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Messages - $$$man (2684)

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13
Forum Game Archive / Elements Mafia - 19 - By 1world24
« on: April 28, 2011, 12:21:31 pm »
Host: 1world24


Elements mafia 18

Started by Mastermind79, Continued by purity_riot, demagog, icecoldbro, ddevans96, Implosion, 918273645, Killsdazombies, Dragoon1140,and 1world24

This is a land of Elementals, beings that can command the elements themselves. Within this land (and sea,and air, and time, blah blah blah), there was a village. Only sixteen people lived in this village, but the False Gods deemed them a threat. As a test, they decided to send three false gods, within the bodies of villagers, to the little community. Thankfully, a savior known only as Zanzarino limited their power long ago. The villagers decided they would kill one person per day until the false gods were found. Meanwhile, the gods decided to kill one person per night until all were dead.

That's right. It's mafia.

Lord Sho tells us:

Mafia is a game. It is played in real life, and from that, we have derived an internet-friendly version that is playable here on the forums. That's right, here's the game you all know and hate. Except now the rules have been changed, so you can hate it even more!

The Rules:

Objectives: There are two sides: the false gods (FG's) and the innocents. The innocents win by lynching the FG's and the FG's win by killing the innocents.

Process: This game consists of rounds. Each round lasts two days. There are two parts to a round: the day phase and the night phase. The day phase lasts the entirety of the round in the online version. The night phase is instant and consists of the host declaring who was lynched and who was killed, along with any other events that need mentioning. During the day phase, players vote on who will be lynched that round. There will always be someone chosen for lynching. Ties will be broken by a random number generator. Also, if a player has a special ability that requires them to PM the host in order to use it, they do this during the day phase (seeing as the night phase is instant and all).

PMing: Players are free to PM whoever they want. However, quoting another player's PM is not allowed (unless you are sending it to the host), nor can you ask another player about what the host PMed them (you can ask them what their identity is, but nothing about the PM sent to them). Also, when you are killed in the game, you may no longer PM or post in the thread. The only exception to this is the ghost's ability, which will be described shortly.

Mod-Killing: Any player in violation of the rules will be mod-killed. Also, any player inactive for two rounds in a row will be mod-killed.

Players: These players each have a primary role and a secondary role. Both roles are only known to you at the start of the game (except for the FG's, who know each other's primary roles).

Primary Roles: The game has four primary roles: Civilians (x), False Gods (x (number of people signed up divided by 5 rounded down)), a Seer, and a Doctor.

Civilian: The ordinary person. This primary role brings no special ability or benefit. You simply get to vote.

False God: The "evil" person. These players begin the game knowing each other so that they can communicate through PM's. Each round, they agree upon who to target and PM this information to the host. Their target will be killed during that round's night phase (unless somehow saved). PM's should have a primary and a backup target, in case the primary target is lynched.

NEW RULE: The FGs may not oust eachother under any circumstances. If an FG is found to be doing this, they should be reported to either myself, or the host, and they well be banned from the game, and the following game of Mafia.

Oracle: The "seer." This player may discover the identity of a player every other round. The seer PM's the name of the target player to the host and the host will reveal the information to the seer. The information includes both the primary and secondary roles.

Guardian Angel: The "doctor." This player may select a person every other round. If the target player is targeted by the FG's that same round, that player is not killed. The doctor should PM the target's name to the host. It is also asked that you include a backup target in case your primary target is lynched.

Secondary Roles: The game has fifteen secondary roles. These are randomly distributed between each player at the start of the game.

Liar: The person who is voted for by the liar on the lynch board loses liar's vote and one more.

Gambler - Chooses two players every other round. One player‘s role is revealed to the other (it‘s random). The gambler does not get this information. This ability MUST be used when available. This ability is used by PMing the host the names of the two target players.

Village Idiot - Your vote doesn’t count. When you die, you will be brought back as the 'Angelic Prophet'

Priest - May choose a player every other day. If the targeted player is ever targeted by the FG's, the one that used the priest ability on that player knows. This ability is used by PMing the host the name of the target player.

Con Artist - May switch one player’s vote every other round. This ability is used by PMing the host the name of the target player.

Vigilante/Virus - Your vote counts twice. Virus - Kills self and target player. The target player always dies unless immortal or burrowed. You still die regardless. This ability is activated by sending a PM to the host. I have combined the vigilante and virus roles. This is to give incentive to the virus to not use their ability on some random person.

The “Witness” - May save one person from being lynched during the game. Your role is revealed when you do this. You can’t use this power on yourself. This ability is used by PMing the host the name of the target player. You may include more than one player's name.

Mind flayer - Negates one player’s ability every other turn. This ability is used by PMing the host the name of the target player.

Tradesman - Switches secondary roles with the target player. This ability is used by PMing the host the name of the target player.

Ghost - If killed with this secondary ability, can still vote.

Fallen Elf - Randomly reassigns a person’s secondary ability. This ability is used by PMing the host the name of the target player. This ability may be used every round.

Immortal - Automatically saved from death once per game.

Vulture - Vote power starts at 0 and increases by a half each time a person dies.

Armagio - Can sacrifice self to save another person from death. Does not target a player, you simply say if you want to save the lynched person or the mafia hit person. If the targeted player was also targeted by the doctor, the armagio still becomes the intended target and dies. If the doctor targeted the armagio instead, the armagio is saved, as well as the person the FG's targeted. However, this ability can not be turned off.

Crusader - Copy one player's power for a single turn. This can only be used every other round. The target player loses abilities until the end of the round.

Angelic Prophet - The Angelic Prophet is the deified village idiot. The Angelic Prophet will be told twenty minutes before the end of the day who the False Gods will be killing, and they will have 20 minutes to PM ONE person, and tell them who will be killed. This may not be the same person two turns in a row.
No one may contact the Angelic Prophet in anyway, not by posts, not by PMs and not in chat or any other means. At least, not related to the game. Any case of cheating should be presented to me, and will be dealt with severely.


Remember, secondary roles have nothing to do with primary roles.

Some secondary activated skills notes: This does not apply to primary roles. You may only use one activated skill per round. If you use your activated skill and your skill is changed later during that round into another skill that requires activation, you may not activate that skill until the next round. If your activated skill is changed before you used it, you may use the new one that round. If your activated ability was used in the previous round and you can only use it every other round and your ability is changed, you can use the new ability this round (even if it happens to be the same ability). If you used the priest's ability in a previous round, you still get the information that you would get even if your ability is changed. If you used the armagio's ability and your ability is changed, you still have the "gravity pull" status, because it can not be turned off. By saying "no lynch" you cast a vote for yourself, and it will be treated as two. So vote or die.
Hopefully I covered everything...

That should be everything you need to know in order to play the game.


Sign ups begin as soon as the host has posted. Please refrain from posting until then.

14
Forum Game Archive / The Box By PlayerOa
« on: April 23, 2011, 05:25:20 pm »
Rules:
In The Box, the first player does something with the box. Then the next one says why it doesn´t work, and does something with the box.
Example:

1st: I put the Box at the top of Mt. Everest.
2nd: I hire a mountain-climber to find it for me. I burn the Box.
3rd:  I find the ashes of the box and use Rebirth. I swallow the Box.
etc.

15
Forum Game Archive / The Usurper
« on: April 22, 2011, 12:01:53 pm »
"The Usurper"

Up to 30 players.  Each player represents one of the False Gods, except one -- the Usurper.

Every player begins with three False God powers: one based on their Element, one based on their Creature, and one based on their Item.   Items and Creatures can change owners and even be destroyed or killed (any of which deactivates any powers they generate that are currently active), but none of this is visible to the players (except the item/creature's owner, of course). 

The goal of the False Gods is to find out which player is the Usurper and kill him using one of their Powers.

The goal of the Usurper is to manipulate circumstances so that there are no Powers left capable of killing him.  Once that has been accomplished, he wins. 

Yes, this can be a difficult thing to do, but the Usurper has some impressive powers at his disposal. :)


Play consists of a cycle of rounds in four 48-hour phases:
1)   Each player asks any other player a question, OR makes a statement about something they know for certain.  Any statements made at this point (except for the Usurper's must be true, and no power or circumstance can force a falsehood. 
2)   Each FG may choose to activate a power.  If they do so now, they cannot do so in Phase 4.
3)   Each question gets answered by the player asked -- but the answer may be the truth or a lie, and sometimes a Power will dictate which it is.
4)   Each FG who didn't activate a Power earlier must activate a Power.
5)     Report on the results of all powers and start a new round.


Nothing could be simpler, right?

Akebono
FG power: Crush: Target player dies.  5% of the time, this ability backfires and kills Akebono.
Creature power: Elite Armagio: Until deactivated, if this creature's owner would be killed, kill this creature instead.
Item power: Titan: Target player's life cannot be saved by any skill this turn.


Chaos Lord
FG power: Mutate: One random creature owned by target player randomly becomes any other Creature in the game.
Creature power: Maxwell's Demon: Target character who has contradicted himself at any point in the game dies.
Item power: Dissipation Shield: You cannot die or activate any Powers next turn.


Dark Matter
FG power: Black Hole: Target player cannot use his FG power this turn or next turn.
Creature power: Otyugh: One random creature owned by target player dies.
Item power: Titan: Target player's life cannot be saved by any skill this turn.


Decay
FG power: Steal: Steal One random item owned by target player.
Creature power: Pest: Target player cannot use his FG power next turn.
Item power: Eclipse: :darkness and :death creatures cannot be killed until this power is deactivated.


Destiny
FG power:  Fate Egg: Target player who has no Creatures receives a random Creature. 
Creature power: Fallen Druid: One random creature owned by target player randomly becomes any other Creature in the game.
Item power: Eternity: All Creatures and Items owned by target player return to the original owners (or vanish if the original owners are dead).


Divine Glory
FG power: Miracle: No player dies this turn.  Cannot be played again until a player dies.
Creature power: Animated Weapons: Target player's Items become Creatures for the rest of the game.
Item power: Morning Glory: Target player with no shields dies.  Immaterial.


Dream Catcher
FG power: Read Dreams: You learn whether target answer was the truth or a lie.
Creature power: Swarm of 2-ATK Creatures:  Roll 1d6.  If the result is greater than the number of players currently alive, target player dies.
Item power: Discord: Target question must be answered with a lie.


Elidnis
FG power: Waterboarding: Your question this phase must be answered truthfully.
Creature power: Ulitharid: One random creature owned by target player no longer provides a Power.
Item power: Empathic Bond: You cannot die as long as you possess a Creature.  Lasts until deactivated (which requires another action). 


Eternal Phoenix
FG power: Eternal: You cannot die until this power is deactivated (which requires another action). 
Creature power: Ruby Dragon: Target player is scared into silence (may not answer questions or make statements) this round.
Item power: Fire Lance: Roll 2d4.  If the result is less than the number of players currently alive, target player dies. 


Ferox
FG power: Summon: Target Player gains a random new Creature.
Creature power: Swarm of 5-ATK Creatures: Roll 1d10.  If the result is greater than the number of players currently left alive, target player dies.
Item power: Jade Shield: Until deactivated, no Item Powers work on you or anything you own.


Fire Queen
FG power: Firebolt: Roll 2d4.  If the result is less than the number of Fireflies you own, target player dies.
Creature power: Firefly Queen: You gain a Firefly.  (A Firefly is Creature with a special passive Creature Power: Fireflys are affected before any

other Creature you control.)
Item power: Eagle's Eye: One random creature owned by target player dies.


Gemini
FG power: Twin Universe: You gain a copy of One random creature owned by target player.
Creature power: Giant Dragon: Target player and Giant Dragon both die.
Item power: Lobotomizer: One random creature owned by target player no longer provides a Power.


Graviton
FG power: Inescapable Attraction: Target player must answer questions truthfully this round. This power overrides any power that would force a lie.
Creature power: Otyugh: One random creature owned by target player dies.
Item power: Gravity Shield: Until deactivated, you and everything you own are immune to Creature Powers.


Hecate
FG power: Enrage: Next turn, target player must use a power that will kill another player (if they have one.)
Creature power: Voodoo Doll: Until deactivated, if a creature power or FG power would kill this creature, kill the player or creature activating that

power instead.
Item power: Dusk: Until deactivated, all powers that targets you or your creatures or items have a 50% chance to fail.


Hermes
FG power: Burn!: Target player dies.
Creature power:  Ruby Dragon: Target player is scared into silence (may not answer questions or make statements) this round.
Item power: Rain of Fire: One random creature owned by target player dies.


Incarnate
FG power: Obfuscation: Target player must answer all questions with lies this turn.
Creature power: Retrovirus: All other Creatures that use their powers this turn die.
Item power: Bone Wall: Until deactivated, you cannot die unless at least 2 players attempt to kill you at the same time.


Jezebel
FG power: Steal: Gain control of one random item owned by target player.
Creature power: Nymph Queen: Target player gains a random Nymph. 
Air Nymph: Target player gains an Unstable Gas.  (Unstable Gas (item):Target player with 2 or more creatures dies.)
Earth Nymph: Random creature target player controls cannot be killed, but cannot be used this turn or next turn.  Any active abilities that creature has are

ended.
Fire Nymph: Random creature target player controls dies.
Water Nymph: Target player gains a random Nymph.
Life Nymph: A random one of target player's creatures gains the permanent ability to be used once per turn in addition to whatever other actions that player

takes.
Death Nymph: Random creature target player controls becomes a Malignant Cell.  (Malignant Cell: The owner of this creature cannot use Creature powers.)
Light Nymph: All creatures in the game that do not have skills become Fireflies.
Darknss Nymph: Target creature's power becomes "Vampiric Bond: Until deactivated, this creature's owner cannot die."
Time Nymph: This creature's owner may activate two Powers next turn.
Gravity Nymph: Target player cannot use his FG power this turn or next turn.
Entropy Nymph: Until deactivated, target player cannot be killed.
Aether Nymph: A random creature Target player controls cannot be destroyed, ever.
Item power: Cloak: Until deactivated, creatures and items other than Cloak owned by this player cannot be affected by powers.


Lionheart
FG power: Call to Arms: Target player gains a Crusader.
Creature power: Crusader: When activated, Crusader gains the skill of a random item owned by target player.
Item power: Turtle Shield: until deactivated, any time the owner of this item is targed by a power, the player controlling that power cannot use any

Powers or ask any questions next turn.


Miracle
FG power: Miracle: No player dies this turn.  Cannot be played again until a player dies.
Creature power: Giant Dragon: Target player and Giant Dragon both die. 
Item power: Jade Shield: Until deactivated, no Item Powers work on you or anything you own.


Morte
FG power: Deadeye: You can see one other player's identity.
Creature power: Retrovirus: All other Creatures that use their powers this turn die.
Item power: Arsenic: Target player dies at the end of next turn.


Neptune
FG power: Scrying Pool: You can see one other player's Creatures.
Creature power: Arctic Squid: One random creature owned by target player cannot use it's Power this turn or next turn.
Item power: Permafrost Shield: You cannot die this turn.  Any Creatures that target you or anything you own this turn cannot use their Powers next

turn.


Obliterator
FG power: Find Posessions: You can see one other player's Items.
Creature power: Swarm of 7-ATK Creatures: Roll 1d12.  If the result is greater than the number of players left alive, target player dies.
Item power: Pulverizer: One random item owned by target player is destroyed.


Octane
FG power: High Octane: Target player can use two Powers next turn.
Creature power: Animated Weapons: Target player's Item Powers become Creature Powers for the rest of the game.
Item power: Unstable Gas: Target player with 2 or more Creatures dies.


Osiris
FG power: Eyes of the Ancients: You can see target player's FG power.
Creature power: Swarm of 3-ATK Creatures: Roll 1d8.  If the result is greater than the number of players currently alive, target player dies.
Item power: Turtle Shield: until deactivated, any time the owner of this item is targed by a power, the player controlling that power cannot act next

turn.


Paradox
FG power: Paradox:  Target character who has contradicted himself at any point in the game dies.
Creature power: Deja Vu: Target player gains a Deja Vu. This power can be used in addition it's owners Item or FG powers each turn.
Item power: Mirror Shield: You cannot die to Item Powers until this power is deactivated (which takes another action).


Rainbow
FG power: Masses of Permanent Control: One random item owned by target player is destroyed
Creature power: Swarm of Growing Creatures: Target Player dies if there are at least 8 players left alive.
Item power: Eagle's Eye: One random creature owned by target player dies.


Scorpio
FG power: Twin Universe: You gain a copy of One random creature owned by target player.
Creature power: Physalia: Target player dies at the end of next turn.
Item power: Permafrost Shield: You cannot die this turn.  Any Creatures that target you or anything you own this turn cannot use their Powers next

turn.


Seism
FG power: Quanta Denial: Target player's currently-active powers deactivate and cannot be reactivated next turn.
Creature power: Gnomish Gemfinder: Target player finds a Gem (an Item with no powers.)  This power can be used in addition to it's owners' Item or FG

powers each turn.
Item power: Diamond Shield: Until deactivated, you cannot die.


Serket
FG power: Swarm: Target player gains a Deathstalker.  (Deathstalker: Target player has a 5% chance to die per Deathstalker you own.)
Creature power: Life Nymph: One of target player's creatures gains the permanent ability to be used once per turn in addition to whatever other

actions that player takes.
Item power: Cloak: Until deactivated, creatures and items other than Cloak owned by this player cannot be affected by powers.


The Usurper
Usurper Power: (Special passive ability) At the beginning of each round the player that currently has the power "Swap Powers" is revealed to you.
FG power: Swap Powers: You gain the FG power of target player, and that player gains this power.
Creature power: Dark Chimera: Counts as a :darkness creature.  Gains the power of one random creature owned by target player.  This ability is never

lost, more abilties can still be gained, and all abilities this creature has are activated as a single action. 
Item power: Mythic Blade: Counts as a :light weapon.  Target player who has the FG power "Swap Powers" dies.  You gain the FG power "Swap Powers" in

addition to any other FG powers you already possess.   Immaterial.



And there you have it. Obviously, only the Usurper will exist in every game, the other players are randomly assigned identities, and if there are few enough, may choose the one they wish to use from a small set.



SIGNUPS BEGIN NOW AND GO UNTIL MAY 1st 2011.   
Do NOT signup by replying to this thread; signup ONLY by PMing Essence.

16
Forum Game Archive / Mightier than... By Artimies7
« on: April 21, 2011, 10:00:33 pm »
So, you've most likely heard of the old saying 'the pen is mightier than the sword' right?

Well, in this 'Mightier Than' game I thought up, you get to decide what is Mytier Than what. Example:

Poster 1: (Me, the first post.) The pen is Mightier Than the sword.
Poster 2: The Otyugh is Mightier Than the pen.
Poster 3: The poison is Mightier Than the Otyugh.
Etc...

Rules:

No double using items! You can't use items twice unless they are at least 4 pages back. And you probably won't need to anyway, seeing as how anything has at least more than one thing that is stronger than it.

NO CHUCK NORRIS!!!

We all know that Chuck is supposedly better than everything else; don't use him for lack of a better answer. Try looking around instead.

17
Round 2 / Re: (Fire) Lt. majofa 2 - (Earth) Lt. $$$man 1
« on: April 20, 2011, 09:53:17 pm »
Hover over cards for details, click for permalink
Deck import code : [Select]
5aa 5aa 5aa 5aa 58o 58o 58o 58o 58o 58o 58q 58q 58q 593 593 593 593 5um 5um 5um 5um 5um 5um 5uo 5up 5up 5up 5up 77a 77a 77a 8pt

Saw earth mark and was expecting EQ or golem rush. Got out my first dev on turn 3. EQ'd his fire pillars to restrict his quanta flow since he had earth mark. He play steel golem. I play another dev and save u for the duskmantle. Which comes out as he sends a lava golem. I get out a steel golem, and he hits twice through dusk -.- I steal his pendulum since that will stop him from getting another steel golem. I steel another pend, he play another pend. I steal his last pend, and lol at the fact that I have more fire quanta then him :P His golem is massive but dusk is helping. One turn from the win and... I win with dusk hax.

http://img28.imageshack.us/i/round1f.jpg/


Got a pillar and pend off the draw. He gets 5 pillars and a pend -.- I eq him down to 2 and get out my dev. He EQ's me.. unexpected. But I get another pillar and get the EQ off. He rages my second dev. He gets out a lava golem. I steal his pend to try and deny quanta. A dusk would really help right now... He keeps on growing his golem as I get out two hematites. He is winning but is one dusk away from certain death. I get out a steel golem and another dev, and he just keeps growing. He
s refuses to get a crerature draw but he rages his golem. My devs leave him one earth. He grows and gg.

http://img30.imageshack.us/i/round2va.jpg/

One pend on the draw. He gets 2 pillars and a pend. I have to discard a steal, while he gets out a second pend... And a steel golem. I get out my first dev. he rages my dev. But I get enough quanta (second pend) for the dusk. He gets out a second golem and blows up my dusk. Pretty much gg already. He follows with an EQ to make sure. I EQ his pillarrs but it doesn't matter. He just keeps hitting me with the golems. A third one comes out to speed up the job. And.. GG.

Didn't get an image of this one because he played and unexpected lava golem and that was enough to finish me instead of letting me last another turn.

Good games majofa.


18
Earth / Re: Round 2 Strategy
« on: April 14, 2011, 11:50:32 pm »
I am so sorry guys, for some reason I could not access the forums until now. I really apologize. But I am back (well.. I was never gone...)
For my matchup, any solid immo rush could out do the Bbloods before I get enough for a good couple of SS's.

19
Earth / Re: Round 1 Strategy
« on: April 07, 2011, 04:55:51 am »
I would actually recommend the poison stall vs. entropy. Just with some more pillars (as a counter to discord and as a failsafe in case of stall.
Low cost attack > Discord.
Extra pillars + Stone Skin + Titanium > Discord rush.

That and revealing that we have 2 immortal's might give it away some tactical possibilities.

20
Forum Game Archive / Propaganda Wars by KingOfArmagio
« on: April 07, 2011, 04:48:24 am »
First person starts by saying why their Element is awesome. Then everyone after that says why the previous Element sucks, and why their Element is better. For Example:

Horse A: Gravity is cool because Armagio+Acceleration=WIN!
Horse B: Air is cool because Shockwave + Freeze > Armagio
Horse C: Life is better because....
And the list goes on.

21
Earth / Event Card Discussion - Round 1
« on: April 06, 2011, 05:40:59 am »


So... what do we do. It's early on, so losing cards won't hurt too bad, and using upgrades against our tough match-ups would really help...

Kaker vs. UTAlan. We don't need upgrades but expect them to bring upgrades.

Acsabi vs. Steppingstone. We might want 3-6 upped cards for this.

jijo vs. 10men. This has to be one of our biggest matchups, I would recommend 12-15 ups if we can afford it.

Spielkind vs. Thedictator. Not to worried, maybe 3 if we have spares.

Me vs. Jippy. With Quantum in charge, I would not underestimate air. Maybe 3-6 here as well.

Kamietsu vs. Devilloss. Not to scared about this matchup, 3-6 if we have extras.

Terroking vs. Svennigan. WE MUST DESTROY DEH FIRE!!! Just kidding... but 6-9 ups here would be preferable.

Timer vs. Mr.paper. Hmm... not sure probably a 3-9.


Possibilities.
11 cards removed - 33 upgrades.
18 cards removed - 54 upgrades.

We could also go with:
77 cards removed, fully upped decks (Assuming 30 cards.)

Discuss.

22
Role-Playing / Re: Linegard RPG by Thalas.
« on: March 31, 2011, 11:49:06 pm »
I feel like a douche for this, but I have to drop. Sorry.

23
Earth / Re: post your deck ideas
« on: March 29, 2011, 10:56:25 pm »
Hover over cards for details, click for permalink
Deck import code : [Select]
4vc 4vc 4vl 4vl 4vl 4vn 4vn 4vn 4vn 4vn 4vp 4vp 4vp 4vp 58s 58s 592 592 593 593 593 593 594 594 594 594 595 595 595 595 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 8pj


This deck absolutely tears apart rushes and can mess with life and fire really well.
Insane CC > Creatures
Stoneskin > Firebolt
Discord > Quanta starved decks.

Another thing I would recommend is overstocking on pillars/pendulums. Not only will it help you against discord, but it can also provide some backup.

24
Propaganda Archive / Re: Earth
« on: March 28, 2011, 10:53:12 pm »
Nice. Great job, let's 'rock' this war and pulverize the other teams. :)

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