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Topics - notquitethere

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31
POKÉMON FUSION LEAGUE
Gotta mutate 'em all!

This is a game where you take two pokémon, fused together as a pokéfusion, and fight each other in a league-style tournament. During the league, every player will fight every other player. After each match, players will take winnings and gain (or lose) fans. Between matches, players can spend their winnings to upgrade their pokéfusions. When everyone has fought everyone else, the players are ranked in order of their wins.

There are 6-8 players, and so there will be 15-28 official bouts. Any player who doesn't make any fresh challenges 48 hours since their last fight is out of the tournament: please be active.

Player Actions:
- First you make a character if there are slots free (see Character Creation)
- Challenge another player to a battle (see Battle System)
- Buy and sell pokemon (see Shopping)
- Talk to other players & make trades (see Trading)
- Bet on someone winning before a fight begins (see Gambling)
- Challenge someone who beat you to a grudge match (see Grudge Matches)

Spoiler: Character Creation (click to show/hide)
Spoiler: Battle System (click to show/hide)
Spoiler: Pokemon & Pokefusions (click to show/hide)
Spoiler: Shopping (click to show/hide)
Spoiler: Trading (click to show/hide)
Spoiler: Gambling (click to show/hide)
Spoiler: Grudge Matches (click to show/hide)
Spoiler: Ranking (click to show/hide)

Current League Standings

Link to the final league results!

32
Mafia / Proc Gen Mafia 2 -GAME OVER - TOWN VICTORY
« on: April 22, 2019, 04:31:03 am »
Procedurally Generated Mafia 2

Proc-Gen Mafia is a normal game of mafia except that the role powers are procedurally generated using this generator. You could call it semi-open in design, as the source code for the generator will be public at the start of the game. The previous game can be read here. Players will be given roles that look like this:

Evil Warp: Once per night you can redirect the actions of your target to a random player.
Elite Vampire: Once per night you can give a random ability to everyone targeting your target.
Friendly Magnet: If someone targets you with a priming they will be given a piece of fruit.
Confused Randomizer: If someone targets you, a random player will morph into your role.
Cryptic Angel: Twice per night you can give an extra vote to a dead player until the next lynch.
Peculiar Skulker: Once per night you can protect your target's target.


Spoiler: Mafia Rules (click to show/hide)
Spoiler: Roles (click to show/hide)
Spoiler: Power Clarifications (click to show/hide)
Spoiler: Action Resolution (click to show/hide)

Players:
- IcyTea31 TOWN
- Starver Kingawsume TOWN
- randomgenericusername TOWN
- hector13 SERIAL KILLER
- KitRougard TOWN (survived to the end)
- SuperDorf TOWN
- TricMagic MAFIA
- Nirur Torir MAFIA
- Maximum Spin TOWN
- Deus Asmoth TOWN
- Shakerag SERIAL KILLER
- Leafsnail TOWN

Replacements:

Spectators:
- Persus13
- roseheart
- mightymushroom
- Laterigrade

33
Mafia / Procedurally Generated Mafia- GAME OVER MAFIA WIN
« on: October 18, 2017, 03:44:07 am »
Procedurally Generated Mafia

Proc-Gen Mafia is a normal game of mafia except that the role powers are procedurally generated using a variant on this generator. You could call it semi-open in design, as the source code for the generator will be public at the start of the game. Players will be given roles that look like this:

Evil Warp: Once per night you can redirect the actions of your target to a random player.
Elite Vampire: Once per night you can give a random ability to everyone targeting your target.
Friendly Magnet: If someone targets you with a priming they will be given a piece of fruit.
Confused Randomizer: If someone targets you, a random player will morph into your role.
Cryptic Angel: Twice per night you can give an extra vote to a dead player until the next lynch.
Peculiar Skulker: Once per night you can protect your target's target.


Spoiler: Mafia Rules (click to show/hide)
Spoiler: Roles (click to show/hide)
Spoiler: Power Clarifications (click to show/hide)

Signups:

Players:
- Tiruin
- TheDarkStar MoonyTheHuman
- Fallacy of Urist
- NJW2000
- codybob1999
- Starver
- Maximum Spin
- Leafsnail
- Shakerag
- 4maskwolf Silthuri
- kingawsume
- BlackHeartKabal Persus13
- juicebox

34
Play With Your Buddies / Let's Choose Trials of the Thief-Taker
« on: August 19, 2017, 11:26:52 am »


CHAPTER 1 - THE HUNT BEGINS

The midnight bell rings at St Giles as you watch a man disappear through the fog into a narrow alley. This is London, your city, and it's a damp summer in the year 1729. You're on the heels of Jack Cyrus, a carpenter's apprentice-turned-burglar. He stands accused of stealing a silver spoon and three rolls of linen from a client of his master. More crucially for your dwindling fortunes, the courts are offering the huge sum of forty pounds for his capture.

1. Chase after him down the alleyway.
2. Cut him off at Drury Lane.
3. Clamber up onto the roof.
4. Calmly stroll onwards.



It's a CYOA based on crime in 18th century London. Expect highwaymen, smugglers and the like. I'll pick whatever the majority choice is.

35

Hey gang. It's been a while since I ran forum games and played mafia here because I've been working on a game! Working with Choice of Games, I've written a huge interactive historical adventure novel. It's available for Steam, iOS, and Android. It’s 25% off until August 17th! Here's the blurb from CoG:

In London, 1729, before they had police, they had you: thief-takers, hunting criminals for cash! Fire a flintlock and sip gin in the age of powdered wigs. Will you grow rich catching smugglers and highwaymen, show mercy, or become a crime boss yourself?

Trials of the Thief-Taker is a 140,000-word interactive historical adventure novel by Joey Jones, where your choices control the story. It’s entirely text-based, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.

As a thief-taker, paid by the court or hired by the victims of crime to recover property and, for an extra price, bring the culprit to justice, you’ll stalk your prey across the misty commons and narrow rookeries of 18th-century London. Lead a gang of unwashed ruffians (or stalk the streets alone) as you apprehend highwaymen on lonely roads, and root out crooks and counterfeiters in inns and coffeehouses. Through cunning, force, or suspicious connections, you will find your mark.

You may strike a blow for justice, making a name for yourself and bringing good people to your cause. Or you can create the crimes you intend to solve, stealing the goods you’ll be paid to recover, bribing prison guards to let your associates go, building your criminal empire while everyone lauds you as a hero.

Be quick or cautious, proper or disreputable, generous or mercenary…it’s all in a day’s work for a thief-taker.

Load your flintlock! There are thieves to take.

• Play as male, female, or as a woman disguised as a man; gay or straight.
• Make your way through a world ruled by manners, harsh laws, and lurking treachery.
• Run an empire of crime or establish the first police force…or both at the same time!
• Capture, befriend, or romance corrupt officials, escape artists, courtiers, highwaymen, smugglers and grave-robbers.
• Immerse yourself in Georgian lingo: learn the difference between a cove and a swell, a blue pigeon and an ark ruffian.
• Play the high-stakes dice game Hazard in the gaming houses of Covent Garden.
• Make your way with your silver tongue, a good horse, your street smarts or with two fists flying.

36
Mafia / PUZZLE TEMPLE PANIC! - Game Over- Assassins Partial Victory
« on: June 10, 2016, 02:39:11 pm »

You're a part of an expedition of explorers searching for the Tomb of Nak Leth inside a vast and treacherous temple complex. Hidden among your number is a small cadre of elite assassins, worshippers of Nak Leth who have sworn to protect the tomb of their God King at all costs.

Puzzle Temple Panic! is a mafia-like game for 13 players. Three players are elite assassins, the rest are tomb raiders explorers. The explorers win when one of them has entered Nak Leth's tomb. Each explorer will get an improved ending if they manage to survive the temple and escape with an item of valuable treasure. The Assassins win when either all of the explorers are dead or the way to the tomb is permanently sealed. They have a secret win condition for an improved ending.

The Temple is split up into a number of Rooms. Each rooms has a number of listed Objects. Players can find Items which each have an Action (or more!) that they can use on objects, players and other items. The explorers will spend the game working together to solve the puzzles and exploring the different locations to gain access to the tomb. The assassins will spend the game trying to blend in with the explorers while thwarting their every move. They'll do this by hoarding puzzle items, using items on certain objects to create new obstacles, and killing explorers.

Spoiler: Game Phases (click to show/hide)

Spoiler: Additional Rules (click to show/hide)

Signups
- Griffinpup
- TheDarkStar
- Persus13
- Zombie Urist
- 4maskwolf
- Tomasque
- Roo - Deus -
- Fillipk - Fallacy
- TheBiggerFish
- Dustan Hache
- Tiruin
- Teneb
- BlackHeartKabal


Replacements
-
-
-

Spoil-Spec
- Shakerag
- Jim Groovester
- ElephantParade
-

37
TRIALS OF THE NECROVOYAGER

In the grim future, out of a dying planet, comes the starship Necrovoyager, going where no undead being has ever gone before. In the vast expanse of space, only the undead can survive the centuries it takes to get anywhere.

You play the role of a sinister undead creature aboard the Necrovoyager: from spooky ghosts, to scheming liches, suave vampires to monstrous dracoliches. In 10,000 years you will arrive at a new planet for you to corrupt and make your own. Until then, you must survive heroic bands teleporting in, the dangers of space, and the madness that comes from long periods of inactivity.

Think of it like an unholy mix between Dungeon Keeper, D&D and FTL. I'm looking for 3-7 crew. The waitlist is still open. Gameplay is a mix of roleplaying, dungeon-building, resource management and turn based combat.

New Players Can Now Teleport In At Any Time

The manual can be found here.

Character Creation
1. Pick a supernatural type (Ghost, Vampire, Skeleton, Lich, Dracolich, Evil Gnomes, Shade) – there can only be one Dracolich and one horde of Gnomes per ship, so pay attention to what others have picked.
2. Fill out the relevant character sheet.

The ship will be randomly constructed based on what supernatural types players chose. There's a lot of background stuff, but I've tried to present it all on a need-to-know basis so you never have to read more than necessary.

Spoiler: Dracolich (click to show/hide)
Spoiler: Evil Gnomes (click to show/hide)
Spoiler: Ghost (click to show/hide)
Spoiler: Lich (click to show/hide)
Spoiler: Shade (click to show/hide)
Spoiler: Skeleton (click to show/hide)
Spoiler: Vampire (click to show/hide)

Player List


Dead, Over-Idle, or Lost in Space

Waitlist
- Pencil Art

38
Other Games / Interactive Fiction Competion 2015
« on: October 04, 2015, 09:40:33 am »


IFComp 2015 has begun!

What is it?
In its 21st year, it's probably the internet's longest running competition. Every year people release text-based games for the public to judge. This year there's a record-breaking 55 games in the competition. The games range from parser-based text adventures to hyperlink click-a-thons.

How do I play them?
All the games are free to play and most can be played in a web browser. Here's the link again.

How do I get involved?
If you'd like to be a judge, you only have to play six of them. You can register an account on the website and send in your ratings. If you want to write reviews, then the Interactive Fiction Database is a good place for posting them. If you'd like to make a game for next year, then there's a lot of good game-making software out there, including Inform, Twine, Quest and ChoiceScript. Their merits depend on what you want to do with them. If you want to learn more about this sort of thing, then the IntFiction forum is a good place to go.

39
You are wizards, holy folk, the Sewi Jan. Each of you knows two words in the arcane language of Toki Pona. With these two words you can change your environment by altering the fundamental building blocks of reality. Together you will go on quests for the people of Ma who will reward you with new words.

Setting

Ma is in crisis. Irresponsible and cruel Sewi Jan from before have made a mess of the universe with their bizarre sense of humour. People have forgotten what magic is and have been tricked into spending their lives toiling for others rather than existing as transcendental energy beings. The last good sewi jan, the toki pona kulupu - the good language committee - have banded together to teach a few words to a new generation of speakers. You are those speakers. If you prove yourself, they will gift each of you with new words as you further the quest to transform the world back to its greater sense of pona.

Character Creation

Name: [this is your name]
Lexus: [pick two words from this list. At least one of them has to be a transitive verb (vt) and at least one has to be a noun (n).]
Colour: [Put your speech in different colours. Red is reserved for magic.]
Background: [The game is set in a contemporary but unspecified city. Tell us a bit about yourself!]


Gameplay

There will be a list of quests with known word rewards. Whoever satisfactorily completes a quest first will get the word. Treat this like any normal roleplaying game, you can do anything a normal human can do. The exception is when you use magic: to speak arcane words, embolden in red like so: Jaki Esun!. The potency of the magic is determined by how many words you know in total (so effects aren't very far reaching to begin with). The precision depends on how clear your intentions are. Generally you'll use your magic to do things ordinary people cannot to achieve your unusual quests.

In the beginning, the following word orders are valid:

Verb - Object (shake cat, heat rice, raise bar etc.)
Verb - Modifier Object (shake small cat, heat white rice, raise steel bar etc.)
Verb - Object Modifier (shake cat explosively, heat rice hotter, raise bar quickly etc.)
Verb - Modifier Object Modifier (shake small cat explosively etc.)

As you grow in power you will learn new and more potent combinations.

Players

Spoiler: Sharayna (click to show/hide)
Spoiler: Shaon (click to show/hide)
Spoiler: Alurjo (click to show/hide)

40
Heretics of Hexland 3: Time To Hex
A game of colonisation for 4-8 players

Sign-ups open for a turn-based colonisation game in a fantasy world. Each player controls a rival expedition from a civilisation of their making. Each expedition is made up of one species that is beholden to a heresy. These civilisations vie for control of Hexland. If you want an idea of what this looks like, check out the last game. Think of this as a mixture of Civilisation, Small World and Diplomacy.

Game basics: The aim of the game is to achieve the most victory points. Victory points are typically gained by expanding and conquering hex tiles. Doing this requires actions; a player can take as many actions as they have population. Thus, the game is about expanding, while protecting one's ability to grow their population through harvesting crops.

Spoiler: Civ Creation Sheet (click to show/hide)
Spoiler: Heresies (click to show/hide)
Spoiler: Species (click to show/hide)

The game takes place over five years, after which the New Age will begin, as all heresies agree. Each year is made up of four seasons (spring, summer, fall, and winter), and each turn takes exactly one season. (So each player gets 20 turns in the game). On your turn you may take a number of actions equal to your population number. Increasing your population mid-turn doesn't give you additional actions for that turn. You have a maximum population equal to 1 + the number of tiles you control + the number of cities you own. You have a minimum population equal to 1 + the number of cities you own (your population can't be forced beneath this number).

On your first turn, pick a coastal embarkation point that is on land and not next to a tile owned by another player. Embarking doesn't cost an action.

Spoiler: Actions Explained (click to show/hide)
Spoiler: Example Action (click to show/hide)
Spoiler: Playing and winning (click to show/hide)
Spoiler: The Map and Key (click to show/hide)

Sign Ups
1. Rolepg
2. Urist Arrhenius
3. Cerapa
4. Toaster
5. Persus13
6. Peradon
7. Monk12
8. NQT

Replacements
- [Could be you!]

Turns will be processed at the end of each season. If a player does not submit an action within 36 hours of the last turn, their go may be taken by the mod. If a player is skipped twice in a row, they may be put up for replacement. When (as in the early game) your turn couldn't be constrained by the actions of players earlier in the turn cycle, feel free to submit your actions for the season out of turn. As a strict order of action resolution is maintained, feel free to edit your season's action if someone earlier in the turn order posts their action after you. Actions are always submitted publicly, but players are allowed to communicate privately if they wish as well as in-thread. It is possible to end the game prematurely through diplomatic resolution. Any queries, feel free to ask.

41
Mafia / Choose-Your-Own-Mafias - Day 13: Unlucky For Some - SCUM B TEAM WIN
« on: February 18, 2015, 11:05:15 am »
CHOOSE-YOUR-OWN-MAFIAS

Choose Your Own Mafias is a sequel to Choose Your Own Masquerade. It's a mafia game in which points which can be spent on powers. It has the following features:

Character Creation You get to build your own power-set and can even buy and sell new powers with experience points earned throughout the game.

Two Mafias/Choose-Your-Own-Third-Party Numbers permitting, there will be either two mafia teams, third parties, or (most likely) both.

Deep South There's no night, actions happen when they're sent in, but may be queued up in advance.

Masquerade Each player is assigned a mask colour at the beginning of the game, and they only know the colour of their own mask and what other mask colours there are in play. Powers can only be targeted at masks, not players. Votes still target players.

Civilians There are npc masks in play at the start of the game. They each have a random power and auto but won't act on their own volition as per the rules for Patsies.

Point Frenzy Unlike previous games, players start with ten points at character creation.

At the beginning of the game, each player is allotted an alignment (either town or scum or third party), and a mask colour (red, purple etc.), and has ten points to spend on powers. They can also take up to -5 points in flaws. The mafia don't get a mafiakill by default, but they do have a chat in which they can discuss (among other things) how they'll build their powers. Character Creation will last 24 hours or until everyone has sent in a build, whichever happens first.

A scum team can't collectively kill more than one target in a phase (poisoning, infecting, killing, copying kills and booby-trapping all count as killing, secondary infections and explosions don't count). They may target multiple kills but only one will succeed. A player can only use one power per day, unless they have an auto that says otherwise. If a player targets themselves with a non-self targeting power, it will fail. Actions that would fail still happen, so may be affected by tracking, reflecting, networker etc.

Kills won't be processed for the first 24 hours of each Day, to allow everyone a chance to see the thread and send in an action.

After the lynch the day resets and every player gets 1 point for surviving the day. Once per day, a player can Shop: when shopping they can buy off any flaws they have, cash in any power for half its original cost rounded down and buy new powers. A power can't be sold if it's been used that day, but players can queue up buying and selling to happen as soon as the new day starts (so they're not hanging around with unspent points). While you can have duplicates of a power, you can't sell the same named power more than once in a day (e.g. you have two copies of Protect, you can only sell one of them in a day, even if you have Duplicate).

Spoiler: Mafia Rules (click to show/hide)
Spoiler: Masquerade Power List (click to show/hide)
Spoiler: Alignments (click to show/hide)

Sign Ups
- Deathsword
- 4maskwolf
- Peradon
- Shakerag
- Varee
- origamiscienceguy
- Flabort
- Hector13
- Tiruin
- TheDarkStar
- Deus Asmoth
- Persus13 Cheeetar

Replacements
- Cheeetar

42
Mafia / BM Sprint 3: Thick as Thieves - Game Over - Town Victory
« on: January 05, 2015, 09:35:35 pm »
Beginner's Mafia Sprint 3!
Thick as Thieves


The year is 1733 and you are a tight-knit gang of thieves. Or at least you were up until one of you got impeached. Now it's a race against time to find the squealers before you're all hanging in Tyburn Square.




This is a Sprint edition of Beginner's Mafia! Specifically designed to be great for newcomers and dabblers in Mafia, the game eschews many of the traditional rules of BMs to create a setup that is more fast-paced, fun and interesting. This game will never last more than a week! That means no waiting around, boredom or long-term commitment!

This setup puts its greatest emphasis on getting you to enjoy playing Mafia and to spark your interest in it. It still has an instructional aspect, however, and as such an IC will be present in the game to play the game with you. Their primary purpose is to teach you to play Mafia, and will do everything to further that goal even after death - but keep in mind that the playing IC will still play for keeps.


Mafia Gameplay

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 seven players, with five 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.


Sprint Gameplay

Sprint specifically plays much like normal mafia, but with two notable exceptions. The game is effectively Nightless: Each Day, players may collectively decide to lynch a player, but instead of advancing to a silent Night the game begins with the next Day immediately. Thus, the playerbase must talk constantly, and there is no set time to send in actions - anyone with a power role and thus a night action must send in the action during the Day. It will then occur after the lynch, before the next Day starts (like a normal game). Because of this, the game will start with a single 24 hour preparation phase to let everyone read their PMs and the Mafia to coordinate.

Each game is run with six beginner players and one IC, and the game will always consist of the following roles:
  • 2 Mafia Goons - May decide each day to covertly kill someone after the lynch, before the next Day. Must survive.
  • 3 Townies - No powers, must lynch Mafia.
  • 1 Doctor - Can choose someone each day to protect from the Mafia kill. Must lynch Mafia.
  • 1 Macho Cop - Can choose someone each day to discover the alignment of. Cannot be protected by the Doctor. Must lynch Mafia.


Rules
  • Voting - Votes are cast in red and should include the name of the targeted player. Other colors may be ignored.
    • NQT
    • Vote notquitethere
    • You pesky liar, NQT! Burn in hell
    • Vote notquite
    • Vote NQ
    Are all acceptable ways to cast a vote if the target is clear enough.
    • If you want to simply remove your vote, you may put unvote in red text. You must explicitly state this.  It is possible to put the name of the player you were voting afterwards, but it is not recommended as it can lead to confusion.
  • Death - When you are dead, you are prohibited from posting in the thread. You may make a single 'bah' post after you die, however, it must not contain any game-related information.
  • Winning - Mafia win when all town players are dead. Town win when all mafia players are dead. As such, the game will auto-end if the mafia population ever equals or exceeds the town population.
  • PMs - Never PM another player. You may freely PM the moderator to ask game-related questions.
    • Never quote anything the mod says to you.
  • Edits - Never edit your posts for any reason. You will be modkilled if you do.
  • Replacements/Activity - If you find yourself unable to play, you should request a replacement. We may try to talk you out of it if it's for any other reason besides you not having enough time to play. Since the game only lasts a week, though, please try to stick to it. It's only a week.
    • Prods may be requested for a player. If they have not posted in the thread within 24 hours, excluding weekends, they will be prodded.
    • I will modkill you if you don't post for an entire Day (48 hours). No exceptions.
    • Please be active. The greatest killer of beginner games is poor activity.
  • Day Length - Days will last 48 hours, including weekends.
  • Extensions/Shortens - There is only one available Extension for the entire game; once you use it, it's gone. It is for 24 hours and may be used at any time if 33% of players (min 2) agree. Days can be shortened to end immediately with 51% of votes (min 3).
    • Votes for extension/shorten are done in boldface. Extend, Extension, Extend it up yo, Shorten it out y'all are acceptable ways to vote for an extension/shorten
    • Extensions/shortens can be opposed by declaring opposition (Oppose Shorten/Extend, I oppose this notion!, My Oppose goes to this), and they count against the total number of votes for an extension/shorten. Extensions count as opposition to shortens and vice versa.
  • External Participation - While the game is ongoing, if you are not a player, an IC, or a mod, refrain from posting in the thread.
    • Play to win! There is no hopeless situation, so don't ever give up. And remember, be bold! You learn nothing and you gain nothing by holding back.
  • Miscellaneous -  Use of cryptographic hashing is not permitted.  If you want to have hidden/obfuscated messages in your posts for later use, come up with them using your own wetware.


Player Roster

  • Deus Asmoth - Regular townie
  • Dani
  • UXLZ
  • SupercharazadMafia Goon
  • hector13 - Regular townie
  • Scripten - IC
  • TheDarkStar Mafia goon
Short-Notice Replacers
  • Jim Groovester
  • SuperBlackCat?

Extra Resources

Reading the two previous Sprint games may be instructive.


43
Mafia / Choose-Your-Own-Masquerade - Dance 3 - TOWN WIN
« on: July 18, 2014, 06:30:36 am »
CHOOSE-YOUR-OWN-MASQUERADE

Choose Your Own Masquerade is a variant of Choose Your Own Mafia. It's a mafia game  in which points which can be spent on powers at the beginning of each night. It's different in three ways:

Deep South: There's no nights, actions happen when they're sent in, but may be queued up in advance.

Masquerade Each player is assigned a mask colour at the beginning of the game, and they only know the colour of their own mask and what other mask colours there are in play. Powers can only be targeted at masks, not players. Votes still target players.

Kill-Frenzy Unlike the last CYOM game, there's no conversion power.

At the beginning of the game, each player is allotted an alignment (either town or scum), and a mask colour (red, purple etc.), and has five points to spend on powers. They can also take up to -5 points in flaws. The mafia don't get a mafiakill by default, but they do have a chat in which they can discuss (among other things) how they'll build their powers. Character Creation will last 24 hours or until everyone has sent in a build, whichever happens first.

Scum collectively can't kill more than one target in a phase. A player can only use one power per day, unless they have an auto that says otherwise. If a player targets themselves with a non-self targeting power, it will fail.

Kills won't be processed for the first 24 hours of each Day, to allow everyone a chance to see the thread and send in an action.

After the lynch the day resets and every player gets 1 point for surviving the day. At any time in the game players can buy off any flaws they have, cash in an old power for half its original cost rounded down and buy new powers. A power can't be sold if it's been used that day, but players can queue up buying and selling to happen as soon as the new day starts (so they're not hanging around with unspent points).

Spoiler: Mafia Rules (click to show/hide)
Spoiler: Masquerade Power List (click to show/hide)

Sign Ups
12 and counting...
- Reverie
- Tiruin - Committed Suicide D1
- Toaster
- Deathsword Persus13 Killed Day 2
- Varee
- Wolf
- Toony
- Silthuri
- Scripten
- TolyK
- Jiokuy
- Flabort


Replacements
- Cheetar
-

I'll leave the sign ups open until I feel there's enough players. I'll need at least 7 players, but there's no real maximum. 13 would be good. If you've got any questions or suggestions or clarifications required, do say.

44
THE DARK AGE


In 815 AD, in the long-shattered remains of the Roman empire, the British Isles is at war. Angles, Saxons and Jutes have captured much of the land, fighting the long war against the Welsh kings and savage Picts. Across the Irish Sea, the tribes of Ireland begin to unify... in 50 years the Danes will come, but who will still be standing when they arrive?

This is a historical game set in the Dark Ages of Britain, fifty years prior to the Viking Invasion. Players play one of 6 historic factions: The Anglo-Saxon Mercia, Northumbria and Wessex; and the native Welsh, Picts, and a small Irish kingdom). Each faction has a different goal, and multiple factions have the possibility of winning when the game ends after fifty turns. Now the 50 year mark has passed, Act 2 of the game involves fighting an all-out war against the Danish invaders.

The game is run using Vanigo's Empire Game. You'll be able to build cities, raise armies, and vie for control of the sceptred isles.

Vanigo Tutorial
Player interface
Admin Interface

Sign Ups
Mercia - Rolepg
Wessex - Varee
Northumbria - Evil Marahadja
Wales - Zanz - Squeegy
Ireland - Lemon10
Pictland - Kashyyk
Danes - NQT

Spoiler: Win Conditions (click to show/hide)

45
1000 Blank White Cards - Part 2

The card game where you write the rules

Sign-ups now Wait List open for a card-playing game where you build the rules of the game as the game goes along. You start with five cards to create and everyone plays a card a round. Turns can be taken in any order, but everyone can only play one turn a round. Win conditions are created by playing cards with new win conditions on. A player only wins if they're still winning after a full round has passed.

Previous game here. The rulkes are the same in this game except for the fact that the draw deck has existing cards as well as blank cards in, and players draw their starting hand from the draw deck.
King Sheb's Ongoing Game Here

Spoiler: 12 Rules (click to show/hide)
Spoiler: Card Creation (click to show/hide)


Sign Ups

- New Guy
- BlitzDungeoneer
- Ottofar
- Tawarochir
- Erils

Wait List
- Fniff
- EscapedLurker
- DarkDXZ



Questions and clarifications are welcomed before the game begins. The game will begin when all five players have submitted their initial five cards to me. Then I'll shuffle them up with the other cards to create a draw deck and I'll assign out people's starting hands and we can start.

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