The sacred lights of the world extinguish one by one. Foul fiends of darkness have risen to continue the destructive legacy of their forefathers. A desperate call goes out for the fabled heroes of light to return and defeat the rising tide of evil. Warriors brave of heart and stout in body should send their name and favored class to the sages who are to determine the champions of this age.
Heroes of this Era (6/24):
falkonn, Lv8 Knight (Fiend of Darkness)
The Ice King (Talore), Lv10 Red Wizard (Fiend of Darkness
DYH, Lv7 Master (Fiend of Darkness)
jskura (Shinen), Lv10 White Wizard
Keifru (kpaca) (Keifru), Lv6 White Wizard (Hero of Light)
Archmage Eternal, Lv7 Ninja (Hero of Light)
Legends for Posterity: Lukhan, Great Sage, stricken dead in the Pregame. RisingPhoenix, Lv1 Warrior (Hero of Light), killed Day 1. Heartwork, Lv2 Thief (Hero of Light), killed Day 1. Dancing Mad, Lv4 White Mage (Hero of Light), killed Night 1. Silent Prophet (Deaths_Vampire), Lv1 Monk (Hero of Light), killed Night 1. AsianInvasion, Lv4 Warrior (Fiend of Darkness), killed Night 1. DRey, Lv4 Warrior (Fiend of Darkness), killed Day 2. mystery meat of doom, Lv4 Thief (Hero of Light), modkilled Day 2. Arcadic, Lv3 Monk (Hero of Light), killed Day 2. Reya Cookiebringer, Lv4 Warrior (Hero of Light), killed Night 2. Shalako, Lv5 Black Mage (Hero of Light), killed Night 2. Tordeck, Lv3 Black Mage (Hero of Light), killed Night 2. Anaklusmos, Lv2 Monk (Hero of Light), killed Night 2. Cyouni (Zionite), Lv8 Ninja (Hero of Light), killed Day 3. dracofaust (Mars), Lv4 Red Mage (Hero of Light), killed Day 3. atlseal, Lv6 Knight (Hero of Light), killed Night 4. vezokpiraka, Lv5 Black Mage (Hero of Light), killed Night 4. Guardman, Lv10 Knight (Garland, Scion of Chaos), killed Night 5. etherealscorpions (Weaver) (poggydude), Lv6 Ninja (Hero of Light), killed Day 6.
[01] This is a game, so while you are encouraged to have fun, be considerate of the mods and of the other players. Do not purposely attempt to irritate anyone.
[02] This is a commitment, so keep track of this game. You must post at least once every 48 hours, or be prodded. Then you will have another 48 hours to respond before being replaced. If you are prodded three times, you are immediately replaced. Despite this, real life still takes priority. If something comes up that will make continued participation not possible, PM both of the mods. Don’t be afraid to ask for a replacement if unforeseen developments arise.
[03] No tiny or invisible text, nor ciphers of any kind.
[04] You may not communicate with players in this game about this game unless your role specifically states that you may. You may only post one contentless “Bah” post after you are dead.
[05] If you have any questions, comments, concerns, or thoughts about the set-up PM one of the mods. We may or may not be able to answer your question but asking can’t hurt.
[06] Everyone make mistakes, so if you think there's a mistake, PM one of the mods.
[07] We reserve the right to change the rules whenever we feel that it is necessary. We will make sure to notify you if the need arises.
[SETUP]
[ROLE CHOICE] At the beginning of your game, each player will have 48 hours to choose which of the six classes he wishes to play as. This choice does not have to match with your choice in the signup thread. The classes are described below in the “CLASSES” section. The "SHOP" section will go up after all players have chosen a class.
[ALIGNMENT ASSIGNMENT] After everyone has made his choice, we will send out PM’s informing each player of his alignment and role. Alignments that will be in this game:
You are a Hero of Light.
You start off Level X
You start off with X Gil.
You win if all threats to peace are eliminated.
You are a Fiend of Darkness. The other Fiends are [PLAYERNAME, PLAYERNAME, ...]. You may communicate with them whenever you want in the following QT <link>.
You start off Level X
You start off with X Gil.
You win if all that are that oppose you are dead.
You are Garland, Scion of Chaos.
You start off Level X
You start off with X Gil.
You win if you are the only one alive or if everyone is dead.
[CLASS INFO] In addition to your alignment, we will send an additional segment formatted as the following, based upon your choice of class:
You are a CLASSNAME, Level X.
HP (Hit Points): X/X
MP (Magic Points): X/X
STR (Strength): X
INT (Intelligence): X
You have the following spells:
XXXX – XX MP – XXXXXXXX
XXXX – XX MP – XXXXXXXX
[FACTIONS] Garland and the forces of evil have additional factional abilities not revealed here. These are able to be used at night in additional to their normal actions.
[GAMEPLAY]
[THE DAY] During the day, each player is able to make a single attack. This attack is used by posting ATTACK: PLAYER in the thread, where PLAYER would replaced by the targeted player. If any player does not wish to attack that day, he or she must post NO ATTACK. After all players have submitted their attack or after three weeks have passed (four weeks for Day 1), the day will immediately end. If you try to attack a player who has already been killed, you will not use up your attack.
[ATTACKING] An attack deals damage to the attacked player based on the STR of the attacker and any other bonuses from weapons or spells. Note that damage is variable. Whenever you are dealt damage, you are notified of how much damage you were dealt, but not of who dealt the damage. If there are multiple simultaneous attacks (such as at night), you will be notified of the sum total damage, but not of how many attacks you were the target. Attacks during the day will be resolved immediately, but if you are killed, any pending attacks from you are invalidated. The mods will acknowledge each attack that they resolve during the day. Attacks and spells at night will be resolved simultaneously in the appropriate step.
[CONSUMABLES] Players may use consumables at any time during the day by PM'ing both of the mods USE: ITEM on PLAYERNAME. You may use consumables on yourself. Consumables will resolve at the time sent, and you cannot attempt to use a consumable on a player that has been killed.
[THE NIGHT] During the night, each player can attack another player OR cast a spell. A player may also visit the shop, use any consumable items they have, and send items or gil to one other player. Be sure to PM your night action to both of the mods.
[GIVING ITEMS] The recipient player will receive any given items and/or gil at the end of the night and cannot refuse the gift. If the player you attempted to send a gift to died that night, you will keep the sent items and/or gil instead. Recipient players will not be notified of who gave them the gift.
[SPELLS] The name, cost, and effect of each spell is given to each player able to cast it. You can only cast a spell if you have at least the magic points required. After you use a spell, you will lose magic points equal to the cost of the spell. Spells that deal or heal damage follow a formula similar to the one for attacking, with the INT of the caster and the bonus of the spell used instead of STR and the bonus of the weapon.
[THE SHOP] The shop holds many goods for sale at the marked prices. There is no limit to the amount of weapons a player can buy, but only up to one of each consumable can be purchased each night. A character can also sell items for half the marked price. The shop inventory will be listed under the “SHOP” section below.
[EQUIPMENT] Each character can only wield up to one weapon at a time. If you have more than one weapon, you will have to specify which one you have equipped. If you do not, I will assume you equip the newest acquired eligible weapon prior to the attack. You may change the weapon you have equipped at Night. Each class has specific weapons they are able to equip, as described in the "CLASSES" section below.
[ORDER OF RESOLUTION] The order of resolution of actions at night is as follows:
1. New weapon choices are equipped and players use consumables already in their possession.
2. Instant spells resolve.
3. Normal spells and attacks resolve. These are simultaneous, so healing spells effectively “cancel out” damage.
4. Players visit the shop to sell then buy items.
5. Players use newly-purchased consumables, equip newly purchase weapons, and send items or gil to other players.
6. Players level up for surviving the night and/or killing a player and receive items and gil from other players or players they killed.
If you die in an earlier step, then all your later actions are voided.
[LEVELING UP] Your character’s level increases by 1 at the end of every night (not counting Night 0) that you survive and whenever you kill another player. If multiple people kill the player at the same time, then the player that dealt the most damage receives the credit for the kill. If two people tie for the most damage, then the player who submitted the night action first receives the credit. That player also receives all of the gil and items of the player he killed. If a player's killer is killed in turn, all items and gil of the victim are lost. Level ups earned by killing a player will occur immediately during the day or at the end of the night, depending on when you killed the player. You cannot level up beyond Level 10.
[PROMOTING] Upon leveling up, your character will receive a minor stat boost as well as possibly knowledge of new spells. An updated role info PM will be sent to notify you of the change. At Level 6, your character promotes into a higher class, at which point you will receive a significant stat boost. The "CLASSES" section below also describes which weapons can only be wielded by the promoted classes.
[HIT POINTS] Each character has a maximum number of hit points that increases as the player levels up. The actual number of hit points also increases as the maximum number does. (so, if your Max HP went up by 3 points in a level up, then your current HP would accordingly go up by 3 points). Each character also has a maximum number of magic points that increases as the player levels up. Similarly, the actual number of magic points also increases as its maximum does. When a player reaches 0 or less hit points, that player is dead.
[DEATH] Upon death, a player's chosen name, alignment, class, and level will be revealed.
[ADVICE] Don't panic, think ahead, and consider consequences. Don't forget about potions, but definitely do not underestimate Garland. You may ask one of the mods for a summary of your stats/spells at any time if necessary.
[CLASSES]
THIEF:
A swift and crafty rogue who specializes in daggers and sneak attacks.
Promotes: Ninja
Wields: All Daggers, Black Magic (Ninja)
Strengths: Thieves have high STR and INT. Thieves cannot be attacked at night, a skill that significantly increases their staying power in the game. Their black magic after promotion is focused on boosting themselves and other characters, rather than direct damage. They are effective against Mages, especially with Fenno’s Dagger.
Weaknesses: They have low HP, which makes them very vulnerable during the day, and low MP, which limits the amount of black magic they can realistically use. The daggers themselves have relatively weak physical power.
Special: Thieves cannot be attacked by non-Thieves at night (spells still function as normal).
WARRIOR:
A sturdy and armored fighter who attacks with intimidating force.
Promotes: Knight
Wields: All Swords, White Magic (Knight), Hammer, Spell Hammer, Mythril Hammer (Knight), Knife, Dagger, Mythril Dagger (Knight)
Strengths: Warriors have extremely high HP. They can wield a variety of weapons, ranging from the lowly knife to the most powerful of swords. Their prominent physical strength and ability to soak up significant amounts of damage allow them to dominate the day phase. After promotion, their white magic specializes in defending other players from damage. .
Weaknesses: They have low MP and INT, so they're alternative role as a guardian is limited. Both the Broadsword and Durik’s Sword are quite devastating against Warriors.
MONK:
A focused adventurer who uses only his fists to devastate his foes.
Promotes: Master
Wields: Nothing
Strengths: Monks have extremely high STR. They have no need for gil to spend on weapons, so their gil is free to be spent on consumables or sent to other players. After promotion, their damage output increases drastically.
Weaknesses: They cannot cast magic, or receive the bonuses and special effects of weapons, which weakens them in comparison to players of other classes that have enough gil to purchase high tier weapons early on.
Special: Monks can choose to make two attacks each dealing half damage (rounded down) at night, and monk attacks are not affected by physical resistance.
BLACK MAGE:
A spellcaster that employs offensive black magic.
Promotes: Black Wizard
Wields: Knife, Dagger, Mythril Dagger (Black Wizard), Black Magic
Strengths: Black mages have high INT and MP. Black magic spells like Flare deal massive amounts of damage to other players. When coupled with their ability to lay debilitating status ailments, they are a force to be reckoned with in the night phase.
Weaknesses: Black mages do not have a great variety of weapons that they're proficient with, and their low HP and STR makes them weak and vulnerable during the day.
WHITE MAGE:
A spellcaster that favors defensive white magic.
Promotes: White Wizard
Wields: All Hammers, Knife, Dagger, White Magic
Strengths: White mages have high INT and MP. Their white magic excels at removing status ailments and protecting allies. Hammers are also very useful items, offering cheap, heavy damage and MP cost reduction.
Weaknesses: Until learning Holy, they lack serious offensive capability, and they suffer the most from misjudgments because of the nature of their role as a support class. Their usefulness relies heavily upon the situations of the other players.
RED MAGE:
A swordsman that is adept with both white and black magic.
Promotes: Red Wizard
Wields: Rapier, Broadsword, Longsword, Mythril Sword (Red Wizard), Defender (Red Wizard), Knife, Dagger, White Magic, Black Magic
Strengths: Red mages have relatively balanced stats. This makes them the most varied class in the game, and they are able to use many different weapons and spells to fit the situation. After they promote, they become more potent damage dealers with swords like the Defender or spells like Firaga.
Weaknesses: They lack focus and find themselves outclassed by specialist classes in their dominant fields.
[SHOP]
Daggers:
Knife (+2 Bonus, +1 INT Bonus) – 10 gil
Dagger (+4 Bonus, +2 INT Bonus) – 40 gil
Mythril Dagger (+6 Bonus, +4 INT Bonus, Physical Resistance) – 60 gil
Fenno’s Stiletto (+10 Bonus, +6 INT Bonus, Drains X MP on hit, where X is the amount of damage dealt) – 100 gil
Swords:
Rapier (+3 Bonus, +4 more against Thieves and can hit Thieves at Night) – 20 gil
Broadsword (+5 Bonus, +5 more against Warriors) – 50 gil
Longsword (+7 Bonus, +2 more against Mages) – 80 gil
Mythril Sword (+9 Bonus, Physical Resistance) – 100 gil
Defender (+10 Bonus, Magical Resistance) – 100 gil
Durik’s Blade (+15 Bonus, +10 more against Warriors) – 150 gil
Hammers:
Hammer (+4 Bonus) – 20 gil
Spell Hammer (+4 Bonus, Spells cost ½ the MP to play (Rounded up)) – 80 gil
Mythril Hammer (+11 Bonus, Physical Resistance) – 100 gil
Aeria’s Maul (+8 Bonus, Gains the ability to cast Holy and can do so at no MP cost) – 140 gil
Consumables (You may only purchase up to one of each consumable each night):
Potion (Heals 5 HP) – 10 gil
Hi-Potion (Heals 25 HP) – 40 gil
Ether (Heals 5 MP) – 10 gil
Hi-Ether (Heals 25 MP) – 40 gil
Miracle Herb (Heals all status ailments) – 30 gil
______ Resistance = All ______ attack damage dealt to you is reduced by X/2 (rounded down), where X is your level, as long as you are wielding the weapon. This cannot reduce the damage to less than 1.
[FAQ]
Q: How do I get more gil?
A: The only way to obtain more gil is by killing other players or selling your items at the shop for half price.
As dawn breaks at Cornelia, the chosen heroes revel in the momentous anticipation that accompanies the rise of a new era. The words of sage Lukahn's blessing are not as important as the gesture itself - for as of today, they are among the legends of old! But fate's plans do not involve a peaceful initiation. Ominous clouds, the invariable harbingers of ill-fortune, wrap Cornelia in a smothering embrace. A flash of light blinds only momentarily, but in this glimpse of weakness, the great sage is stricken dead. Cackling crimson spirits rush madly through the streets into reluctant hosts, wretched heroes who will suffer the greatest shame of a traitor's path. From the gloom emerges another familiar foe - Garland, the scion of chaos. The heroes prepare for battle, but the dark knight surpasses mortal initiative. He too sheds his body, his soul expelled in a fleeting violet vessel that finds an appropriate receptacle for the nefarious villain. Severed from the world outside and plagued with dark foes from within, the remaining heroes of light have their work laid out before them.
To make this clear, each player needs to send me their choice of class based on the information disclosed above. This will be done BEFORE alignments and roles are given out. You guys have a 48 hour period to do so, at the end of which I'll randomly pick classes for anybody who has not yet chosen. At that point, I'll send out roles. Please don't post yet, but any questions you have about the game can be directed towards me or MandersHex.
On second thought, it'd probably be good practice to email your decision to both me and MandersHex if you have not done so already, since night actions will be sent to both of us.
If this forum had Greasers, Phoenix, Commons and Semantics would be the leaders of the gang and every time they commented on something they would do a synchronized finger snap then smoke a cigarette.
OMG I TOOK A PLACE HOLDER I'm sorry you forgive me Ilord sorry:(.
Also props to phoenix for catching scum before rolls are sent out
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If this forum had Greasers, Phoenix, Commons and Semantics would be the leaders of the gang and every time they commented on something they would do a synchronized finger snap then smoke a cigarette.
Roles are out. It is now Night 0. You may not make attacks or cast spells tonight, but you are free to give items or purchase items from the shop (which should now be up). Remember to send your action and any questions to both me and MandersHex. Night ends in approximately 70 hours from now.
Since this has been asked a few times and it may influence your decision tonight, I'll post it here as well for the benefit of everyone else:
Q: How do I get more gil?
A: The only way to obtain more gil, as dictated by the Gameplay rules, is by killing other players or selling your items at the shop for half price.
The dawn breaks, but the heroes' spirits remain grim. Some quaver in their greaves, fearful of what the new day holds. Others revel in unbridled anticipation of the challenge ahead. Still others nefariously plot and scheme to deceive their once companions. Actions of today, both timid and daring, will craft the uncertain fate of these heroes.
It is now Day 1. Day 1 will end on Feburary 28th, 7:00 PM EST or when everyone has used up their attack. Oh, and in case there was any confusion, surviving last night did not net you a level up.
The thing is, without voting patterns and such how to we determine scummyness?
Well we could start with the first post. The only way to get gold, or Gil is through killing people. Scum could just gang up on someone stating they have so much of it to ensure they get it.
Well we could start with the first post. The only way to get gold, or Gil is through killing people. Scum could just gang up on someone stating they have so much of it to ensure they get it.
A few problems with that plan:
1) We don't know how attacking works completely yet, either. We know day attack damage is based upon STR + Weapon bonuses, but there is a random variable in there. I tried asking iLord about how much random variation we can expect, but he answered with "Sadly, I can't tell you".
2) How do we decide the order with which to attack the scummy or scummiest players
3) Do we want to treat this like a normal game or a lights out game? (Restrict ourselves to kill one player or many)
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If you're town and I'm mafia, you've already lost. You just don't know it yet.
TBH I was half expecting a mad frtizler dash for quickest kill when I got in here.
Somewhat sad that isn't the case.
I think we should be careful not to attack anyone during the day that we don't plan on killing, since it seems like the scum can each attack during the night and potentially kill multiple people if they're all weakened and near death.
Additional point:
4) Each player will take a different number of attacks to be killed
@mmod: That's a very good point which is why I feel that we should agree to restrict our attacks to at most a small number of players each day that we want to "lynch"
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If you're town and I'm mafia, you've already lost. You just don't know it yet.
It should be obvious, but I'm going to say it just so there's absolutely no confusion. Do not, under any circumstances, Attack someone until there is a consensus to lynch. We will use normal voting procedures (MandersHex said she would keep track of vote counts) to bring someone to L-2 and then we will hear a claim. If we decide to lynch we will simply all Attack that player until he or she is dead. Otherwise, NO ATTACKS. If someone gets Attacked in the middle of the Day for no explicable reason, please claim this so we can figure out what's going on.
EWP: I think whoever lands the killing blow during Day also gets all Items and Gil from that player. That makes it more difficult to coordinate so that a townish player gets the hammer (then there's also the danger of that player getting targeted by the scum for the Items and Gil recently obtained). If the person being lynched claims HP (hopefully truthfully) that could help to some extent but we don't exactly want to give away how much damage everyone can deal, either. Maybe we just have to rely more on behavior, and if a scummy player hammers, then we can Attack him or her next or vig him or her at Night.
I used the long Night to think about soft claims.
Here are the potential claims we could do:
1. Class
2. Level
3. HP
4. MP
5. STR
6. INT
7. Equipment
8. Gil
Of note: It appears from the OPs and my PM that the role PMs are void of traditional role names and flavor, so those don't seem to be viable options for a soft claim.
Class, HP, Equipment, and Gil are bad claims because they give scum targeting information.
MP, STR, and INT give hints as to Class, and are therefore also a bad idea.
Level is the only stat that is independent of Class and also doesn't give the scum a better idea of who to target, aside from the general trend that those of higher level will have more HP.
With that in mind, I'm going to be against a soft claim in his game.
EWP@atlseal: Odd, for some reason I assumed Day would end once someone was lynched/Attacked to death. However, this isn't like a Lights Out game because as soon as someone dies, their role information is revealed. We should take advantage of this fact and try to lynch as many scummy players as we can.
Vote Archmage Eternal for claiming town. Twice. Obvscum.
I am also against a soft claim as any info we could give out would give too much advantage to the scum.
Also in retrospect I feel that it probably wasn't the best idea to read 8-Bit Theater to prep myself for this game as I have a nagging urge to put all my points towards Animal Husbandry and am confused as to why my I don't need to role D-20's to determine the damage I deal.
As for day I feel we should treat them like standard games where we vote for the scummiest then once we have a majority we attack him until he is dead and move on from there until we have no more attacks.
And right now I do like more pressure on AE.
Vote AE
AE is doing his best Seppel impression which seems really out of character for all the games I've seen from him.
A few problems with that plan:
1) We don't know how attacking works completely yet, either. We know day attack damage is based upon STR + Weapon bonuses, but there is a random variable in there. I tried asking iLord about how much random variation we can expect, but he answered with "Sadly, I can't tell you".
Well I'd assume you die when your HP is at 0.
2) How do we decide the order with which to attack the scummy or scummiest players
Thats what we'd have to work on.
3) Do we want to treat this like a normal game or a lights out game? (Restrict ourselves to kill one player or many)
The problem at first with trying to kill many is that it might help out the scum. Giving them some weakened townies to NK.
Then damage and all that i understand. Then at night one action is allowed?
Also i'm against a softclaim those are almost never good for town early.
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So where were the problems with that plan? And what was the plan?
That interferes with the deciding attack order deal. We'd want to engineer it so that the killing blow is placed by a town player, but with:
1) Random damage variation
2) Differing attack thresholds (someone with low HP might take one or two attacks to kill, someone with high might take more than the number of players willing to attack them)
Do you see the problem now?
@Softclaim: Yeah, dismissed that idea early. We have no real possibility without clueing the mafia into our classes.
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If you're town and I'm mafia, you've already lost. You just don't know it yet.
As for day I feel we should treat them like standard games where we vote for the scummiest then once we have a majority we attack him until he is dead and move on from there until we have no more attacks.
We can only send one kill a day. So we can't move on to the next. We should take 2-3 scummy people. Have only the towniest players submit kills on them. But the day won't end till the deadline or when all kills have been submitted.
We all shoot for the scumiest, or the top 3 scumiest. As long as its not me.
These two posts are definitely implicit town claims. My vote was completely random because these posts were null tells, but your defensive reaction is telling. Not to mention your nice little attempt at mudslinging at the end there.
Liking my vote.
Not really liking Guardman's jump though, but I've been told that Guardman is fairly obvious as scum. Is anyone here familiar with the differences?
Also i'm against a softclaim those are almost never good for town early.
Disagree; in most games a well-designed soft claim is great for the town. However, there is no such claim we can do here without giving away too much relevant information.
Th2) Differing attack thresholds (someone with low HP might take one or two attacks to kill, someone with high might take more than the number of players willing to attack them)
Do you see the problem now?
Yes. Do we force scummy players to attack first? Then townies? Do we force some players to attack? That may have to happen at a point.
3 Posts, really? I've claimed who the scum are? I've thrown some gambits out there? All in 3 posts. Oppurtunistic.
Or it could be that I realize that votes are more of showing suspicion in this game than actually voting and I was suspicious of the way you were acting. But I will be keeping my vote on you for now since I am not a fan of this post. This post reads like one big overreaction.
Also for the attacking where does it say we can only kill one player per day? If I am reading the rules right the day doesn't end until everyone attacks.
We all shoot for the scumiest, or the top 3 scumiest. As long as its not me.
Could be saying I'm scum and will be scummy so don't shoot me.
My vote was completely random because these posts were null tells, but your defensive reaction is telling. Not to mention your nice little attempt at mudslinging at the end there.
Or those post could be completely random and knowing your vote was random with this quote "for claiming town. Twice. Obvscum." I just played along to have some random fun.
Or it could be that I realize that votes are more of showing suspicion in this game than actually voting and I was suspicious of the way you were acting. But I will be keeping my vote on you for now since I am not a fan of this post. This post reads like one big overreaction.
No overreaction at all. I simply pointed out how you were/are reaching hard. Really hard because there is nothing there that matches up to Seppels play.
Also for the attacking where does it say we can only kill one player per day? If I am reading the rules right the day doesn't end until everyone attacks.
Meaning once I submit a kill or you submit a kill we can't go to the next player getting strung up and submit a kill on them. There can be multiple kills a day. But each player can only attempt one kill a day.
No overreaction at all. I simply pointed out how you were/are reaching hard. Really hard because there is nothing there that matches up to Seppels play.
Meaning once I submit a kill or you submit a kill we can't go to the next player getting strung up and submit a kill on them. There can be multiple kills a day. But each player can only attempt one kill a day.
Is there a reason you keep saying "kill" instead of "attack"?
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If you're town and I'm mafia, you've already lost. You just don't know it yet.
Or those post could be completely random and knowing your vote was random with this quote "for claiming town. Twice. Obvscum." I just played along to have some random fun.
Distinct possibility...except for the fact that you weren't being random, you were legitimately defensive and are now trying to portray completely illogical moves as something you could have conceivably been doing...as scum. Wait, what? You are not even being subtle about trying to WIFOM us. I don't think you're even this sloppy as scum, so I have no idea what you're getting at. Don't think for a second that I'll be moving my vote, though.
No overreaction at all. I simply pointed out how you were/are reaching hard. Really hard because there is nothing there that matches up to Seppels play.
...Go read Seppel and then read your first three posts. They are all very Seppel posts.
Meaning once I submit a kill or you submit a kill we can't go to the next player getting strung up and submit a kill on them. There can be multiple kills a day. But each player can only attempt one kill a day.
Oh, yeah, right. But I fail to why this is a problem. I mean if anybody doesn't follow orders we just kill them tomorrow, or more likely tonight.
In fact before the day ends we should probably figure out who we should attack tonight.
It should be obvious, but I'm going to say it just so there's absolutely no confusion. Do not, under any circumstances, Attack someone until there is a consensus to lynch. We will use normal voting procedures (MandersHex said she would keep track of vote counts) to bring someone to L-2 and then we will hear a claim. If we decide to lynch we will simply all Attack that player until he or she is dead.
Barning all of this.
If no one attacks until there's a consensus that we've decided who we want to kill, and then everyone attacks at once, we can essentially play this like a normal game of mafia. No one's going to survive getting attacked by everyone at once, so we can still 'lynch' people like we would in a more traditional game.
WTF LOOK I'M TOWN OH WHY ARE YOU ATTCKING ME FOR NO REASON I WAS JOKING STOP ITTTTTTTTTTTTTTTTT.
What? oh i'm not over reacting?
Gettin a bit defensive are we?
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If no one attacks until there's a consensus that we've decided who we want to kill, and then everyone attacks at once, we can essentially play this like a normal game of mafia. No one's going to survive getting attacked by everyone at once, so we can still 'lynch' people like we would in a more traditional game.
Please keep this up, it makes me happy.
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MTG: The RPG Character: Zenith RIP Krensae Fluidtail: Sleep well with the fish
Distinct possibility...except for the fact that you weren't being random, you were legitimately defensive and are now trying to portray completely illogical moves as something you could have conceivably been doing...as scum. Wait, what? You are not even being subtle about trying to WIFOM us. I don't think you're even this sloppy as scum, so I have no idea what you're getting at. Don't think for a second that I'll be moving my vote, though.
No, not thinking that don't worry.
But logging off till tomorrow where I'll get serious so you few won't need to panick any longer. Till then
I agree with poggy I'm putting all my attacks against lord. He has to have health. He must be like Emerald weapon health. I say we forget about the main quest and go for the special boss. MH is Ruby weapon btw.
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I agree with poggy I'm putting all my attacks against lord. He has to have health. He must be like Emerald weapon health. I say we forget about the main quest and go for the special boss. MH is Ruby weapon btw.
Whatchu talkin 'bout, Willis. Everyone knows I'm Sapphire
I agree with poggy I'm putting all my attacks against lord. He has to have health. He must be like Emerald weapon health. I say we forget about the main quest and go for the special boss. MH is Ruby weapon btw.
Emerald and Ruby got nothing on Yiazmat. Just sayin.
Soft-claim is bad. We won't need it I don't think, but we should definitely not do it.
Not liking AE that much, but will read more into it later. Just wanted to get a post up as my dad is in the hospital for a couple days.
The sacred lights of the world extinguish one by one. Foul fiends of darkness have risen to continue the destructive legacy of their forefathers. A desperate call goes out for the fabled heroes of light to return and defeat the rising tide of evil. Warriors brave of heart and stout in body should send their name and favored class to the sages who are to determine the champions of this age.
Heroes of this Era (6/24):
falkonn, Lv8 Knight (Fiend of Darkness)
The Ice King (Talore), Lv10 Red Wizard (Fiend of Darkness
DYH, Lv7 Master (Fiend of Darkness)
jskura (Shinen), Lv10 White Wizard
Keifru (kpaca) (Keifru), Lv6 White Wizard (Hero of Light)
Archmage Eternal, Lv7 Ninja (Hero of Light)
Legends for Posterity:
Lukhan, Great Sage, stricken dead in the Pregame.
RisingPhoenix, Lv1 Warrior (Hero of Light), killed Day 1.
Heartwork, Lv2 Thief (Hero of Light), killed Day 1.
Dancing Mad, Lv4 White Mage (Hero of Light), killed Night 1.
Silent Prophet (Deaths_Vampire), Lv1 Monk (Hero of Light), killed Night 1.
AsianInvasion, Lv4 Warrior (Fiend of Darkness), killed Night 1.
DRey, Lv4 Warrior (Fiend of Darkness), killed Day 2.
mystery meat of doom, Lv4 Thief (Hero of Light), modkilled Day 2.
Arcadic, Lv3 Monk (Hero of Light), killed Day 2.
Reya Cookiebringer, Lv4 Warrior (Hero of Light), killed Night 2.
Shalako, Lv5 Black Mage (Hero of Light), killed Night 2.
Tordeck, Lv3 Black Mage (Hero of Light), killed Night 2.
Anaklusmos, Lv2 Monk (Hero of Light), killed Night 2.
Cyouni (Zionite), Lv8 Ninja (Hero of Light), killed Day 3.
dracofaust (Mars), Lv4 Red Mage (Hero of Light), killed Day 3.
atlseal, Lv6 Knight (Hero of Light), killed Night 4.
vezokpiraka, Lv5 Black Mage (Hero of Light), killed Night 4.
Guardman, Lv10 Knight (Garland, Scion of Chaos), killed Night 5.
etherealscorpions (Weaver) (poggydude), Lv6 Ninja (Hero of Light), killed Day 6.
Current Deadline:
None
My Custom Set: Solescurio
[02] This is a commitment, so keep track of this game. You must post at least once every 48 hours, or be prodded. Then you will have another 48 hours to respond before being replaced. If you are prodded three times, you are immediately replaced. Despite this, real life still takes priority. If something comes up that will make continued participation not possible, PM both of the mods. Don’t be afraid to ask for a replacement if unforeseen developments arise.
[03] No tiny or invisible text, nor ciphers of any kind.
[04] You may not communicate with players in this game about this game unless your role specifically states that you may. You may only post one contentless “Bah” post after you are dead.
[05] If you have any questions, comments, concerns, or thoughts about the set-up PM one of the mods. We may or may not be able to answer your question but asking can’t hurt.
[06] Everyone make mistakes, so if you think there's a mistake, PM one of the mods.
[07] We reserve the right to change the rules whenever we feel that it is necessary. We will make sure to notify you if the need arises.
[SETUP]
[ALIGNMENT ASSIGNMENT] After everyone has made his choice, we will send out PM’s informing each player of his alignment and role. Alignments that will be in this game:
You start off Level X
You start off with X Gil.
You win if all threats to peace are eliminated.
You start off Level X
You start off with X Gil.
You win if all that are that oppose you are dead.
You start off Level X
You start off with X Gil.
You win if you are the only one alive or if everyone is dead.
HP (Hit Points): X/X
MP (Magic Points): X/X
STR (Strength): X
INT (Intelligence): X
You have the following spells:
XXXX – XX MP – XXXXXXXX
XXXX – XX MP – XXXXXXXX
[GAMEPLAY]
[THE DAY] During the day, each player is able to make a single attack. This attack is used by posting ATTACK: PLAYER in the thread, where PLAYER would replaced by the targeted player. If any player does not wish to attack that day, he or she must post NO ATTACK. After all players have submitted their attack or after three weeks have passed (four weeks for Day 1), the day will immediately end. If you try to attack a player who has already been killed, you will not use up your attack.
[ATTACKING] An attack deals damage to the attacked player based on the STR of the attacker and any other bonuses from weapons or spells. Note that damage is variable. Whenever you are dealt damage, you are notified of how much damage you were dealt, but not of who dealt the damage. If there are multiple simultaneous attacks (such as at night), you will be notified of the sum total damage, but not of how many attacks you were the target. Attacks during the day will be resolved immediately, but if you are killed, any pending attacks from you are invalidated. The mods will acknowledge each attack that they resolve during the day. Attacks and spells at night will be resolved simultaneously in the appropriate step.
[CONSUMABLES] Players may use consumables at any time during the day by PM'ing both of the mods USE: ITEM on PLAYERNAME. You may use consumables on yourself. Consumables will resolve at the time sent, and you cannot attempt to use a consumable on a player that has been killed.
[THE NIGHT] During the night, each player can attack another player OR cast a spell. A player may also visit the shop, use any consumable items they have, and send items or gil to one other player. Be sure to PM your night action to both of the mods.
[GIVING ITEMS] The recipient player will receive any given items and/or gil at the end of the night and cannot refuse the gift. If the player you attempted to send a gift to died that night, you will keep the sent items and/or gil instead. Recipient players will not be notified of who gave them the gift.
[SPELLS] The name, cost, and effect of each spell is given to each player able to cast it. You can only cast a spell if you have at least the magic points required. After you use a spell, you will lose magic points equal to the cost of the spell. Spells that deal or heal damage follow a formula similar to the one for attacking, with the INT of the caster and the bonus of the spell used instead of STR and the bonus of the weapon.
[THE SHOP] The shop holds many goods for sale at the marked prices. There is no limit to the amount of weapons a player can buy, but only up to one of each consumable can be purchased each night. A character can also sell items for half the marked price. The shop inventory will be listed under the “SHOP” section below.
[EQUIPMENT] Each character can only wield up to one weapon at a time. If you have more than one weapon, you will have to specify which one you have equipped. If you do not, I will assume you equip the newest acquired eligible weapon prior to the attack. You may change the weapon you have equipped at Night. Each class has specific weapons they are able to equip, as described in the "CLASSES" section below.
[ORDER OF RESOLUTION] The order of resolution of actions at night is as follows:
1. New weapon choices are equipped and players use consumables already in their possession.
2. Instant spells resolve.
3. Normal spells and attacks resolve. These are simultaneous, so healing spells effectively “cancel out” damage.
4. Players visit the shop to sell then buy items.
5. Players use newly-purchased consumables, equip newly purchase weapons, and send items or gil to other players.
6. Players level up for surviving the night and/or killing a player and receive items and gil from other players or players they killed.
If you die in an earlier step, then all your later actions are voided.
[LEVELING UP] Your character’s level increases by 1 at the end of every night (not counting Night 0) that you survive and whenever you kill another player. If multiple people kill the player at the same time, then the player that dealt the most damage receives the credit for the kill. If two people tie for the most damage, then the player who submitted the night action first receives the credit. That player also receives all of the gil and items of the player he killed. If a player's killer is killed in turn, all items and gil of the victim are lost. Level ups earned by killing a player will occur immediately during the day or at the end of the night, depending on when you killed the player. You cannot level up beyond Level 10.
[PROMOTING] Upon leveling up, your character will receive a minor stat boost as well as possibly knowledge of new spells. An updated role info PM will be sent to notify you of the change. At Level 6, your character promotes into a higher class, at which point you will receive a significant stat boost. The "CLASSES" section below also describes which weapons can only be wielded by the promoted classes.
[HIT POINTS] Each character has a maximum number of hit points that increases as the player levels up. The actual number of hit points also increases as the maximum number does. (so, if your Max HP went up by 3 points in a level up, then your current HP would accordingly go up by 3 points). Each character also has a maximum number of magic points that increases as the player levels up. Similarly, the actual number of magic points also increases as its maximum does. When a player reaches 0 or less hit points, that player is dead.
[DEATH] Upon death, a player's chosen name, alignment, class, and level will be revealed.
[ADVICE] Don't panic, think ahead, and consider consequences. Don't forget about potions, but definitely do not underestimate Garland. You may ask one of the mods for a summary of your stats/spells at any time if necessary.
[CLASSES]
THIEF:
A swift and crafty rogue who specializes in daggers and sneak attacks.
Promotes: Ninja
Wields: All Daggers, Black Magic (Ninja)
Strengths: Thieves have high STR and INT. Thieves cannot be attacked at night, a skill that significantly increases their staying power in the game. Their black magic after promotion is focused on boosting themselves and other characters, rather than direct damage. They are effective against Mages, especially with Fenno’s Dagger.
Weaknesses: They have low HP, which makes them very vulnerable during the day, and low MP, which limits the amount of black magic they can realistically use. The daggers themselves have relatively weak physical power.
Special: Thieves cannot be attacked by non-Thieves at night (spells still function as normal).
WARRIOR:
A sturdy and armored fighter who attacks with intimidating force.
Promotes: Knight
Wields: All Swords, White Magic (Knight), Hammer, Spell Hammer, Mythril Hammer (Knight), Knife, Dagger, Mythril Dagger (Knight)
Strengths: Warriors have extremely high HP. They can wield a variety of weapons, ranging from the lowly knife to the most powerful of swords. Their prominent physical strength and ability to soak up significant amounts of damage allow them to dominate the day phase. After promotion, their white magic specializes in defending other players from damage. .
Weaknesses: They have low MP and INT, so they're alternative role as a guardian is limited. Both the Broadsword and Durik’s Sword are quite devastating against Warriors.
MONK:
A focused adventurer who uses only his fists to devastate his foes.
Promotes: Master
Wields: Nothing
Strengths: Monks have extremely high STR. They have no need for gil to spend on weapons, so their gil is free to be spent on consumables or sent to other players. After promotion, their damage output increases drastically.
Weaknesses: They cannot cast magic, or receive the bonuses and special effects of weapons, which weakens them in comparison to players of other classes that have enough gil to purchase high tier weapons early on.
Special: Monks can choose to make two attacks each dealing half damage (rounded down) at night, and monk attacks are not affected by physical resistance.
BLACK MAGE:
A spellcaster that employs offensive black magic.
Promotes: Black Wizard
Wields: Knife, Dagger, Mythril Dagger (Black Wizard), Black Magic
Strengths: Black mages have high INT and MP. Black magic spells like Flare deal massive amounts of damage to other players. When coupled with their ability to lay debilitating status ailments, they are a force to be reckoned with in the night phase.
Weaknesses: Black mages do not have a great variety of weapons that they're proficient with, and their low HP and STR makes them weak and vulnerable during the day.
WHITE MAGE:
A spellcaster that favors defensive white magic.
Promotes: White Wizard
Wields: All Hammers, Knife, Dagger, White Magic
Strengths: White mages have high INT and MP. Their white magic excels at removing status ailments and protecting allies. Hammers are also very useful items, offering cheap, heavy damage and MP cost reduction.
Weaknesses: Until learning Holy, they lack serious offensive capability, and they suffer the most from misjudgments because of the nature of their role as a support class. Their usefulness relies heavily upon the situations of the other players.
RED MAGE:
A swordsman that is adept with both white and black magic.
Promotes: Red Wizard
Wields: Rapier, Broadsword, Longsword, Mythril Sword (Red Wizard), Defender (Red Wizard), Knife, Dagger, White Magic, Black Magic
Strengths: Red mages have relatively balanced stats. This makes them the most varied class in the game, and they are able to use many different weapons and spells to fit the situation. After they promote, they become more potent damage dealers with swords like the Defender or spells like Firaga.
Weaknesses: They lack focus and find themselves outclassed by specialist classes in their dominant fields.
[SHOP]
Daggers:
Knife (+2 Bonus, +1 INT Bonus) – 10 gil
Dagger (+4 Bonus, +2 INT Bonus) – 40 gil
Mythril Dagger (+6 Bonus, +4 INT Bonus, Physical Resistance) – 60 gil
Fenno’s Stiletto (+10 Bonus, +6 INT Bonus, Drains X MP on hit, where X is the amount of damage dealt) – 100 gil
Swords:
Rapier (+3 Bonus, +4 more against Thieves and can hit Thieves at Night) – 20 gil
Broadsword (+5 Bonus, +5 more against Warriors) – 50 gil
Longsword (+7 Bonus, +2 more against Mages) – 80 gil
Mythril Sword (+9 Bonus, Physical Resistance) – 100 gil
Defender (+10 Bonus, Magical Resistance) – 100 gil
Durik’s Blade (+15 Bonus, +10 more against Warriors) – 150 gil
Hammers:
Hammer (+4 Bonus) – 20 gil
Spell Hammer (+4 Bonus, Spells cost ½ the MP to play (Rounded up)) – 80 gil
Mythril Hammer (+11 Bonus, Physical Resistance) – 100 gil
Aeria’s Maul (+8 Bonus, Gains the ability to cast Holy and can do so at no MP cost) – 140 gil
Consumables (You may only purchase up to one of each consumable each night):
Potion (Heals 5 HP) – 10 gil
Hi-Potion (Heals 25 HP) – 40 gil
Ether (Heals 5 MP) – 10 gil
Hi-Ether (Heals 25 MP) – 40 gil
Miracle Herb (Heals all status ailments) – 30 gil
______ Resistance = All ______ attack damage dealt to you is reduced by X/2 (rounded down), where X is your level, as long as you are wielding the weapon. This cannot reduce the damage to less than 1.
[FAQ]
Q: How do I get more gil?
A: The only way to obtain more gil is by killing other players or selling your items at the shop for half price.
My Custom Set: Solescurio
As dawn breaks at Cornelia, the chosen heroes revel in the momentous anticipation that accompanies the rise of a new era. The words of sage Lukahn's blessing are not as important as the gesture itself - for as of today, they are among the legends of old! But fate's plans do not involve a peaceful initiation. Ominous clouds, the invariable harbingers of ill-fortune, wrap Cornelia in a smothering embrace. A flash of light blinds only momentarily, but in this glimpse of weakness, the great sage is stricken dead. Cackling crimson spirits rush madly through the streets into reluctant hosts, wretched heroes who will suffer the greatest shame of a traitor's path. From the gloom emerges another familiar foe - Garland, the scion of chaos. The heroes prepare for battle, but the dark knight surpasses mortal initiative. He too sheds his body, his soul expelled in a fleeting violet vessel that finds an appropriate receptacle for the nefarious villain. Severed from the world outside and plagued with dark foes from within, the remaining heroes of light have their work laid out before them.
To make this clear, each player needs to send me their choice of class based on the information disclosed above. This will be done BEFORE alignments and roles are given out. You guys have a 48 hour period to do so, at the end of which I'll randomly pick classes for anybody who has not yet chosen. At that point, I'll send out roles. Please don't post yet, but any questions you have about the game can be directed towards me or MandersHex.
On second thought, it'd probably be good practice to email your decision to both me and MandersHex if you have not done so already, since night actions will be sent to both of us.
My Custom Set: Solescurio
My Custom Set: Solescurio
That was obviously scummy
Also props to phoenix for catching scum before rolls are sent out
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[Mafia Stats] Mafia MVP: 1/3 Basic #29,Co-[CCMV]
My Custom Set: Solescurio
Q: How do I get more gil?
A: The only way to obtain more gil, as dictated by the Gameplay rules, is by killing other players or selling your items at the shop for half price.
My Custom Set: Solescurio
Tired of corporate corruption ruining your favorite MtG site?
Come join ours!!
We even have Mafia!!
It is now Day 1. Day 1 will end on Feburary 28th, 7:00 PM EST or when everyone has used up their attack. Oh, and in case there was any confusion, surviving last night did not net you a level up.
My Custom Set: Solescurio
They hate us cause they ain't us.
They hate us cause they ain't us.
My wife was on MTV with this video.https://www.youtube.com/watch?v=BUutIZg2EpU
The thing is, without voting patterns and such how to we determine scummyness?
My wife was on MTV with this video.https://www.youtube.com/watch?v=BUutIZg2EpU
Well we could start with the first post. The only way to get gold, or Gil is through killing people. Scum could just gang up on someone stating they have so much of it to ensure they get it.
They hate us cause they ain't us.
A few problems with that plan:
1) We don't know how attacking works completely yet, either. We know day attack damage is based upon STR + Weapon bonuses, but there is a random variable in there. I tried asking iLord about how much random variation we can expect, but he answered with "Sadly, I can't tell you".
2) How do we decide the order with which to attack the scummy or scummiest players
3) Do we want to treat this like a normal game or a lights out game? (Restrict ourselves to kill one player or many)
Somewhat sad that isn't the case.
I think we should be careful not to attack anyone during the day that we don't plan on killing, since it seems like the scum can each attack during the night and potentially kill multiple people if they're all weakened and near death.
4) Each player will take a different number of attacks to be killed
@mmod: That's a very good point which is why I feel that we should agree to restrict our attacks to at most a small number of players each day that we want to "lynch"
EWP: I think whoever lands the killing blow during Day also gets all Items and Gil from that player. That makes it more difficult to coordinate so that a townish player gets the hammer (then there's also the danger of that player getting targeted by the scum for the Items and Gil recently obtained). If the person being lynched claims HP (hopefully truthfully) that could help to some extent but we don't exactly want to give away how much damage everyone can deal, either. Maybe we just have to rely more on behavior, and if a scummy player hammers, then we can Attack him or her next or vig him or her at Night.
I used the long Night to think about soft claims.
Here are the potential claims we could do:
1. Class
2. Level
3. HP
4. MP
5. STR
6. INT
7. Equipment
8. Gil
Of note: It appears from the OPs and my PM that the role PMs are void of traditional role names and flavor, so those don't seem to be viable options for a soft claim.
Class, HP, Equipment, and Gil are bad claims because they give scum targeting information.
MP, STR, and INT give hints as to Class, and are therefore also a bad idea.
Level is the only stat that is independent of Class and also doesn't give the scum a better idea of who to target, aside from the general trend that those of higher level will have more HP.
With that in mind, I'm going to be against a soft claim in his game.
EWP@atlseal: Odd, for some reason I assumed Day would end once someone was lynched/Attacked to death. However, this isn't like a Lights Out game because as soon as someone dies, their role information is revealed. We should take advantage of this fact and try to lynch as many scummy players as we can.
Vote Archmage Eternal for claiming town. Twice. Obvscum.
Also in retrospect I feel that it probably wasn't the best idea to read 8-Bit Theater to prep myself for this game as I have a nagging urge to put all my points towards Animal Husbandry and am confused as to why my I don't need to role D-20's to determine the damage I deal.
As for day I feel we should treat them like standard games where we vote for the scummiest then once we have a majority we attack him until he is dead and move on from there until we have no more attacks.
And right now I do like more pressure on AE.
Vote AE
AE is doing his best Seppel impression which seems really out of character for all the games I've seen from him.
Well I'd assume you die when your HP is at 0.
Thats what we'd have to work on.
The problem at first with trying to kill many is that it might help out the scum. Giving them some weakened townies to NK.
So where were the problems with that plan? And what was the plan?
Hey did I forget to say...I'M TOWN? Just to be clear guys, I'm town. Just sayn'
But I don't recall saying I was town. Are you just putting words in my mouth or do you know I'm town because I'm not scum.
3 Posts, really? I've claimed who the scum are? I've thrown some gambits out there? All in 3 posts. Oppurtunistic.
They hate us cause they ain't us.
So lynch is auto kill right?
Then damage and all that i understand. Then at night one action is allowed?
Also i'm against a softclaim those are almost never good for town early.
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Oh yeah
Vote Arcadic
They hate us cause they ain't us.
That interferes with the deciding attack order deal. We'd want to engineer it so that the killing blow is placed by a town player, but with:
1) Random damage variation
2) Differing attack thresholds (someone with low HP might take one or two attacks to kill, someone with high might take more than the number of players willing to attack them)
Do you see the problem now?
@Softclaim: Yeah, dismissed that idea early. We have no real possibility without clueing the mafia into our classes.
Blue Mage's sabre
beats Red Mage's rapier
Rattle My Blade: Red Mages
I'm against the softclaims in this game- you summed up why they're bad already as well, AI.
I think when someone hits l-2 they should claim everything.
RIP Krensae Fluidtail: Sleep well with the fish
We can only send one kill a day. So we can't move on to the next. We should take 2-3 scummy people. Have only the towniest players submit kills on them. But the day won't end till the deadline or when all kills have been submitted.
They hate us cause they ain't us.
These two posts are definitely implicit town claims. My vote was completely random because these posts were null tells, but your defensive reaction is telling. Not to mention your nice little attempt at mudslinging at the end there.
Liking my vote.
Not really liking Guardman's jump though, but I've been told that Guardman is fairly obvious as scum. Is anyone here familiar with the differences?
No, each player can Attack once during Day and during Night (Monks can attack twice with half power during Night).
There isn't really a "lynch" mechanic in this game, it's more of a dogpile of Attacks until the player in question dies.
Yes.
Disagree; in most games a well-designed soft claim is great for the town. However, there is no such claim we can do here without giving away too much relevant information.
Reya makes my Town column.
Yes. Do we force scummy players to attack first? Then townies? Do we force some players to attack? That may have to happen at a point.
They hate us cause they ain't us.
Or it could be that I realize that votes are more of showing suspicion in this game than actually voting and I was suspicious of the way you were acting. But I will be keeping my vote on you for now since I am not a fan of this post. This post reads like one big overreaction.
Also for the attacking where does it say we can only kill one player per day? If I am reading the rules right the day doesn't end until everyone attacks.
This could be me saying I'm horrible as scum and will make it easy for the town to peg the scum team down ensuring a town win.
Could be saying I'm scum and will be scummy so don't shoot me.
Or those post could be completely random and knowing your vote was random with this quote "for claiming town. Twice. Obvscum." I just played along to have some random fun.
They hate us cause they ain't us.
No overreaction at all. I simply pointed out how you were/are reaching hard. Really hard because there is nothing there that matches up to Seppels play.
Meaning once I submit a kill or you submit a kill we can't go to the next player getting strung up and submit a kill on them. There can be multiple kills a day. But each player can only attempt one kill a day.
They hate us cause they ain't us.
Is there a reason you keep saying "kill" instead of "attack"?
So now you want us to think you're scum?
Man, you must really want us to lynch you.
Distinct possibility...except for the fact that you weren't being random, you were legitimately defensive and are now trying to portray completely illogical moves as something you could have conceivably been doing...as scum. Wait, what? You are not even being subtle about trying to WIFOM us. I don't think you're even this sloppy as scum, so I have no idea what you're getting at. Don't think for a second that I'll be moving my vote, though.
...Go read Seppel and then read your first three posts. They are all very Seppel posts.
Oh, yeah, right. But I fail to why this is a problem. I mean if anybody doesn't follow orders we just kill them tomorrow, or more likely tonight.
In fact before the day ends we should probably figure out who we should attack tonight.
Barning all of this.
If no one attacks until there's a consensus that we've decided who we want to kill, and then everyone attacks at once, we can essentially play this like a normal game of mafia. No one's going to survive getting attacked by everyone at once, so we can still 'lynch' people like we would in a more traditional game.
T2: GGElfdraziGG
Extended: GGElves!GG
EDH: BBMarrow-GnawerBB + RGRosheen MeandererRG + UUMemnarchUU
WTF LOOK I'M TOWN OH WHY ARE YOU ATTCKING ME FOR NO REASON I WAS JOKING STOP ITTTTTTTTTTTTTTTTT.
What? oh i'm not over reacting?
Gettin a bit defensive are we?
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By attack i ment with words not "attacking"
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Please keep this up, it makes me happy.
RIP Krensae Fluidtail: Sleep well with the fish
No. I just keep thinking of "daykill" as we submit these in thread. Yeah it is "attack" with the intent to kill so...
No, not thinking that don't worry.
But logging off till tomorrow where I'll get serious so you few won't need to panick any longer. Till then
They hate us cause they ain't us.
No to soft claim. As its been said, way to risky in this particular game to do so this early.
Yes to waiting on attacking until we have decided who we would like to "lynch" - using votes till then works for me.
Not liking AE's seppel impression but not liking Guardsman opportunistic ways more - Vote Guardsman
PS - Agree with Atlseal, lets let poggy and Vezo beat each other till one is dead, then finish the other off
The Family
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Archmage Eternal (2): AsianInvasion; Guardman
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Emerald and Ruby got nothing on Yiazmat. Just sayin.
Soft-claim is bad. We won't need it I don't think, but we should definitely not do it.
Not liking AE that much, but will read more into it later. Just wanted to get a post up as my dad is in the hospital for a couple days.