Malazan Empire: Mafia 145 - D&D Mafia 4 Spoiler Thread - Malazan Empire

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Mafia 145 - D&D Mafia 4 Spoiler Thread

#1 User is offline   Path-Shaper 

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Posted 31 July 2017 - 05:28 PM

IF YOU AREN'T DEAD OR OTHERWISE SHOULDN'T BE IN HERE





























THIS IS A WARNING - GET THE HECK OUTTA HERE!
































ALRIGHT, YOU'VE BEEN WARNED!
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#2 User is offline   Path-Shaper 

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Posted 31 July 2017 - 05:30 PM

Passwords


PS = goingfishing
SH = nymphing
MM = juice




Anomandaris = flare
Bek Okhan = dread
Fanderay = geriatric
Gait = cure
Galayn Lord = twister
Gamelon = driven
Hanas = flood
Iparth Erule = methane
Kadagar Fant = great twister
Kaschan = score
Liosan = flight
Mockra = grief twister
Okaros = ravens
Okral Lom = flake
Prazec Goul = flagging
Rikkter = driven
Ruse = iceberg
Serc = keyboard
Trake = curtains twister
Ultama = hikes

This post has been edited by Path-Shaper: 05 September 2017 - 07:33 PM

Only someone with this much power could make this many frittatas without breaking any eggs.
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#3 User is offline   Path-Shaper 

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Posted 31 July 2017 - 05:31 PM

Player / Game Alt / Role / Character


1. Andorion / Liosan / Elite Member of the Fifth / Malefic Deadwind the Dragonborn Cleric
2. Nom / Ruse / Leader of the Fifth / Laim the Half-Orc Ranger
3. Lady Bliss / Galayn Lord / Elite Member of the Bonehunters / Nevron the Half-Elf Paladin
............../ Okaros / Heir of the Bonehunters / Fizban the Half-Elf Wizard
4. JPK / Kadagar Fant / Leader of the Bridgeburners / Obediah the Lightfoot Halfling Rogue
5. Tattersail / Trake / Heir of the Bridgeburners / Simply One the Half-Orc Druid
............../ Gait / New Leader of the Bridgeburners / Simply One the High Elf Druid (reincarnation)
7. Khellendros / Iparth Erule / Leader of the Bonehunters / Dudu Dandelion the Stout Halfling Bard
8. Shinrei / Rikkter / Heir of the Fifth / Brood the Blameless the Rock Gnome Bard
9. Gust Hubb / Mockra / Elite Member of the Bridgeburners / Noodles the Hill Dwarf Rogue



Additional Alts

Dudu Dandelion's additional alts:

Bek Okhan = Animal Friend (votes do not count, does not affect number of votes needed for lynch)
Hanas = Mage Hand (LP, BP, votes do not count, DOES affect number of votes needed for lynch)


Brood the Blameless' additional alts:

Fanderay = Animal Friend (votes do not count, does not affect number of votes needed for lynch)
Kaschan = Mage Hand (LP, BP, votes do not count, DOES affect number of votes needed for lynch)
Serc = Clockwork Toy (votes do not count, DOES affect number of votes needed for lynch)


Laim's additional alts:

Anomandaris = Animal Friend (votes do not count, does not affect number of votes needed for lynch)
Okral Lom = Grasping Vine (votes DO count, does not affect number of votes needed for lynch)


Fizban's additional alt:

Prazec Goul = Mage Hand (LP, BP, votes do not count, DOES affect number of votes needed for lynch)


======

As long as all three animal friends and the grasping vine are in the game, votes to lynch should be counted as if there were four one less players.

This post has been edited by Path-Shaper: 05 September 2017 - 08:17 PM

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#4 User is offline   Path-Shaper 

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Posted 31 July 2017 - 05:31 PM

Factions


Bridgeburners

1. Mockra / Noodles the Hill Dwarf Rogue
2. Kadagar Fant / Obediah the Lightfoot Halfling Rogue
  • First weapon attack targeting Obediah each night misses
  • If first to vote for someone, votes count as 2
  • All damage done to Obediah is halved

3. Trake / Simply One the Half-Orc Druid
  • First time Simply One is reduced to 0 HP, reduced to 1 instead
  • First time Simply One dies, he is reincarnated as a High Elf
  • Resists 1 point of magic damage each night


Bonehunters

Members of the Bonehunters cannot be guarded as long as Nevron is alive.
Members of Bonehunters always take 1 additional point of damage from incoming sources of damage, and deal 1 extra damage on all attacks and spells as long as Nevron is alive
Each night, members of the Bonehunters heal 1 HP as long as Dudu is alive.

1. Galayn Lord / Nevron the Half-Elf Paladin
2. Iparth Erule / Dudu Dandelion the Stout Halfling Bard
  • Attacks do 1 extra point of M-DMG; 2 points of M-DMG if target is a Construct

3. Okaros / Fizban the Half-Elf Wizard
  • Cannot be charmed or put to sleep




The Fifth

1. Liosan / Malefic Deadwind the Dragonborn Cleric
  • Healing spells cast by Malefic also heal Malefic for same amount

2. Ruse / Laim the Half-Orc Ranger
  • Actions are always resolved first, ahead of everyone else
  • Told Alt and Race of anyone attacking him

3. Rikkter / Brood the Blameless the Rock Gnome Bard

This post has been edited by Path-Shaper: 31 August 2017 - 03:51 PM

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#5 User is offline   Path-Shaper 

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Posted 09 August 2017 - 02:12 PM

Obediah the Lightfoot Halfling Rogue, Leader of the Bridgeburners

HP = 25


Announcement: Once per day, you may have PS post an on-thread message from you. You can say anything you want in this message.


As a lightfoot halfling, you can easily hide from notice, even using other people as cover. As a Lightfoot Halfling, you automatically gain the following ability:

Naturally Stealthy (Passive): The first weapon attack targeting you during each night cycle misses.


Dagger (Night Action) Cost - 0 AP: Each night you may choose a target. That target takes 3 weapon damage.

Sneak Attack (Passive) Cost - 1 AP: If you are the first to vote on someone during a Day cycle, your vote counts as 2 votes.

Fast Hands (Day Action) Cost - 1 AP: You steal the target player's weapon. That player will be unable to use attack abilities during the next night cycle.

Well Connected (Night Action) Cost - 2 AP: This ability can only be used if you did not vote during the previous day cycle. You use your connections on the street to find out the character name of a player.

Thief's Reflexes (Passive) Cost - 6 AP: All damage done to you is halved.
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#6 User is offline   Path-Shaper 

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Posted 09 August 2017 - 02:13 PM

Simply One the Half-Orc Druid, Heir of the Bridgeburners

HP = 20


Inheritance: If your faction leader dies, you take his place, gain 2 hit points, and receive his non-chosen ability, plus 4 additional ability points which which you can purchase extra chosen abilities.


Half-orcs’ grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. As a half-orc, you automatically have the following ability:

Relentless Endurance (Passive): The first time you are reduced to 0 HP, you are instead reduced to 1 HP.


Staff (Night Action) Cost - 0 AP: Each night you may choose a target. That player takes 3 weapon damage.

Wild Shape (Bonus Night Action) Cost - 0 AP: During a night cycle you may choose to change shapes into a creature of your choice from the below list. Each creature type gives you a different benefit. The following night cycle you will automatically revert to your regular form. You cannot shape change two nights in a row. You cannot shape change into the same animal twice in a row. If you die in animal shape, your CF will show you dying as the animal you have changed into reverting back to druid form.

  • Wolf: Your weapon attack becomes a bite, and deals 4 weapon damage.
  • Eagle: Your weapon attack becomes an action find. You will be told the name of any actions used by target player during this night cycle.
  • Bear: Instead of attacking with your weapon, you first bite one target player for 2 weapon damage, then claw the same target player for 3 weapon damage. These count as two separate attacks for resistance purposes.
  • Panther: Instead of attacking with your weapon, you pounce on target player, guarding them.
  • Owl: Your weapon attack becomes a target find. You are told the alt name of any player that targets you with a night action during this night cycle.
  • Bat: Your weapon attack becomes a draining bite. It deals 2 weapon damage and you regain 2 HP.


Additional Ability Point (Free Passive) Cost - 0 AP: All druids who choose Circle of the Land start with 1 additional AP.

Reincarnate (Passive) Cost - 6 AP: The first time you die, you will return to the game at the beginning of the following day cycle, but in a different alt and as a different race (and race bonus), chosen at random by PS.
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#7 User is offline   Path-Shaper 

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Posted 09 August 2017 - 02:14 PM

Noodles the Hill Dwarf Rogue, Elite Member of the Bridgeburners

HP = 15 16 19


As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. Your HP maximum increases by 1 if you are a regular or elite faction member, 2 if you are an heir or faction leader.


Improvised Weapons (Night Action) Cost - 0 AP: You use anything you can get your hands on as a weapon, be it a mug, a spoon, or an actual weapon. You may attack target player to cause 3 weapon damage.

Scrappy (Passive) Cost - 1 AP: At the beginning of the game, you gain 3 HP.

Dirty Fighter (Passive) Cost - 2 AP: When attacking, you know to attack first and attack fast. Your attacks always hits first (i.e. your attack is resolved at the top of the resolution order).
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#8 User is offline   Path-Shaper 

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Posted 09 August 2017 - 02:14 PM

Dudu Dandelion the Stout Halfling Bard, Leader of the Bonehunters

HP = 25


Announcement: Once per day, you may have PS post an on-thread message from you. You can say anything you want in this message.


As a stout halfling, you’re hardier than average and have some resistance to poison. Any spells targeting you which deal ongoing damage instead only deal one-time damage.


Rapier (Night Action) Cost - 0 AP: Each night you may choose a target. That target takes 3 weapon damage.

Song of Rest (Passive) Cost - 3 AP: Every night, you and your faction members each receive 1 HP in healing.

Vicious Mockery (Night Action) Cost - 1 AP: You unleash a string of insults laced with subtle enchantments at target player. They take 2 magic damage and are guarded.

Suggestion (Day or Night Action) Cost - 3 AP: You may suggest a course of action (limited to a sentence or two) and magically influence target player. Target player will have to do what you suggest, but you cannot suggest that they hurt themselves or vote for themselves.

Additional Magic Secrets Cost - 3 AP: You may choose 3 of the following spells from other classes' spell lists to add to your ability list.

Quote

Animal Friendship (Passive): You control an additional alt. It is a small animal of your choice, has 1 HP, and its votes do not count, nor does its presence affect the number of votes needed to lynch a player. As a night action, it can attack a target player for 1 weapon damage.

Divine Smite (Passive): Your attack action does 1 additional point of magic damage. If target player is a construct (i.e. a player's secondary alt) or has been brought back from the dead by magical means, double the bonus magic damage.

Mage Hand (Passive): You control one additional alt. It is both lynch proof and bullet proof, however its votes do not count (it can place a vote, and it will be added to the vote count, but it won't count towards the total votes needed for a lynch). Each night, your mage hand can attack a target player for 1 point of weapon damage.

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Posted 09 August 2017 - 02:15 PM

Fizban the Half-Elf Wizard, Heir of the Bonehunters

HP = 20


Inheritance: If your faction leader dies, you take his place, gain 2 hit points, and receive his non-chosen ability, plus 4 additional ability points which which you can purchase extra chosen abilities.



Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. As a half-elf, you automatically have the following ability:

Fey Ancestry (Passive): You cannot be charmed or put to sleep by magical means.



Fire Bolt (Night Action) Cost- 0 AP: Once per night, you may choose a target player. That playertakes 2 magic damage.

Mage Hand (Passive) Cost - 1 AP: You control one additional alt. It is both lynch proof and bullet proof, however its votes do not count (it can place a vote, and it will be added to the vote count, but it won't count towards the total votes needed for a lynch). Each night, your mage hand can attack a target player for 1 point of weapon damage.

Gust of Wind (Night Action) Cost - 3 AP: Target player's night action will target a different player of your choice..

Vampiric Touch (Night Action) Cost - 3 AP: You cause 3 magic damage to target player and gain 1 HP as long as this attack hits.
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#10 User is offline   Path-Shaper 

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Posted 09 August 2017 - 02:15 PM

Nevron the Half-Elf Paladin, Elite Member of the Bonehunters

HP = 15


Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. As a half-elf, you automatically have the following ability:

Fey Ancestry (Passive): You cannot be charmed or put to sleep by magical means.


Lay on Hands (Night Action) Cost - 0 AP: You have a pool of 10 HP. Each night, you may choose to heal one player for 1 or more HP, until you have used up all 10 HP in your pool.

Attack (Night Action) Cost - 0 AP: You attack with your weapon. Target player takes 3(+2) weapon damage.

Great Weapon Fighting: You carry a maul. All weapon attacks made by you do 2 additional damage.



Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards.

Condition - Honesty: You are not allowed to tell a lie on thread. You are allowed to skirt the truth, choose not to answer questions, answer questions in a murky fashion that makes it difficult to decipher the truth, but if you are caught lying on thread, you will lose half of your remaining HP and become an Oathbreaker (further information about being an Oathbreaker paladin will be shared with you if this happens).

Aura of Devotion (Passive) Cost - 3 AP: Only one aura spell/ability can be active at a time. While this aura is active, no members of your party can be guarded.
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#11 User is offline   Path-Shaper 

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Posted 09 August 2017 - 02:16 PM

Laim the Half-Orc Ranger, Leader of the Fifth

HP = 25


Announcement: Once per day, you may have PS post an on-thread message from you. You can say anything you want in this message.


Half-orcs’ grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. As a half-orc, you automatically have the following ability:

Relentless Endurance (Passive): The first time you are reduced to 0 HP, you are instead reduced to 1 HP.

Favored Enemy (Passive) Cost - 0 AP: Choose a race or a class (Lightfoot Halflings). Any target of that race or class will take 1 additional damage from any attack made by you.

As a ranger, you must adopt a style of fighting as your specialty. Choose one of the following options:

Dueling: You carry a dueling saber. All weapon attacks made by you do 2 additional damage.

Primeval Awareness (Passive) Cost - 1 AP: You are told the alt and race of any player targeting you during the night cycle.

Extra Attack (Bonus Night Action) Cost - 3 AP: Each night, you may attack twice instead of once.

Animal Friendship (Passive) Cost - 1 AP: You control an additional alt. It is a small animal of your choice, has 1 HP, and its votes do not count, nor does its presence affect the number of votes needed to lynch a player. As a night action, it can attack a target player for 1 weapon damage.

Ensnaring Strike (Bonus Action) Cost - 1 AP: The next attack that hits will also guard target player.

Grasping Vine (Night Action) Cost - 6 AP: You conjure a vine that sprouts from the ground. You control an additional alt (if you choose this ability, you start the game with this additional alt already in the game). It has 1 HP and its votes do count, but it does not affect the total amount of votes needed to lynch a player. As a night action, it can guard target player. If it dies, you can cast Grasping Vine as a night action to bring it back to life.

Ranger Archetypes

Warden


Thunderclap (Night Action) Cost - 0 AP: You create a burst of thunderous sound. Three target players each take 1 magic damage.

Bountiful Magic (Passive) Cost - 1 AP: You may spend an additional 4 AP on spells only.
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#12 User is offline   Path-Shaper 

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Posted 09 August 2017 - 02:16 PM

Brood the Blameless the Rock Gnome Bard, Heir of the Fifth

HP = 20


Inheritance: If your faction leader dies, you take his place, gain 2 hit points, and receive his non-chosen ability, plus 4 additional ability points which which you can purchase extra chosen abilities.


As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. As a rock gnome, you automatically have the following ability:

Clockwork Toy (Passive): You control 1 additional alt. Its votes don’t count, it cannot attack at night, and it only has 1 HP, however its existence will affect the amount of people needed in order to lynch a player. If it is lynched or otherwise killed, it will CF as a Clockwork Toy.


Rapier (Night Action) Cost - 0 AP: Each night you may choose a target. That target takes 3 weapon damage.

Bardic Inspiration (Bonus Night Action) Cost - 1 AP: Each night, you may choose one player other than yourself. You buff their damage or healing by 1 point. If you add damage, the additional 1 point is considered magic damage.

Vicious Mockery (Night Action) Cost - 1 AP: You unleash a string of insults laced with subtle enchantments at target player. They take 2 magic damage and are guarded.

Additional Magic Secrets Cost - 3 AP: You may choose 3 of the following spells from other classes' spell lists to add to your ability list.

Quote

Animal Friendship (Passive): You control an additional alt. It is a small animal of your choice, has 1 HP, and its votes do not count, nor does its presence affect the number of votes needed to lynch a player. As a night action, it can attack a target player for 1 weapon damage.

Mage Hand (Passive): You control one additional alt. It is both lynch proof and bullet proof, however its votes do not count (it can place a vote, and it will be added to the vote count, but it won't count towards the total votes needed for a lynch). Each night, your mage hand can attack a target player for 1 point of weapon damage.

True Strike (Night Action): Once per night, you may choose a target player. Any time you vote for that player during the next day cycle, it counts as 2 votes.

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#13 User is offline   Path-Shaper 

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Posted 09 August 2017 - 02:16 PM

Malefic Deadwind the Dragonborn Cleric, Elite Member of the Fifth

HP = 15


Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. As a dragonborn, you automatically have the following ability:

Fire Breath (Night Action): You deal 1 point of magic damage each to three target players.



Cure Wounds (Night Action) Cost - 0 AP: Target player regains 2 HP.

Blessed Healer (Passive) Cost - 3 AP: When you cast healing spells on other players, they also heal you for the same (per target) amount.
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Posted 11 August 2017 - 02:44 PM

ACTIONS

Day 1

Kadagar Fant = Fast Hands [STEAL WEAPON] on Okaros


Night 1

Anomandaris = Attack [1 W-DMG] on Prazec Goul GUARDED
Bek Okhan = Attack [1 W-DMG] on Prazec Goul
Fanderay = Attack [1 W-DMG] on Liosan
Galayn Lord = Lay on Hands [+5HP] on Self
Hanas = Attack [1 W-DMG] on Fanderay
Iparth Erule = Vicious Mockery [2 M-DMG + GUARD] on Anomandaris
Kadagar Fant = Well Connected [CHARACTER FIND] on Ruse
Kaschan = Attack [1 W-DMG] on Liosan
Liosan = Cure Wounds [+2HP] on Ruse, [+2HP on SELF] GUARDED
Mockra = Attack [3 W-DMG] on Kaschan
Okaros = Vampiric Touch [3 M-DMG] on Ruse, [+1HP on SELF]
Okral Lom = Grasping Vine [GUARD] on Liosan
Prazec Goul = Attack [1 W-DMG] on Fanderay
Rikkter = Bardic Inspiration [BUFF DAMAGE + 1 M-DMG] + Vicious Mockery [2 M-DMG + GUARD] on Anomandaris
Ruse = Dueling Sabre + Thunderclap [2 W-DMG + 1 M-DMG] on Hanas, [1 M-DMG] on Bek Okhan, and [1 M-DMG] Fandery + Extra Attack [2 W-DMG + 1 M-DMG] on Okaros, [1 M-DMG] Rikkter, and [1 M-DMG] on Liosan
Serc = No Action
Trake = Attack [3 W-DMG] on Rikkter


Day 2

Iparth Erule = Suggestion [Okaros votes for Ruse without ever giving any explanation, always ignoring queries to explain their vote] on Okaros Doesn't work as Okaros is immune to charm abilities.
Kadagar Fant = Fast Hands [STEAL WEAPON] on Rikkter



Night 2

Galayn Lord = Attack [5 W-DMG] on Kadagar Fant
Hanas = Attack [1 W-DMG] on Liosan
Iparth Erule = Vicious Mockery [3 M-DMG + GUARD] on Rikkter
Kadagar Fant = Dagger [3 W-DMG] on Okaros
Kaschan = Attack [1 W-DMG] on Galayn Lord
Liosan = Cure Wounds [+2 HP] on Ruse
Mockra = No Action
Okaros = Vampiric Touch [3 M-DMG] on Trake [+1HP TO SELF]
Okral Lom = Grasping Vine [GUARD] on Hanas
Prazec Goul = Attack [1 W-DMG] on Okral Lom
Rikkter = Bardic Inspiration + Vicious Mockery [3 M-DMG + GUARD] on Mockra GUARDED
Ruse = Dueling Sabre + Thunderclap [2 W-DMG + 1 M-DMG] on Hanas, [1 M-DMG] on Hanas, and [1+1 M-DMG] Kadagar Fant + Extra Attack [2 W-DMG + 1 M-DMG] on Galayn Lord, [1 M-DMG] Trake, and [1 M-DMG] on Mockra
Trake = Wild Shape Owl [KNOWS EVERYONE THAT TARGETS HIM DURING NIGHT 2]
Ultama = No Action


Day 4

Iparth Erule = Suggestion [Prazec Goul must change his vote without explanation] on Prazec Goul
Kadagar Fant = Fast Hands [STEAL WEAPON] on Okaros



Night 4

Galayn Lord = Attack [5 W-DMG] on Ruse
Hanas = Attack [1 W-DMG] on Ruse
Iparth Erule = Vicious Mockery [3 M-DMG + GUARD] on Okaros
Kadagar Fant = Well Connected [ALT NAME FIND] on Ultama
Kaschan = No Action
Liosan = Fire Breath [1 M-DMG EACH] to Kaschan, Ultama and Rikkter
Mockra = Attack [3 W-DMG] on Trake
Okaros = Vampiric Touch [3-MDG] on Rikkter [+1 HP TO SELF]
Prazec Goul = Attack [1 W-DMG] on Ultama
Rikkter = No Action
Ruse = Thunderclap + Ensnaring Strike [1 M-DMG + 2 W-DMG + GUARD] on Trake
Trake = Wild Shape to Bat, Attack [2 W-DMG] on Okaros [+2 HP TO SELF] GUARDED
Ultama = No Action


Day 5

Iparth Erule = Suggestion [Prazec Goul has to vote for and keep their vote on Okaros today, never giving any explanation for their vote] on Prazec Goul
Kadagar Fant = Fast Hands [STEAL WEAPON] on Ruse


Night 5

Galayn Lord = Dominate Person [TAKE CONTROL] on Mockra
Hanas = Attack [1 W-DMG] on Ruse
Iparth Erule = Vicious Mockery [3+1 M-DMG + GUARD] on Mockra
Kadagar Fant = Attack [3 W-DMG] on Ruse
Kaschan = Attack [1 W-DMG] on Mockra
Liosan = Fire Breath [1 M-DMG EACH] to Okaros, Trake and Hanas
Mockra = Attack [3 W-DMG] on Trake GUARDED
Rikkter = Bardic Inspiration + Vicious Mockery [3 M-DMG + GUARD] on Mockra
Ruse = Thunderclap + Ensnaring Strike [1 M-DMG + 2 W-DMG + GUARD] on Trake
Trake = Wild Shape to Bat, Attack [2 W-DMG] on Ruse [+2 HP TO SELF] GUARDED




Night 6

Galayn Lord = Dominate Person [TAKE CONTROL] on Liosan
Hanas = Attack [1 W-DMG] on Trake
Iparth Erule = Vicious Mockery [3+1 M-DMG + GUARD] on Kadagar Fant
Kadagar Fant = Attack [3 W-DMG] on Liosan GUARDED
Kaschan = Attack [1 W-DMG] on Mockra
Liosan = Fire Breath [1 M-DMG EACH] to Kadagar Fant, Trake, Mockra
Mockra = Attack [3 W-DMG] on Trake GUARDED
Rikkter = Bardic Inspiration + Vicious Mockery [3 M-DMG + GUARD] on Mockra
Ruse = Dueling Sabre + Thunderclap [2 W-DMG + 1 M-DMG] on Trake, [1 M-DMG] on Mockra, and [1 M-DMG] Galayn Lord + Extra Attack [2 W-DMG + 1 M-DMG] on Galayn Lord, [1+1 M-DMG] Kadagar Fant, and [1+1 M-DMG] on Kadagar Fant
Trake = Wild Shape to Bat, Attack [2 W-DMG] on Ruse [+2 HP TO SELF]



Day 7

Iparth Erule = Suggestion [Liosan has to truthfully state today whether they actually are Malefic like they said at day's beginning, or if that was made up] on Liosan
Kadagar Fant = Fast Hands [STEAL WEAPON] on Ruse




Night 7

Galayn Lord = Dominate Person [TAKE CONTROL] on Kadagar Fant
Hanas = No Action
Iparth Erule = No Action
Kadagar Fant = No Action
Liosan = Cure Wounds [+2 HP] on Galayn Lord [+2 HP TO SELF]
Ruse = Grasping Vine [Resurrect] Okral Lom
Trake = Staff Attack [3 W-DMG] on Ruse




Day 8

Iparth Erule = Suggestion [Trake has to vote for Kandagar Fant today from the moment they see this, and not remove from Kandagar the entire day] on Trake
Kadagar Fant = Fast Hands [STEAL WEAPON] on Ruse




Night 8

Galayn Lord = Dominate Person [TAKE CONTROL] on Ruse GUARDED
Hanas = Attack [1 W-DMG] on Trake
Iparth Erule = Vicious Mockery [3+1 M-DMG + GUARD] on Liosan
Liosan = Fire Breath [1 M-DMG] on Trake, Galayn Lord, Kadagar Fant GUARDED
Okral Lom = Grasping Vine [GUARD] on Galayn Lord
Ruse = No Action
Trake = Wild Shape to Panther, Attack [GUARD] on Galayn Lord




Day 9

Iparth Erule = Suggestion [Trake has to vote for Ruse when this message is read, and keep their vote on Ruse for the entire day. If they have already voted for someone else, they must remove and vote for Ruse] on Liosan



Night 9

Galayn Lord = Dominate Person [TAKE CONTROL] on Ruse GUARDED
Hanas = Attack [1 W-DMG] on Trake
Iparth Erule = Vicious Mockery [3+1 M-DMG + GUARD] on Trake GUARDED
Liosan = Cure Wounds [+2 HP] on Ruse [+2 HP on SELF]
Okral Lom = Grasping Vine [GUARD] on Iparth Erule
Ruse = Dueling Sabre + Thunderclap [2 W-DMG + 1 M-DMG] on Iparth Erule, [1 M-DMG] on Iparth Erule, and [1 M-DMG] Iparth Erule + Extra Attack [2 W-DMG + 1 M-DMG] on Iparth Erule, [1+1 M-DMG] Iparth Erule, and [1+1 M-DMG] on Iparth Erule
Trake = Thorn Whip [3 M-DMG + GUARD] on Galayn Lord GUARDED




Day 10

Iparth Erule = Suggestion [Trake must target Ruse with a guard tonight] on Trake



Night 10

Galayn Lord = Dominate Person [TAKE CONTROL] on Trake
Hanas = Attack [1 W-DMG] on Trake
Iparth Erule = Vicious Mockery [3+1 M-DMG + GUARD] on Ruse GUARDED
Liosan = Cure Wounds [+2 HP] on Okral Lom [+2 HP on SELF]
Okral Lom = Grasping Vine [GUARD] on Iparth Erule
Ruse = Attack + Ensnaring Strike [2 W-DMG + 1 M-DMG + GUARD] on Iparth Erule GUARDED HOWEVER ATTACKS HIT BEFORE GUARD HITS
Trake = Thorn Whip [3 M-DMG + GUARD] on Ruse



Day 11

Iparth Erule = Suggestion [Ruse must perform no day or night action whatsoever today] on Ruse



Night 11

Galayn Lord = Dominate Person [TAKE CONTROL] on Ruse GUARDED
Hanas = Attack [1 W-DMG] on Okral Lom
Iparth Erule = Vicious Mockery [3+1 M-DMG + GUARD] on Liosan
Liosan = No Action
Okral Lom = Grasping Vine [GUARD] on Galayn Lord
Ruse = No Action
Trake = Thorn Whip [3 M-DMG + GUARD] on Ruse




Day 12

Iparth Erule = Suggestion [No day or night action is to be performed today whatsoever.] on Ruse



Night 12

Galayn Lord = Dominate Person [TAKE CONTROL] on Ruse GUARDED
Liosan = Cure Wounds [+2 HP] on Okral Lom [+2 HP TO SELF]
Okral Lom = Grasping Vine [GUARD] on Galayn Lord
Ruse = No Action
Trake = Thorn Whip [3 M-DMG + GUARD] on Ruse



Night 13

Galayn Lord = Lay on Hands [+5 HP] on Self
Liosan = Fire Breath [1 M-DMG] on Galayn Lord

This post has been edited by Path-Shaper: 06 September 2017 - 05:46 PM

Only someone with this much power could make this many frittatas without breaking any eggs.
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#15 User is offline   Messremb 

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Posted 25 August 2017 - 06:24 PM

Heh, so LB loses one alt to the lynch (thank goodness they finally lynched *someone* - it'd have been me were I playing as I'd have started ranting about the wilful blindness to lynch numbers/fake alts displayed by some after the first 2 fails) and dominates someone else to keep an extra alt today, not to mention knowing everything about them. Well timed and can make a lot of use of that.



I do agree with Tatts about the lack of interaction. Perhaps next time go for two factions to reduce the hedging everyone does. Or cut down the initial actions available and institute an XP system. Maybe for each successful lynch train someone is on or for every attack they land/kill made they get XP which they can spend on more abilities once they have enough. Like, you know, levelling up or buying better equipment in D&D...
"see that stranger's arm crushing the life from him - do you understand? Not an eternal prison for Messremb"
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#16 User is offline   Path-Shaper 

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Posted 26 August 2017 - 04:32 PM

View PostMessremb, on 25 August 2017 - 06:24 PM, said:

I do agree with Tatts about the lack of interaction. Perhaps next time go for two factions to reduce the hedging everyone does. Or cut down the initial actions available and institute an XP system. Maybe for each successful lynch train someone is on or for every attack they land/kill made they get XP which they can spend on more abilities once they have enough. Like, you know, levelling up or buying better equipment in D&D...


I don't hate this idea, will definitely have to give it some thought!
Only someone with this much power could make this many frittatas without breaking any eggs.
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#17 User is offline   Messremb 

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Posted 30 August 2017 - 12:11 PM

Tatts does have rather a point about activity. I was going to come in here and make the same (at least regarding modkills) so good job I checked thread first!
"see that stranger's arm crushing the life from him - do you understand? Not an eternal prison for Messremb"
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#18 User is offline   Gust Hubb 

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Posted 31 August 2017 - 09:59 PM

I dunno. I always feel like these faction games don't lend themselves to mafia that well. It's like trying to cram a square peg into a circular hole. The concept is great, but it doesn't quite fit.

To me, the biggest problem is that the essence of factions is to have numbers, to not get killed off first. Add to this the pleasure of night actions and an imperative not to reveal your team and you have a situation where it is better to stay quiet and wait for night to use your skills.

It makes sense to be quiet. It also makes sense not to talk about teams on thread because that might out your faction and make yourself a target. The basic imperatives are different from classical mafia, and the cues that someone is a bad guy or good guy are just not there.

I am not saying faction games are not a great idea or that we haven't had some epic runs. I am saying that perhaps trying to make a game like D&D fit mafia is the problem. Get rid of the lynching, encourage a more D&D experience, have more easter eggs (mod announcements, trigger phrases, SCENES!!!!! WHEN WAS THE LAST TIME WE HAD GREAT CUT SCENES?!!!) and interaction based more on exploring an environment (more like those text based rpgs of ye olde times).

I don't think I will be returning to faction games in the future. Let me know when their are M&P games or if we ditch the lynching/night action algorithm we keep trying.

Thanks for the game PS. I did like the mechanics and concept, truly. I just though the venue was not fitting for the gameplay.
"You don't clean u other peoples messes.... You roll in them like a dog on leftover smoked whitefish torn out f the trash by raccoons after Sunday brunch on a hot day."
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#19 User is offline   Path-Shaper 

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Posted 01 September 2017 - 02:27 PM

View PostGust Hubb, on 31 August 2017 - 09:59 PM, said:

I dunno. I always feel like these faction games don't lend themselves to mafia that well. It's like trying to cram a square peg into a circular hole. The concept is great, but it doesn't quite fit.

To me, the biggest problem is that the essence of factions is to have numbers, to not get killed off first. Add to this the pleasure of night actions and an imperative not to reveal your team and you have a situation where it is better to stay quiet and wait for night to use your skills.

It makes sense to be quiet. It also makes sense not to talk about teams on thread because that might out your faction and make yourself a target. The basic imperatives are different from classical mafia, and the cues that someone is a bad guy or good guy are just not there.

I am not saying faction games are not a great idea or that we haven't had some epic runs. I am saying that perhaps trying to make a game like D&D fit mafia is the problem. Get rid of the lynching, encourage a more D&D experience, have more easter eggs (mod announcements, trigger phrases, SCENES!!!!! WHEN WAS THE LAST TIME WE HAD GREAT CUT SCENES?!!!) and interaction based more on exploring an environment (more like those text based rpgs of ye olde times).

I don't think I will be returning to faction games in the future. Let me know when their are M&P games or if we ditch the lynching/night action algorithm we keep trying.

Thanks for the game PS. I did like the mechanics and concept, truly. I just though the venue was not fitting for the gameplay.



Thanks for your comments, I always appreciate all outlooks on the D&D Mafia games. You're right that Mafia doesn't lend itself SUPER well to faction games, for the reasons you've laid out above, and it's especially tough for D&D Mafia because everyone, as you said, are excited to use their abilities.

Though the early game was pretty quiet, I am rather enjoying the end game at this point - Lady Bliss with her dominating everyone to death has been entertaining to watch. And they haven't even killed Tatts yet, which will be fun because he'll reincarnate into another alt, should be fun to see what people have to say about that!
Only someone with this much power could make this many frittatas without breaking any eggs.
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#20 User is offline   Khellendros 

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Posted 06 September 2017 - 02:50 PM

My first guess is that we should have killed/guarded Trake the other night when we had the chance. I trusted that GL would have command of Trake's night actions.


My second guess is that Okral doesn't have a vote but Ruse can have two? Hmm, maybe just being paranoid on that one.

I don't dare actually look at SH yet, will have to come back to it later.
"I think I've made a terrible error of judgement."
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