its between you and Budja, right SSBF?
That is correct. Since we're the only two receiving votes so far, it's either me or Budja who dies ToDay and I'd prefer not to die.
ReaperCharlie wrote:What do you think of Budja?
Out of you, Parama, and Budja, I think he is the most likely to be the last remaining scum. He's contributed the least out of the four of us. I didn't like his first couple of posts as I thought they lacked in contents. He is also distancing from me. He said in ISO: 25 that I gained town points for using my Guild ability, yet in ISO: 34, he puts a vote on me for reasons I believe to be poor. With that said,
Vote: Budja
.
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Post Post #852 (ISO) » Sun Jul 18, 2010 12:30 pm

Post by Parama »

Vote: Budja


I have access! sending in actions right now
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Ever wanted a playlist full of a lot of music I really dig? Here you go.

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Post Post #853 (ISO) » Sun Jul 18, 2010 1:05 pm

Post by ReaperCharlie »

Would that be the hammer?

*crosses fingers and hopes for a win*
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"Take me to Pleasure Town!" "Look, the most Glorious Rainbow Ever!" "Do me on it!" -

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Post Post #854 (ISO) » Sun Jul 18, 2010 1:50 pm

Post by SpyreX »

Official Vote Count

Players needed to lynch: 3


Budja
- 3 - ReaperCharlie, Super Smash Bros. Fan, Parama - (L-0)
Super Smash Bros. Fan
- 1 - Budja - (L-2)

Players not voting:
None


It was that time. As four sat and looked at each other the final die was to be cast. Suspicions moved freely between the alleged "apprentices" with only one Wizard standing tall.

So, at the moment Budja was hung everyone heard something.

Something deep.

Something dark.

Something sinister.

Something that existed only in their heads. As the screams began echoing inside their skulls they looked back at Parama.

Who laughed as he willed them to die.


Budja, Apprentice, lynched D6.
ReaperCharlie, Apprentice (Enchantment), was killed N6.
SSBF, Apprentice (Necromancy), was killed end-game.


Parama, Illusionist, has destroyed the Guild.


The Evil Wizards Win!
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Post Post #855 (ISO) » Sun Jul 18, 2010 1:50 pm

Post by SpyreX »

[color=green]Abjurer[/color] wrote:
The loss of SpyreX hurts everyone, but none more than you. You, alone, could have protected him. Shielded him. Used your immense magical might to turn even the spells of those that would harm him away. Alas, you were gone and this tragedy struck. Never again.

Spell List:
  • No Apprentices - Shield: Select a target. This target is protected from all killing actions.
  • One Apprentice - Dispel Magic: Select a target. This target may not perform any magical actions.
  • Two Apprentices - Guards and Wards: Select a target. This target will know all spells that targeted them that night (aside from this one).
  • Three Apprentices - Spell Turning: Select a target. All spells cast upon that target are reflect to the targeter(s).
  • Guild Mark - Absorption: Select a target. All spells (not Guild Marks) cast upon that target are nullified. Target gains all spells (not Guild Marks) that target them that night. All targeters lose said spells permanently. After casting this spell you will become an apprentice and lose access to your spell list.
You win when all threats to the Guild have been eliminated.
[color=green]Conjurer[/color] wrote:
The halls of the Guild are quiet these days. Not even your pets can help you get over the silence that permeates everything without the loud voice of SpyreX echoing through the halls. You will make those good days come back again.

Spell List:
  • No Apprentices - Grease: Select a target. This target can perform no physical actions.
  • One Apprentice - Obscuring Mists: Select a target. This target can not be targeted by any spells (not Guild Marks) the following night.
  • Two Apprentices - Melf's Acid Arrow: Select a target. This target will be killed.
  • Three Apprentices - Trap the Soul: Select a target. This target may not perform any actions OR vote until released (either by your death or by you PMing the mod). This does not alter the number of votes necessary for a successful lynch.
  • Guild Mark - Summon Improved Familiar: Select a target. That target gains a familiar which allows for two spells to be cast each night. After casting this spell you will become an apprentice and lose access to your spell list.
You win when all threats to the Guild have been eliminated.
[color=green]Enchanter[/color] wrote:
Even your immense powers can not eliminate the pallor that covers the Guild. Perhaps finding those responsible for the sadness and the death of SpyreX will bring joy to these halls once again.

Spell List:
  • No Apprentices - Daze: A target will be selected randomly. They will be able to perform no actions.
  • One Apprentice - Sleep: Select a target. They will be able to perform no actions.
  • Two Apprentices - Confusion: Select a target. All actions undertaken by the target for both this night AND the next night will be randomized.
  • Three Apprentices - Dominate Person: Select a target. You control that targets vote for the following day.
  • Guild Mark - Mass Hold Person: Select any number of targets. Those targets will be able to perform no actions. After casting this spell you will become an apprentice and lose access to your spell list.
You win when all threats to the Guild have been eliminated.
[color=green]Evoker[/color] wrote:
You know the true way to bring justice to the death of SpyreX. By killing everyone that could be culpable.

Spell List:
  • No Apprentices - Dancing Lights: Select a target. That target will be mentioned in flavor as having lights dancing around them.
  • One Apprentice - Magic Missile: Select a target. That target will be killed.
  • Two Apprentices - Bigby's Interposing Hand: Select a target. If that target attempts to perform a killing action (not a Guild Mark) they will be blocked and you would be told of the occurrence.
  • Three Apprentices - Chain Lightning: Select two targets. These targets will be killed.
  • Guild Mark - Lightning Ring: Select a target. All players targeting your target will be killed. After casting this spell you will become an apprentice and lose access to your spell list.
You win when all threats to the Guild have been eliminated.
[color=green]Necromancer[/color] wrote:
After trying to bring SpyreX back from the dead and him firmly telling you that it wasn't going to happen until his murderers were brought to justice you knew it was time to leave the mausoleum and join the more active members in bringing justice to this Guild.

Spell List:
  • No Apprentices - Touch of Fatigue: Select a target. That target will be able to cast spells one level lower than maximum the following night.
  • One Apprentice - False Life: Select a target. If that target were to be killed they will die at the end of the following day instead of immediately.
  • Two Apprentices - Clone: Select a target. All actions targeting that target will instead target the clone. The clone will die at daybreak.
  • Three Apprentices - Energy Drain: Select a target. That target loses access to their highest spell (not Guild Mark) permanently.
  • Guild Mark - Heart of Stone: Select a target. That target becomes immune to death by any means other than lynch for the remainder of the game. After casting this spell you will become an apprentice and lose access to your spell list.
You win when all threats to the Guild have been eliminated.
[color=green]Transmuter[/color] wrote:
Without SpyreX here to endorse your efforts to turn lead into gold, you know your dreams can not be realized. You must avenge him and your Guild!

Spell List:
  • No Apprentices - Noisy Neighbors: Select a target. If that target has any actions performed on them it will be reflected in day flavor as a ruckus being heard in their room.
  • One Apprentice - Blink: Select a target. You hide behind that target and are untargetable. If your target is killed, you will also die.
  • Two Apprentices - Haste: Select a target. That target is empowered for that night.
  • Three Apprentices - Mass Haste: Select up to 3 targets. Those targets are empowered for that night.
  • Guild Mark - Alamather's Return: Gain a list of all spells cast thus far this game. You may cast one of these spells. After casting this spell you will become an apprentice and lose access to your spell list.
You win when all threats to the Guild have been eliminated.
[color=green]Apprentice[/color] wrote:
You did not know the true power that was SpyreX and, frankly, don't care like your mentors do. However, you will still do what you can to help avenge his loss.


Each night, select a school of magic that is still sponsored by the Guild. You will lend your magical abilities to that school and all practitioners of their magic.

You may do this Night 0.

You win when all threats to the Guild have been eliminated.
[color=red]Diviner[/color] wrote:
It does feel good to be rid of SpyreX. You watched his days, his dreams, his thoughts, his hopes. You crushed him, and it felt good. Now, it is time to crush his followers.

Spell List:
  • No Apprentices - Detect Magic: Select a target. You will find out if that target cast any spells that night.
  • One Apprentice - Detect Thoughts: Select a target. You will found out what spells that target may cast.
  • Two Apprentices - Telepathic Bond: Select a target. As Detect Thoughts, but you may speak with the that target via a generated QT for the remainder of game.
  • Three Apprentices - Moment of Prescience: Select a target. Targets spells are empowered for that night. If the target was targeted by hostile magic, they will avoid the spell.
  • Guild Mark - Foresight: Gain a list of all spells being cast and who they are targeting that night. You may alter two of those spell targets. After casting this spell you will become an apprentice and lose access to your spell list.
Additional Scum Powers:
  • QT - You may speak with your partners at the following QT: http://www.quicktopic.com/44/H/thXCLae6vjC at all times during this game while alive.
  • Wand of Magic Missiles - One member of the scum group may utilize the Wand of Magic Missiles to kill a target in addition to any other abilities.
  • Book of Magic - You know all spells present within this game are from this source: http://www.crystalkeep.com/d20/rules/Dn ... yClass.pdf
  • Vile Apprentice - If the scum apprentice is killed, if one of you lose your Guild Mark you become a Vile Apprentice and not a normal apprentice.
You win when you control a majority of the Guild or nothing can stop that from occurring
[color=red]Illusionist[/color] wrote:
SpyreX was always far too focused in reality. He never really believed in how much power you possessed. Now, truly, he knows.

Spell List:
  • No Apprentices - Ghost Sound: You may send the Mod a PM to sent to another player.
  • One Apprentice - Shadow Weaving: You may alter the kill flavor of your Magic Missiles to that of a different spell.
  • Two Apprentices - Mass Invisibility: Select up to 3 targets. They are untargetable that night.
  • Three Apprentices - Project Image: Select a target. They may cast two spells the following night.
  • Guild Mark - Nightmare: Select a target. They lose all spellcasting ability until you are dead. After casting this spell you will become an apprentice and lose access to your spell list.
Additional Scum Powers:
  • QT - You may speak with your partners at the following QT http://www.quicktopic.com/44/H/thXCLae6vjC at all times during this game while alive.
  • Wand of Magic Missiles - One member of the scum group may utilize the Wand of Magic Missiles to kill a target in addition to any other abilities.
  • Book of Magic - You know all spells present within this game are from this source: http://www.crystalkeep.com/d20/rules/Dn ... yClass.pdf
  • Vile Apprentice - If the scum apprentice is killed, if one of you lose your Guild Mark you become a Vile Apprentice and not a normal apprentice.
You win when you control a majority of the Guild or nothing can stop that from occurring
[color=red]Vile Apprentice[/color] wrote:
SpyreX probably never remembered that fateful day when he turned you aside from the Guild. It took every bit of your cunning to sneak in and help your new friends in exacting sweet revenge.


Select a school of magic that is still sponsored by the Guild. You will lend your magical abilities to that school and all practitioners of their magic. As a Vile Apprentice you have the option of tampering with your magical energies; if you choose to do so and a practitioner attempts to utilize their highest available spell it will malfunction in some manner.

You may do this Night 0.

Additional Scum Powers:
  • QT - You may speak with your partners at the following QT http://www.quicktopic.com/44/H/thXCLae6vjC at all times during this game while alive.
  • Wand of Magic Missiles - One member of the scum group may utilize the Wand of Magic Missiles to kill a target in addition to any other abilities.
  • Book of Magic - You know all spells present within this game are from this source: http://www.crystalkeep.com/d20/rules/Dn ... yClass.pdf
  • Vile Apprentice - If the Vile Apprentice is killed, if one of you lose your Guild Mark you become a Vile Apprentice and not a normal apprentice.
You win when you control a majority of the Guild or nothing can stop that from occurring
Show
I always lynch scum... sometimes they're just not mafia. :P

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Post Post #856 (ISO) » Sun Jul 18, 2010 1:52 pm

Post by SpyreX »

I'll dig up night actions if we need them. It think that side was very straightforward.

This was a fun game to watch and absolute Kudos for Parama. That was a great scumgame!
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I always lynch scum... sometimes they're just not mafia. :P

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Post Post #857 (ISO) » Sun Jul 18, 2010 2:09 pm

Post by ReaperCharlie »

Sh*t. Good game Parama. You just went up a notch in my book. I suspected you a lot at the end, but I decided to go against what I thought I knew, and you deserve this win.

Congratulations. *tips hat*

Thanks, SpyreX! Fun game.
Show
"Take me to Pleasure Town!" "Look, the most Glorious Rainbow Ever!" "Do me on it!" -

Spoiler:
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Post Post #858 (ISO) » Sun Jul 18, 2010 2:37 pm

Post by Budja »

If someone had died, I'd have been on Parama. Very well played :P.

I still think we generally played a good town game. I really enjoyed this game.
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Post Post #859 (ISO) » Sun Jul 18, 2010 5:18 pm

Post by Gammagooey »

Maaaaaaaaaaaaan my reads sucked all game.

Parama played an awesome scum game and the town barely even trying the first few days were the biggest factors in the scum win though I think, Parama being one of the only people that looked like they were scumhunting helped a hell of a lot and having two townies that weren't even playing the game made votecount analysis and such a whole lot harder.

Good game Parama, you had me fooled til a bit after my last breath >.>
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Post Post #860 (ISO) » Sun Jul 18, 2010 5:26 pm

Post by Andrius »

AS I said in the Dead QT, I'm going to reread Parama and learn how to be scum. >_>

And RC, where/how did you make that really cool "Vote Andy" sign? I want to make more. 8D

Empking and Mr.Suave were honorary mafioso, for not helping the town IMO.
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Post Post #861 (ISO) » Sun Jul 18, 2010 6:11 pm

Post by Fate »

THANKS SPYREX I KNEW PARAMA WAS SCUM IT WAS OBV AND IT MADE IT EVEN FUNNIER WHEN SSBF WAS ALL LIEK: "LOLPARAMA I HAZ 100% FAITH IN U U IZ TOWN ABOVE TOWN."

LULZY GOOD READ.
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Post Post #862 (ISO) » Sun Jul 18, 2010 6:15 pm

Post by Andrius »

lol Fate. Spiteful much?
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Post Post #863 (ISO) » Sun Jul 18, 2010 6:17 pm

Post by Fate »

IM JUST CAPS IN MODE DUE TO [REDACTED]

I WISH I COULDA REPLACED INTO THIS HER GAME>

SPY DROP ME A DAMN PM NEXT TIME YOU GOT SHIT IN THE WORKS.
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Post Post #864 (ISO) » Sun Jul 18, 2010 6:22 pm

Post by Andrius »

We need to play a game together, Fate. One where you don't get replaced.
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Post Post #865 (ISO) » Sun Jul 18, 2010 6:35 pm

Post by Fate »

U ON MAH LIST FOR /INVITATIONALS.

WE'LL BE TOGETHER SOOOOOOON
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Post Post #866 (ISO) » Sun Jul 18, 2010 6:40 pm

Post by Andrius »

REALLY? lol

GOOD TIMES A'COMING. I FEEL IT ALREADY. :twisted:
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Post Post #867 (ISO) » Sun Jul 18, 2010 6:46 pm

Post by Super Smash Bros. Fan »

Very, very shocking outcome. I was certain that Budja was the last scum. How Parama managed to fool us so easily I don't know.

His play was litterally flawless. I thought he was town beyone all doubt.

But still, I think I did great in this game and it's nice to have a game where you know you've done great in.
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Post Post #868 (ISO) » Sun Jul 18, 2010 6:48 pm

Post by Andrius »

You did great, minus the UBER-PROTECT of Parama.
That's why you were saved for last.
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Post Post #869 (ISO) » Sun Jul 18, 2010 7:27 pm

Post by ReaperCharlie »

Andrius and Dramonic were obv, and I thought I had Empking pegged as the final scum. When he flipped town I was like 'UGH! he's SO useless!' and I already knew MrSuave was town, and there was no way I'd have lynched him. I'm pretty sad/mad that he flaked and got modkilled. And also, I'm kind of disappointed that I had doubts about Gamma. I really thought he was the last scum at that point, and was trying to ride my fire into the endgame. After he flipped town, I literally had no idea who to lynch. And that's when Parama's excellent performance came into play. I have been bashing myself over the head for this loss for hours. We HAD this one and it slipped through our fingers.

And thus,

I am nominating Parama for two Scummies for this game, for both Most Cunning Manipulator, and Most Outstanding New Player.

I would appreciate seconds, thirds, fourths, and so on .
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"Take me to Pleasure Town!" "Look, the most Glorious Rainbow Ever!" "Do me on it!" -

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Post Post #870 (ISO) » Sun Jul 18, 2010 7:29 pm

Post by Andrius »

I'll go Xth whatever needs Xth-ing.
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Post Post #871 (ISO) » Sun Jul 18, 2010 7:40 pm

Post by SpyreX »

Overall I liked this game. I was surprised how little the mechanics ACTUALLY came into play compared to how they did.

Thoughts on the idea behind it now everything is done?
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I always lynch scum... sometimes they're just not mafia. :P

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Post Post #872 (ISO) » Sun Jul 18, 2010 7:46 pm

Post by Andrius »

SpyreX wrote:Overall I liked this game. I was surprised how little the mechanics ACTUALLY came into play compared to how they did.

Thoughts on the idea behind it now everything is done?
That's b/c we all claimed D2. lol

I really liked the mechanics. The apprentice thing was a great touch; nice way for lots of PRs without uber-craziness.
YOU ART A GOOD MOD. I SALUTE YOU. NO WAIT. IM MAFIA. WE KILLED YOU. I SALUTE YOU WHILST STABBING YOU. THAT IS HONOUR. lol
But I liked the whole thing, with people having different school, spell levels, etc.

YOU SHOULD HAVE LET ME CLASS-CHANGE TO A PALADIN THO.
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Post Post #873 (ISO) » Sun Jul 18, 2010 7:47 pm

Post by ReaperCharlie »

I thought it was pretty interesting, but what was the original wizard-to-apprentice ratio? 8/4? I think it should have been 6/6, to give more people chances to get apprenticed at the beginning and use some of their more bad@$$ powers. I would definitely play this setup again though. Maybe expand it to a 24-player large theme POWERFUL WIZARD 2 game... but with added twists and insanity. And/or perhaps a cult or serial wizard killer or two ;)
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Post Post #874 (ISO) » Sun Jul 18, 2010 7:50 pm

Post by SpyreX »

It was 8/4 to start. KMD had the idea I thought was going to happen where a school was picked to get juiced and then hijinks from there.

Some of the better guild marks never got used either and it would have been hilarious to see what would have happened - just think, in a perfect storm in one night gamma could have killed 4 people.

Four.
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