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Topics - flabort

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1
Core Thread
This is a side-specific thread. If you are participating in one of the other two teams, please don't read this thread any further than this post; if you'd like to participate in this game, please read the first post in the above linked thread first.

The year is 10 AA, you are on an unknown planet far away from Earth. Your identity as a community is still nebulous, your settlement only just organized. You were abducted, along with the others in your eventual nation, exactly 10 years ago by your reckoning. It was likely longer, due to you being in stasis in transit. Now you've organized, and found out about two other settlements on the continent you now call home - and you hate them, for one reason or another. The name they gave themselves, their system of government, the language they speak, the colors of their skin, or perhaps it's just the fact that they've been settled onto valuable resources that you feel you need for continued survival.

You've been settled into a colder area of the planet, where the nights are long and almost unending during the winter months, and the reverse becomes true during the summer months. There are always winds whipping up some snow, limiting visibility, and footing can be tricky when you leave the settlement.

Spoiler: Starter Designs (click to show/hide)
Spoiler: Map (click to show/hide)

You start with one Research Credit, and one Alien Credit. The first team to vote for a name for themselves and their city gets another Research Credit, the team with the best lore about life where they live at the end of turn 2 gets another Alien Credit, and the team with the best lore about their faction and why they don't like the other guys between turn 2 and the end of turn 4 gets another Research Credit.

You have two designs each design and revision phase for the first 4 turns. Use them wisely.

2
Core Thread
This is a side-specific thread. If you are participating in one of the other two teams, please don't read this thread any further than this post; if you'd like to participate in this game, please read the first post in the above linked thread first.

The year is 10 AA, you are on an unknown planet far away from Earth. Your identity as a community is still nebulous, your settlement only just organized. You were abducted, along with the others in your eventual nation, exactly 10 years ago by your reckoning. It was likely longer, due to you being in stasis in transit. Now you've organized, and found out about two other settlements on the continent you now call home - and you hate them, for one reason or another. The name they gave themselves, their system of government, the language they speak, the colors of their skin, or perhaps it's just the fact that they've been settled onto valuable resources that you feel you need for continued survival.

You are up on a cliffy hill side, with a solid foundation. This is very defensible, as there is only one safe way up or down, but the land around isn't very fertile, and what life exists has evolved to be very hardy and dangerous. This place doesn't seem natural, as the rocks and cliffs have a rather artificial shape to them.

Spoiler: Starter Designs (click to show/hide)
Spoiler: Map (click to show/hide)

You start with one Research Credit, and one Alien Credit. The first team to vote for a name for themselves and their city gets another Research Credit, the team with the best lore about life where they live at the end of turn 2 gets another Alien Credit, and the team with the best lore about their faction and why they don't like the other guys between turn 2 and the end of turn 4 gets another Research Credit.

You have two designs each design and revision phase for the first 4 turns. Use them wisely.

3
Core Thread
This is a side-specific thread. If you are participating in one of the other two teams, please don't read this thread any further than this post; if you'd like to participate in this game, please read the first post in the above linked thread first.

The year is 10 AA, you are on an unknown planet far away from Earth. Your identity as a community is still nebulous, your settlement only just organized. You were abducted, along with the others in your eventual nation, exactly 10 years ago by your reckoning. It was likely longer, due to you being in stasis in transit. Now you've organized, and found out about two other settlements on the continent you now call home - and you hate them, for one reason or another. The name they gave themselves, their system of government, the language they speak, the colors of their skin, or perhaps it's just the fact that they've been settled onto valuable resources that you feel you need for continued survival.

You enjoy the pleasant view of pasture lands, rich for farming and raising flocks of... something. The problem is that there are many predators, and many more herbivores that have developed defenses against the predators that could tear you apart. And they aren't from the nice friendly planet Earth.

Spoiler: Starter Designs (click to show/hide)
Spoiler: Map (click to show/hide)

You start with one Research Credit, and one Alien Credit. The first team to vote for a name for themselves and their city gets another Research Credit, the team with the best lore about life where they live at the end of turn 2 gets another Alien Credit, and the team with the best lore about their faction and why they don't like the other guys between turn 2 and the end of turn 4 gets another Research Credit.

You have two designs each design and revision phase for the first 4 turns. Use them wisely.

4
Absolutely Absurd Abductee Arms Race
It's time for another Arms Race! This time, We start on an alien world in the year 10 AA (After Abduction). In the 10 years since your people were abducted from Earth and planted on a far off planet to be observed as you faff about and rebuild some form of civilization, you have found you've been divided into three groups, each taking very different views on what your goals should be, what the observing aliens want from you, and whether or not you'll even survive.

Whole villages and towns were uprooted by the aliens when they attacked, and were put down near the shores of a continent to form three main cities. You're not sure if more continents got forcibly resettled this way, but you know the people in the other cities are dumb as rocks and your ideas are better.

Some military equipment survived the transplant onto this world. Not much, and you figure the other cities have around the same amount, but there's enough that you can use the local resources to make more. So far, the leaders of your groups have kept peace between the cities, but it's due to collapse soon, not entirely because the others are arming up.

And no matter how pitched the fighting gets, you can't help but think of the soaring black tower that's always visible on the horizon that your abductors presumably watch from.

Rayleigh Confederation Thread
Federated Cities of Sujia Thread
Social Democracy of the Red Blossom Thread
Discord

Spoiler: Basics and Phases (click to show/hide)
Spoiler: Resources and Expenses (click to show/hide)

Spoiler: Map (click to show/hide)
Spoiler: Starter Designs (click to show/hide)

First four turns will have two designs per design phase and two designs per revision phase. The 5th turn (1st half of 12AA) will feature the first Combat phase.
I'm starting each team with 1 Research Credit (roll three dice instead of two and drop the worst one), and 1 Alien Credit (Can be used to reverse engineer Alien Tech for your design - you'll get some unexpected effects for using this credit on a design).
I'm also incentivising you to name your faction and city, and to write some lore about yourself. First team to agree with a conclusive vote on names for faction and city gets another Research Credit. The team with the best lore about life in the 10 years after abduction at the end of Turn 2 gets another Alien Credit, and the team with the best new lore about their faction after Turn 2 at the end of Turn 4 gets another Research Credit.

5
You are somewhere strange. Perhaps you were on your daily jog and turned the corner onto a street you've never seen, or you went through a door that was never there before, or you simply woke up here, but you have never seen this place in your life. It does have a strange feeling of familiarity, despite the alien landscape of groaning purple trees that turn to look at you, hyperactive orange grass shaking itself to warn you off whenever you step on it, islands floating in the endless sky with a void below, and cylindrical buildings that walk around on spindly legs.

Except for you, this place seems empty of people - it is clear people have been here, but there don't seem to be any now. A path extends before you, and you are drawn to follow it. Eventually, it leads you to  a dusty town; many buildings ruined, toppled onto their sides and broken open, with only a few meandering between their fallen fellows. One such building has light coming from it.

You climb up inside it, and find a glowing terminal, it's alien text perfectly legible for an unknown reason. "Hero who has found this place, you are destined for battle. Not far from here is an arena where other heroes and villains gather, to do battle for glory and loot! Place your hand upon this screen to seal the contract, and receive your first artifact. Upon reception of your loot, you will be transported by this vessel to the arena, where you may start slaying your foes and receiving more loot. For Glory!"

You are confused, but when you place your hand in the indicated space, the console fills with details about yourself, before going dim. You look up, and see gathered waiting in the same building a smattering of other "heroes" sitting on a bench. You feel the building lurch, and start moving towards it's destination...




Welcome to my take on a Looter's Delight game. As always when I run a game, it will be far more complicated than needs be. That said, you probably already know the basic rules: Most actions on a six sided die, modified by your skills. Take actions each turn towards trying to kill your opponents or towards surviving longer than them. Killing an opponent earns you a random piece of loot, which helps make you more powerful. Kill ten or more opponents, and you win - you may then choose to exit the game, or keep in the game and go for a high score.

But then that's where my twist comes in. Your skills are influenced by your hand, which is in turn based on your deck. At the end of each turn (and at the start of the game) your character will have 5 cards drawn from your deck, which you'll be able to expand by killing opponents or NPCs. This hand of 5 cards will let you know the skills you will have for the next turn. Cards from your hand get shuffled right back into the deck before drawing new cards. Some cards may also have abilities which you could use instead.

Furthermore, loot is generated from a Publicly Sourced list of items, modifiers, things, and other words. You can contribute to the list, sticking to the guidelines below, though when loot is generated it may not be interpreted exactly as you intended, especially for more abstract things.

Character Sheet
Name: Your character's name.
Description: A brief description. Not their life story, but a sentence to a paragraph is fine.
Stats: Your unmodified stats, before cards. You can put a + in a stat by putting a - in another stat, maximum ++ or --.
  • Strength (Attacking in melee, lifting heavy things, etc)
  • Dexterity (Attacking in range, using small tools, etc)
  • Agility (Going first, avoiding attacks, etc)
  • Endurance (Surviving attacks that hit, or harsh environs)
  • Willpower (Using magic items, magic cards, etc)
  • Luck (Gives better loot, cannot put -s into this although cards can give -s)
Spoiler: Deck (click to show/hide)

The Cards
Remember, you may have no more than 4 copies of a single card. You gain a card in your deck whenever you kill an NPC or a Player. You may opt out of adding a card to your deck.
Spoiler: available at all times (click to show/hide)




6
These days, it's hard to walk around the city streets without running into a doomsayer on the corner, predicting the apocalypse. Though their predictions would vary, if you were to ask them where it would begin they would all send you to the same place. An unasuming office building, one branch of many of an unremarkable television corporation, just the local representatives in your city. If you were to go inside, you'd find a lady in a green dress sitting at a small recruitment table, offering you fame, riches, and power. All you have to do is sign one little contract...

You can't be sure whether it's the blood you had to sign the contract with, or the hellfires that immediately consumed your mortal body, but you feel strange afterwards. In the darkness of a make-up room, somebody shoves a book into your hands, something else puts the finishing touches on your outfit, and then a scaly clawed hand pushes you from behind through a glowing portal while explaining all you need to know to stay alive...


Welcome to:
Perplexicon Apocalypse!

The hottest show on television since it's conception negative two months ago! New episodes airing daily!

Here we have a Perplexicon game; where you attempt to kill the other players to steal their souls and magic power. By speaking the words in the Perplexicon you were handed in the dressing room, you can create magic effects, summon weapons, and try to kill your enemies. You can make alliences, share your research, hoard your research, and backstab your friends when they get too strong. The ultimate goal is to collect 100 souls, at which point you win the game.
This time around I wanted all the useful stats to be derived stats; while you have 6 stats to choose from, your rolls aren't based directly on them. This is to minimize minmaxing, making your character more balanced even if you try to maximize any one stat; keeping science builds from being useless in a fight, max dodge builds from being completely unhittable, max attack builds from being 100% unstoppable, and giving builds where you spread your stats out the ability to be relevant. You can still focus on physical or magical, but striking a balance between them won't bite you in the ass.

Character Creation
To sign up, I need a Name, a brief Description, and your Stats. Stats are detailed in the spoiler.
I don't need a complex back-story, though you can add one if you'd like. Keep in mind even if your appearance deviates from the norm, you are functionally a normal human at the start.

Spoiler (click to show/hide)

Spoiler: Example Character (click to show/hide)
Spoiler: Example Character 2 (click to show/hide)


The Book
Spoiler: Cover Page (click to show/hide)

Spoiler: Page 1 (click to show/hide)

Spoiler: Page 2 (click to show/hide)

Spoiler: Page 3 (click to show/hide)

Spoiler: Page 4 (click to show/hide)

Page 5 (and it's other side, page 6) has been torn completely out of the book.

Spoiler: Page 7 (click to show/hide)

Spoiler: Page 8 (click to show/hide)

Spoiler: Page 9 (click to show/hide)

There seems to be quite a few pages missing out of the back.

Rules Changes from Regular Perplexicon
  • When you die, you keep half the souls you've collected; A spot is immediately reserved in the waitlist so that you can make a new character with those souls. You do not need to keep your stats the same, and you may opt out of the reserved spot if you like.
  • When you make a second/third/fourth etc character, you may add some "Pre-spawn" words to give yourself some starting equipment or a transformation; you have functionally two non-combat rounds to add to your re-spawn character.
  • When you kill a player, you gain their soul, plus 1/2 of their collected souls rounded up. You also cannot gain souls from someone with less than 10 souls than you.
  • Souls that you start with when you respawn can't be lost; so you won't lose MORE souls if you die again. However, they still count towards your souls collected for losing souls or souls gained when you are killed (example: You respawn with 5 souls, collect 3, and are killed. You would lose 4, but can't lose the five, so only lose 3. The person who killed you gains 5 (1+8/2); you respawn again, collect 7, and die; you have 12, so keep 6).
  • No Secret Actions. The only thing which you may PM me is the specific words in a spell you're casting; You may obscure the spell in that way, but must say how many words are in the spell. Example: "Say 2 word spell at Toaster, point at his head. Say 3-word spell thinking of a clip to fit my gun". Examples of a few actions I won't accept: "Science!", "Secret stuff", "Words at Toaster".
  • You may change your action before the turn goes live, either by editing or posting after, to react to other actions. I will let you know when it's too late to change actions.
  • Speed ties will be decided with a tiebreaker roll NOT MODIFIED by your speed stat. Should this tie again, then your modifiers will be added, or if your modifiers are also the same, the tiebreaker roll will be repeated.
  • Summoned NPCs will not automatically be loyal; you can try to control them with your will, and a will check will automatically take place when they are summoned to see if they attack you or not.
  • Summoned NPCs do not start with souls. They can kill other NPCs and players to gain them, as long as what they are killing have souls, but they don't start with them. NPCs that spawn naturally could have souls.
The Map
Spoiler (click to show/hide)

7
The world was burning. Mortals, drunk on power stolen from gods, had turned on each other, wiping out what was left of all that was good. Villains sought to gain more power, and Vigilantes rose to fight the villains, each wiping out thousands of innocents between them before being taken out by something bigger, stronger, newer. Several left their home world, seeking out new lands to conquer or destroy, or instead hoping to slay a god. They were out of control, and the very balance of reality itself was threatened. To counter the destruction the mortals were causing, the remaining gods formulated a plan. They would send some mortals, the RIGHT mortals, to the past before the gods powers were stolen, to right the future and reign in the powers the mortals now possessed. Though there were no powerless mortals left, each god selected a candidate, and put them on a vessel the gods had worked for several years in secret crafting for this purpose. When it was filled with the candidates, it was launched towards the past, and though the journey would take years to complete, the gods could only hope they would not make the same mistakes again.

Many mortals chosen were pure of heart and true followers of the gods who had chosen them, but trouble lurked among them. A few conspired together, realizing that if the gods were usurped once more, their powers would only increase...


Flabort's High Powered Bring Your Own Role 2 (FHPBYOR2 for convenience, or FB2 for the lazy) is a Bring Your Own Role mafia with another twist thrown in. Like any standard Bring Your Own Role, when you sign up you PM me an idea; whether it's a phrase, a word, a wikipedia link, youtube video or song, a picture, a shakerag, a past mafia game, or a chapter of Worm, etc etc, whatever you like. I take that idea, and it becomes your role for this game. However, that's where the "Flabort's High Powered" twist comes in. You send me MORE THAN ONE idea! Players submit between 2 and 8 role ideas, and you obtain two of them at random as your roles (yes, plural). Any remaining roles are thrown into a mixing pot and randomly but evenly distributed to players as mini-roles. Your alignment is also separate from your roles; while one may be affected by any particular power, the other is unlikely to be affected by the same power.

Signups will end and the game will begin when there are no other BYOR style mafia games in progress, for the sake of keeping the stress of dealing with powers to a low boil. We'll also do a confirmation check at that time to make sure nobody's lost interest or disappeared.

Due to the high-powered nature of this game, it is classified as a Bastard game. Some of the following rules may be changed unexpectedly.

Here are my basic rules, which will NOT be changed:
-Days last 72 hours. Nights last 48 hours. These are Phases. Cycles are a day and the following night.
-Weekends count for half time, instead of no-time. For example, a day starting on Friday would end on Tuesday instead of Wednesday. Phases that end on a weekend will end Sunday Evening.
-Days may be extended if 1/3 of the players vote for it in Bold and an eye-catching color (as long as I can see it easily). Extensions last 24 hours, and there are 2 extensions available in a day.
-Days may be shortened if 3/4 of the players vote for it in Bold and an eye-catching color (again, I need to see it to count). Shortened days will end on the evening of the day that the vote goes through.
-During the Night the thread will be locked, and power actions must be PMed to me. During the Day, any power actions you may take must still be PMed to me. Unless there is an exception to this rule in your powers, you may take one Power Action per phase.
-When you sign up, you must make a post in the thread to sign up, AND send me a PM containing two or more role ideas, up to 8 maximum. Should there be a number of extra roles to distribute that cannot be distributed evenly, players who sent more roles are more likely then players who sent less to recieve the remainder of the roles. Until a valid PM and a valid post are made, you are not in the game.
-I reserve the right to veto or reject any roles I find offensive to myself or others. I also reserve the right to make up nonsensical powers for role ideas that I do not fully understand or cannot interpret, or to veto or reject those role ideas if they are too far removed from my knowledge base or creativity. Like with the above rule, if this makes it so that you do not have the minimum two role ideas, you are not in the game, but you may PM me more ideas to make up the difference. You may not exceed the limit of 8 roles total by sending extra PMs.
-You must have played at least one non-beginner's mafia on Bay12 and survived past the first night. Sorry, not making exceptions this time, because with this much power/bastardry a newbie would be completely overwhelmed.

The following basic rules may be changed if certain conditions take place:
-Votes to lynch another player must be in RED. They also must be clear who they are talking about (Flabsy, Flabort, Abort, etc will work for Flabort, for example). They player with the most votes at the end of a day phase will be lynched. A vote, once placed, may be removed with the word "Unvote", in red like a vote, or by placing a different vote, at any time during the same day phase. Votes do not carry over to the next day phase, and each player gets one vote without the aid of automatic powers.
-No PMing other players. If you receive a PM from another player relating to this game, report it by PM to your local game moderator immediately (me). Players caught sending PMs to each other will receive an Infraction.
-No quoting PMs received from the moderator (me). Players caught quoting my private communications with them will receive an Infraction. You may paraphrase these communications as much as you like without infractions.
-No editing posts. Players caught editing posts will receive an Infraction.
-Lurkers will be punished. Players that go for over a Day phase without posting will receive an Infraction. Fair warning: Posts that only serve to promise you will post later in the day do not count as posts if you do not follow up on that! Players that continue to lurk and go a second Day phase without posting will receive three more Infractions.
-Players that accumulate 2 Infractions will be unable to use their roles for a cycle, and again for every 2 more infractions that they incur. Players that accumulate 4 Infractions will be put up for replacement. If not replacement is found and that player accumulates 6 Infractions, they will be modkilled immediately. This will not end the current phase.
-Players up for replacement by any means except for requesting replacement will be modkilled if a replacement cannot be found after 72 hours.
-There may be post restrictions. They will not interfere with your ability to play the game by posting.
-If you die, all your Infractions go away. You may still earn Infractions again by continuing to be a rules-breaker.
-When you die, you will receive a link to the deadchat, hosted on Quicktopic. The scum team also have a scumchat, which is also hosted on Quicktopic. Don't share this link with anyone who hasn't received it already from me, which falls under the same rule as no PMs.
-Have fun and play to win. If you are deemed to be playing to loose, you will incur an Infraction. This is possibly the hardest way to incur an infraction.
-Play nice with others. If others are not having fun, you are not playing nice with them. Don't be a jerk, don't be deliberately antagonistic, and don't deliberately earn Infractions. If you break this rule, it's an Infraction, the second hardest way to earn an infraction.

The following rules have been added:

Some posts may be edited by Mephansteras. These are caused by powers, which are still PMed to me, not to Mephansteras.
In order to lynch someone, one of the people voting that person must possess the ability to kill.
kills of any sort have a 20% chance of failing (on top of any other chances) but bypass all protection abilities, and any other action has a 10% chance of turning into a kill.

Spectators are able to PM me during the night with someone they'd like to see night-killed. Spectators are non-players, people who are not in the game. This functions as a vote, and the person with the most spectator votes at the end of the night is killed.

Here is the by-now traditional cheat-sheet for possible alignments, action order, etc, stolen from Webadict.


Spoiler: Webadict on Roles (click to show/hide)


Spoiler: Webadict on Alignments (click to show/hide)

Players:
OragamiScienceGuy
FallacyofUrist Run over by a truck N2, Town
Tawarochir Lynched Day 5, Town
Deus Asmoth Daykilled himself day 6, town
TheDarkStar
Hector13 Nightkilled Night 7
The Moonlit Shadow Died from Nuke Night 4, Mafia
Tiruin
4maskwolf Died from Nuke Night 4, Town
Notquitethere Nightkilled Night 7
Shakerag
Teneb
TolyK

Non-Player Characters:
Ragshake, Shakerag's Evil Twin Lynched Day 3, OUTSIDER
The Tumbling Tumbleweed
THE GRIFFIN Night killed N5, Town
THE SARGENT

Replacement list:
FillipK
This could be you!
No-one has been replaced.

The Game Starts HERE!

8
Creative Projects / Considering making a TF2 map
« on: August 13, 2015, 02:10:32 am »
A few pages ago in the Games You Wish Existed thread, a conversation about non-ecludian geometry was brought up. But the most important reply was this one:

You could knock up a Source map in Hammer like that pretty quickly. The engine supports it, anyway.

EDIT: With these https://developer.valvesoftware.com/wiki/Linked_portal_door
EDIT2: And a demonstration of the kinds of things you could do with them https://youtu.be/_xFbRecjKQA

I learned what the Source SDK package was and how to boot up the Hammer Editor. And I feel confident that I could at the very least attempt to make a map with this; succesfully creating one, that's another matter, but I feel up to the task of trying.

What I'm wondering, for the map I have in mind, is the feature mentioned in that link; can I use the Linked_Portal_Door in TF2 directly, or do I have do some fancy importing thing?

For reference, the map I want to make has the following features:

There is a floating island. Falling off the island means falling into a sky-box and instant death.
The island contains a bunch of debris or tents or outhouses or something as cover while crossing it, but it's fairly open. A few walls here and there and places for defensive positions and aggressive assaults. Basically, a sniper could see from one end of the map to the other, but there's enough cover that anyone, even a heavy, could get from point A to point Sniper without being seen by the sniper, if they used the cover wisely.
On one end of the island is a fortress. It has some outer walls that a scout or rocket-jumper could reach, but no-one else. That wall is near the "ceiling" of the island's "room". It also has some internal rooms, and that is where one team spawns. There's also some external and internal stairs to the roof of the fort, which is where the aformentioned outer walls are accessible from. The walls have a great big gate, and a smaller gate to the left and a hole in them with some rubble to the right; three exits from the fort's outerwalls to the main island.
There are two towers extending from the fort into the "ceiling".
There are two visually similar towers dropping from the "ceiling" at the far end of the island. The towers are upside down, so that the peaks are below the island. There are doors, though, right-side-up in the towers that you can enter. These are Linked_Portal_Doors to what I'll call "Point X".
There is a building, like an outpost station, 2/3rds of the way from the outer wall to the far tower. It also has Linked_Portal_Doors, to "Point Y"
This "Room" of the floating island is cloned and color shifted from R.E.D to B.L.U.
The ceilings of each room is a Linked_Portal_Door leading to the ceiling of the other room. The tower from the castle going into the ceiling? Is the towers coming out of the roof on the other ceiling. (Inspired by the room in the video linked in the quote above where there is deadly goo on the ceiling)
There are four extra rooms that are basically just stairwells. The top of each stairwell is "Point X" and the bottom of each stairwell is "Point Y". Entering the tower on one island, you would go down some stairs and exit out the outpost building on the other island. And same with entering the outpost building, you'd end up at the towers of the other island after going up the stairs. Yes, these stairs fit into an impossible space.
The reason the outer wall is so near the roof is so that it's near the portal. Again, only scouts and soldiers can reach it, and it's just close enough that a properly timed double-jump or rocket-jump could get you through the portal and make you fall to the other side; where you would land near or on the outpost building (And I forget if TF2 has fall damage), if you weren't shot out of the air by snipers.

So it's a mirrored map, in a sense; it has rotational symmetry vertically.

So, to ask again, in order to get Linked_Portal_Doors for this map, do I need to do anything special?

(I can look up uploading it if it works later)

9
Two Fold C9++

The war had been going on for decades. The once grand city had been reduced to a mere village, and the remaining citizens were fed up.
"We have to drive them both out!" one of them cried. "They have made their war our buisness, and it's time we fought back!"
The gathered townsfolk muttered mostly in agreement. The local mafia had all but decimated any buisness in the dying town in their fight against the wild werewolves, who had caused so much property damage in their fight for freedom from the mafia that the city looked like a ghost town. And the innocent bystanders who had gotten caught up in this fight were all but extinct. The fifteen individuals left hardly knew eachother, but they did know that if there was to be peace, there was going to have to be one last stand.

Two Fold C9++ is a Semi-Open setup from the Mafia Scum wiki, using a randomization system to determine the roles in the game; there are two scum teams, the Mafia and the Werewolves, and there is room for 15 players.

Rules
  • This setup uses a Daystart; most mafia players will be familiar with the day and night phases. The thread will be locked during the night.
  • Days and Nights last 48 hours each, and days last 72 hours. Weekends count for 0 day hours or 24 night hours.
  • Days may be extended up to twice, for 24 hours each. Three extend votes, or a majority, whichever is lower, is required to extend. Days may be shortened, as well, to end the day as soon as I am capable.
  • Extensions or shortens may be opposed; opposition votes count against the attempt to extend or shorten.
  • Votes for the lynch must be in color RED, and preferably BOLD so that I can see it. All caps is not nessesary, but would also help your mod.
  • Everything I say is going to be straight up truth; no bastardry in this game, cops are guaranteed to be sane, etc.
  • Questions about your roles may be PMed to me, and I will answer them via PM. I will not answer most questions in the thread.
  • No PMing other players; the scum teams will get a mafia-chat on Quicktopic, and the dead will also get a quicktopic.
  • There are NO hammers. If a majority vote is reached, the day will continue as normal.

    Example Role PM
    Quote from: PM
    Welcome, <name>, you are a <Town/Mafia/Wolf> <role>[ and <role>].

    You have the following abilities:
     <ability>
     [<ability>]

    If you have a quicktopic, it goes here

    Game will begin once we have 15 players. Nights and days will typically end and begin during the PM in my time-zone (Alberta, Canada), unless they are shortened.

    Players
  • TheDarkStar Killed Night 3, Mafia Godfather
  • FallacyofUrist
  • Deus Asmoth Lynched Day 4, Wolf JOAT
  • Comrade Shamrock Killed Night 2, Town Tracker
  • Varee
  • Arcvasti Killed night 4, Town Cop/Guardian
  • Dampe Lynched day 3, Town 1-shot Cop
  • NotQuiteThere
  • The Moonlit Shadow Lynched day 2, Vanilla townie
  • DoctorMcTaalik
  • fillipk Killed Night 3, Vanilla Townie
  • roo Lynched day 1, Mafia goon
  • kilakan Killed night 1, Vanilla townie
  • Persus13 Killed night 1, Vanilla townie
  • Tea
Replacement list
  • Notquitethere replaced in for RedMageCole
  • Tea replaced in for 4maskwolf
  • Deus Asmoth replaced in for Teneb
  • Fallacy of Urist NEEEEEEDS replacing

10
You are this thing:

You are floating in a liquid; but what are you?

What is your color? (This IS important)
What is your special trait? (Keep this simple, something you'd expect a single celled organism to have)
What will you call yourself? (This is less important)

Spoiler: Turns So far (click to show/hide)

11
It's that time again, when Flabort tries to run a game.

Perplexicon: The Creationing

You have longed your whole life to be here, though you may not know it. The plain room is near spartan, except for the clerk at his cluttered desk and the cabinet behind him. Behind you is a single door that you came in through, and a window. The clerk hands you a paper and pencil, and tells you it's the standard liability forms and such; there's stuff detailing life insurance, last will, emergency contacts and next of kin, and other such things in case of accidental injury or death. You take a minute to fill out the form, and lastly sign your name. The moment you finish, the clerk looks up and grins, revealing his rather shark-like tooth filled maw.

"Excellent, you'll be joining the others shortly," he says, and presses a button underneath his desk; you feel a slight whoosh as everything dissappears and you reappear elsewhere, in a place not unlike an arena. Your paper seems to have transformed, too, and the long list of things has been erased, and now only your name and a few words of gibberish adorn it. There actually are a few other people here that you can see, each with their own paper.


Spoiler: Cool. Is there a map? (click to show/hide)



Spoiler: Graveyard (click to show/hide)

12
The 100-Tile Circuit
List of current tile effects

Players
Person
Sheb
hector13
heydude6
escaped lurker
mastahcheese
Waitlist
High Tyrol
Objective
?

Objective
Reach the 100 tile!

Rules
0) The words "Space", "Square", "Tile", and "spot" are interchangeable with each other and mean the same thing.
1) Each turn, 6 dice are rolled. Players may either:
A) Pick one of these dice, which are first come first served, and move that many spaces. Or,
B) "Jump" in place and move 0 spaces, if they did not "Jump" on that space last turn.
2) When a player lands on an unowned space, they "capture" it and make it their color. They may choose an effect for that space. The exception to this rule is the start tile.
3) When a player lands on a space owned by another player, the effect activates.
4) Effects can either activate when a player lands on the tile, or passes into/over the tile. Passing over a tile only takes place when you enter and leave the tile the same turn. The exception to this rule is the start tile.
5) Tiles cannot cause the person activating it to move more than 10 tiles forward or backward. The exception to this rule is that you can send a player directly to the start tile.
6) If you are moved to a tile as a result of another tile (such as to the start tile) then you do not activate the effects of the new tile.
7) Two consecutive tiles cannot have the same effect or send you to the same tile.
8) Tiles that activate when you pass over them cannot cause you to move to another tile.
9) You are not affected by a tile the turn you modify it.
10) You cannot make an instant win or instant loss effect.
11) If something that you can't explain happens, just go with it.
12) If you are effectively 'killed' or 'destroyed' by an effect, you leave the game and all tiles belonging to you revert to unowned spaces with no effect.

The Start Tile
The effect governing the start tile is like so:
When a player joins or starts the game, they begin on the start tile. The start tile is the rightmost tile and the tile to the right of the start tile is always tile 1. Effects may send players directly to the start tile, but this does not trigger the start tile's secondary effect.
The secondary effect of the start tile is that if a player enters the start tile from the left (which is an exception to the regular rules), their lap counter is incremented by 1. If a player attempts to leave the start tile, such as by passing over or starting their turn from the start tile, while their lap counter is equal to or more than 3, then instead of exiting to the right they exit onto the 100th tile. Jumping on this tile does not activate this effect.


Final Note
To join the game, pick a color. Your pawn and spaces will be colored that color. The game will begin when 6 players are in. If a player leaves the game or requires replacing, a replacement player will be started immediately.

13
Mafia / Beginner's Mafia LII: A damp troll hole - Game Over - Scum win
« on: January 16, 2015, 11:58:11 pm »
    Beginner's Mafia LII

    On the side of a mountain, surounded by forests, there was a hole. This hole is not a warm cozy hole, nor is it a small dry hole. This hole is a troll hole, and let it never be said there is no place damper or smellier than a troll hole.

    It was here that a group of ten trolls would stay each day, sheltering themselves from the sun. Each would argue over who got the largest portion of goat, or goblin, or whatever the meal that they caught would be. They hadn't heard of hobbits or dwarves, and certainly hadn't ever encountered a wizard.

    But one morning the biggest troll in the group didn't return to the troll hole. The other trolls waited until the day was over, and when they ventured out they found him turned to stone, holding a goblin (still struggling) and standing in a way that suggested he was having an arguement with another troll. There was no other troll found.

    The nine remaining trolls had a discussion. It had to be one of them who was out there when their leader was turned to stone, but the lack of a second statue meant that one of them wasn't a troll. They all looked like trolls, though, so one of them had to be something else. And to keep looking like a troll, it had to be working with another something else. Some of them wondered what a something else would taste like...



    Player List [7/7]:
    • Peradon Town Jailkeeper, killed night 2
    • hector13
    • Zormod
    • origamiscienceguy Town, lynched Day 2
    • Dani Jim Groovester Town, killed Night 1
    • Comrade Shamrock
    • mastahcheese Town, lynched Day 1

    ICs [2/2]:
    • Scripten
    • Nerjin

    Scum IC [1/1]:
    • TheDarkStar

    Replacements [2/∞]:
    • This could be you!
    • Dorsidwarf




    Welcome to Beginner's Mafia LII. As the title suggests, this game is for beginners. If you have no idea how to play or you have some experience but you're still not quite sure what to do, then this is the right place for you. If you sign up, you have one goal: Learn how to play the game of mafia. Since this is not an easy thing to do on your own and we wouldn't dream of forcing you to do it, you will be assisted by two 'inexperience challenged' players, or ICs. The ICs are experienced players on the board who have signed up to help you learn. You can always trust that the advice they give is genuine, however, you cannot always trust the IC, as they are players in the game and have the same likelihood of being scum as every other single player.

    If this is your first time playing, keep in mind that games of forum mafia take several weeks, and can sometimes run longer than a month, and that you are expected to be able to play continuously through that time. If you can't anticipate being able to play for that long for whatever reason, then maybe the game of mafia isn't for you. But if it is, then welcome to the mafia subforum, and I hope you have a great time playing.



    Gameplay and Concept

    The game of mafia has a simple concept. A large group of players known as the town plays against a smaller group of players known as the mafia. In this setup, there are nine players, with seven town and two mafia.

    Before the game begins, each players is given a role and an alignment by the moderator. There are two alignments in this setup: Town and Mafia. The town outnumber the mafia, but each individual member of the town does not know the alignment of any of the other members. The mafia know the alignment of everyone on their team and they can discuss the game privately in a special mafia chat. The mafia has access to a nightkill that they may use in the Night phase, while the town occasionally has roles with abilities that are used during the night.

    Once everyone has a role, the game begins in the Day phase. During the Day phase, players may discuss the game and each player has a vote that they cast publicly to lynch a player. At the end of the day after some predetermined amount of time, the player with the most votes is lynched. Lynching does two things: it reveals a player's role and alignment, and it removes a player from the game. Once lynched, a player is no longer allowed to post in the thread.

    Once the day ends, the game proceeds to Night. During the Night, discussion is prohibited. The mafia team picks a target to nightkill. If available, any town power roles use their actions as well. At the end of the night, the target the mafia chose to nightkill has their role and alignment revealed, and that player is removed from the game in a similar way to being lynched. Once the night ends, the game proceeds to another Day.

    Both teams win by eliminating the other. However, due to the nature of the teams, they win very differently. The town win by finding and lynching the mafia, [/list][/list]

    14
    Forum Games and Roleplaying / Saving Sandiron: DnD 5eBasic: IC Thread
    « on: January 08, 2015, 09:42:56 pm »
    OOC thread

    Spoiler: Map (click to show/hide)

    The Northern Sandiron Oasis is a popular resting spot for those entering or leaving the kingdom. A road is marked out with flags, heading north, and there's another marked heading south east and a third south west. The lake is large and clear, and it's surounding fauna is sparce but definitely present. Many tents and wagons form a large camp, and there are two permanent buildings; the first is a well-used stable and the second is a watchtower, long since decayed from lack of use.

    There's a large plaza in which you currently are, where empty boxes and crates from merchant caravans passing through have been made into makeshift tables and a large platform where a old dwarf is pacing back and forth yelling messages of doom.

    "Treachery! The winds that blow are foul and evil, Treacherous winds from the North! Evil winds from the East! Foul winds from the West! The Greensea laps up on the south shore, and the desert of Sandiron shrinks every day! Treachery! A great team of wizards, or perhaps one, seeks to wipe away the sand into the water, and steal our lands for their kingdoms! I have seen the signs in the wind, the treacherous wind from the North! A wizard by the name of Whitetree sends the winds from the North! Treachery! Foul and evil winds from the North!"

    He's been carrying on like this only elaborating here and there for several days without rest, only stopping to drink from the wine flask on his side. There are a number of other people around, though, setting up or taking down their camps, watering their camels or horses, or like you sitting in the plaza listening to the dwarf. There are representitives of the King in the plaza as well, bringing news of a reward to the man, women, or group who saves the desert.

    15
    Times are peaceful. The kingdom of Sandiron exists in a era of unprecedented prosperity. But there are countries that would love to take that prosperity for their own.

    The Era of Peace is coming to an end. Armies are stockpiling weapons, merchants are tightening purse strings, and monsters stir under the desert sands.

    And to top it all off, a new wind is blowing, etching away the desert on which Sandiron is built.

    You four were just citizens of Sandiron, but you each have felt a calling. You have all gathered at an oasis on the northern boarder of Sandiron; you can see the edge of the desert from here, where once in recent memory it extended all the way to the horizon.

    Many other groups are here, too. There is a dwarven man on a pedstal speaking out to all the groups, any who would listen to his tale of a coming doom... and that's why you're here.




    Welcome to my Dungeons and Dragons 5th Edition game. This is my first time playing 5th edition.

    The basic rules can be found on the WotC website, Here. This includes four classes and four races, and all the rules themselves; Your GM does not have the books with the remaining classes and races, yet.

    Play will begin at first level. Your ability will be determined by rolling and posting proof of the roll ("output {1,2,3}@4d6" on AnyDice.com, select roller, put 6, take a screenshot; or 6 rolls of "4d6.takeHighest(3)" on invisiblecastle.com/roller/).

    As only one archetype per class is included in the basic rules, you'll have to go with that one, unless you want the GM to homebrew you an archetype (But please check out the potential Backgrounds before you ask). Feats are an optional rule in 5th edition and not included in the basic rules; as such we will not be playing with feats :(.

    I will be accepting the four best characters submitted, so it's not first come first served. Mythweavers does not have a sheet for 5th edition yet, so please put your sheet in your post, formatted how you like. has a 5th edition sheet in their Alphas section.

    The Party
    smj9876: Coral Seacliff, Hill Dwarf Cleric
    Pencil Art: Hyphien Nightbough, High Elf Wizard
    Dwarmin: Arno Greenbottle, Stout Halfling Fighter
    My Name is Immaterial: Portia Greenbottle, Stout Halfling Fighter

    The Waitlist
    Flying Dice: Vesy Alore, Human Rogue
    Cheesecake: Amir Bo, Human Rogue

    In Character Thread: New Posts, First Post

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