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Author Topic: Supernatural 5 - Ended  (Read 72076 times)

Mephansteras

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Supernatural 5 - Ended
« on: April 05, 2012, 12:54:46 pm »

I've decided to run another Supernatural Mafia, since it's been a while since I did one.

Min players will be 8, max is 16.

Players

  • Dariush
  • Shakerag Town Priest
  • Darvi
  • Urist Imiknorris
  • zombie urist - Town Fortune Teller
  • webadict
  • Powder Miner
  • Toaster - Lone Vampire
  • NativeForeigner
  • Jokerman-EXE
  • IronyOwl - Town Werebear
  • Orangebottle - Werewolf Priest
  • Tiruin - Werewolf Illusionist
  • ToonyMan - Werewolf Knight

Darvi is replacing in for Bookthras.
Flandre is replacing in for Think0028.
webadict is replacing in for Flandre

Powder Miner has requested a replacement
webadict has requested a replacement
« Last Edit: June 12, 2012, 07:02:03 pm by Mephansteras »
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Mephansteras

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Re: Supernatural 5 - Signups open!
« Reply #1 on: April 05, 2012, 12:55:15 pm »

Basic Rules:

Roles: The basic information about available town roles will be known. However, I will only give a general description of each role that will give an indication of what the role can do. More specific information will be given in role PMs as necessary. This means you will not know the specific rules of many of the roles, even if you know what they do. There may also be variations on the town roles, both within a game and between games.

Scum and 3rd party role information is not going to be posted in the thread.

All players are Town Aligned unless noted otherwise in their Role PM.


Quoting the Mod without permission results in a Modkill and a ban from the next game I run.

PMs are not allowed unless your Role specifically allows it.

Days will go for 72 hours (Ignoring weekends) or until everyone has voted (if there is a long period of inactivity after everyone votes I'll end the day to keep things moving).
    In the event of a tie, no lynch will occur.

Night will go for 24 hours, though that's somewhat flexible. If you do not have your action in within the 24 hours you run the risk of losing your action for the night, though. If you choose not to use your action, please send that instead of just waiting for me to get on with the night without you.

  Extensions: Extensions require at least 25% of the living players requesting an extension. Votes against the extension will reduce the counted number requesting (so, of 8 players if 3 vote for an extension and one votes against it it's still 2 for, which is 25%, which grants the extension.)
Extensions will extend the day by 24 hours. No more then two extensions will be granted on any given game day.

  All votes should be colored red to make it easy for me to spot them.

  In the event of a tie, a No-Lynch will occur.

  Speaking While Dead: The dead may post once after they have died to comment on their death. They may not provide any information about the game in this post. After this, any posting in the game before it has ended will result in a one game ban from future games. Repeated abuse, or posts that have a major impact on the game, can result in a permaban from any future games.


  Scum, Coven Witches, and some third parties will have special chat areas on http://www.quicktopic.com. I will PM the appropriate link to you at the start of the game or when you die.

  There is no Dead Chat for this game, since coming back from the dead is possible.

  Event Order: The order of events is generally as follows:

    Misdirection
    Role-blocking
    Protection
    Investigations
    Night Kills/Conversions
    Disturbing the Dead (there is an order for this, if two people target the same corpse, but that's kept hidden)

  All kills will be effectively simultaneous. (I may make some literary liberties with this in the PMs, though)

  Also, not all roles require the player to leave the house. Generally, magic sounding roles are going to work like Psychic roles in Paranormal. If your role does not require you to leave your house to use, you will be informed of this fact. Roles who don't leave their house cannot be role-blocked by the Guard, though he still protects them.

Potential Town Roles
  • Knight - a well trained, armed, and armored warrior. The Knight is too skilled to be easily slain by an attacker.
  • Guard - the Guard can lock someone in their house and stand guard through the night. This keeps them in, and others out. At least as long as the guard is around.
  • Mystic - Mystics can pierce the veil of reality to discover hidden truths. Seer, Oracles, and Fortune Tellers are all varieties of Mystic.
  • Thief - A wanderer of the night. Thieves often spot what others are up to.
  • Sorcerer - A powerful mage, the sorcerer likes to keep to himself and has the power to enforce his seclusion.
  • Wizard - A powerful mage, the Wizard can use his powers to help keep others safe.
  • Warlock - A mage who seeks knowledge from the shades of the dead
  • Illusionist - A mage whose mastery of light and shadow can use misdirection to help or harm.
  • Dreamwalker - An individual whose dreams may in fact be a reflection of reality
  • Priest - An individual dedicated to the gods. How well they serve the gods depends on just how dedicated they actually are.
  • Sexton - Charged with caring for the graveyard, he has much to do lately.
  • Sage - A learned individual, who can use this knowledge to piece together the clues and discover the truth of the recent events
  • Monster Hunter - A powerful warrior, trained to hunt down and kill the monsters that roam the world. May specialize in specific types.
  • Witch - Secretive folk who practice forbidden, ancient rites. They hold few secrets from one another
  • Werebear - Cursed or blessed, it is hard to say, but these people have great power within them. Beware their fury when provoked.
  • Exorcist - Holy men and women trained in holy magics to battle the evils of the Underworld.

« Last Edit: May 09, 2012, 10:59:11 am by Mephansteras »
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Dariush

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Re: Supernatural 5 - Signups open!
« Reply #2 on: April 05, 2012, 01:14:24 pm »

Yayn.

Shakerag

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Re: Supernatural 5 - Signups open!
« Reply #3 on: April 05, 2012, 01:50:47 pm »

In.
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Your nerd cred is unparalleled.

Quote from: Dr. Thomas Szasz
Thatís what psychiatry is: politics and economics. Behavior control, it is not science, it is not medicine.

"The Government of the United States is not in any sense founded on the Christian religion" - President John Adams

Bookthras

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Re: Supernatural 5 - Signups open!
« Reply #4 on: April 05, 2012, 01:53:58 pm »

In.
Logged
No one ever listens to Zathras, no. Quite mad, they say.  |  That ain't a shepherd.

Zathras hefts the corpse-of-webadict puppet and works its mouth: "I declare world peace! Yay! All hail Zathras!"
Everyone is handsomely rewarded, and lives happily ever after.  Except for Bookthras, who dies of poison in the night.

Urist Imiknorris

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Re: Supernatural 5 - Signups open!
« Reply #5 on: April 05, 2012, 02:06:09 pm »

Out of the frying pan and into the fire.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Darvi

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Re: Supernatural 5 - Signups open!
« Reply #6 on: April 05, 2012, 02:14:45 pm »

*still has nightmares from his last Supernatural*
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zombie urist

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Re: Supernatural 5 - Signups open!
« Reply #7 on: April 05, 2012, 02:17:04 pm »

In.
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The worst part of all of this is that Shakerag won.

Think0028

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Re: Supernatural 5 - Signups open!
« Reply #8 on: April 05, 2012, 02:34:21 pm »

Eh, fuck it, in.
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If it scares people into posting, then yes.

If they end up lynched because they didn't post, oh well. Too bad for them. Maybe they should've tried posting.
Web-based Lurker Tracker for Mafia

Urist Imiknorris

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Re: Supernatural 5 - Signups open!
« Reply #9 on: April 05, 2012, 02:40:28 pm »

*still has nightmares from his last Supernatural*

Yeah, that was hilarious how Solifuge owned all your asses.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Toaster

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Re: Supernatural 5 - Signups open!
« Reply #10 on: April 05, 2012, 02:48:32 pm »

That's better- more games going into signups.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Darvi

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Re: Supernatural 5 - Signups open!
« Reply #11 on: April 05, 2012, 03:54:07 pm »

*still has nightmares from his last Supernatural*

Yeah, that was hilarious how Solifuge owned all your asses.
I wasn't even playing that one.
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Powder Miner

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Re: Supernatural 5 - Signups open!
« Reply #12 on: April 05, 2012, 04:02:28 pm »

Joining
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Powder Miner

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Re: Supernatural 5 - Signups open!
« Reply #13 on: April 05, 2012, 04:02:50 pm »

That's better- more games going into signups.
[/quote
I actually can't tell if this is sarcasm or not.
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Toaster

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Re: Supernatural 5 - Signups open!
« Reply #14 on: April 05, 2012, 07:50:04 pm »

I guess bolding a random word didn't confirm me as in.

It worked in Vote Mafia 8!
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.
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