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Author Topic: Supernatural 7 - Game over - Town Win!  (Read 92185 times)

Mephansteras

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Supernatural 7 - Game over - Town Win!
« on: June 03, 2014, 05:59:34 pm »

Finally have enough time to run a game again. And Supernatural seems like a good one to run.

Minimum 9 players. I doubt we'll get a huge number of players, but that's enough for a decent game.

Players:
  • Jack A.T. - Town Wizard
  • Jim Groovester - Town Lone Witch
  • ToonyMan
  • IronyOwl
  • Persus13 - Dark Magus
  • notquitethere - Town Warlock
  • Hapah - Townsperson
  • Toaster - Magus Thief
  • zombie urist
  • Nerjin - Town Seer
  • Flandre - Town Dreamwalker
  • Jiokuy - Werebear Serial Killer
  • MyOwnWorstEnemy - Necromancer Serial Killer

Replacement queue
  • Nerjin

Replacement List
TheWetSheep has replaced in for 4maskwolf. (Medical reasons)
4maskwolf has returned and taken over again for TheWetSheep
Hapah has replaced in for Tiruin (Lack of time/Net)
MyOwnWorstEnemy has replaced in for Imperial Guardsman (overwhelmed)
IronyOwl has replaced in for flabort (Camping)
Nerjin has replaced in for 4maskwolf(Out of town)
« Last Edit: July 28, 2014, 01:48:14 pm by Mephansteras »
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Jack A T

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Re: Supernatural 7 - SIGN-UPS - 0/9 (16 max)
« Reply #1 on: June 03, 2014, 06:00:59 pm »

In.
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Quote from: Pandarsenic, BYOR 6.3 deadchat
FUCK YOU JACK
Quote from: Urist Imiknorris, Witches' Coven 2 Elfchat
YOU TRAITOROUS SWINE.
Screw you, Jack.

Mephansteras

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Re: Supernatural 7 - SIGN-UPS - 0/9 (16 max)
« Reply #2 on: June 03, 2014, 06:02:41 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.

  Shortens: Shortening the day has a larger impact than Extensions, so it requires 75% of the living players requesting it to succeed. If the Game is Shortened it will end as soon as I do the tally with 75%+ players voting for it. It is possible that I will end all voting for the day but need a bit to do the final write-up, in which case further votes will not be counted that 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.

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Jim Groovester

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Re: Supernatural 7 - SIGN-UPS - 1/9 (16 max)
« Reply #3 on: June 03, 2014, 06:10:00 pm »

Been a while since I did anything in this forum.

In.
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You know, it's fucking uncanny how many times people scream that Jim is out to get them and has rallied the town to destroy them, like he's the head of some damn conspiracy theory or something.  I've learned to recognize this as something I call "The Jimbot Fallacy".

TheDarkStar

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Re: Supernatural 7 - SIGN-UPS - 1/9 (16 max)
« Reply #4 on: June 03, 2014, 06:19:04 pm »

PTW, but I'll be unable to play due to being out of town.
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ToonyMan

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Re: Supernatural 7 - SIGN-UPS - 2/9 (16 max)
« Reply #5 on: June 03, 2014, 06:55:42 pm »

Goddamn you Jack AT you threw off Meph's groove.

I'm in just so I can defeat you.
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Jack A T

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Re: Supernatural 7 - SIGN-UPS - 2/9 (16 max)
« Reply #6 on: June 03, 2014, 06:59:34 pm »

Goddamn you Jack AT you threw off Meph's groove.

I'm in just so I can defeat you.
A guarantee that we will be on the same team.
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Quote from: Pandarsenic, BYOR 6.3 deadchat
FUCK YOU JACK
Quote from: Urist Imiknorris, Witches' Coven 2 Elfchat
YOU TRAITOROUS SWINE.
Screw you, Jack.

flabort

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Re: Supernatural 7 - SIGN-UPS - 2/9 (16 max)
« Reply #7 on: June 03, 2014, 07:10:58 pm »

I will definitely play this. The more games the better, imo.
In
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Persus13

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Re: Supernatural 7 - SIGN-UPS - 4/9 (16 max)
« Reply #8 on: June 03, 2014, 09:05:17 pm »

IN, I want to do better than my past games with Meph as mod.
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notquitethere

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Re: Supernatural 7 - SIGN-UPS - 4/9 (16 max)
« Reply #9 on: June 04, 2014, 01:51:04 am »

In to defeat the inevitable cult.
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Tiruin

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Re: Supernatural 7 - SIGN-UPS - 4/9 (16 max)
« Reply #10 on: June 04, 2014, 03:38:57 am »

In because productivity.
Also other people like ToonyMan NQT and others..
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Re: Supernatural 7 - SIGN-UPS - 4/9 (16 max)
« Reply #11 on: June 04, 2014, 07:37:41 am »

I hope there won't be a cult in this game, because I'm pretty sick of them.
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Shakerag

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Re: Supernatural 7 - SIGN-UPS - 4/9 (16 max)
« Reply #12 on: June 04, 2014, 09:26:35 am »

Hnnng ... a lot of people signing up that I'd like to play with, but I wouldn't be able to play until Tuesday. 
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Re: Supernatural 7 - SIGN-UPS - 4/9 (16 max)
« Reply #13 on: June 04, 2014, 09:28:13 am »

I won't be able to play this weekend, either, so don't sweat it.  Meph typically starts his games on Mondays anyway.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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Mephansteras

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Re: Supernatural 7 - SIGN-UPS - 4/9 (16 max)
« Reply #14 on: June 04, 2014, 11:15:36 am »

Yeah, game won't start until Monday, so starting Tuesday is fine.
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