SitMOA II - [Endgame] The end...


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chesskid3
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Post Post #800 (ISO) » Wed Feb 16, 2011 5:58 pm

Post by chesskid3 »

Bunnylover wrote:Oh, then me and Nacho would have been at 14 points.

Freaking stupid that Nacho was targeted Night 1 and Night 2.

Sadly to say, I think this was my one of my best games. I was able to see that CMR and ThAdmiral were not town v-v.

@Chesskid: Because me and Nacho were thinking of ourself. I will admit, so will the mod, that I wasn't happy with bringing back Gandalf. But ressurections were worth 5 points to us.
I shot rewq lol I was awesome
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Nachomamma8
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Post Post #801 (ISO) » Wed Feb 16, 2011 6:02 pm

Post by Nachomamma8 »

So... snow. Who officially killed me?
"Playing with Nacho is like playing with a religious conservative." ~UncertainKitten

-- Fate, Vanilla Townie, was brutally stabbed by a throwing sword in endgame.
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Snow_Bunny
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Post Post #802 (ISO) » Wed Feb 16, 2011 6:02 pm

Post by Snow_Bunny »

The roles

Archmage-chesskid3Welcome to the Magic Order Academy! You are the Academy Headmaster, a powerful old Archmage who has dedicated his life to teach the ways of magic. Back in the days when you were young you used to hunt down sorcerers to prove the supremacy of the wizard's magic, and now you fear you are being judged by that. You still think sorcerers are savages that don't realize the beauty of magic, but now you understand that isn't enough of a reason to kill them. However, as regretful as your acts were, you plan to fight till your last breath to defend your precious Academy.
Starting HP:
4.
Faction:
Wizards
Static Abilities:

-Professor Council:
You are a member of the professor council of the Academy. The council members can talk during nights here, and they may perform a ritual each night.
-Head of Council:
Your ritual vote at the professor council counts for two.
Spells:

-Time Stop (One-shot):
You can perform two additional actions that night, actions must target you or have no target at all. The actions are resolved at the same time than this ability. This ability will resolve after roleblocks and redirects have taken place.
-Power Word Kill (One-shot):
Kills target player with 9 or less HP. This is a killing ability.
-Disjunction (One-shot):
Ends all effects over target player and destroys all items that player has, or destroys an item. This is a miscellaneous ability.
-Spell-turning (One-shot):
Returns the first two spells targeted on you back at their casters. This is a protecting ability.
-Iron Body (One-shot):
You become immune to all damage that night. This is a protecting ability.
-Meteor Swarm (One-shot):
Deals 15 fire damage to target player. This is a damaging ability.
-Analyze Dweomer (One-shot):
Reveals the effect of an item or the effects on a target player. This is a investigate ability.
-Discern Location (One-shot):
Tracks target player. This is an investigative ability.
-Maze (One-shot):
Target player misses the next day phase. This is a miscellaneous ability.
-Protection from Spells (One-shot):
You become immune to all spells that night. This is a protecting ability. This is a protecting ability.
-Mage's Sword (One-shot):
Design an action, such as voting, unvoting, posting without voting, posting less than 5 lines, getting a prod, etc. You create a blade that deals 1 weapon damage to every player that does the designed action. The sword banishes after dealing 5 damage in total (the spell may miss depending on your chosen action.) This is a miscellaneous ability.
-Gate (One-shot):
Summon a powerful extraplanar creature to your aid. This is a miscellaneous ability. The creature can do one of the following actions:
--Answer a question:
Being an extraplanar being, the creature may know things you ignore. You may ask one question and I will give you a 100% secure answer. The question may be about almost anything, although take in mind that some questions will be left unanswered (if that's the case, you may ask another thing.)
--Attack a player:
The summoned creature will proceed to attack a player, dealing 8 damage of the type of your choice (fire, cold, acid, electricity, force or weapon). Take in mind that it's the creature that will perform the attack, not you (that means that you can use this in time with Time Stop, for example.)
--Defend you:
The summoned creature will defend you from all harm, protecting you from all actions targeted on you and dealing 4 damage (again, of the type of your choice) to the player performing the action.
Items:

-Ring of Protection from Energy (passive):
You receive only half damage from damaging spells.
Win Condition:
You will win when all threats to town have been eliminated, regardless whatever you survive or not.


This was town powerhouse. It had few HP to balance it a bit.

Geometer-BeefsterWelcome to the Magic Order Academy! You are a Geometer, one of the headmaster most trusted professors. You are a specialist in glyphs and runes, and you can use them to create unexpected effects. Since the attack began, you have sworn that you will repel those savages at any cost.
Starting HP:
8
Faction:
Wizards
Static Abilities:

-Professor Council:
You are a member of the professor council of the Academy. The council members can talk during nights here, and they may perform a ritual each night.
Non-Spell Abilities:

-Scribe Scroll (unlimited):
Instead of using an ability during the night, you can choose to create an scroll with one of his abilities. You can pass the item created that same night to another player or leave it on the floor for anyone to pick. Items (and thus the ability inscribed) will only activate when the owner wishes to (however, the owner won't know what the ability does before hand.) Activating an item counts as using an ability, but it can be used during day at no cost.
Spells:

-Explosive Runes (One-shot):
Choose a target player. Deals 4 fire damage to the first player to target the target player, and 2 damage to the target player. This is a damaging ability. *used as an item: deals 4 fire damage to the owner when activated.
-Magic Circle Against Evil (Two-shot):
Target player is protected from all actions coming from non-town players. This is a protecting ability. *used as an item: if used by a town player, nothing happens. If used by a non-town player, that player can't take actions the following night.
-Symbol of Insanity (One-shot):
Choose a target player. All players that target the target player that night will have their actions randomized (their current choice is overwriten by a new random action). This is a redirecting ability. *used as an item: Target player will gain a post restriction decided by you (it may fail depending on the restriction. Good examples are posting without voting, posting more than a certain number of words, posting only in images, etc.) Failure to follow a post restriction will result in a warning for a player. After three warnings, the player loses its night action.
-Symbol of Persuasion (One-shot):
Choose a target player. All players that target the target player that night won't be able to vote for you the next day. This is a affecting ability. *used as an item: the owner can't vote for you that day.
-Glyph of Warding (Unlimited):
Protects you against the first killing attemp that night. This is a protecting ability. *used as an item: protects the owner from the first killing attemp the following night.
Win Condition:
You will win when all threats to town have been eliminated, regardless whatever you survive or not.


An interesting support role. This' the reason why some of you who got a scroll never knew what it did.


Ice Savant - gandalfWelcome to the Magic Order Academy! You are a Ice Savant, a student of the beautiful ice element. You were studying for your tests when the attack began. You lost your best friend in the attack, and now you have dedicated all of your freezing power to stop the savages.
Starting HP:
8
Faction:
Wizards
Static Abilities:

-Cold Immunity:
You are immune to cold damaging spells.
Spells:

-Wall of Ice (One-shot):
Target player is protected against abilities that night, and can't perform any action. However, if the target player uses a fire spell, this effect will vanish and the player will receive 2 points of cold damage. If the player is target of a fire spell or a weapon attack, this effect will vanish and the attacking player will receive 2 points of cold damage. This is a protecting ability.
-Freezing Sphere (One-shot):
Deals 3 cold damage to target player and all players that targeted him. This is a damaging ability.
-Polar Ray (One-shot):
Deals 5 cold damage to target player. This is a damaging ability.
-Ice Storm (One-shot):
Deals 2 cold damage to all players that perform actions on other players. This is a damaging ability.
-Slow (One-shot):
Target player's ability is resolved last this night. This is an affecting ability (however, it will have priority over the target player's ability).
-Major Ice Creation (One-shot):
You create a weapon of ice of your choice. You can choose to grab it or to leave it unattended on the floor. The weapon will deal 2 weapon damage plus 1 cold damage. Unlike other weapons, this one will break after one use (other players won't know the properties of this weapon.) This is a miscellaneous ability.
Win Condition:
You will win when all threats to town have been eliminated, regardless whatever you survive or not.


FYI, there is a prestige class named Elemental Savant. This was kind of a weak vig.

Warmage - malthusisWelcome to the Magic Order Academy! You are a Warmage, a wizard specialized in combat. Well, you are not exactly a wizard (they are a bunch of wussies), but you are in the same team with them. You kind of understand sorcerer's point of view, after all, your martial prowess is something innate in you as well. You do not, however, share their idea that killing innocents is good. For that reason, you have decided to grab your spears and prepare your most powerful spells to deal with them.
Starting HP:
12
Faction:
Wizards
Static Abilities:

-Empower Spell:
You may sacrifice one use of one of your spells before you use a spell to double the damage that spells does. For example, before you use Fire Storm, you may choose to give up Acid Arrow in exchange of doubling Fire Storm's damage. You may only do this once per night.
Spells:

-Orb of Cold (Two-shot):
Deals 3 cold damage to target player. This action is treated as a weapon attack instead of a spell for other effects that interact with it. This is a damaging ability.
-Flame Strike (One-shot):
Deals 2 fire damage and 2 divine damage (divine damage can't be blocked nor prevented by any source) to a target player. This is a damaging ability.
-Fire Storm (One-shot):
Deals 1 fire damage to all players. This is a damaging ability.
-Acid Arrow (One-shot):
Deals 2 acid damage to a target player. At the end of the following day, the target player receives 1 extra acid damage. This is a damaging ability.
-Blade Barrier (One-shot):
Deals 2 weapon damage to all players that target you that night. This is a protecting ability.
Items:

-Spear [weapon](unlimited):
Deals 3 weapon damage to a target player. This is a damaging ability.
Win Condition:
You will win when all threats to town have been eliminated, regardless whatever you survive or not.


Another weak vig, but with extra HP and with the ability to deal damage with weapons.


Necromancer - RiceballtailWelcome to the Magic Order Academy! You are a Necromancer, a master in the arts of controlling the life energy. You were working as a professor in the Academy when the savages broke in. You really don't care much about such trivial things as the attack on the grounds. You, however, care for the possibility of experimenting with the dead bodies of the sorcerers. Maybe, who knows, you'll be able to unravel their secrets. What would the wizard community say about that!
Starting HP:
8
Faction:
Wizards
Static Abilities:

-Professor Council:
You are a member of the professor council of the Academy. The council members can talk during nights here, and they may perform a ritual each night.
-Clone (One-shot, trigger):
You will return to the game the next day after you die (you still flip after you die). You will start with 4 HP. This is a triggered ability.
Spells:

-Energy Drain (One-shot):
Target player loses one use of one of his spells (selected randomly, spells with unlimited uses are not taken into account). You recover 2 HP. This is an affecting ability.
-Symbol of Fear (One-shot):
You become untargetable for the night. This is a hiding ability.
-Vampiric Touch (One-shot):
Deals 2 cold damage to target player, you recover 1 HP. This is a damaging ability.
-Ray of Exhaustion (Two-shot):
Target player can't perform actions that night. This is a roleblocking ability.
-Animate Dead (Two-shot):
You turn a target dead player into a zombie. You can command the zombie to attack a player of your choice the same night you create it, or any other night without using your ability slot. A zombie has 1 HP, and deals 1 weapon damage per attack. As long as the zombie lives, that player slot can't be affected (for example, the player can't be revived or be targeted by abilities that target dead players). This is a miscellaneous ability.
-Symbol of Death (One-shot):
You kill the first player to target you that night. The kill resolves before that action. This is a killing ability (however, it will resolve just before the triggering ability).
Items:

-Cloak of Disguise (passive):
You will always show up as healthy, regardless of your current HP.
Win Condition:
You will win when all threats to town have been eliminated, regardless whatever you survive or not.


Last game didn't have a necromancer, so I wanted to add one to this one. The zombies were a nice touch, and were the reason vezok died. Clone would have been a bit overpowered, but with so many spells that prevented resurrection that wasn't really an issue.

Initiate of the Sevenfoil Veil - SnakePlisskenWelcome to the Magic Order Academy! You are an Initiate of the Sevenfoil Veil, a student in the ways of the most powerful protective charms. You were the sole survivor in the massacre by the savages that took place one year ago. You decided to improve your defensive abilities by studying the ways of the Sevenfoil Veil. This time around you know you'll do better. This time you know you will stop them.
Starting HP:
8
Faction:
Wizards
Static Ability:

-Warding (unlimited):
Each night you may raise a magic warding that will protect you and harm those who target you. Send me each night which warding do you want for the night. Red: All players that target you with a weapon ability take 2 fire damage and their action is wasted. Orange: All damaging spells targeted on you will fail. All players that target you with a weapon ability take 2 acid damage. The warding will raise before all other abilities are resolved.
Spells:

-Dispel Magic (Two-shot):
You dispel one single magic effect the target has upon itself (magical static abilities may be denied for the night). This is a miscellaneous ability.
-Prismatic Wall (One-shot):
You are protected from all forms of actions (including those you wouldn't directly target you) for that night. Anyone who targets you takes 2 fire damage, 2 acid damage and 2 lighting damage. This ability stacks with your warding. This is a hiding ability.
-Antimagic Field (One-shot):
All spells targeting you that night will fail. All magic effects of all players targeting you that night will be suppressed for the night. This is a hiding ability.
-Protection from Energy (Two-shot):
Choose an energy type (fire, acid, cold, electricity). Target player is protected from the first 10 points of damage from the energy type. When the player has received 10 points of damages, this effect ends. This is a protecting ability.
-Globe of Invulnerability (One-shot):
Target player is protected from all spells that night. This is a protecting ability.
Win Condition:
You will win when all threats to town have been eliminated, regardless whatever you survive or not.


A real tank. Kind of a bulletproof townie, but this one bites.

Summoner - TaskyWelcome to the Magic Order Academy! You are a summoner. You are an student from overseas, and you had just arrived a few weeks ago. You can't still believe how unlucky you are to have accepted that scholarship just in these rough times, but well, now you have to deal with it.
Starting HP:
8
Faction:
Wizards
Static Ability:
None
Spells:

-Summon Swarm (One-shot):
You deal 1 point of damage to target player and all other players that target it. This is a damaging ability.
-Summon Monster I (One-shot):
Summons a monster to track the target player. You know which players that player targeted. This is a investigative ability.
-Summon Monster II (One-shot):
Summons a monster to deal 2 damage of your choice to target player (weapon, acid, fire, electriciy or cold). This attack can't be tracked back to you, although a watcher may know that it was a monster the one performing the action. This is a damaging ability.
-Summon Monster III (One-shot):
Summons a monster to guard the target player. Target player can't be targeted by other actions that night, nor he can perform any actions. This is a roleblocking ability.
-Summon Monster IV (One-shot):
You summon a monster to investigate the target player. You will learn the alignment of target player. This is an investigate ability.
Win Condition:
You will win when all threats to town have been eliminated, regardless whatever you survive or not.


A JOAT that shouldn't ever be out of any game of mine.


Adept - Katy - VezokWelcome to the Magic Order Academy! You are an adept, just a youngster trying to learn the ways of magic. You haven't still learned even the simplest spell, so there's not much you can do to protect yourself. You must trust in your mind to find the savages in the Academy during day, and in your professors' skills during night to survive. Good luck with that!
Starting HP:
8
Faction:
Wizards
Static Ability:
None
Spells:
None
Win Condition:
You will win when all threats to town have been eliminated, regardless whatever you survive or not.


Last game's VT had more fluff.

Healer Cleric - BunnyloverWelcome to the Magic Order Academy! You are a cleric! You came here with your partner, Nachomamma8, as a request from the headmaster to aid the members of the Academy in their battle against the savages. It's a shame all got mixed up and you must now try to accomplish your mission in the middle of the confusion. But you have faith in your god, and you know he won't let you down now. You are specialized in healing magic, so keep ready to heal those wounds as soon as you see them!
Starting HP:
10
Faction:
Clerics
Static Ability:

-Granted Spells:
You will recover uses of your abilities depending your performance in the game.
-Communicate:
You may talk with your partner during nights here.
Spells:

-Cure Moderate Wounds (Three-shot):
Target player recovers 3 HP. If target's HP is full, your ability will fail (you won't be aware of that.) If used on an undead, the undead will be destroyed. This is a miscellaneous ability.
-Cure Serious Wounds (One-shot):
Target player recovers 5 HP. If target's HP is full, your ability will fail (you won't be aware of that.) If used on an undead, the undead will be destroyed. This is a miscellaneous ability.
-Mass Cure Light Wounds (Two-shot):
Up to three target players recover 2 HP. If target's HP is full, your ability will fail (you won't be aware of that.) If used on an undead, the undead will be destroyed. This is a miscellaneous ability.
-Sending (Two-shot):
You may send a 25 word message to target player. You may use this ability during the day (you must pm me the message to send.) The target player may send you an answer (25 words as well), although he won't know who sent the message. This is a miscellaneous ability.
-Resurrection (One-shot):
You and your partner may perform a resurrection ritual to bring one player back from the death. Both you and your partner must choose to select this ability on a target dead player (player must be in the afterlife). That player will be bring back to life at the beginning of the next day, with its HP completely filled, but his used abilities will remain used. If either you or your partner are killed or roleblocked, the spell will fail. This is a reviving ability.
Win Condition:
Every time you successfully heal a town-aligned player, your team will gain 1 point. Every time you and your partner successfully resurrect a town-aligned player, your team will gain 5 points. If you claim your role or any of your abilities (name or description), your team will lose 2 points for each thing you claimed. If you are on the lynching wagon of your partner, your team will lose 5 points. If town wins, your team gets 2 points. You win if by endgame your team have 13 or more points, whatever you or your partner lived to the end.


A protown third party. I really liked the idea someone gave me in the last game, so I decided to put them in my game.

Support Cleric - Nachomamma8Welcome to the Magic Order Academy! You are a cleric! You came here with your partner, Bunnylover, as a request from the headmaster to aid the members of the Academy in their battle against the savages. It's a shame all got mixed up and you must now try to accomplish your mission in the middle of the confusion. But you have faith in your god, and you know he won't let you down now. You are specialized in protective spells, so use them wisely to keep death away from the members of the Academy!
Starting HP:
10
Faction:
Clerics
Static Ability:

-Granted Spells:
You will recover uses of your abilities depending your performance in the game.
-Communicate:
You may talk with your partner during nights here.
-Professor Council:
You are a member of the professor council of the Academy. The council members can talk during nights here, and they may perform a ritual each night.
Spells:

-Deathwatch (Three-shot):
Target up to four players. You learn how much HP remaining those players have. This is a investigative ability.
-Resist Energy (Two-shot):
Choose an energy type (fire, acid, cold, electricity). Target player is protected from the first 5 points of damage from the energy type. When the player has received 5 points of damages, this effect ends. This is a protecting ability.
-Shield Other (One-shot):
Target a player. All damage target player receives will be split evenly between him and you (odd damage is rounded up). This is a protecting ability.
-Spell Immunity (Two-shot):
Target player is immune to all spells during that night. This is a protecting ability.
-Dispel Magic (One-shot):
You end one effect affecting target player. This is a miscellaneous ability.
-Resurrection (One-shot):
You and your partner may perform a resurrection ritual to bring one player back from the death. Both you and your partner must choose to select this ability on a target dead player (player must be in the afterlife). That player will be bring back to life at the beginning of the next day, with its HP completely filled, but his used abilities will remain used. If either you or your partner are killed or roleblocked, the spell will fail. This is a reviving ability.
Win Condition:
Every time you prevent a death of a town-aligned player, you will gain 1 point (deaths that would occurred should you have not used one of your abilities count). Every time you and your partner successfully resurrect a town-aligned player, your team will gain 5 points. If you claim your role or any of your abilities (name or description), your team will lose 2 points for each thing you claimed. If you are on the lynching wagon of your partner, your team will lose 5 points. If town wins, your team gets 2 points. You win if by endgame your team have 13 or more points.


It's actually quite a shame the clerics lost, as they did good. Guess it was just bad luck.

Spymaster - CooLDoGWelcome to the Magic Order Academy! You are a Spymaster, a master of infiltration. You work for an organization that devotes their efforts to eliminate magic from the world. You have really never had a problem with spellcasters, but hey, the payment is good, so it's better just to follow orders, don't you think so? You came here with your partner, ThAdmiral, and your main mission is to dispatch the headmaster. Thing is, you don't know who he is, and what's worst, you can't communicate freely with your partner!
Starting HP:
12
Faction:
Mageslayers
Static Abilities:

-Undetectable alignment:
You will always come up as town-aligned in alignment investigation effects.
-Deep Cover:
If no one voted for you during the day, you will become immune to all investigative effects on you during the following night.
Abilities:

-Track (Unlimited):
Tracks target player, learning who it targeted during the night.
-Watch (Unlimited):
Watches target player, learning who targeted it during the night.
-Investigate (Three-shot):
Learns the rolename of target player.
-Pass Message (Three-shot):
You may pass a 10-word message to your partner. You may use this ability during the day.
Items:

-Dagger [weapon](Unlimited):
Deals 1 weapon damage to target player. If no one voted for you during the day, this attack instead deals 3 damage.
-Poison vial (One use):
This ability doesn't use your night-action slot. The next weapon attack you make will deal an extra 1 poison damage. If the attack hits, the target player will be poisoned. At the end of each day, the poisoned player will lose 1 HP.
Win Condition:
For every spellcaster you kill, your team will gain 1 point. If you kill the Archmage your team will gain 4 points. If a player other than you and your partner kills the Archmage (lynch or otherwise), your team will gain 2 points. If you are targeted by an investigation ability and you fool it, your team will gain 1 point. Your team will win if by endgame it has 8 or more points.


Lots of hp, non-spell abilities, and immunity to investigations. Nice features. The mageslayers weren't a scum group, they were a pair of SK whose main mission was to get the archmage (which they did, amazingly.) It's a shame CooLDoG didn't talk more with ThAdmiral.

Occult Slayer - ThAdmiralWelcome to the Magic Order Academy! You are an Occult Slayer, a hunter of those heathens who dare to use corrupted powers, such as magic. Since you were little you were trained in hunting them down, and now, after so many years of training, your abilities will be put to test. You came here with a one objective: the headmaster, dead or alive. You also came here with a partner, CooLDoG, who will help you find your target in the middle of the confusion. Thing is, you can't communicate freely with him. Luckily for you, you are aware that your partner can pass you bits of information that, surely, will help you accomplish your mission.
Starting HP:
10
Faction:
Mageslayers
Static Abilities:

-Magical Defense:
Spells targeting you will fail (some spells may not be affected by this.)
Abilities:

-Mind over Magic (Two-shot, trigger):
You return a spell targeting you back at its caster (you may choose whenever to use this ability. I will warn you that you have been targeted by a spell, and you can choose to repel it or not.)
-Vicious Strike [weapon](Unlimited):
Target a player. If that player cast a spell that night, you will deal 6 weapon damage to that player.
-Kidnap (One-shot):
You remove target player from the game.
Items:

-Greatsword [weapon](Unlimited):
You deal 4 weapon damage to target player.
Win Condition:
For each spellcaster you kill, your team will gain 1 point. If you successfully kidnap the Archmage, your team will gain 5 points. If you kill the Archmage, your team will gain 4 points. If any other player kills the Archmage (lynch or otherwise), your team will gain 2 points. Your team will win if by endgame it has 8 or more points.


As you can see, this time there wasn't any anticlaiming measure. I just guessed you were all going to be scared to do that. Hey, it worked! Btw, ThAdmiral had the worst luck in this game. Almost all actions he submitted ended up failing for some reason. I feel bad for him. He could have won this game easily if it wasn't for his bad luck.

Support Sorcerer - rewqWelcome to the Magic Order Academy! You are a Sorcerer! You came here with CryMeARiver and Katsuki to kill all wizards. Simple, isn't it? Well, it seems that wizards aren't as weak as you thought, and this won't be an easy fight. But you don't fight for yourself, right? You fight for all those sorcerers that have died at the hands of wizards. You are the supporting pillar of your group, and you better give your partners a good backup if you want to fulfil your mission and survive.
Starting HP:
8
Faction:
Sorcerers
Static Abilities:

-Communicate:
You may talk with your partners here. As long as you, you can talk during the day.
-Ritual:
You and your partners may perform a ritual each night. One of you must forgo the use of one of its abilities in order to perform the ritual. Rituals are one-shot, and can be found in the quicktopic.
-Telephatic Bond (Unlimited):
As long as you live, you and your allies can communicate during day in the QT.
Spells:

-Scorching Ray (Three-shot):
You deal 2 fire damage to target player. This is a damaging ability.
-Antipathy (One-shot):
Target player can't be targeted by other actions that night. This is a roleblocking ability.
-Sympathy (One-shot):
Target a player. All players that don't perform action will be treated as if they had targeted that player that night. This is a redirecting ability.
-Nondetection (Three-shot):
Target player can't be targeted by investigative actions that night. This is a roleblocking ability.
-Displacement (Two-shot):
Target player is protected from weapon attacks that night. This is a protecting ability.
Win Condition:
You win when all other factions are dead, or nothing can prevent the same, and there is at least one sorcerer alive.


The support sorcerer. It's a shame chesskid took him out early on. I bet if he had lived more, things would have been different.


Barbarian-Sorcerer - KatsukiWelcome to the Magic Order Academy! You are a Barbarian-Sorcerer (what an interesting multiclass)! You came here with CryMeARiver and rewq455 to kill all wizards. Simple, isn't it? Well, it seems that wizards aren't as weak as you thought, and this won't be an easy fight. But you don't fight for yourself, right? You fight for all those sorcerers that have died at the hands of wizards. With your mighty attacks and your powerful spells, you expect to finish this before sunset. Will you?
Starting HP:
14
Faction:
Sorcerers
Static Abilities:

-Communicate:
You may talk with your partners here. As long as rewq455 lives, you can talk during the day.
-Ritual:
You and your partners may perform a ritual each night. One of you must forgo the use of one of its abilities in order to perform the ritual. Rituals are one-shot, and can be found in the quicktopic.
-Rage:
At the beginning of each night you may choose to enter in a rage state. As long as you rage, you can't cast spells, but you gain 2 temporaty HP (you will lose this temporary HP at the end of the night) and your weapon attacks deal 1 extra point of damage.
Spells:

-Animate Dead (Two-shot):
You turn a target dead player into a zombie. You can command the zombie to attack a player of your choice the same night you create it, or any other night without using your ability slot. A zombie has 1 HP, and deals 1 weapon damage per attack. As long as the zombie lives, that player slot can't be affected (for example, the player can't be revived or be targeted by abilities that target dead players)
-Control Undead (One-shot):
You gain control of target zombie. You can give your zombies commands without using your ability slot each night, as long as you are not raging.
-Flame Arrow (Two-shot):
You deal 2 fire damage to target player. This attack can't be tracked back to you.
-Stoneskin (One-shot):
Target player ignores the next 5 points of damage.
Abilities:

-Pounce [weapon](One-shot):
You deal double damage with your weapon of choice.
-Windwhirl Attack [weapon](One-shot):
You deal 2 damage to target player and all players that targeted it.
Items:

-Greataxe [weapon](unlimited):
Deals 4 weapon damage to target player.
Win Condition:
You win when all other factions are dead, or nothing can prevent the same, and there is at least one sorcerer alive.


The beast of the sorcerers. Lots of damaging abilities, the most powerful ones based on weapons.

Sorcerer - CryMeARvierWelcome to the Magic Order Academy! You are a Sorcerer! You are one of the most trusted men of the Master, and you have come here to fulfill a personal request from him: kill all wizards. It was you who cast the powerful spell that confused everyone on the campus, and it's now up to you and your partner, rewq455 and Katsuki, to use that chance to perform your task.
Starting HP:
6
Faction:
Sorcerers.
Static Abilities:

-Professor Council:
You are a member of the professor council of the Academy. The council members can talk during nights here, and they may perform a ritual each night.
-Communicate:
You may talk with your partners here. As long as rewq455 lives, you can talk during the day.
-Ritual:
You and your partners may perform a ritual each night. One of you must forgo the use of one of its abilities in order to perform the ritual. Rituals are one-shot, and can be found in the quicktopic.
Spells:

-Lighting Bolt (Unlimited):
You deal 2 lighting damage to target player. This is a damaging ability.
-Energy Drain (One-shot):
Target player loses one use of one of his spells (selected randomly, spells with unlimited uses are not taken into account). You recover 2 HP. This is an affecting ability.
-Imprisionment (One-shot):
You remove target player from the game. A dispel magic spell or similar effect cast on the player may return him to the game. This is a miscellaneous ability.
-Prismatic Ray (One-shot):
You fire a ray of colours at the target. The ray will have one of the following effects, determined at random: 2 fire damage, 2 electricity damage, 2 acid damage, poisons target (1 poison damage at the end of each day), turn the target to stone (player is treated as dead, won't flip, can't be revived, a dispel magic can bring the player back to the game), player's actions are randomized until the end of the next day (each time the player uses an ability, its target will be randomized; each time the player votes, its vote will be randomized), player will be removed permanently from the game (it won't flip). You will know the effect of your spell. This is a damaging ability.
-Desintegrate (One-shot):
You deal 6 damage to target player. If the player is killed by this spell, it can't be revived. This is a damaging ability.
Items:

-Crown of Mind Protection (passive):
You will turn up as town-aligned in investigations on you.
-Ring of Deathward (passive):
You are immune to spells that kill instantaneously.
Win Condition:
You win when all other factions are dead, or nothing can prevent the same, and there is at least one sorcerer alive.


The sorcerer leader. His abilities were something. He wasn't as strong as the archmage, but he still packed quite a punch. And yes, he was a Godfather or sorts with that item.

Spellthief - AlbertWelcome to the Magic Order Academy! You are a spellthief. You were born with an unique capability: steal the powers of those you kill. Unluckily for you, you had a disastrous encounter with another spellthief that ended up stealing all of your abilities. But on the bright side, you survived (technically, you were brought back from the dead, but who cares!) Now, you are on a quest to recover your powers. Kill as much as you can, but survive. Easy, isn't it?
Starting HP:
10
Faction:
Spellthief.
Static Ability:

-Steal Spell:
Every time you are on the lynch wagon, you will gain one spell selected at random from the lynched player, if any (you may only steal unused spells). Every time you kill a player you will gain one spell selected at random from the killed player, if any (you may only steal unused spells). All spells you steal will be one-shot.
Spells:
None.
Item:

-Book of Endless Knowledge (unlimited):
Choose a player whose rolename you know. You gain knowledge of all abilities that player has.
Win Condition:
Every time you successfully steal a spell, you will gain 1 point. For every non-weapon item you have on your possession at endgame, other than the Book of Endless Knowledge, you will gain 1 point. If you reach endgame alive, you will gain 3 points. You win if by endgame you have 6 or more points.


I thought this role had it easy. But well, maybe I was wrong. ABR didn't ever use the abilities he stole, and well, that may had helped his demise.

Here are some extra things you should know:

--Professor Council Rituals--
(Rituals are one-shot. Rituals can only be cast as long as there is 3 professors left in the council.)
Mass Item Creation: A random number of random items will be created over night.
Field of Empowered Magic: All magic attacks will deal 2 extra point of damage that night.
Field of Weakened Magic: All magic attacks will deal 2 less point of damage (to a minimum of 0 damage) that night.
False Day: The next day, upon reaching a lynch, the lynched player won't die, but it will flip normally, as though as it had been lynched. After this flip, the votecount will reset and the day will continue as normally.
Greater Antimagic Field: All spells (including rituals) will be blocked for the night.
Greater Sanctuary: All damage will be prevented for the night.
Cut from the Source: Target player will lose all of his spells. He is no longer treated as an spellcaster.
Banishment from Grounds: Target player is removed from the game.
Commune with the Great Spirit: You may ask one question about the setup, and it will be answered (some questions may be left unanswered. If that's the case, you can ask a different question.)
Karma: All spells cast that night will change their targets to the caster.
Contingent Resurrection: Target a player. That player will return to the game the same moment after it is killed. This means, if it's lynched, it will return to the game at the end of the day (it won't flip, and the lynch will end the day); if it's killed during the night, it return to the game that same night (if he used any ability that would have otherwise be prevented by his death, the ability is prevented.)
Mass Spell Resistance: Target three players. Those players become immune to spells for the night.

--Sorcerer Rituals--
A player must forgo the use of one of its abilities in order to perform the ritual. Rituals are one-shot.
Commune with the Great Spirit: You may ask one question about the setup, and it will be answered (some questions may be left unanswered. If that's the case, you can ask a different question.)
Item Creation: A random item will be given to one of the sorcerers.
Mass Mind Blank: All investigative results that night will fail.
Summon Behemoth: You summon a mighty Behemoth, which will attack a random non-sorcerer player. It deals 20 points of weapon damage.
Soul Scry: Target a player. You know what action that player performed, what result it got (if any), who it targeted, and any other information the player got that night.
Eclipse: The next day phase is skipped. It only works before Day 4.
Animus Blizzard: You summon a blizzard that deals 3 cold damage to all players that perform actions during the night. Up to two players killed by this spell are turned into zombies.
Demise Unseen: Target player is killed, but it won't show up as dead the next day (no flip and players won't know it is dead; it will appear as if he had leave the game) At the end of the next day, the player will flip.
Momento Mori: You kill target player, and you can still use one of your abilities for the night.
Ruin: You deal 12 points of damage to target player. If the player is killed by this spell, it can't be revived.
Summon Ghost Swarm: You summon a swarm of vengeful ghosts. All players receive 2 damage. This damage can't be prevented.
Soul Drain: You kill target player, you recover 4 HP.


Possible Items -
When items are on the floor, they are just items. As soon as someone picks them up, they know what the item is and what it does.
-Potion of Cure Light Wounds (One-shot): You recover 1 HP.
-Potion of Cure Moderate Wounds (One-shot): You recover 3 HP.
-Potion of Cure Serious Wounds (One-shot): You recover 5 HP.
-Potion of Stoneskin (One-shot): You ignore the next 5 points of damage.
-Potion of Restoration (One-shot): You recover one use of one of your abilities, at your choice.
-Wand of Dispel Magic (Three-shot): You dispel on magic effect on target player.
-Energy Sword [weapon](Unlimited): You deal 2 weapon damage plus 1 energy damage. (element can be either fire, cold, electricity, force or acid)
-Cloak of Invisibility: You can't be tracked/watched.
-Ring of Deathward (passive): You are immune to spells that kill instantaneously.
-Ring of Regeneration (passive): You recover 1 HP at each phase change.
-Circlet of Nondetection (passive): You are immune to spells that investigate.
-Bracelets of the Undead (passive): Zombies won't attack you.
-Belt of Strength +2 (passive): You deal one extra point of damage with weapon attacks.
-Ring of Reversed Health (passive): You will show up in the player list as having a health different than your current.
-Ring of Negative Life (passive): Whenever you are target of an attack that drains HP out of you, the effect of that attack is reversed.
-Cursed Ring (passive): You lose 1 HP at the beginning of each day. You can't leave this item unattended. Once you grab it you won't be able to lose it until you die.
-Earrings of Warning (passive): You are warned if you were targeted during the night.


Extra hidden notes:

-Actions from summoned creatures don't count as spells. This means, a summoned creature may attack a player who has protection from spells. The summoning spell and the summoned creature's actions can still be blocked, though.
-Zombies: A zombie has 1 HP, and deals 1 weapon damage per attack. As long as the zombie lives, that player slot can't be affected (for example, the player can't be revived or be targeted by abilities that target dead players). A zombie under the command of a player will follow that player's orders until it's given a new one. A zombie without a master will attack a random player each night. A zombie remains alive until it is destroyed.
-Clerics recover spells in this way:
Condition - Spell Recovered Healer - Spell Recovered Supporter
Night 4 and 5 or less points, and both clerics alive Resurrection Resurrection
Night 3 and more than 6 points Cure Serious Wounds Resist Energy
Night 1 or 2 and a cleric has died Mass Cure Light Wounds Spell Immunity
Night 6 Cure Serious Wounds Resist Energy
Night 4 and 6 or less points, and only one cleric alive Raise Dead* Raise Dead*

If a spell hasn't been used and it's granted to be recovered, the player just gains a new use of it.
* Raise Dead is a spell that either cleric will obtain if the conditions are met.
Raise Dead (One-shot): You return target dead player to the game. That player starts with half of its maximum HP, and loses one use of one of its unused spells, selected at random. Spells of that player already used will remain used.

I wanted to post the actions, but the file got erased from my pc (stupid Windows 7). I may compile the file again from the pms, but don't count on that.

So, what do you think of the game? Good? Bad? Unbalanced? Awesome :P?

Again, thanks for playing.
Taking a long break from mafia games.

In honor of Erika Furudo, my first scum win (Umineko Mafia).
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Post Post #803 (ISO) » Wed Feb 16, 2011 6:06 pm

Post by chesskid3 »

2 games in a row i get the coolest role
except this game some jerk kidnaps me
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Post Post #804 (ISO) » Wed Feb 16, 2011 6:07 pm

Post by Bunnylover »

I liked the game.
I loved my role.
And it was a shame that Nacho and me lost :(. If I had used my spell the night Vezo first got attacked, we could have won :(.
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I have played 25 games:
Town wins : 13
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I do not attack the player of a post, but the post itself. I would appreciate it if you do the same.
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Post Post #805 (ISO) » Wed Feb 16, 2011 6:10 pm

Post by Nachomamma8 »

Great role, great game, great partner...

But I still need to know who killed me :)
"Playing with Nacho is like playing with a religious conservative." ~UncertainKitten

-- Fate, Vanilla Townie, was brutally stabbed by a throwing sword in endgame.
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Post Post #806 (ISO) » Wed Feb 16, 2011 6:13 pm

Post by chesskid3 »

The support sorcerer. It's a shame chesskid took him out early on. I bet if he had lived more, things would have been different.
lol u mad?
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Post Post #807 (ISO) » Wed Feb 16, 2011 6:14 pm

Post by Nachomamma8 »

Hm?
Why exactly did you shoot me, of all people?
"Playing with Nacho is like playing with a religious conservative." ~UncertainKitten

-- Fate, Vanilla Townie, was brutally stabbed by a throwing sword in endgame.
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Post Post #808 (ISO) » Wed Feb 16, 2011 6:15 pm

Post by chesskid3 »

I didn't
I shot scum
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Post Post #809 (ISO) » Wed Feb 16, 2011 6:15 pm

Post by chesskid3 »

cmonman I was professorx. I no shoot you
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Post Post #810 (ISO) » Wed Feb 16, 2011 6:19 pm

Post by Nachomamma8 »

goddamn i'm tired

NEVERMIND
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-- Fate, Vanilla Townie, was brutally stabbed by a throwing sword in endgame.
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Post Post #811 (ISO) » Wed Feb 16, 2011 6:30 pm

Post by Bunnylover »

I beat ABR killed you Nacho v_v
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Town wins : 13
Scum wins : 3
Town loses : 7
Scum loses : 2

I do not attack the player of a post, but the post itself. I would appreciate it if you do the same.
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Post Post #812 (ISO) » Wed Feb 16, 2011 6:31 pm

Post by gandalf5166 »

How did two godfathers in a game with one one-shot cop sound like a good idea?

:igmeou:
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Post Post #813 (ISO) » Wed Feb 16, 2011 6:32 pm

Post by chesskid3 »

it's called scumhunting dude
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Post Post #814 (ISO) » Wed Feb 16, 2011 6:36 pm

Post by gandalf5166 »

So take out the cop. But that's just bastard.

I love how CMAR tried to act like he had JUST gotten entrance to the Professor QT. That was funny. Although I guess he didn't really have a choice.
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Post Post #815 (ISO) » Wed Feb 16, 2011 8:32 pm

Post by Katy »

Yay!

I cannot believe I lived through that game. I don't feel like I did much to help find scum unfortunately, but it does feel like staying alive was a monstrous feat in itself, so I'm proud of myself for that anyway.

So could the mageslayers share a win with town? I didn't believe ThAd because I couldn't believe there would be three factions that could technically win together like that.

Cool game but I felt a little over my head because I didn't realize it was based on D&D when I signed up, which I have never played, so I didn't understand a lot of the flavor/class talk or how to know if someone was a wizard or not. Still I had fun, I have to admit I love arguing my way out of the noose.
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Post Post #816 (ISO) » Wed Feb 16, 2011 8:44 pm

Post by SnakePlissken »

So can I ask, was it my hammer followed by my dispel magic overnighton CMAR that won the game? I did warn you attacking me was a bad thing to do.
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Post Post #817 (ISO) » Wed Feb 16, 2011 8:47 pm

Post by chesskid3 »

professors banished CMAR
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Post Post #818 (ISO) » Wed Feb 16, 2011 8:59 pm

Post by Andrius »

I was totally rooting for Bunnylover after Nacho died. I was hoping for a couple of the point-based factions to win too, but that didn't happen. :(
ThAdmiral was admirable in his attempting to survive; Bunny came SOOO close too. :(
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Post Post #819 (ISO) » Wed Feb 16, 2011 11:13 pm

Post by ThAdmiral »

Thanks for an ever better game than the last one SnowBunny!
gandalf5166 wrote:I still maintain that we should have let ThAd win though.
Thanks bro. I won't forget your kindness and good sportsmanship.
chesskid3 wrote:2 games in a row i get the coolest role
except this game some jerk kidnaps me
So sorry, and to make it worse it was all for naught.
Will you ever forgive me?
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Post Post #820 (ISO) » Wed Feb 16, 2011 11:17 pm

Post by chesskid3 »

forgiven :P
I mean come on I shot scum based on 1 post what more can I ask for :P
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Post Post #821 (ISO) » Thu Feb 17, 2011 12:33 am

Post by CryMeARiver »

Nachomamma8 wrote:Hm?
Why exactly did you shoot me, of all people?
Me
gandalf5166 wrote:So take out the cop. But that's just bastard.

I love how CMAR tried to act like he had JUST gotten entrance to the Professor QT. That was funny. Although I guess he didn't really have a choice.
Haha I saw that I was getting banished and that was my last choice

@Snake: I didn't target you. I actually dispelled your magic during the day with my fancy wand that I summoned lol

@ThAd: Boo for you breaking rules and claiming scum ;)

Okay, how did I play? It was pretty stunning when both my scumbuddies died so freakin quickly and people KEPT being revived and getting cleared. I'm glad I lasted until the endgame. Thought my fake claim was really good.
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Post Post #822 (ISO) » Thu Feb 17, 2011 5:53 am

Post by Riceballtail »

@ThAd: If I honestly could believe that you were point based, I would have let you live. I was just too worried that two/three scum left would lose it for the town to put my hope into that. :\

@CMAR: I knew you were scum when you posted in the QT. You'd have done best to keep your silence.
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Post Post #823 (ISO) » Thu Feb 17, 2011 6:23 am

Post by gandalf5166 »

CMAR: Your fakeclaim was incredible. I assumed that if you WERE scum, you had that role. I still don't see why I couldn't see you being scum until so late though.
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Post Post #824 (ISO) » Thu Feb 17, 2011 6:37 am

Post by chesskid3 »

Hunt 80

01-14-2011 09:59 PM ET (US)
WTF this changes EVERYTHING. We're practically screwed without rewq - can't talk during the day, have no protective abilites/rolebolocking/redirecting. Practically our only chance is to kill people quickly.

@SnowBunny: Is everyone's health (directed at Nachomama particularly) still healthy?

How the heck did someone know of rewq. He was just about the most town player during the day imo. So freakin stunned and angry.

HO HO HO
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