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Topics - Ranmilia

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1
Why: We haven't had a big fun mafia game in a long time.
When: Starting sometime in January.
Will it trainwreck in a morass of planning and never get off the ground like that Arkham game I still hope to run sometime: no, this time I actually did plan ahead!

What: A big ol fun game of Mafia, using the Soldiers/World at War model, for hopefully 26-32 players!
Except not quite, because this will be run as TWO SEPARATE SIMULTANEOUS GAMES of hopefully 13-16 players each!
To explain how this variant works...

On one side, the forces of Richard Hawk, Vice President of the Great United States, Balk's right hand man (does that make Balk the President?) and Morbol trainer extraordinaire!

On the other side, Ko, the undying Time Mage legion!

- The Richardites and the Kos will each have their own separate game thread, in which their respective faction is town, and the scum are a handful of infiltrators loyal to the opposing faction.  Both games will run almost completely separately from each other, interacting only through Battle (Night) actions.  As an additional experimental touch, I'm considering having one thread be designated "serious business players" and the other "casual laid back players", if people would like that.  Of course such designations would mean only what the players make of them.

- Each faction, in its own thread, will have a "King" player.  The ultimate goal and win condition of both factions is to kill the other faction's King!  The Kings are mod-confirmed town players in their own thread, and their primary responsibility is selecting their thread's battle party at the end of each day.  Kings can only die if they are lynched (which is obviously only possible if the scum in their thread reach a majority) or killed in battle (which is also difficult, and explained below).

- Days will run on "lights out" mechanics, meaning that the towns are not limited to only one lynch per day.  When a player is hammered for lynch, they are considered dead immediately and all votes are reset, but they do not "flip" their information immediately, nor does the day phase end.  Days in both games will end at the same time, on a real time deadline.  After the deadline is reached and both Kings have submitted their battle parties (again, more on this below), but before battle actions are chosen, the flips of everyone lynched that day will all be revealed.  

- There will be no normal Night phases, no normal night roles, and indeed the scum factions may not even have normal night kills.  Instead, after each day there will be a Battle Phase, and every player will have a unique assortment of at least 3 battle actions they can choose to perform.

- At the end of each day, but BEFORE lynch flips are revealed, both Kings must select a certain number of players (probably 4 or 5 depending on how many people are playing) from their thread to form a battle party.  The Kings themselves cannot join the battle unless/until their thread's population becomes so low that they have no other choice to fill a party.  

- The parties then go out and, well, fight each other!  Every player participating in the battle will pick one of their possible actions to perform.  Town players will want to help their side and hurt the enemy combatants, but if a King has chosen unwisely and sent infiltrators in their party, well, there might be a wee bit of sabotage going on!


If your eyes are glazed by now, rest assured, it all sounds more complicated than it will be in practice.  I'm putting this up now to try and spark discussion/get players/what do people think.  So what do you think!

Vague signups:

Richard's Morbols
1. Rat?
2. Soppy
3. Excal
4. Cid
5. Kilga
6. Fnorder
7. Xanth
8. Strago
9. Ciato
10. lmm
11. Glen Veil
12. Kiro
13.

Legion of Ko
1. Tai
2. Gate
3. QR
4. Mage
5. Hal
6. Bard
7. Rou
8. Snowfire
9. Shale
10. Hungry Youkai
11. Alice
12.
13.

2
Unranked Games / La Mulana
« on: December 15, 2010, 03:17:57 AM »
Quick and dirty for now, by popular demand. 

Lemeza Kosugi

Our hero and the only playable character.   

HP at start of game: 32

HP with all items: 352

Lemeza gains +32 mHP with every Life Jewel obtained.  There are 10 of these in the game in total, although one of them is permanently missable and another is nearly so, requiring extremely difficult and unintended techniques to acquire if you messed up.  Every pixel of the health bar is equivalent to 4 HP.


Main weapons:
The whips, keyblade and katana all have roughly the same attack speed.  The axe attacks at about half that speed,  the knife at double it.  Timed by # of attacks made in the time it takes a snake on the surface to cross one platform: whip 8, knife 17, keyblade 9, katana 7, axe 5.  Damage figures given are always for a single hit unless otherwise specified.

Leather Whip - 2 damage. 
This is Lemeza's only starting equipment.  Chain Whip and Mace are both permanently missable upgrades for it.  All whips hit slightly above Lemeza as well as forwards, but will miss low targets.

Chain Whip - 4 damage
Mace - 6 damage
Leather Whip w/Whip Power Combo - 6 damage
Chain Whip w/Whip Power Combo - 8 damage
Mace w/Whip Power Combo - 10 damage

Knife - 3 damage.
The knife has roughly double the attack speed of whips and will hit low targets, but its range is virtually point blank.
Knife w/Knife Power Combo - 6 damage

Keyblade - 2 damage. 
Roughly the same attack speed as whip, does not hit high or low targets but has slightly longer forward reach than the whip.  Is completely terrible.

Axe - 5 damage. 
The axe is very slow and swings at roughly half the speed of the whip in a long overhead arc.  Whiffs low targets.

Katana - 5 damage.
Same damage per swing as the axe, but with the whip's swing speed, and a long downwards arc.  Hits low targets, does not hit high.


SUBWEAPONS

Subweapons are all fired at the same rate, but have individual limits of how many can be onscreen at a time.  The limits count your total number of subweapons out, so if you fire two flares you can switch to shurikens and throw two of those, but not the other way around.  Initially the limits are all -1 from what is given here, the Ring item raises the firing limit on each subweapon by 1.  At midscreen, you can fire two "volleys" of most subweapons in the same time it takes for the snake to cross the platform, as given above, however at point blank to a target most subweapons can be spammed at a max firing rate of roughly 16 shots per snakecrosstime.  If subweapons impact a target they cannot damage, they will bounce off harmlessly, but still count against their projectile limits while bouncing away, thus severely decreasing your rate of fire.  This is mainly an issue with Viy and Baphomet, as all subweapons bounce off Viy's body and all except bombs bounce off of Baphomet's closed wings.

Shuriken - 2 damage each, 4 onscreen at a time. 
A straight forward ranged attack.

Throwing Knives - 4 damage each, 2 onscreen at a time.
Throwing Knives "roll" along the ground, following the floor of whatever platform they're on and dropping straight down otherwise.  They also pierce enemies and continue to travel, making them much less spammable than other weapons despite their high damage.

Flare Gun - 4 damage per flare hit, 3 flares onscreen at a time.
Fires straight upwards.  Usually your best DPS in game as most bosses and subbosses can be hit from below at little risk.

Spears - 3 damage per hit, 3 spears onscreen at a time.
Fires straight downwards, identical to the flares except in direction and damage.

Bombs - 16 damage per bomb, dealt in 8 rapid hits of 2 damage each.  2 bombs or bomb explosions onscreen at a time.
Bombs are tossed at a diagonal upward angle and will rebound off of any vertical walls and floors any number of times.  They will explode when they hit any ceiling or any target that is not a wall or floor, regardless of whether bomb explosions can actually damage that target or not.  Damage above is to enemies, if Lemeza gets caught in his own bomb explosion, it will deal a whopping 22 damage to him (with body armor!) and can hit him a second time after his invincibility wears off!

Angel Shield - No damage, blocks all frontal projectiles, can be held up any time Lemeza is not attacking.

Pistol - 20 damage per shot.
The pistol fires hitscan (instant) bullets in a straight line forward.  It can only be obtained near the end of the game in a hidden passage, after most bosses must have been defeated - the only bosses it can possibly be used against are Amphisbaena and Baphomet.  (And The Boss and Mother, of course, but they are immune to it in all forms.)  Unlike the other subweapons, it uses ammo that CANNOT ever be found, only purchased for an exorbitant rate of 400 coins per box of 6 bullets.  To top that off, Lemeza can only carry a total of 12 rounds, 6 loaded in the pistol itself and one ammo box of 6 more.  Assuming you grind 800 coins, that is.  Its legality in the DL may thus be considered dubious.

Lamp of Time - Max 360 damage with main weapons?
At any time the lamp of time is lit, Lemeza can stop time for 10 seconds (enough time to swing a whip 30 times), which freezes all non-boss enemies and enemy projectiles in place, makes Lemeza invincible to anything except spikes, Sky Fish or his own bombs, and allows him to attack freely with any main or sub weapons until the effect ends.  Once used the lamp's flame dies out, and returns after three minutes (180 seconds) of ingame time have passed.  The fast recharge ROM combo makes time count double towards recharging the lamp.  All normal enemies (with two exceptions) and sub-bosses are affected, but all real bosses are immune.  If one attempts to use the lamp during a real boss fight, a buzzer sounds and nothing happens.  The Sky Fish enemy becomes visible but is not frozen and can still hurt Lemeza.  Strangely, the large gun platforms in the Tower of the Goddess will continue to move and fire when time is stopped, but Lemeza becomes invulnerable to them regardless and can attack them and jump straight through them safely until the lamp effect ends.

ROM Combos
Lemeza can equip only one ROM combo at any given time.  Only listing DL-relevant ones here.

Whip Power (Castlevania + Mahjong Wizard) - increases the damage of whips, as listed above. 
Knife Power (Break Shot + Video Hustler) - increases the damage of the knife, as listed above.  Note that Break Shot, and thus this combo, can be permanently missed.
Invin Up (Athletic Land + Cabbage Patch Kids) - increases Lemeza's invincibility frames after being hit by roughly 25%.  With this combo he is invincible for almost exactly one snake cross period, without it, roughly 75% of such.  He is invincible long enough to never be hit twice by his own bomb with this combo.
Last Chance (Knightmare + Maze of Galious) - if Lemeza takes a hit that would result in his death, his HP is set to 32 instead (regardless of how much he had before the hit.) Only works once per save/load.  Does not protect from instant death (though there is only one source of this in the game).
Fast Recharge (King Kong 2 + Firebird) - Time that passes while this combo is active counts double towards recharging the Lamp of Time (and fairy points, but the DL doesn't care about those.)

================================

Bosses!

Amphisbaena, the Two-Headed Serpent
HP: 50

Flame Jet - 10 damage
Melee contact - 24 damage

Typical failure first boss.  Only the heads can be damaged, but it doesn't matter which head you hit.

Sakit, the Rebellious Giant
HP: 40
Immune to all subweapons

Large falling rock - 8 damage
Rock shard - 4 damage
Energy ball - 16 damage
Melee contact - 16 damage
Yoga punch - 48 damage (!!)

In contrast to Amphisbaena, Sakit is very tough relative to when you might first fight him.  He deals quite a bit of damage, and the only way to damage him back is to wait through at least two rounds of energy ball attacks, have him punch the ground, walk up his arm and hit his face with a melee weapon, then jump away lest you be hit by the fist coming back.  The leather whip really doesn't cut it here.  Fortunately you can put off fighting him until almost the end of the game if you want, at which point he's a joke.

Ellmac, the Furious Lizard
HP: 48
Falling rocks - 8 damage
Fireballs - 8 damage
Melee contact - 48 damage (!!)

Ellmac can only be hit in his mouth when it is open roaring or spitting fireballs.  It is nearly impossible to hit him with melee weapons, or anything but shuriken really, without taking massive damage.  You can't hit him when he's calling down rocks, either, even though it looks like you really should be able to.  Despite all this, he does very little damage if you stay away from him and is very easy to down with shuriken barrages.

Bahamut, the Master of the Ocean
HP: 60

Fireball spew - 2 damage
Melee contact - 8 damage
Flame jet - 16 damage
Cursed water - 4 damage per drowning sound, if you fall in.  Even if you have the Scalesphere.

(Getting trapped under the ***ing boat in the water why won't you JUMP UP OUT OF THE WATER GOD DAMN IT - around 40+ drowning damage)

Another difficult boss, Bahamut jumps around, can only be hit in the head and is quite lethal despite lacking any big single hits.  The water is the real killer, if you get hit at all you're probably knocked off the boat and taking at least 8 damage from the water, much more if you get trapped under the boat or stuck on the opposite side of the screen from it, not to mention you won't be in a position to hit him back at all.

Viy, the Demon Underground
HP: 70 (main body)
Tentacles: 10 HP each
Imps: 3 HP each

Melee contact w/Imp - 6 damage
Tentacle bullets - 6 damage
Eyestalk bullet spray - 8 damage
Melee contact w/tentacle - 20 damage
Melee contact w/eyestalk - 30 damage
Melee contact w/main body - 64 damage (!!)
MASTER SPARK - 96 damage (!!!)

Viy can only be hit in its eye, and only when the eye is open.  The fight starts with the eye permanently closed and the four tentacles alive, they must be killed before anything else happens.  A "dead" tentacle stops moving and is safe to touch, but comes back to life after ~20 seconds (the time seems to vary with Viy's HP).  When all four tentacles are dead at the same time, two imps spawn and begin periodically pulling Viy's eyelids open.  The imps can be easily killed (in fact Viy's master spark/giant laser will kill them) but respawn almost instantly.  Thankfully once triggered they will continue to spawn for the rest of the fight, even if all the tentacles are allowed to regenerate.  When Viy's eye is opened, it will either extend its eyestalk to do a bullet spray, or charge up and fire its lazah - however if the eye is hit before initiating either of these attacks, or if one of the imps is killed while pulling the eye open, or if the eyestalk is hit while doing its bullet spray, the eye will immediately close again.  It is impractical to hit the eye with anything other than spears or throwing knives, although you can get in some good attacks with low-hitting melee weapons if you use the Invin Up combo and jump into the imps just as they pull the eye open.

Palenque, the Ancient Pilot
HP: 64

Danmaku Spray - 8 damage
Blade toss - 16 damage
Bombs - 32 damage
Colliding with a pillar - 32 damage
Phantom Hammer (Laser beam) - 128 damage (?!?!)
Melee contact - 128 damage (?!?!)

Palenque is a quite chaotic and very fast fight, one way or the other.  He can only be hit in the head... ish... area... thing, and the katana is the only melee weapon with enough downswing to do so without touching him yourself.  And as you can see, touching him is a Very Bad Idea.  Generally either you kill him quick with subweapons, or you get chain-rammed by pillars and Palenque himself and die.

Baphomet, the Witches' Sabbat

HP: 60
Comes with four witches, each of which have 4 HP.
Can summon energy balls, which have 5 HP each.

Melee contact with any witch or energy ball - 2 damage
Mage (white witch) electric shot - 2 damage
Druid (tan witch) magic shot - 2 damage and 3 second paralysis
Witch (red witch) energy blast - 3 damage
Sorcerer (green witch) fire shot - 4 damage
Flame Pillar - 10 damage if it hits you from below, 20 damage if you run into the side of one
Lightning Bolt - 30 damage
Melee contact - 80 damage (hopefully you aren't dumb enough to jump into it)

Baphomet attacks mostly randomly, respawns all the witches at irregular intervals, and closes its wings both randomly and most of the time after taking a hit.  Whenever its wings are closed, all subweapons except the Bomb will bounce off of them.  Bombs will explode and deal normal damage if the head area is still in the blast range, however lining up a bomb toss that actually hits the head is very difficult.  It can only be hit in the head, which means melee weapons are a complete no go unless you've jumped inside its body and are willing to suffer the painful consequences.  Spears and flares will both tear it up though.  Bit of a joke fight for how late in the game this boss is.

Tiamat, the False Mother
HP: 100
Bats: 2 HP each
Infinity Symbols: 1 HP each
Immune to subweapons

Melee contact w/bat - 3 damage
Melee contact w/energy ball - 4-8 damage?
EYE BEAMS - 8 damage
HAIR EXPLOSION - 8 damage
Tail Whip - 32 damage
Melee contact - 32 damage

Only Tiamat's face is vulnerable, and she will turn to face away from Lemeza whenever he approaches her from the side or below.  The four infinity symbols at the corners of her room each respawn rather quickly if destroyed, but if all four are destroyed in rapid succession they will turn into a large infinity symbol binding Tiamat.  She fires eye beams when and only when an infinity symbol is destroyed, and tail whips a second or two after Lemeza moves within range of being hit by that.  She uses hairsplosion at regular intervals indicated by her face turning red, but when bound by the large symbol she cannot use this attack and will frown harmlessly instead.  Bats quickly and constantly spawn during the fight, to a maximum of four onscreen.  At every 20 HP lost, Tiamat spawns an energy ball that orbits her for the rest of the battle; these balls cannot be destroyed and are only knocked away when hit by weapons.  The only ways to actually damage her are to trick her by jumping over her head, then quickly jumping down and attacking her face once, or by using the large infinity symbol as a platform to stand on and hit her, which will cause the large symbol to crumble and the four small symbols to respawn.

The Mother

First form - 60 HP
Only vulnerable to keyblade
Attacks - Energy balls and melee contact, minor damage

Second form - 10 hits worth of HP
Only vulnerable to her own shots reflected back at her with the Knife; Knife Power combo has no effect
Attacks - Pillar of light and homing shots, moderate damage

Third form - 50 HP (10 hits)
Only vulnerable to the axe
Attacks - rain of fire, moderate damage

Fourth form -  50 HP (10 hits)
Only vulnerable to the Katana
Attacks - melee contact with sea life (minor damage) and eyes (major damage), lightning bolts (moderate damage)

Fifth form - 270 HP
Only vulnerable to whips
Attacks - laser pillars, star shots, melee contact (all minor-moderate damage)

I don't have exact figures on how much damage Mother's stuff does but none of it does very much, except for running into the eyes or being zapped by them in her fourth form.  It's mainly a very long battle of attrition.  The third form in particular will hit you over and over unless you understand how to dodge the fire perfectly.

3
To all whom it may concern,

It is with no small amount of difficulty, dear readers, that I write about this matter at all, much less ask for assistance - but I fear I am over my head alone now.

No doubt you all recall the strange sound that echoed over London, some few weeks ago now?  It was a clap so loud as to nearly rattle the windows, as though from a cannon, and was followed by another identical noise several seconds later.  The police investigated, but could find no cannon or source capable of producing such a sound, nor were they able to even determine the location it might have emanated from, and like everyone else dismissed it as a curiosity within days.

However, my dear friend and lodging mate, being in a lull of work, was not so easily satisfied, and took to inquiring about the strange sounds himself.  If you have read my previous articles, I expect you are all familiar with him as well - none other than the famous detective himself, Mr. Sherlock Holmes!  Though he first pursued it as a way to pass the time, Holmes quickly became engrossed in the matter and related a few of his findings to me. 

It seems that not only the London area but the whole of southern England heard the double cannonade at roughly the same time, and the strange sounds may even have been audible across the Channel or further!  From this, he deduced that the noise was clearly not that of a cannon or anything man-made at all, but must have been the passage of some sort of meteoric or heavenly object, traveling through the sky above our country at some tremendous velocity!

Though I found this conclusion astonishing myself, Holmes sniffed and dismissed it as "elementary" when I expressed as much to him, and continued to reveal that he was more interested in the few accounts he had received that had NOT heard the same sounds.  According to his contacts in Devonshire, not two but three close reports had been heard in that area.  Holmes theorized, over dinner, that this was due to the impact of the strange object somewhere in that area, and that he had made arrangements to visit and attempt to find it the next day.

At the time, I thought of the matter as nothing but a diversion for my friend's unquenchable intellect, and, being busy myself with some patients at the time, encouraged him to pursue it as a hobby.  How I wish now that I had never spoken those words! 

Holmes returned from Devonshire in a dark, brooding mood, and confided to me that he had found what he believed to be the object's site of impact, but the object itself had been removed before his arrival, and he was having difficulties in tracking its location as it had become somehow entangled with the mysterious death of a farmhand, somewhere near the Baskerville Estate (which you will surely all remember from our adventures with Sir Henry there). 

Over the next week the detective dipped further and further into the case, as he usually does, but also seemed... different, somehow, less talkative and more agitated than normal.  He rebuffed all my efforts to sooth him or take his mind away from the matter, even for a minute, and began to receive strange packages and letters at all hours.  He showed me few of these, and only one that made any sense to me, a message from a man he knew in Bristol stating that they, too, had heard mysterious cannon-like sounds some weeks prior.  At last Holmes arranged to travel to Bristol, and from there to the villages of Midwich and Severnford in Sussex, where he suspected the mysterious object had been taken.  Or so he told me, at least - he also urged me not to come myself, and assured me that he would be back within the week.

It has been two weeks since, and Sherlock Holmes has neither returned nor been heard from.  Two days ago I received word from the manager of the Severnford Inn that Holmes had never even arrived there.  Yesterday, I confess I became anxious enough to examine his notes and correspondence, and found within them all manner of incomprehensible writings and jots pertaining to secret societies meeting in the parks of London, the alignments of the stars, cities of devilish beings in caves and reefs, gates to 'other worlds,' prophecies of doom, and all sorts of superstitious nonsense - but nothing in the manner of the scientific deductions my friend has been known to make in such cases.

I find myself at a loss, and so concerned for his safety that I have written to you all.  If anyone has information pertaining to this case, or is willing or able to assist me in finding Mr. Holmes and getting to the truth of this matter, I beg you to contact me at this address, giving your name, occupation and whatever connections to the matter you may have.  I have a dark feeling that whatever is happening may reach far beyond what I have found, but whatever comes, I will not shrink from it.

Most Sincerely,
Dr. John H. Watson

4
Forum Games / Mafia Signups
« on: December 21, 2009, 05:13:52 AM »
In signups please indicate willingness/preference of following setups:

1.  Large generic role madness (see also: Smash Mafia)
2.  Choose your own role (players submit whimsical titles (not actual mafia roles), mod assigns mafia roles based on choices.  Good for anonymafia, would probably be such, can have varying levels of balance/rolemadness)
3.  Draft your own role (generous list of roles available in game, players can pick from the list in a random draft order, but if you pick something someone before you already took, you get vanilla)
4.  RPG (custom gimmicks and systems on top of normal mafia, players get "stat points" to assign to themselves to be good at various things and have various powers.  Systems required put a lot of overhead above the normal mafia gameplay.)

Go~

5
Forum Games / Super Mafia Bros Brawl - Game Topic (GAME OVER)
« on: June 06, 2008, 09:24:22 PM »
Welcome, etc!

- All standard Mafia rules apply.  You should know them by now.
- No deadlines on days unless discussion stagnates.  If a deadline is imposed it will be at least 24 hours from time of imposition.
- Nights will have deadlines for action submission, for sanity's sake, usually 24 hours.  Night 0 has no deadline for obvious reasons but do try to be prompt.
- This is a role heavy game!  Take heed.  There may or may not be multiple scum groups, third party roles, roles that can cause the game to be won or lost on day or night 1 (but not night 0), etc etc.  Keep your laser handy!
- The game will begin with a "Night Zero", where no killing roles may function but many other night actions can be performed before discussion even starts.
- Vote mechanics are be a little unusual.  You may cast either a normal vote or a Smashvote on someone.  A normal vote will add a certain % damage to them.  Damage per vote = 200%/(number of voting players-1).  Unlike in real Smash, you may unvote normally and doing so will remove the damage.  No matter how many normal votes someone accrues, they will not be lynched and the day will not end until someone specifically Smashvotes them for the KO.  Under normal circumstances, a Smashvote will immediately KO anyone who is currently at or over 100% damage and end the day.  A Smashvote cast on someone who can't currently be KO'd will count as a normal vote.  You may have only one vote of any kind active at a time.

Complicated?  Not really.  This adds up to lynches working as normal for the most part - half the living players voting for someone will take them to 100% damage, then someone else Smashvotes for the hammer.

What's the difference, then?  Well, for one thing, you can continue to dump normal votes on someone beyond 100% without immediately ending the day until someone smashes.  More importantly, as you might guess, lots of roles and conditions may (read: will) play havok with this system.

This sounds needlessly complex but will be smooth once you see it in action, I promise.

- Additionally, every day phase will be played on a mod-determined stage.  The stage may or may not have gameplay effects, which may or may not be explained or left to the players to figure out.
- Town must KO someone every day, No Lynch may not be voted for.
- Have fun.  Breaking this rule will have Dire Consequences.
- Beware of stobor.
- Your co-mods are Laggy and Gatewalker.  I think.  I hope.
- Treat the mods nicely, this is a big game.
- Characters were not randomized.  Roles, however, were.  If your role and character seem to fit together well, thank you, I tried hard to invent justifications for characters having the abilities they do.
- Exception to the above:  Some people have Minor Abilities that ARE tied to their character.  These, however, are not tied to their role, and have minimal gameplay effect.

Joined the Brawl:
4. Carthrat - Ike
10. Bardiche - Jigglypuff
17. Taishyr - Kirby

In the pit with Pit:
5.  Ephraim, MetaKnight, Town Aligned Misunderstood Swordsman Doctor, was KO'd Day 1 by falling into a pit chasing Pichu!
18. Yakumo, Ganondorf, Town Aligned Misunderstood Swordsman Doctor, was modkilled Day 1 for ragequit PM post etc.
14.  QR, Pikachu/Pichu, Town Aligned Super Awesome Glass Cannon Dayvig, was KO'd Day 1 by the Pink Luigi Uppercut!
6.  Sopko, Olimar, Town Aligned Super Smash Voter, was Smash KO'd Day 1!
3. Evil Tom, aka Link, but really aka Dark Link, Scum-aligned Roleblocker Governor, was KO'd Night 1!
16. Captain K, aka Pink Luigi, Scum Aligned Daykilling Godfather, was knocked out of the park Day 2 by a joint Dedede/Ike effort!
7. Shale, aka Mario, but actually aka Master Hand, Self Aligned Poisonous Bulletproof Squeaky Clean Resilient Serial Killer, was modkilled Day 2 due to mysterious vanishment!
1. Meeple, aka Pokemon Trainer, Town Aligned Watcher, was KO'd Night 2!
13. Mad Fnorder, aka Ness, Town Aligned Tracker, was KO'd Night 2!
12. Ciato, aka King Dedede, Town Aligned Inventor, was Smash KO'd Day 3!
15. Nitori, aka Snake, Town Aligned Cop, was KO'd Night 3!
2. Excal, aka Marth, Town Aligned Vanilla Townie, was Smash KO'd Day 4!
11. Andrew, aka Toon Link, Scum Aligned Bus Driver, was Smash KO'd Day 5!
8. Strago, aka Wolf, Town Aligned Miller Vigilante, was KO'd Night 5!
9. El Cideon, aka Falco, Scum Aligned Lone Gunman Janitor Rolecop, was KO'd Night 5!
One day, everyone was Brawling, and then some people ganged up on Captain Falcon and KO'd him.  Your job is to find them.  Ready?  GO!
The game ended Night 5 in a Town victory!

6
Forum Games / Super Mafia Bros Brawl - Signups
« on: June 02, 2008, 05:02:20 AM »
- Casual tone, made to be less cutthroat than usual
- Role heavy, in keeping with the above
- Hoping for 16+ players, if you've been interested in playing but don't like the berserk competitiveness, this is the game for you!
- Coming soon to a theatre near you?  Hopefully this week(?) depending on signups.

Ask questions, sign up, tell me if I'm stomping on someone else's awesome modding plans.

1. Meeple - TranceHime, Legendary Moemon Trainer
2. Excal - Disco Marth.  White clothes, black skin.  Baby.
3. EvilTom - Legolas
4. Carthrat - Dwight Eisenhower
5. Ephraim - Batman
6. Sopko
7. Shale
8. Strago
9. El-Cideon
10. Bardiche - Jiggs
11. Andrew
12. Ciato - Abuses throw infinites, get her!
13. Fnorder - NESS NESS NESS NESS NESS NESS NESS NESS NESS NESS NESS NESS... I'm.... h... a... p... p... y...
14. QR - Chu Chu Rocket
15. NITORI IS PRODUCTIVE!
16. Captain K - Pink Luigi, and the 15 people above him all fail for not taking it first. 
17. Taishyr - Kirbycide
18. YAKUMOOOOOOOOOOOOOO!

Edit - Due to popular demand, characters will not be tied to roles, so feel free to call them.  If someone else wants your favorite, discuss it or something.  Call costumes?  I don't care.

Edit 2 - You don't have to call a character.  Real brawlers play Random.

7
Forum Games / Within a Deep Mafia Forest - Game Topic (GAME OVER)
« on: February 12, 2008, 12:54:48 AM »
http://nifflas.ni2.se/index.php?main=04Within_a_Deep_Forest

Once upon a time, in a strange and faraway land known as the Pinewood Heights, a single blue ball set out to save the world from a mad scientist's bomb...

It was successful.  That is not this story.

Some time after the bomb incident had been resolved, all of the sentient balls that had been gathered by the blue one, along with many of the creatures and strange phenomena they had encountered during their travels, gathered for a festive party.  There was much mirth and joy, until one of the balls remarked that it felt a little funny...

Within minutes, everyone and everything at the party was hallucinating.  Balls and non-ball things were indistinguishable from one another!  Controls were reversed!  Conservation of momentum no longer applied! 

Chaos reigned, until a sudden SPLASH shocked everyone.  They gathered around the lake's edge, poked and prodded, and through much smothering investigation found out that the poor Pathetic Ball had fallen into the water in its confusion. 

Clearly, this would not do.

The party turned to its food and drink, and eventually enough of them affirmed that there were traces of a strange mushroom to be found in the remnants of the snacks.  Someone, or something, had slipped this hallucinogenic mycoderm into everyone's refreshments!  A few more people vouched that they had seen three figures near the food earlier... but they couldn't remember who they were, and hey, is that Tetris?

Clearly, this would not do!

It was agreed that the distributors of the mushrooms and their motive must be discovered, and those involved must be pushed into the water by majority decision.  Alas, the mushroom also interacts with water vapor to create a soporific effect, so after every splash, most everyone will fall asleep, and the conspirators may push someone in themselves!

The balls and non-ball creatures and things decided this was a risk worth taking, and began their addled discussion, many of them hearing mysterious voices telling them to do things.  This is what happened next...

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- This is a mentor game.  Some players have mentors.  Mentor/mentee pairs may talk to each other at any time, but mentors may not post in the thread and are not considered playing, just helping out in an advisory role.  DO NOT REVEAL WHO YOUR MENTOR OR MENTEE IS.
- All standard Mafia rules apply.  Don't edit, don't break the game, don't quote your PMs, be civil and nice. 
- Deadlines will not be instituted as long as discussion is moving and progress toward a lynch is being made.  If I judge that discussion has stalled, I will implement a deadline.  Try not to take more than 24-48 hours for day 1, and 48-72 hours for subsequent days.  Be ever vigilant!
- Although I normally think the occasional spectator or "blargh I am dead" post is harmless, due to the nature of this game please refrain from making them.
- Don't vanish.  Please.  Play to win.
- In order to verify that you have read these rules, no votes from a player will be counted until they make a post that somewhere includes the name of a small mammal. 


This is a semi-open setup.

There is only one town faction and one scum faction.  There are no third parties or other groups.  The town faction contains 10 players, the scum faction contains 3.  Standard win conditions apply. 

ONLY roles from the following list will be included in the game.  However, no guarantees are made as to the number of such roles (there could be multiples, in other words).

Town-Aligned
Vanilla Townie
Cop (Sane, Insane, Paranoid or Naive)
Deputy/Backup Cop (w/any of the above sanities)
Rolecop
Doctor
Quack Doctor (does nothing to their target)
Vigilante (night only, may have limited shots)
Masons (w/no other powers)
Roleblocker
Inventor (limited shots of multiple abilities from this list, may not know what they do)
Tracker
Watcher
Tracker/Watcher
Governor
Doublevoter

Scum
Vanilla Scum
Godfather
Roleblocker
Framer
Rolecop
Lynch Preventer (one shot)
Doublevoter

Third Party
None!  There will be no third parties.

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The Game is Over!

Winners:
2.  Dhyer, aka The Utopiocan Yoga Dragon, Vanilla Scum
4.  Andrew, aka The Knytt, Scum Godfather
5.  Otter, aka The Glass Ball, Vanilla Scum

Mentors:
1.  Shale (to Nitori)
2.  Gate (to Fnorder)
3.  Taishyr (to Smodge)
4.  Rat (to Dhyer/scum team)
5.  Sopko (to LadyDoor)

The Wet:
1.  Smodge13, aka The Lunar Cheese Mouse, Vanilla Townie - dunked day 1.
2.  Excal, aka That Alien Guy, Vanilla Townie - splashed night 1.
3.  Mad Fnorder, aka The Yoga Ball, Vanilla Townie - jumped into the lake voluntarily day 2.
4.  Ciato, aka A Switch Pushing Gnome From Ljus, Vanilla Townie - dunked day 2.
5.  Kilgamayan, aka The Iron Ball, Town Paranoid Cop - splashed night 2.
6.  LadyDoor, aka The Ice Ball, Town Sane Cop - splashed night 2.
7.  Yakumo, aka An Animated Crushing Block from the Shadowlands, Vanilla Townie - dunked day 3.
8.  Nitori, aka The Normal Ball, Vanilla Townie - endgamed.
9.  OK, aka The Pink Ball, Vanilla Townie - endgamed.
10.  Corwin, aka The Rubber Ball, Town Vigilante - endgamed.

End of Day 1
End of Day 2
End of Day 3

8
Before anything else, Nifflas is awesome:  http://nifflas.ni2.se/index.php?main=04Within_a_Deep_Forest

So this is the next small game, due up around when Andrew's finishes.  In keeping with the ideas floated around the discussion threads, I'd like to make this a mentor game, to help people who are less experienced or think they don't understand the game that well.  Ideally we'll have 9-15 players, and every or almost every player will be paired up with a mentor, who is not actually in the game and does not know the setup but can talk to their mentee at any time about anything and give help on strategy, posting, all and sundry.

If you're totally new, or have felt lost in other games, or just think you'd benefit from some tips on how to play, sign up to be a player.  If you're reasonably experienced and feel comfortable with the game, please consider signing up to be a mentor. 

The game will be run with a semi-open setup, meaning that at the start of the game a list of all roles that *could* be in the game will be posted.  The roles will all be more or less standard fare and nothing outside the list will be in the game (though obviously not everything on the list will be in the game, so there's still some element of uncertainty).  The flavor will be Within a Deep Forest and possibly other Nifflas works, but of course will be irrelevant to actual gameplay.

Judging by player counts and signup trends lately, I'm not expecting to be able to get a mentor for every player, though that would be nice.  So, if you aren't comfortable being a mentor but don't think you really need one either, by all means sign up anyhow and fill out the game a bit.  When you sign up, please clearly indicate what you're signing up to be:  mentor, player requesting mentor, or player not requesting mentor. 

Standard disclaimer, I don't want to be stepping on toes with this and causing elitism or whatnot.  The goal is to help folks learn and make the game funner for everyone.

Players w/mentors:
1.  Nitori
2.  LadyDoor
3.  Fnorder
4.  Smodge
5.  Dhyer

Other players:
1.  Kilga
2.  Corwin
3.  Andrew
4.  Excal
5.  Otter
6.  OK
7.  Yakumo
8.  Ciato

Mentors:
1.  Shale
2.  Gate
3.  Taishyr
4.  Rat
5.  Sopko

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