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Mafia 105: Ghoul Gulch - Game Thread Yes, the game thread.

#1 User is offline   Tapper 

  • Lover of High House Mafia
  • Group: High House Mafia
  • Posts: 6,678
  • Joined: 29-June 04
  • Location:Delft, Holland.

Posted 14 August 2013 - 12:31 PM

Mechanics:

There is going to be a boatload of information here. I honestly recommend you to read through it at the very least once.
Not reading the rules before the game is going to fuck you over royally as the key to creating the optimal role lies in making the right choices - and the only right choice is an informed choice.

Let's start with:

0. The Role PM.

Attached File  example role PM.png (30.28K)
Number of downloads: 0
NINJA EDIT: We will not reveal Ability and Item texts for each role - that's for the role PM. You'll have to settle with Role Name, Description, Knack, Dice Distribution and the number of Items and Abilities. Hence the blackened text fields.

As you can see, the Role PM (in this case, the Deputy's) looks more like a D&D sheet than a mafia role. It kicks off with a few lines of information about the role (background flavour, and some strengths and weaknesses).

Below them is a Knack. Knacks are abilities that do not cost dice, can be used when guarded, and in general affect the game consistently or act as enhancements of abilities.

Then there is a black-rimmed table with 15 parameters, each with a value. These are pips that you, the player, will convert into dice between getting your role and the game's start.

Below the Dice table is a table in your faction's colours that lists your abilities. Abilities are effects that you can turn on and off, that generally target other players and that usually require mod-intervention or at the least mod-confirmation.

The table is sorted in the following order:

a: dice - the minimum cost to activate the ability
b: name - the name of the ability
c: effect - what it actually does, and when it does it.

Below the ability table is the Item section: a blue table, this time. Items are usually passive and in general modify your own role PM, not that of others.

The order is sorted as follows:

a: name
b: dice
c: effect

With that short introduction, it is time to move on.

1. Dice
For each player, only a number of pips is shown. It is up to the player to design their own dice and check their own abilities.

All players have in total 75 pips for their role, divided in 3 sets (high, medium, low). The height of each set is determined per faction, but the assignment of a number of pips within each set to a given type of stat (physical, magical, mental) is set per role type. Expect the values of the high, medium and low sets to vary wildly between factions: some dedicate nearly half of the available pips into one set while having very low numbers for the remaining sets (35, 24, 16), while others go for a near average (26, 25, 24).

With one set of pips tied to each one out of 3 stat-types as determined as a role, each stat-type is further divided into 5 Parameters, as seen below. We will explain each Parameter in detail after quickly going through the remaining Mechanics.



Each Parameter has a pre-determined number of pips in it.
As a player, you have the task to divide these pips into dice (1 to 6 pips per dice).
This allows you to pick your own strategies. Do you want to be capable of a huge punch, or do you prefer to deliver the death of a thousand cuts? Do you want to be capable of a few impressive magical stunts, or are you going to rely on repeating a small set of trinkets over and over again? The choice is yours.

Throughout the text, you will find Italics in purple. In that text, we give you some strategies to consider.

Whatever your choices: in general, the higher the amount of pips in a parameter, the better you are at it.

The use of an ability or the creation of an Item always requires you to use a die of a certain Parameter with a minimum value. You must have a die of at the least that size or bigger, and you are not allowed to combine several smaller dice into a single bigger one by adding the pips together.

A high die always trumps a die with a lower value, but because a die is used after a single action uses it, a single die is thus only good for one action, whereas having multiple dice allows you multiple actions.


2. Role Modification
a. Experience Points

Ghoul Gulch works with role advancement through an Experience system, with which you can increase your amount of pips (marginally), thus getting a more focused or better rounded role.
Experience is only gained through player actions.
The first way to gain Experience, is to be Elected (as Mayor, as Judge, or as Lynchee - yes, getting lynched nets you experience).
The second way is to kill an alt (by dealing damage to an alt in a phase in which it is removed from the game).

Each time you do one of the above, you gain 1 XP. At the start of any Day Phase, you can spend XP.
For each XP that you spend, you may:

* raise 1 die by 2 pips (to a maximum of 6);
* create a new die of 2 pips;
* raise 2 dice by 1 pip each;
* OR you pay the XP to your faction’s Hero Pool (see below).


b. Heroes

Heroes are special roles that are significant upgrades over regular roles: not only do they have a whole lot more pips than any starting role, they also bend the game rules in unexpected, powerful ways.
The only way a Hero enters the game, is through the efforts of its faction: if enough Experience is spent on the Hero Pool, one of the surviving players is upgraded to a Hero. This means all saved XP is lost, and the player receives completely new mechanics, abilities and dice.
Unlike a normal role, the dice are set for each role – the player does not get to modify pips into dice, but they can use any XP they gain as the Hero – and the Hero keeps the modified dice for the future.


3. Wagers

As you can see, the magical Die Set has four Parameters that are named after card suits. This is partly done for flavor, but also because Poker will be a part of this game – dice poker.
Most locations have a Wager attached, which is an ability that any player at that location can activate (for a cost of 1 Bullet) as a Day Action: you force another player into playing a game of Poker, with the winner usually gaining something, but in some cases it is the loser who suffers some effect.
To play Poker, each player nominates 5 of his unused (of the Magical set, so Clubs, Diamonds, Hearts, Spades Parameters) dice as his ‘cards’ and strives to build a combination with it. The mods compare the combinations and determine the winner.
Cheat dice can affect Poker as well by acting as a die of Clubs, Diamonds, Hearts or Spades.

Important to note: including the same number of pips of the same suit numerous times in one combination is illegal. So Spades [1] & Hearts [1] are a pair, but Spades [1], [1] isn't. Nor can one create a Flush by using, for example, Spades [1],[1],[2],[3],[6], nor by using Spades [1], [2],[3],[6] and Cheat [1] (treating the Cheat as Spades), because in that case, there'd be 2x a Spades [1] die.

After participating in a Wager, both players must select two dice that become used, and at the least one of these dice must have been used in the combination (so if you had a Pair, one die must be from the Pair).

Poker scores from high to low:

Hand Example
Straight Flush 1 2 3 4 5 (all must be of the same suit)
Four of a kind 1 1 1 1 4 (1s must be of different suits)
Full house 4 4 4 2 2 (all 4s and 2s must be of different suits)
Flush 1 2 3 5 6 (all dice must be of the same suit)
Straight 1 2 3 4 5 (all must be of different suits)
Three of a kind 3 3 3 1 5 (3s must be of different suits)
Two pair 4 4 6 6 2 (4s and 6s must be of different suits)
One pair 1 1 3 4 6 (1s must be of different suits)
Bust 1 2 4 5 6 (they can't be the same suit)

4. Locations
Each game features Locations. Locations are important buildings in and around Ghoul Gulch, and are sites frequented by its inhabitants.
Locations affect targeting, have an ability, and influence the game in other ways. Locations also present a way to win the game.

a. Targeting Rules

You can only target players at your own location (unless the Location or ability tells you differently) – every action against a player who is not on your location will automatically fail and you will NOT get your spent dice back.
Locations are thus highly influential on the action segment of the game.

b. Benefits and abilities

Not only are Locations having an impact on the game through restrictions, they usually also have certain benefits: some give you extra pips, others add abilities or ability options or discounts. Usually, each Location has a Wager as well – although Church locations are exceptions.

c. Ownership of Locations

Locations can be claimed by players for their faction, which sometimes gives benefits (controlling a Goldmine for example will give you some gold dust, likely). On top of that, there is also a less immediate reason for claiming locations: victory can be achieved by claiming enough Locations.

d. Claiming an Unclaimed Location

A location is controlled by the first faction to spend (this is called Investing from here on):
* 5 pips of Spades;
* 5 pips of Diamonds;
* 5 pips of Hearts and;
* 5 pips of Clubs on a location.
Cheat dice can be used to increase a die of any suit, but cannot take the place of a die (so you can raise a Spades [1] die to a Spades [5] by using a Cheat [4] die, but you cannot treat your Cheat [4] die as if it was a Spades [4] die).

Pips can be Invested by multiple players of the same faction and the amount can be provided for by adding several smaller dice. The mods will keep an Investment Table for each Location in the OP and will update these tables at the end of the night phase.

e. Taking Over An Already Claimed Location

A faction can take a claimed Location from its owner by two means:
I. Buyout
A Buyout means Investing more pips of each suit on the location than the current owner has invested in it. So on a location of which the owner has invested 5 pips of each, it means investing at the least 6 of each suit. Then, if they want to get it back, they have to upgrade from 5 pips to 7 of each, and so on. Consistently investing more pips into a Location you already own is thus a good way to defend your claim.

II. Hostile Takeover
This means: killing a player of the owning faction on the Location.
If that player is the only member of his faction on that location, the location becomes unclaimed and all investments in it are voided – factions once again have to invest 5 pips of each suit to claim it.

f. Types of Locations

In the game, Locations, as said, represent sites in and around Ghoul Gulch. These Locations often represent buildings, but some are different: mines, creeks, graveyards, deeds, the Main Street, et cetera.

Essentially, there are several types of Locations, separated by their degree of civilization.
They mostly have an effect on player statuses.

I. Public Locations
A Public Location connects to multiple other Locations and has the tag “Public”. In addition to its other effects, Public Locations are monitored by the lawmen and killing someone in public is frowned upon. Everyone who kills another alt in a Public Location becomes Wanted.

II. Private Locations
A Private Location is the property of one of the citizens of Ghoul Gulch, and “anything” goes there: the owner is expected to enforce his private rules.

III. Wilderness
Locations marked as Wilderness do not have any law enforcement except for the lawmen who travel there. Everyone is equal there. While at a Wilderness Location, Wanted players do not have to update their Location on thread, they just list “Wilderness”.

5. Player Statuses
a. Mayor
Each day, players elect a Mayor. The only task of the Mayor is to nominate a Judge, but since the Judge determines who is lynched, the Mayor is quite important. The rules for Mayor are as follows:
1) at the latest, you must nominate your Judge during your first log-on after the mods call for the end of Wagers (This will be done by posting Rien ne va Plus on thread).
2) If you fail to do this, the player with the next most votes will become Mayor.
3) You may not elect yourself as Judge.
4) Nothing prevents you from publishing your choice for Judge on thread; nothing prevents you from lying about your nomination, either.
5) Other player’s abilities can affect your choice.

b. Judge
Each day, the Mayor elects a Judge. The only task of the Judge is to decide which player will be lynched, so the Judge is quite important. The rules for the Judge are as follows:
1) at the latest, you must select your selected lynch target during your first log-on after the mods call for the end of Wagers (this will be done by posting Rien ne va Plus on thread).
2) If you fail to do this, there will be no lynch and the Judge on the next day gets to lynch 2 players.
3) Nothing prevents you from publishing your choice for the lynch on thread; nothing prevents you from lying about your choice, either.
4) Other player’s abilities can affect your choice.

c. Wanted
Ghoul Gulch is in the Wild West. Killing people is hardly uncommon, but killing people in public is totally Not Done and a criminal act.
If an alt/ alts kill an unWanted alt that was present in a Public Location, the killer(s) become(s) Wanted.

Wanted alts are named on thread by the mods, and until they lose the Wanted status, they must update their Location on-thread in their every post.

Killing a Wanted alt grants benefits: its killers gain +5 Golddust or +2 Pixie Powder (their choice), and if a Wanted alt was killed in a Public Location, then its killers do NOT become Wanted.


6. What the Fuck do Dice Do?


a. The Physical Dice

I. The Bullets Parameter
Bullets are primarily used for 2 things. First and foremost:

- everytime you vote, remove vote or use an ability from your Role PM or an ability on a Location: you cross out one pip (a Bullet) on a Bullet die.
You must show one of your dice on thread, so other players can keep track of how often you vote, and how many more times you can vote.
Once a die on thread has no more pips remaining, you either cannot vote anymore, or you have to show a new die with unused pips on it.
You may use Bullets of unpublished dice for your abilities, but that is not mandatory: sometimes, you may want to show you're using abilities.

Secondly
Bullets also determine how well you Attack at night.
To make an Attack, you must have unused Bullets: this time, instead of using only 1 pip, you first use 1 pip (to pay for the action), and then any remaining Bullets in the entire die are added up, and used.
So, if you have 4 pips remaining on a die, and you Attack with it, you use 1, then the remaining three, and your Attack is now 3.

It is important to note that, when using Bullet dice for attacks, you must use Bullet dice in descending order, and assign Speed in descending order as well. Your highest Bullet die will thus always be coupled to the highest Speed die.

Strategic explanation:
A big die will often trump a player's Dodge. Most roles have more Bullets than Dodge and therefore, you stand a good chance to hit - unless you lower that big die when you use different actions, as these also cost Bullets!
A big bullet die will work well if your Speed is low.

On the other hand, you can also create multiple smaller dice (the smallest effective dice would be of 2 pips each).
Sure, a lot of your attacks will miss, but you count on exhausting his big defensive Dodge and Luck dice before you run out of attack dice.
If you go for a small die strategy, make sure you also have a lot of Speed pips, or you may not be able to reuse these Bullet dice!

Your opponent can counter by creating multiple small Dodge and/or Luck dice.


II. The Aim Parameter
Aim is the amount of damage you will do if and when your Bullets find their mark.
Basically, to each successful attack you make, one die of Aim is assigned.
The mods automatically apply your unused Aim dice on your successful attacks for you, starting with your highest unused die and continuiing with smaller ones on subsequent attacks.
Some abilities also use Aim, usually to show great marksmanship.

Strategic explanation:
When creating Aim dice, keep in mind how you use your Bullets. If you have a chance of doing 5 attacks, it makes little sense to have 1 big Aim die: sure, it may hit, but any subsequent attacks that hit do no damage.


III. The Dodge Parameter
When another player makes an Attack on you, you instinctively seek cover. This is Dodge.
The Attack (Bullet die -1 of the guy attacking you) is compared to your Dodge. If your Dodge is equal to his Attack or higher, the Attack stops and no damage is done. The Attacker lost his bullets (but not his Aim die) and you use your Dodge die. The mods automatically apply your unused Dodge dice against attacks for you, starting with your highest unused die and continuiing with smaller ones on subsequent attacks.
Some abilities also use Dodge, usually to show great agility.

Strategic explanation:
Since every Bullet die subtracts 1 to make an attack, it might be a bit of a folly to create Dodge dice that are 6 pips: after all, the biggest attack is (6-1) and you only need to match that.
Secondly, consider what you are most afraid of.
If you work with a lot of small Health dice, you are probably more afraid of eating a lot of small hits than getting 1 big one against you (as a standard attack can affect 1 health die). So, take small Dodge dice; if they attack from a 2-pip die, you only need 1 pip to defend, which is economically very sound.
If you have a big Health die, for example, because you can heal yourself reliably, you're not afraid of those small hits, but you are afraid of a big hit.


IV. The Luck Parameter
When an Attack trumps your Dodge (or when you run out of Dodge dice to use against attacks), you're hit. Fortunately, most guys can't aim for shit, as we're talking smoothbore weaponry here.
So, your Luck plays a healthy role. Basically, we take the Attackers Aim, subtract your Luck, and the difference (if his Aim is better than your Luck) is the amount of lead you eat.

V. The Health Parameter
Your Health is how much lead (or magic, or knives, or whatever else that hurts is out there) you can eat, basically.
Health is divided in dice as well. A single attack usually (this is modified by abilities and items) damages only 1 die.
Thus, if you have a health of 7 and spread it over dice of 1 pip each, and you are damaged for 5 damage, you still lose only 1 pip.

But:
Once you have lost a Health die, there is no way to gain it back.
Thus, if you can heal yourself or expect to be healed, creating bigger health dice might be smart.

b. The Magical Dice
The Card Suits consist of 5 Parameters of dice: Clubs, Diamonds, Hearts, Spades and Cheat.

I. The Clubs, Diamonds, Hearts, Spades Parameters
All of these are measured in dice and pips as well. There are four things to keep in mind here:
1) a lot of abilities require a die of (at the least) a specific number of pips of a specific suit;
2) each ability must be paid for by no more and no less than 1 die;
3) the card suits are also used for Poker, so make sure you have some easy scoring combinations available.
4) at the start of each day, you can only reset a combined number of Clubs, Diamonds, Hearts and/or Spades dice equal to your Attunement pips. Thus, keep an eye on how many dice you create. If your Attunement is four, creating 20 dice seems excessive.

Each die suit is equal to all the others, but each has a theme.
Clubs represent force and natural force, as well as challenge. Most Wagers in Role PMs require a Clubs die to start it, and roles that centre around combat magic (throwing fireballs, electricity or gravity around) centre on Clubs.
Diamonds represent metal, money and resistance and are therefore often used for Items, protective abilities and money making abilities.
Hearts represent biological growth as well as courage: both scientists brewing gene mutations in laboratories as well as healers of mind and spirit work with Hearts.
Finally, Spades stand for death, and both necromancers and murderers have an affinity with this suit.

In addition to Role PM abilities, players also have access to the Cantrips: a set of 12 abilities, 3 per suit, that are activated on thread and in public. Of these, 8 are so cheap that almost every player can have access to them, the remaining 4 are very costly and only a handful of roles will be able to activate them all.
Attached File  CANTRIPS.png (32.34K)
Number of downloads: 0


II. The Cheat Parameter.
Cheat is a special die category. In essence, it acts like a Joker. Like Health, once a die is used, it cannot be reset.
One can use Cheat in two ways:

1. add the number of pips on the Cheat Die to any die you use(d) for an ability or Attack, this includes pre-emptively boosting Luck or Dodge.
2. Allows you to create a dice of a card suit of your choice with the same number of pips as the Cheat die when playing a Wager. Essentially, you have to mention as which suit you want your Cheat Die to count.

b. The Mental Dice

I. The Sanity Parameter
The most important one is listed first, and for a reason.
Sanity measures how much you are affected by all the crazy demonic shit going on around you. You lose 1 Sanity everytime a HEX or SUMMONS ability is used on your Location. Each of these can be produced by role abilities, items and Locations.

In all cases, Hexes and Summons are marked in a sickly green bold font in Role PMs.
At the end of each phase (morning movement, day phase, night movement, night) the mods will update each player's Sanity for them, in their role PM.


Strategic information:
Reducing another player's Sanity to zero is a tactic that will work for several factions, most notably the LaRua faction, but the University is also pretty good at it.


So what is so bad about losing Sanity? Well, when your Sanity reaches 0, you go crazy and become a hazard to everyone.

Essentially, this means four things:
1) you lose your faction alignment and play solely for yourself now;
2) you do an automatic 1 damage to everyone at your location at dawn, including yourself. You continue doing this until you’re dead, or until everyone else is dead;
3) If you are elected as either Mayor or Judge, you will elect yourself for lynch (or for Judge, then for lynch);
4) If you somehow manage to win the game, you get so many bragging rights it is not even funny.

II. The Pixie Powder Parameter
The statistic Pixie Powder signifies nothing more and nothing less than your private stash of this magical material that everyone wants. Itt is required for the very best items and for the most spectacular effects. Gjostdust is automatically kept on dice that grow and diminish in pips when your stash of it is increased or lowered: so 7 Ghostdust is always noted as [6], [1] - if you then spend two, it becomes [5].

III. The Golddust Parameter
The statistic Golddust signifies nothing more and nothing less than your private stash of this desireable yellowish material that everyone wants. Like Pixie Powder, it is automatically kept on dice that grow and diminish in pips when your stash of it is increased or lowered: so 7 Golddust is always noted as [6], [1] - if you then spend two, it becomes [5].

IV. The Speed Parameter
Speed is an odd bird of a statistic.
First and foremost, at the start of each day, before the Movement phase, you may reset a combined number of used Bullet, Aim, Dodge and Luck dice equal to the number of Speed pips you possess. So, a high Speed allows you to reuse your Physical dice a lot faster than other players do.
Speed dice reset themselves automatically, so there is no reason not to spend them all!

Secondly, when you make an Attack against another player, you must assign a Speed die to it. This will determine when your Attack is being resolved.

Strategic information:
Assigning Speed dice is an important part of your Strategy. High Speed dice allow you the first attack, however, the first attack is likely to face an opponent's best defenses. Attacking late thus increases the chance that you'll do damage - however, if a player dies before you can attack him, you won't gain XP for a kill.


V. The Attunement Parameter
First and foremost, at the start of each day, before the Movement phase, you may reset a combined number of used Clubs, Diamonds, Hearts and Spades dice equal to the number of Attunement pips you possess. So, a high Attunement allows you to reuse your Magical dice a lot faster than other players do, and makes sure you can compete in Wagers and use all your abilities each cycle.
Attunement dice reset themselves automatically, so there is no reason not to spend them all!


7. Temporary Alts

Each day, the mods add a number of alts equal to (current player number / 3, all fractions rounded up), to the game.
These alts cannot post or vote and are considered to be present on all Locations at the same time. These alts can be targeted with all abilities, except for being Elected. They have a Health of [1].
Killing them will not give XP. The message X (altname) was killed. He was an innocent bystander will be given as CF.

Whenever a player casts a Summon ability or creates an item that occupies a Temporary Alt, one of these alts will be given to them.
This alt then gets the Location of its creator and it gains statistics listed in its creator's role PM.
Killing this alt will result in a gain of 1 XP and full CF, including faction alignment.


8. HEXES and SUMMONS
A HEX is an ability that does two things:
1) if used successfully, everyone on the Location, including the user, loses 1 Sanity. If the HEX is illegal, the user still loses Sanity.
2) it creates a new die for the user, which is lost after the current day/night cycle ends, unless it says "create a permanent [#] die", in which case, the die is permanent.

A Summons is an ability that does two things:
1) if used successfully, everyone on the Location, uncluding the user, loses 1 Sanity. If the SUMMONS is illegal, the user still loses Sanity.
2) it adds a role PM to a Temporary alt under control of the player doing the Summoning, with the text as specified per the ability and Temporary alt Role PM (as found in the summoners role PM).

Summons and Hexes are very powerful abilities and their costs are higher than regular abilities.

9. Items
Items are (usually) passive modifiers. Some of them can be destroyed to produce an effect, however.
With Items, you must take the following into account:
1) you can have only 1 of each type at the same time;
2) creating an Item costs 1 bullet and can be done both as a Day Action, a Night action and in the Move Phases.
3) using an Item for its effects does not cost a Bullet - likewise, if an Item creates an attack, no bullets are subtracted from it.

10. Phases

We work with a 48 hour day phase, and an 8 hour night phase.

A. The day phase

The Day Phase starts with all players resetting a total number of dice equal to their Speed pips in Bullets, Aim, Dodge and Luck, and resetting a total number of dice equal to their Attunement pips in Clubs, Diamonds, Hearts and Spades, except for day 1, when all dice are automatically reset.

During the day phase, each player post must be ended with the text: Bullets [#] where [#] is the number of unused pips on the Bullet die they use this phase for voting/removing vote/ paying for Cantrips.

Midway through the Day Phase, Rien Ne Va Plus will be posted. This means:
1) no more Wagers may be initiated;
2) any abilities that must be submitted before Wagers are processed must be in;
3) everyone must have selected their Judge in case they are selected as Mayor;
4) the mods will process all submitted Wagers.

Move Phase 1
After the Day Phase (at the end of which the lynch happens), a Move Phase is started. Players may move freely from one Location to an adjacent Location at no cost. Orders for the Move phase must be submitted before the end of the Day phase.


Night Phase
The Night phase is an administration phase for the Mods, as usual. Orders for the Night phase must be submitted before the end of the Day phase.

Move Phase 2
After the Night phase, another Move phase happens. Players may move freely from one Location to an adjacent Location at no cost. Orders for the Move phase must be submitted before the end of the Day phase.

This post has been edited by Path-Shaper: 21 August 2013 - 07:03 AM

Everyone is entitled to his own wrong opinion. - Lizrad
1

#2 User is offline   Tapper 

  • Lover of High House Mafia
  • Group: High House Mafia
  • Posts: 6,678
  • Joined: 29-June 04
  • Location:Delft, Holland.

Posted 14 August 2013 - 12:32 PM

Phases:

Day Phase: 48 hours.
Night Phase: 8 hours.

There are to be NO reveals on thread apart from those granted by Cantrips (Brag, for example).
You can also not quote, paraphrase or otherwise reveal content from PMs, whether from P-S or from other players.

This post has been edited by Tapper: 14 August 2013 - 12:59 PM

Everyone is entitled to his own wrong opinion. - Lizrad
1

#3 User is offline   Tapper 

  • Lover of High House Mafia
  • Group: High House Mafia
  • Posts: 6,678
  • Joined: 29-June 04
  • Location:Delft, Holland.

Posted 14 August 2013 - 12:33 PM

TOWN

When "Bear" Johnson found the town of Ghoul Gulch, his exact words were "here will have to do." And its settlers, a crowd of seven thousand unruly souls, have the same attitude to the supernatural storms raging around the town. Hard working, dependable workers sit side by side on a barstool with gamblers and adventurers while whores and quacks ply their trade in the small rooms upstairs, and not even the arrival of the armies of North and South makes them raise an eyebrow, or the struggles between machinery and demons that go on between the asylum and the university.

With well-defined statlines, the Town faction offers players clear and distinct roles.
The Deputy manipulates the Wanted mechanic, and is a straightforward combat choice.
The High Roller is a glass cannon who feeds for defense and harmful effects off won Wagers.
The Priest is a support role, with inbuilt immunities.
The Trapper is a sturdy role who excels in taking out Temporary alts.

Attached File  Untitled.png (16.73K)
Number of downloads: 0

Attached File  highroller.png (16.51K)
Number of downloads: 0

Attached File  priest.png (11.16K)
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Attached File  trapper.png (10.89K)
Number of downloads: 0

UNIVERSITY
The University is the first and only of its kind: it researches the supernatural in the place where it manifests itself the most thoroughly. Its researchers are tinkerers and inventors who rely on their creations. From their factory/laboratory complex, the staff sets out to brave the environment and acquire the resources required for their trade.

The Alchebiomist is an expert is self-improvement and can unleash serious modifications on himself, with the chance of a backlash.
The Enginseer is a summoner who enhances his own creations through his item sets.
The Student of Technology is a combination of the other three roles. Not only can he cherry-pick - he will learn 3 additional Role PMs.
The Teslamancer is the combat class of the bunch, with a repertoire of gimmicky tricks at his disposal.

Attached File  biomist.png (12.75K)
Number of downloads: 0

Attached File  enginseer.png (13.03K)
Number of downloads: 0

Attached File  student.png (20.15K)
Number of downloads: 0

Attached File  teslamancer.png (13.52K)
Number of downloads: 0

This post has been edited by Tapper: 14 August 2013 - 01:21 PM

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#4 User is offline   Tapper 

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Posted 14 August 2013 - 01:22 PM

The Aces of the Orphanage
Living by their wits and their guns, the Aces of the Orphanage are a gang of desperado’s whose hideout is hidden in supernatural marches.

Featuring two very decent statlines at the detriment of their third statline, each of the gangmembers has a glaring weakness their strengths need to compensate for. As befits gangsters, money and material possessions are important to them. Their approach is in general direct, and more often than not, nasty – their offensive prowess compensates for their lack of coordination and support: they lack summons and have no real support role, and almost no means of regaining lost sanity.

The Bankrobber is a premier guard and a decent combattant.
The Card shark is a nasty little cheat who affects Wagers thread-wide.
The Cattle Thief is a limited healer and support role.
The Gunslinger is a straight forward combattant.

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The North
With the Civil War turned into a meat-grinding stalemate that is only kept going by massive industrial and magical efforts, the North is looking for an edge, and seems to see it in the energy swirling around Ghoul Gulch. With both overt and covert means, the North has a multi-pronged approach.

Having one of the closest statlines, the North is an all-round faction, but centers fairly firmly on Item use. The North is one of the more covert factions, which will try to win the hearts & minds war, if needed by blowing out some brains and piercing some hearts.

The Colonel is a summoner who delights in moving his pawns around in masses - and can do the same to his known teammates.
The Fortune Seeker is a wager class who centres around reusing his best dice.
The Pinkerton Agent is a subversive, undercover sneak who requires delicate maneuvering.
The Sioux Scout has a wide reach and even better movement, as well as limited immunities.

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This post has been edited by Tapper: 14 August 2013 - 02:08 PM

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#5 User is offline   Tapper 

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Posted 14 August 2013 - 01:22 PM

The South

Where the North goes, the South must, too!
When the Civil War dragged on, a party of Southern plantation barons freed their slaves and replaced them with undead (sometimes, the same people, but dead and raised). It turned out that slavery was unprofitable compared to employing undead, who, realizing their position, quickly formed a union: the Mortified Movement. The remaining slaves quickly rebelled, and a bloody magickal war broke out between them and the plantation owners, both sides relying on demon summonings and murder most foul. In response, the government gave freedom to a bunch of voodoo priests, gave them a badge and a shotgun, and told them to end every illegal summoning. They did this with glee, and avenged their fallen along the way by killing off most of the plantation dynasties.
When the war effort became unbearable for The Confederate States, the government called the Richmond Renegotiations of Rights, a tri-partite contract that freed all slaves and gave citizenship to all undead. In return for either seven years of service in labour or to die seven times for the Confederate Army, an undead will gain citizen rights.
The living souls left form an uneasy oligarchy that combats the North where they can, be it through use of the regiments of the dead or more conventional means, such as the Texas Rangers and their diplomatic branch.

The South has specialist roles that allow it to pursue every victory condition, but needs a concerted push to get there. Dice management is key for this faction.

The Confederate Captain is a summoner of the dead, and is all about manipulation of his Temporary Alts and using them for his own ends.
The Hell Hunter is a hex slinging combattant, who needs to manage both his Sanity and his dice resetting very carefully - a powerful role that still challenges its wielder.
The Southern Scion concentrates on Golddust, Wagers and on Investment, and has a few nasty tricks up its sleeve - at a cost.
The Texas Ranger is a pure combat class that believes in spreading the hurt.

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The LaRua
A few days after "Bear" Johnson found the town, before a single plank of wood was sawn, in fact, a black hearse pulled past his tent, and went straight up the hill. A hulking figure dismounted and helped down a small, frail lady. The next thing the man did, was erect a shack, and attach a sign saying "Asylum" to it. Over the years, more and more of the family's members arrived, and the small, promising Pixie Powder vein beneath the hill was found to be gigantic, almost pulsating with power.
The Asylum thrives, for as miners grow rich from mining the substance, their minds erode from exposure to the supernatural. Still, questions remain about the purpose of the LaRua family: where do the inmates go, why are the LaRua's so tight lipped about the treatments, and what is with all the supernatural disturbances reported around the asylum? Fact is, one does not cross them lightly, and few sane minds dare to inquire.

Mental instability is a key trait in this faction, and translates into the lowest value for the weakest statistic as well as a generally extremely low Sanity. In return, some very exotic effects can be applied, both to yourself and to opponents, but watch your Sanity.

The Channeler is a frail role, but has the most diverse summons, almost like a toolbox. Whether your goal is bloody murder or spreading Insanity, success seems guaranteed.
The Hexslinger is the master of locking his opponents down through trickery and dice exhaustion, but is not the most competent of fighters - until he really gets going.
The Released Wanderer is a former inmate with a sanity problem and the most diverse skill set in the game - as well as a very, very tricky Knack that can be a boon as well as a hindrance.
The Scion of LaRua is another diverse class, tempting and luring its opponents into a false sense of security.

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This post has been edited by Tapper: 15 August 2013 - 08:17 AM

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Posted 14 August 2013 - 01:22 PM

The Corporate Cult
Once the proud North American East-West Railway Company, it changed itself into a corporate cult when several of its locomotives became sentient in a freak storm. Ruled by machines and augmented humans, the Cult is the newest kid on the block, eschewing not a single means to find the Eternal Engine, which is expected to lie under the town of Ghoul Gulch. Featuring the dominating Locomindhive, the towering Iron Worker, the dangerous Acquisition & Sales managers and the hypnotizing Conductor of Service, the cult is bound to influence its way into the heart of Ghoul Gulch.

The Corporate Cult is very all-round. With their strongest suit about as high as the middle suit of a lot of other groups, they lack an obvious strength. That is where their Items, which centre heavily on augmentation, come into play. The Cult is very, very strong in acquiring and holding onto locations, as well.

The Acquisition Agent is a combat class who relies on bonuses and modifications to be effective.
The Conductor of Services is a preacher who affects multiple locations at the same time.
The Iron Worker is a movement orientated enhancer of Locations, allowing the faction a stronger grasp on their conquests.
The Locomindhive is an infernal engine. If that's not enough, it is by far and away the most sturdy class in the game, with an indecent amount of sanity and health.

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This post has been edited by Tapper: 15 August 2013 - 08:39 AM

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#7 User is offline   Tapper 

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Posted 15 August 2013 - 06:14 AM

Building your character: a guide.

You's askin' if I know Jerry O'Malley? Damn well I did, mister, damn well I did...

As the young un in a family o' six Irish settlers of the weird west, Jerry always wanted to be a sheriff, and when his pops and sisters was milkin' the cows and tiltin' the fields, lil' Jerry was 'round the barn, shootin' with his lil' fingers at dust clouds, pretendin' they was outlaws. "Pang Pang!" he would shout. That dream ne'er left the tiny one. At ten, he was practicin' drawin', with a crude wooden sixshooter his pop had cut him out o' a broken broomhandle. At twelve, he was shootin' at birds whene'er he could, but as he was blind as a bat, Jerry O'Malley couldn't hit a barndoor at ten paces - he did manage a cow at eight though, and that saw him ran of the farm by his folks. A hard lesson for anyun, but the more so for a fourteen year ol' boy without a whisker on 'is cheeks. So Jerry came to Ghoul Gulch, full o' dreams and ambitions, and applied with Sheriff Newman and 'is coterie of deputies - remember kid, there's herds o' cows, flocks o' birds, packs o' wolves, bands o' outlaws and no good bandits, and coteries o' deputies. Heard it from that fancy dentist, whatsername, Workin'day - she speaks a lil French and has nothin' much good to say about Newman's deputies. Fine lady that, much nicer than them creeps from up the hill - they's fine to look at, them frail little lasses with big green eyes, but they give me the shivers. You ain't from up the Hill, are you? Runnin' with them Laru's or whatstheirfaces? They wear fancy coats like yours, mister.

So where was I? Ah yeah, the deputies. Newman's eager for anyone willin' to wear a badge nowadays. Those Northern boys make quite a ruckus, hear their general has a hard time keepin' discipline, or ain't inclined to keep it, as a tactic, and if it ain't the soldiers, it's the settlers - mostly brown boys, lookin' for a better life than the factories they have up north - not that most don't end up in the mines for the University, or in them smoke belchin' machines they have - I saw un fly, mister, the other night. Ain't right. A man can ride a horse, sit in a coach if you's fancy, maybe take one of them Holy Trains from the station, if you's into them machine cults instead of God, but you don't fly. That's for angels.
Then there's those southern Hell Hunters asking questions all over town, and there's a bunch of rangers, too. The Aces ain't the only outlaws, but they's the most organised, and I hear Sands is back. Ain't wanted here in the Weird West yet, uses it as a getaway, but between here and Dodge, I was thinkin' she's Dead or Alive every where else.

Anyway, that Jerry.
Well, I was talkin' about him bein' a bit blind, but that boy could draw.
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He was none too accurate, relied on sprayin' them bullets, but he was fast on the trigger, had himself Bullets [2][2][2][2]. Said it made him versatile - could repeat it lots and still Attack at night. I guess when you's near sighted, it don't matter whether you should at noon or at night, can't see a thing anyway, right, mister?

His Aim bein' none too good with that near sightedness, he got himself options for sprayin' that lead around, assigned his Aim like [2][2][1]. Said he figured that if he was active on thread, he'd be makin' no more than 2 attacks anyway, and if he did make more, said he'd miss the first one or two most likely, anyhow - everyone learns to dunk an' weave an' dodge around here's.

Jerry himself was no mean guy at that, you know. Went into that shoot-out runnin' from post to post, even rolled under a veranda. Dodged a sure killin' hit from that bandit with a shotgun, whatshisname, Hobo. That's what a Dodge [5] does for you: ain't no normal attack that can hit you, but it just works once every night and day - needs re-settin'. Hobo's now locked up at Mud Street Jail, by the way.

That fancy skill didn't help Jerry much when he came up against Eddie Leadbelly, though. He's another mean un with the gun, shoots a lot. Small caliber, but a lot of lead in the air. But Jerry was also a lucky boy. Said he figured that some good ol' dodgin' would take care of any real effort, and that he'd rely on his luck to avoid them accidents afterwards, said what's a man to do but trust in Luck? If it comes in small measures, it helps spread the hurt around. So Jerry believed in small doses, and went Luck [2][1][1][1]. Helped him against Eddie, anyhow, as Eddie had an Aim of [2][2][1], and even with three attacks, Jerry only took 1 scratch.

That scratch wasn't even so bad, as Jerry was a believer. Went straight to the padre, had his [3][2][1][1] Health dice reduced to [2][2][1][1] by Eddie, but the padre sewed him up well and he never even had a limp after that, and praised the Lord he had done that instead of goin' [1][1][1][1][1][1][1], as he'd have lost a die permanently if he had.

Now Jerry had a couple o' tricks, too.

Attached File  JERRY.png (12.68K)
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Now Jerry, he didn't really like to Arrest folks. Said if he felt like it he could do it, but then he'd be nearly out of Aim anyway, so why make the effort of goin' to Aim [3] if you then can't shoot the guy you haul in, you knows? So he said he'd do that later, when he had some experience. And he could drink two beers and still shoot for Aim [1], this way. Jerry liked a drink, mister, so what about you buy me one, to wet my throat? I am gettin' thirsty here.

What he did like though, was Cautionin' folks, to supplement his defenses. So Jerry, he went and got himself Diamonds [2][1][1][1], givin' him three Cautions and a chance at happiness, too. As a good Irish boy, he believed in not cheatin' on a lady and only see one lass at a time, so that division made perfect sense.

He designated Clubs and Hearts as his card playing suits, makin' them Clubs [2][1] and them Hearts [2][1][1], and with some Diamonds, Jerry would have a Full House ready.

Then he had some issues with his sight, but that kid could lay on the hurt from up close - just ask that cow he shot. He liked to get in close, feel the blood spray. Went for Spades [3], said that with two experience, he could upgrade that to [3][3][1] and be twice as dangerous.

Cheatin', Jerry didn't really believe in. Fudgin' was something different', he reckoned, so he created Cheat [1][1][1][1][1], givin' him some opportunity left and right to be slightly more effective, and he could easily use a Cheat for them card playin' opportunities, creatin' for of a kind instead of a Full House.

Sanity is a big thing around here, mister. Thanks for that beer, by the way, but how to measure it, and why divide it? So we just add it all up until you have six and then we add some more if you are really, really sane. It doesn't last long anyway, I guess, what's with all these strange things around. Man's bound to go crazy, doubly so if you go out at night. One day, we will all be in that Asylum up there on the hill, I reckon.

Now Jerry, he was savin' some Pixie Powder. Guess he wanted to buy himself some Glasses, help him with sight improvement, not a bad thing, if you have to trust in your eye and your hand. He needed one more Powder when he arrived in Ghoul Gulch. It's not how you divide it, either. Just stack it all up, in batches of six.

He was a little richer in Gold dust, took some from a bandit he killed, got paid a bit by the Sheriff. He had Golddust [3].

Now, with 4 bullet dice, Jerry reckoned havin' 4 Speed dice would be nice and complementin', so he went for Speed [2][2][1][1]. Not so fast on each Attack, but he thought most folks he'd go up against would have used their best defenses by the time he'd shoot at them - and he was right about that with Hobo, who had one big honkin' die and spent it at high speed, only to see it Dodged by our boy Jerry.
The issue all those little attacks bring with them, is resettin' them. If Jerry went wild and spent all his Bullet dice, he'd need 4 out of his 6 total pips to reset them all, and then we ain't even talkin' about resetting Aim, Dodge, or Luck.

By contrast with Speed, Jerry didn't believe in dividin' Attunement. Few do, so he just went for one big die, Attunement [4].

This post has been edited by Tapper: 15 August 2013 - 07:39 AM

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#8 User is offline   Tapper 

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Posted 15 August 2013 - 06:14 AM

What happens in game? A guide

So mister, you want to know more about Jerry? Well, you are talkin' to the expert on the man. Jerry was stationed at Mud Street - chose the Location himself. That meant he was there when the shit went down. Two guys were makin' trouble there, rousin' up the crowd, preachin' about how a certain property was theirs, and how they'd fight each other for it. They spent some Bullets, one to send a Telegram to a friend o'his, the other to votre a guy for Mayor, tryin' to get some goodwill, probably.

So Jerry walks up to them and tries to make an impression.

Quote

Hey gents, keep them shooters holstered, I am here to keep the peace, and by the Lord Jesus, I will.

Bullets [2]


Now, them lads are not impressed - one is a whiskered ol' trapper with forty years behind him, the other an affluent dude with an ivory plated gun who screams mercenary. They try and talk him down, then resume their argument, so Jerry feels he should do a lil' more posturing. He spends a Bullet pip from his active die and a Hearts [1] die and posts the following on thread:

Quote

Brag.

I shot Eddy Leadbelly with a Close Range Shot, Spades [3]: target player loses his smallest health die or Health [1][1][1], whichever is less.

So don't mess with me, buster.
Bullets [1]


That does it, and while some ears are pricking up at this, which might make things more problematic for Jerry boy later on, the gentlemen quiet down.

Later that day, Jerry votes for Mayor and selects Alkend, because he's an upstandin' citizen.
He posts:

Quote

Vote Alkend

Bullets [0]


and then makes a case why the less upstanding Cast is in need of some lynchin':

Quote

Cast is a yellow cowson who ought to swing for his words

Bullets [2]


Notice how Jerry immediately shows a new die of Bullets. Jerry then decides that Mud Street Jail needs some more showin' how the Law cares about people and how it makes town safer and nicer, so he decides to Invests into it.

Now, Jerry PMs Path-Shaper.
He says:

Quote

I want to invest Clubs [2] and Hearts [2] into my Location (Mud Street Jail). I'll use a Bullet from an unused die, because I don't want the cowsons on thread to know I submitted an action.

My unused Bullets are now [2] on thread, [2][1] hidden, and [2][1] used.


Path-Shaper confirms, and next end-of-phase update will show the investment.

Satisfied with his business, Jerry posts a bit but doesn't change votes or otherwise uses actions or Bullets.
He doesn't send a change of Location for the first Move Phase, but he does intend to be active at Night.
He sends the following order:

Quote

Spades [3], payin' a pip o' Bullets from the [1] die. Use Close Ranged Shot on Cast.

Bullets [2], Speed [2], attack Cast. Spend Cheat [1] to increase Bullets by [1].
Bullets [2], Speed [2], attack Alkend


Now, Path-Shaper starts resolvin'.

He looks at a Location, and first resolves all actions without Speed dice. The order is Cheat > Pixie Powder > Gold Dust > everything else. In case of a tie of category, biggest die first. If that is tied, then Physical > Magical > Mental, and then from top to bottom in Parameters.
After that, actions are resolved in order of Speed (highest first), and if there's a tie, then Bullets > Cheat > Pixie Powder > Gold Dust > everything else.
If that is tied, then biggest die first.

When Path-Shaper gets to Mud Street Jail, he has Cast there, but not anyone else.

The orders amount to:

Cast: Bullets: [6][1][1], Aim [2], Dodge [1][1], Luck [5], Health [5][4], Speed [2]

Quote

Spades [5]. Pay 1 Bullet from a [1] die. Target a player: Alkend. He loses Sanity [2]
Clubs [4]. Hex. Create an Aim [3] die. Target a player: Alkend. He loses his smallest Speed die.
Bullets [6], Speed [2], attack Jerry. Spend Cheat [2] on the Bullets.


Jerry: Bullets [2][2][1], Aim [2][2][1], Dodge [5], Luck [2][1][1][1], Health [3][2][1][1], Speed [2][2][1][1]

Quote

Spades [3], payin' a pip o' Bullets from the [1] die. Use Close Ranged Shot on Cast.

Bullets [2], Speed [2], attack Cast
Bullets [2], Speed [2], attack Alkend


Action resolution becomes:
C

Quote

AST: Spades [5]. Pay 1 Bullet from a [1] die. Target a player: Alkend. He loses Sanity [2] Out of reach.
CAST: Clubs [4]. Hex. Create an Aim [3] die. Target a player: Alkend. He loses his smallest Speed die. Out of reach. Cast loses 1 Sanity, and creates an Aim [3] die, which is now his highest Aim die.
JERRY: Spades [3], payin' a pip o' Bullets from the [1] die. Use Close Ranged Shot on Cast. SUCCES.


Cast loses his [1][1][1] as it is less than losing [4] - but Cast does not have 3 dice. The mods resolve this by subtracting [-2][-1]: they start subtracting a pip from each die from left to right, then do the same for excess damage.

Now, on to the attacks.

Quote

CAST: Bullets [6], Speed [2], attack Jerry. Spend Cheat [2] on the Bullets.
JERRY: [2], Speed [2], attack Cast
JERRY: [2], Speed [2], attack Alkend


All attacks are at Speed [2], but Cast has the higher Bullets die. He attacks with:

6 Bullets, subtracting 1 for the action, then adding 2 from Cheat. The attack value is 7. The entire Bullets die is now used.
7 is compared to Jerry's Dodge of [5]. Attack trumps Dodge, so next we compare Aim vs Luck. Jerry's Dodge die is now used.
Aim is applied by the mods. The highest die is used, which is the Aim [3] created by the Hex.
The Aim [3] is compared to Jerry's highest Luck die, which is [2]. Jerry suffers the difference in damage on his leftmost Health die (which must be his biggest).

He now has [32][2][1][1] in Health.

Then, Jerry attacks Cast.
2 Bullets, subtracting 1 for the action, gives an attack value of 1. The entire Bullets die is now used.
1 attack value is compared to Cast's leftmost Dodge die of [1]. It is equal, so defender wins. Cast's dodge die becomes used. There is no comparison of Aim and Luck as the defender won.

JERRY: Bullets [2], Speed [2], attack Alkend Out of reach, but the Bullet and Speed dice become used anyway.

Next, it is the Night Move Phase. Jerry once again didn't move. He wants to continue investing in the Location.

At the start of day, he resets a total number of used Bullet/Aim/Dodge/Luck dice equal to the sum of his Speed dice (6).
He chooses to reset 4 bullet dice, his Dodge die, and his Luck die, and is fully ready for a new day.

With Attunement 4, he resets at maximum 4 dice from his magical suits, excluding Cheat. He resets Spades [3], Hearts [2][1], Clubs [2].

Speed and Attunement reset themselves automatically.

This post has been edited by Tapper: 15 August 2013 - 09:33 AM

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Posted 19 August 2013 - 09:53 AM

Attached File  game map.png (89.67K)
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Attached File  PUBLIC LOCATIONS.png (9.2K)
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Attached File  private LOCATIONS.png (30.16K)
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Attached File  WILDERNESS.png (21.53K)
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VICTORY CONDITIONS:


UNIVERSITY:

all LaRua & Corporate Cult players removed from the game and control Mud Street, OR control Wallace's Office, Mormon's House, Betty's Beer Bar and Dead Dane's Deed.


ACES:
all University & LaRua players removed from the game, OR control Rickety Shack, Betty's Beer Bar, The Fleece Spring and Outlaw's Refuge

THE SOUTH:
all Aces & University players removed from the game, OR control Wallace's Office, Rickety Shack, Dead Dane's Deed and The Fleece Spring.

CORPORATE CULT:
All South & Aces players removed from the game, OR control Wallace's Office, Mormon's House, Dead Dane's Deed and Outlaw's Refuge

LaRUA:
All Corporate Cult & South players removed from the game, OR control Mud Street, Mormon's House, Betty's Beer Bar and The Fleece Spring.

This post has been edited by Path-Shaper: 19 August 2013 - 02:38 PM

Only someone with this much power could make this many frittatas without breaking any eggs.
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Posted 20 August 2013 - 01:37 PM

An excellent Q&A about Bullets, copied from a PM.

Quote

5. Not sure I fully get the thing with the bullet die added to your posts. Correct me where I'm wrong:
-you pick one Bullets die for the day
-every post you make you end with the number of not-crossed-out pips on that die
-when you vote or remove vote, you cross out a pip from that die

all correct


Quote

-when you do a Cantrip, you cross out a pip from that die

This is a choice, like doing a Role PM ability. However, since you announce on thread what you do in all but 1 case (Diamonds [6], the find), you might as well use a pip from the 'threaded' die.

Quote

-when you do a Role PM ability, you cross out a pip from *a* bullets die, but it doesn't have to be that one
-when you use a Location ability or a location Wager, you cross out a pip from *a* bullets die, but it doesn't have to be that one
-when you create an item, you cross out a pip from *a* bullets die, but it doesn't have to be that one

all correct.

Quote

-if the Bullets die you are using for the day reaches 0 uncrossed pips, you immediately make a new one the active die

yes.

Quote

-bullets dice can still be used for night actions if there are any uncrossed pips left on them

yes.

Quote

-crossed out pips stay crossed out until they are reset using Speed at the start of day

Exactly. (speed resets the die - you can reset a partially used die, too).
Only someone with this much power could make this many frittatas without breaking any eggs.
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#11 User is offline   Liosan 

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Posted 20 August 2013 - 01:53 PM

First?

#12 User is offline   Demelain 

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Posted 20 August 2013 - 01:58 PM

Cool.

#13 User is offline   Meanas 

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Posted 20 August 2013 - 02:04 PM

I was under the impression game didn't start till tomorrow?

#14 User is offline   Cast 

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Posted 20 August 2013 - 02:04 PM

here

#15 User is offline   Denul 

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Posted 20 August 2013 - 02:06 PM

Hey guys. Early start? Or did tapper just forget to lock the thread?

#16 User is offline   Demelain 

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Posted 20 August 2013 - 02:17 PM

View PostDenul, on 20 August 2013 - 02:06 PM, said:

Hey guys. Early start? Or did tapper just forget to lock the thread?

The clock wouldn't be running so doesn't matter if it is a early start or just a mistake.

#17 User is offline   Path-Shaper 

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  • Joined: 01-October 08

Posted 20 August 2013 - 02:27 PM

Forgot to lock it.
Only someone with this much power could make this many frittatas without breaking any eggs.
0

#18 User is offline   Gait 

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Posted 20 August 2013 - 06:13 PM

I shall win!

None of you have what it takes to break my streak.

:D

Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaand I will use this space to post some things I do want to see/ don't want to see. I firmly believe that a friendly environment lures in more/new players.

DON'Ts

Quote

* Mod-puppets;
* Name calling;
* revealing. Revealing is absolutely 100% forbidden UNLESS it is the result of an ability
* on thread alt-guesses;
* revealing information about other players on-thread. This is absolutely 100% forbidden UNLESS it is the result of an ability. In off-thread comms, it is allowed;
* editing PMs;
* sloppy action submissions;
* bombardments of PMs in unorganised streams (aka, running 7 different threads with mixed up contents)


Quote

DO's:
* be nice;
* keep those Bullets up to date;
* send us a concise list of your actions in seperate PMs within a single thread, stating phase, ability and cost;
* make your own flow-charts, notes, et cetera and share them with us;
* seperate PM threads for thoughts, remarks, notes and actions, each named appropriately.

This post has been edited by Path-Shaper: 21 August 2013 - 08:50 AM


#19 User is offline   Path-Shaper 

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  • Joined: 01-October 08

Posted 21 August 2013 - 09:44 AM

I will start the game in the next 20 minutes, for a Noon CET start.

48 Hours on the clock. It is day 1.

18 players are alive. 10 votes required to elect a Mayor.

Alts: Barghast, Bek Okhan, Cast, Demelain, Denul, Emurlahn, Fanderay, Grasp, Hanas, Hentos Iln, Jalan, Lock, Liosan, Meanas, Merrid, Nimander Golit, Rashan, Ultama.

We will not be using Mafia Manager.


Temporary Alts day 1 (6): Alkend, Ampelas, Anomandaris, Anthras, Aparal Forge, Aranathas

This post has been edited by Path-Shaper: 21 August 2013 - 09:45 AM

Only someone with this much power could make this many frittatas without breaking any eggs.
0

#20 User is offline   Path-Shaper 

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  • Group: Game Mod
  • Posts: 1,255
  • Joined: 01-October 08

Posted 21 August 2013 - 10:01 AM

48 Hours on the clock. It is day 1.

18 players are alive. 10 votes required to elect a Mayor.

Barghast, Bek Okhan, Cast, Demelain, Denul, Emurlahn, Fanderay, Grasp, Hanas, Hentos Iln, Jalan, Lock, Liosan, Meanas, Merrid, Nimander Golit, Rashan, Ultama.

We will not be using Mafia Manager.


Temporary Alts day 1 (6): Alkend, Ampelas, Anomandaris, Anthras, Aparal Forge, Aranathas

This post has been edited by Path-Shaper: 21 August 2013 - 10:01 AM

Only someone with this much power could make this many frittatas without breaking any eggs.
0

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