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Mafia Dungeons & Dragons Mafia (13p) - Game End

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Day Two Vote Count - 7
  • @ZinnLav vote count.

    Dance dance dance baby dance dance dance
    I thought you were subbing out?

    Day Two Vote Count:
    DawningWinds (9) - Minish, Mint Elv, FinalArcadia, JamieIsBored, RavenRaziel98, HumanDawn, Zexy

    Minish (7) - Snowy, Potato-6, beryllium, ExLight, DawningWinds

    Use a Hammer (5) - HumanDawn, Snowy, ExLight
    Try and cast "portal" (2) - Snowy
     
    Day Two End / Night Two Start
  • The party wandered aimlessly through the land, not deciding on any one location. HumanDawn, Snowy and ExLight spent time time trying to figure out how to wield a hammer, but were unsuccessful. Snowy then tried casting the "portal" spell but it failed because there is no such spell as "portal".

    Everyone decided to share their backstories and learn more about each other, then they found DawningWinds and Minish suspicious and used all their powers against them. The two teamed up together to fight the others off but couldn't withstand the onslaught...

    Final Day Two Vote Count:
    DawningWinds (8) - Minish, Mint Elv, FinalArcadia, JamieIsBored, RavenRaziel98, DawningWinds
    Minish (8) - Snowy, Potato-6, beryllium, ExLight, HumanDawn, Zexy


    Use a Hammer (5) - HumanDawn, Snowy, ExLight
    Try and cast "portal" (2) - Snowy


    DawningWinds has been lynched!
    They were a Hill Dwarf Monk committed to the Way of the Long Death, a Roleblocker & x1 Ninja!

    Dear DawningWinds,

    You are a Monk, committed to the monastic tradition of the Way of the Long Death (Sub-Class).
    Your race is that of a Hill Dwarf, you have keen senses and like all dwarves, know stone and rock better than any other race.

    Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.

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    “I move 60 feet and then dash as an action to move another 60 feet and then I’m going to spend a ki point to dash again as a bonus action for a total of 180 feet of movement in 6 seconds and I can do that over water or up a wall"

    Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

    Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.

    Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone's throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.

    Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

    bAlY_dB8DAlF4GP0FXYJgwSv_yYswbJhWRMGthoGlATc76wol5v-FiNrWBkKlUHMn2x34v_kMkQdXh2dIySbL392naAku0jTPWCfQSJlFrS-QJtDDB07C_CJcB_BmLLrzFTpAuxfjOChPuSL_ZHhgeqddA=s2048

    Because of your soul has been touched by the shadow of death and your ability to unsettle and terrify those around you, you are a Roleblocker and will cancel any actions of a player you visit using your Night Action when you say Use Hour of Reaping On: [Player] during the Night Phase in your Role PM.

    In addition, because Monks are basically speedy martial arts users, you are also a 1x Ninja, once during the game you can use your insane speed to move about unseen during a Night Phase.

    [REDACTED] (How to use Mafia Kill)

    You are a member of the Big Bad Evil Guys [BBEG] (Mafia) and win when all threats to you have been wiped out.
    They were a member of the Big Bad Evil Guys [BBEG] (Mafia)!

    Minish has been lynched!
    They were a High Elf Warlock whose patron is a Great Old One, a Role Cop & x1 Ascetic!

    Dear Minish,

    You are a Warlock, the patron who granted you your powers was The Great Old One (Sub-class).
    Your race is that of a High Elf, the kind of elves that are masters of magic and build centuries spanning cities.

    Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

    iobIkFPUTr5NbU3DXHo6Bq4siacm-oCTD7cnXPE0XAGUiJlrOk-ihkN3p0mwIai-WeLmR9MVtnG5pReMa3pFfRfRbsemsAeQUrUPoHD3_Pc_sES5XK9Ql-HYvlSMgUjTACKHkoy1WKzffeY5zoKAYIfveQ=s2048

    “Can we take a short rest? I’m out of spells."

    With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.

    As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.

    Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.

    Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.

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    Because you specialise in the unknown and have powers that seek out such things you are a Role Cop and will discover the role of a player you visit using your Night Action when you say Cast Detect Thoughts On: [Player] during the Night Phase in your Role PM.

    Your patron also grants you the power to protect yourself from others by souring the luck of those who target you, you are also 1x Ascetic, once during the game you may roleblock anyone targeting you that night when you say Entropic Ward in your Role PM.

    [REDACTED] (How to use Mafia Kill)

    You are a member of the Big Bad Evil Guys [BBEG] (Mafia) and win when all threats to you have been wiped out.
    They were a member of the Big Bad Evil Guys [BBEG] (Mafia)!

    It is now Night Two!
    Day Three will begin in 24 hours:
    Countdown
     
    Night Two - Caps Dies and is Re-Incarnated
  • The party had discussed many different roles, including roles unique to the game, questioning if such roles exist, again cracking the fabric of their reality at the seams before rethreading itself...

    TheCapsFan has died!
    He was the Homebrew Dungeon Master, a Host!

    Dear TheCapsFan,

    You are the Homebrew Dungeon Master.

    jlJQjm1Exh-FwtFxAVJSU1mmnPhQNFjPnNq9z9JNqg2c6kHXin2jCW5P7-IwYaaoJi2AkTvfSB1OFBXQWC1H87D_-CL7HkZKY2tc21Hcplv7v7IcF28WmgWO72HxvLHvqnQedl2jXxGNLBxx975feriNCw=s2048

    “I’ll allow it”

    Hey that written adventure story is great and all, but you know what’s better? This amazing adventure you came up with inside your own mind. An epic tale on the high seas, or maybe a journey through a world of your own creation. There is no limit to your imagination (and the imagination of others, they won’t mind). The world is at your fingertips and it’s your goal to balance everything to ensure your players have a good time. You’re the master of “Hey what’s this random guys name” and being prepared with an answer because you have an entire list of random guys names stored in your head (or at the least your notes). You don’t have to worry about your players doing something wacky and unexpected like those written adventure DMs do, because you can easily adapt your story on the fly, you write it as you go. The possibilities within your grasp are endless!

    i1-CJJKfwNeRf7FBxEdPdtLlWDwlJ2hL9tSjynnXUAdpugKzvLr732cnrU5_gyRGsL4Qp61jRaiM7zR3IwPjFWs9u3c1PAMJ_h9Jj8rDb_yH6_7woy5KYGmKK0SAZqNvwicd5ysV9Br3t9CujMyHM1kCjw=s2048

    Since you're an all powerful person orchestrating the game behind the scenes and telling the story, you are a Host, it is your job to keep the game running smoothly, handing out roles, answering any game related questions, and providing updates to the game. You will still provide these services after death.

    You are a Host (Independent) and will win if you are still alive when the game ends. If anyone discusses custom roles or other non-standard Mafia elements (as determined by ZinnLav), you will be Modkilled, as it’s supposed to be secret what is or isn’t official content. This team is not hostile to any other and can win with any team.

    Upon the event of your death, you immediately resurrect yourself and then draw a single card from your Deck of Many Things. ZinnLav then has to determine with you how that card will permanently affect the game, beginning at the end of the phase you die in.

    You cannot lose the game unless the players outright state they're not having fun because of the game. The DM always wins, because their goal is to ensure their players have a good time.
    He was a Host (Independent)!

    A card stirs within the Deck of Many Things. Zinn can't be trusted to be impartial so TheCapsFan shall draw the card in their stead...
     
    Night Two End / Day Three Start
  • Night Two End
    After successfully defeating the two bad guys hidden in their party, everyone began to point at ExLight. "Alright you got me, but FinalArcadia over there wants to succeed too right? Let me live tonight and I'll promise you a fun time later!" everyone who was kinda fed up and also wanted FinalArcadia to have a chance agreed with the terms.
    That night a cry split the air, "Tyr's justice will not go unanswered!", everyone ran by to find Raven had tripped onto a spear trying to save another, impaling him...

    RavenRaziel98 died!
    They were a Tabaxi Barbarian, following the Path of the Ancestral Guardian, a Bodyguard!

    Dear RavenRaziel98,

    You are a Barbarian, following the Path of the Ancestral Guardian (Sub-class).
    Your race is that of a Tabaxi, the cat-like people.

    Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.

    Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

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    “I’m going to rage!"

    A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people's elk herd.
    A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.
    Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.

    These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.

    For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
    VdjOa5JItfq1pbuD1ZVGmOeS0vMxCcArvXSXcwpJ0SauApAAnZGotza3bFrI0l6fyANtw6YOeyzjXIWrU8fAPNLK0FzS2m3rBNBC3fEt2Pagx2jnsQZOlHY1SHiWSS0nNrxYFXFTsPf4ArN64zvdk2P-uw=s2048

    Because you follow the Path of the Ancestral Guardian, you have spirits that can aid you in protecting your allies, however you will take the damage instead, as such you are a Bodyguard and will take a night kill meant for the player you visit using your Night Action when you say Use Spirit Shield On: [Player] during the Night Phase in your Role PM. This will kill you instead of your target if your target would otherwise die that night.

    You are a member of the Party (Town) and win when all threats to you have been wiped out.
    They were a member of the Party (Town)!

    Unfortunately for Mint it seems Raven's chivalrous action was for naught as he fell onto Mint during his trip, also impaling them with him instead saving them...

    Mint Elv died!
    They were a Dragon Druid, a member of the Circle of the Land, a Doctor!

    Dear Mint Elv,

    You are a Druid, a member of the Druid Circle of the Land (Sub-Class).
    Your race is that of a Dragon, though you most likely use your powerful magic to appear humanoid to blend into society.

    The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

    zu11OLJtgIc0VkC1zj0zBJnEitzxfFIjyz5pnnrMy4rz9CBUAyFVMFc2uepAOAQogMputCMw82ZLQWy0iBanesEGJwdY7njD8D2CiVeW6_22OdsXv-ibzzAdVCDtjLWE8wfZqfsADIrZoFcxwrAo_-OwsQ=s2048

    “The forest is alive, if you’d only listen to it"

    Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.

    Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists' activities.

    Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.

    Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature's indomitable will.

    Q7CHdWh4d98Db77Z85rBRkfO8mmWhmr6jupbCiI4t8I7FbwfpXYfuLLGLLnFFjIuMlltVWD61rLgZDvb87OsrfBFLw6AbQt0-BX-X4Dn328Psfy593VFOZBeDsXi696YTsuRuLOfevjkICetELFXFswYKA=s2048

    Because you are a powerful Druid of the Land, you’ve learnt the ancient ritual of restoring life to the recently passed, as such you are a Doctor and will protect the life of a player you visit using your Night Action if they would otherwise die that night when you say Cast Reincarnate On: [Player] during the Night Phase in your Role PM. The spell fails if your target doesn’t die that night. If successful, it will also change the race of the target.

    You are a member of the Party (Town) and win when all threats to you have been wiped out.
    They were a member of the Party (Town)!

    "Hey I told you that there would be fun, I didn't say who for" Ex shrugs to the group standing in shock.
    "Lynch him now!" someone calls. "But we need FinalArcadia to win right?" another chimes in.
    "It seems you're at an impasse, whatever will you do next?" Ex grins wryly with no sign of remorse.

    It is now Day Three, you may begin voting.
    Day Phases are now 24 hours by popular request.
    If everyone has voted, the day will immediately end, this is to ensure every player has had time to check the thread, phase will be updated once a host arrives to do so.
    Day Three ends in 24
    hours.
     
    Day Three - Vote Count 1
  • Votals
    No Lynch (3) - Zexy, Snowy, FinalArcadia
    Zexy (1) - HumanDawn

    Not Voting - JamieIsBored, beryllium, Potato-6

    Free puppies for all - ExLight

    A reminder that the phase will end if all players place a vote.
     
    Day Three - Vote Count 3
  • Day Three Vote Count:
    Zexy (5) - beryllium, JamieIsBored, Potato-6, Zexy

    ExLight (1) - FinalArcadia

    Not Voting - Snowy, ExLight, RavenRaziel98

    Free Puppies! (2) - ExLight, beryllium
    Free Kitties! (5) - Zexy, FinalArcadia, DawningWinds, Quasar_Catfish
     
    Day Three - Vote Count 4
  • Day Three Vote Count:
    Zexy (3) - beryllium, JamieIsBored, Potato-6

    ExLight (1) - FinalArcadia
    No Lynch (3) - Snowy, Zexy

    Not Voting - ExLight, RavenRaziel98

    Free Puppies! (3) - ExLight, beryllium, Snowy
    Free Kitties! (5) - Zexy, FinalArcadia, DawningWinds, Quasar_Catfish
    Free Puppies & Kitties! (1) - Midorikawa

    A tie between a player and No Lynch will result in a No Lynch.

    Day Three ends in about 3 and a half hours, however I've got a dinner with family in two hours so there may be a delay if Caps isn't around. Per the rules, the phase will lock at :00 and votes at :01 won't be accepted.
    Countdown
     
    Day Three End / Night Three Start
  • Day Three End
    Zexy (5) - beryllium, JamieIsBored, Potato-6, Zexy

    ExLight (1) - FinalArcadia
    No Lynch (1) - Snowy
    RavenRaziel98 (1) - RavenRaziel98
    Snowy (1) - ExLight

    Free animals!
    Free Puppies! (3) - ExLight, beryllium, Snowy
    Free Kitties! (5) - Zexy, FinalArcadia, DawningWinds, Quasar_Catfish
    Free Puppies & Kitties! (1) - Midorikawa


    Tensions were high trying to decide which was more important, let a potential Mafia live to help a potential Independent potentially win or take out the suspected Mafia right way. Some people were worried that there were more hidden Mafia and weren't sure who to trust.
    "It's Zexy!" called beryllium, "I agree, we can't trust Zexy" agreed Zexy who was glowing with magic.

    Zexy has been lynched!
    He was a Drow Sorcerer channelling Wild Magic, a Bomb and 1x Redirector!

    Dear Zexy,

    You are a Sorcerer, within you is the power of Wild Magic (Sub-Class).
    Your race is that of a Drow, the subterrain race of elves, though your kind is often portrayed as evil cultists, it's simply a common misconception drawn from the fears of those on the surface.

    Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

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    “You had to study for years to cast spells? This just comes naturally to me!"

    Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.

    Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.

    Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.

    Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can't study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.

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    Because you have unpredictable Wild Magic that can go off at any time, you are a Bomb and will kill any players that kill you, this includes the day lynch and any possible night kills. If multiple people are responsible for your death, the person who dies alongside you is determined at random.

    You do however have a small amount of control over this power and have the ability of 1x Redirector, you can force a player you visit to target another player by using your Night Action when you say Use Controlled Chaos So [Player] Targets [Player] during the Night Phase in your Role PM.

    You are a member of the Party (Town) and win when all threats to you have been wiped out.
    He was a member of the Party (Town)!

    Zexy's magic surged through him, shooting rays of lighting, fire and ice in all directions. Everyone quickly ducked to cover but sadly a stray bolt hit someone nearby...
    1697888480917.png


    Potato-6 has died!
    They were a Wood Elf Ranger, trained as a Hunter, a Tracker!

    Dear ZekromMahDad Potato-6,

    You are a Ranger, walking the path of the Hunter (Sub-Class).
    Your race is that of a Wood Elf, your kind frequently live in forests and are one with nature, this makes you naturally quicker and better at hiding than most others.

    Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

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    “I cast Hunter’s Mark"

    Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

    After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales.

    Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow.

    Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

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    Because you are a skilled Hunter who can follow their prey in any environment, you are a Tracker and will determine if the player you visit targets another player that night by using your Night Action when you say Follow [Player]’s Trail during the Night Phase in your Role PM. If your target doesn’t visit anyone, you will also learn this.

    You are a member of the Party (Town) and win when all threats to you have been wiped out.
    They were a member of the Party (Town)!

    Then suddenly Raven descended from the sky with angelic wings "Please, let's not fight, let your anger out on me if you have to."
    "Sure, don't mind if I do" called out one of the group and began devouring Raven's juicy brain...

    RavenRaziel98 has died... again!
    He was an Aasimar Fighter, famed as a Champion, a 2x Vigilante!

    Dear RavenRaziel98,

    Your gods have smiled upon you and have granted you a second chance at life in a new body.

    You are a Fighter, trained in the combat style of the Champion (Sub-class).
    Your race is that of an Aasimar, the angelic-blooded humanoids.

    The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

    9csNFPi01X3wrkZGSkDywo9UldFTr3epeVuid8m73Jr8TqZjaBZP31JZpx2wHsivreKI4HTFx43AMXnFKpo-WyDkGDXN67_nL89rZbLK67lK39VywUFlS3_Cfq8K41dhtX-6_c0MCL2_N-N57mxvdsevVA=s2048

    “I’m going to attack again"

    A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.

    A dwarf in chain mail interposes his shield between the ogre's club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.

    A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd's delight—and his own tactical advantage. His opponent's sword flares with blue light an instant before she sends lightning flashing forth to smite him.

    All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.

    tmQTx_ZsEokxfdd_59h-mO3Jc-M-k91Kv-3a5DwFh7DhO_VTTM4D9RQivnUW8uaRcKu6q1-zfyEmVi24XartocXGjE3ThvXApsR-CubaNTISM4aVd7yNbp1r9YTX6Nb0_g7SvhiDxbOAAdIohllLzCpC4A=s2048

    Because you are a mighty Champion who maximises the damage you deal to your foes, you are a 2x Vigilante and will kill a player you visit using your Night Action twice during the game when you say Extra Attack: [Player] during the Night Phase in your Role PM.

    You are a member of the Party (Town) and win when all threats to you have been wiped out.
    He was a member of the Party (Town)!

    Meanwhile the dead managed to get free puppies and kitties to play with...
     
    Night Three End / Day Four Start
  • @ZinnLav If everyone has submitted their action, can we cut the phase short?
    Very well. Seems everyone had time to swing by the thread anyway.

    Night Three has ended.

    "Get on with it" Snowy shouted.
    "Ok, you asked" shrugged the killer lopping off Snowy's head...

    Snowy has died.
    They were a Half-Tabaxi/Half-Human Cleric of Order, a Cop!

    Dear Snowy,

    You are a Cleric, worshipping the Divine Domain of Order (Sub-Class).
    Your race is that of a Half-Tabaxi/Half-Human, making you quite literally a catboy/catgirl.

    The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.

    The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.

    Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.

    ndcNFTYt-LIjPbL0XpwaGi2ELzryGd1gLfwCfXphGxOyoWxaCpQvOZRm-MoijuzHxIvKOW2Y-cin7Uge9V0SZwTEWoCgInu4Kah-pQ9b-tWRwU95F2v5CDpwaOL_6dTcah0JoX0I5hgLw5nkcvloL8XTzg=s2048

    “My faith in my deity is unwavering"

    Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.

    Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe's fall.

    Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.

    Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

    5N8mDpYH8-76CgZA5w4LJ8xAF1QnJkbsIcbpvw_iwqyoJCI76LE0U819O64gy5t55Hz_ha89Q8YRKztes-FvitoPZqbhP_ujRKHGz0VKrxJ-08uNPT7v7vFH-oWYZlct7ZtBuwNE36ZZuPtIifFcBk5Q1g=s2048

    Because you follow the tenants of Order and care greatly about law and use your divine magic to enact it, you are a Cop and will be able to determine the alignment of a player you visit using your Night Action when you say Cast Detect Evil and Good to focus on: [Player] during the Night Phase in your Role PM.

    You are a member of the Party (Town) and win when all threats to you have been wiped out.
    They were a member of Party (Town)!

    It is now Day Four.
    The phase will end as soon as everyone has placed a vote.
     
    Day Four End / Night Four Start
  • Day Four Vote Count:
    ExLight (3) - JamieIsBored, beryllium

    No Lynch (2) - FinalArcadia, ExLight

    It was a tense day as ExLight held FinalArcadia within his grasp. "You'd better do as I say or she won't live to see tomorrow!" he commanded them.
    Having no choice but to go along, hoping for Final to win they did so. Jamie saw an opening while ExLight was distracted with bery's ZD20 roll and shot a crossbow bolt straight for ExLight's head...

    Nobody has died!

    The crossbow bolt managed to bounce off ExLight's thick flesh, protecting him from what would've been an otherwise fatal shot.
    ExLight then rolled a hidden die, eagerly checking it's result. "Ha, looks like you kept your promise after all" FinalArcadia said calmly, she didn't seem to be afraid of the danger at all, and almost seemed to enjoy watching the chaos between the two groups. "I've gotten all the research data I need, so I guess I'll be going now, see-ya!" she waves as she casts a spell, teleporting away...

    FinalArcadia has left the game a victor!
    She was a Harengon Artificier, a skilled Alchemist, a Dice Inventor.

    Dear FinalArcadia,

    You are an Artificer, specialising in Alchemist (Sub-Class).
    Your race is that of a Harengon, the rare rabbit-like people, you're known for your jumping skills and innate luck you seem to take with you.

    An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.

    D4pdIdbWNiHuCSvN6Ft-OXRYbGvoyQSmy03gDlfz8BRUvYMraHygRlCggMEmuw0-_yII6xZWWQ03QK14_06M-PpQEw5QOjEuUoWehOykV7_T13ythssQgM-tjOIo22kHBrMNnYfTP9zeT4NizG2zY1hKXw=s2048

    “Why yes, I do have six magic items I’m attuned to, why do you ask? Are you jealous? I also have this gun."

    Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.

    62TE00A_XtmhL8VIXeOgNwNKjlpFPIfO6_0_gVXnd-hU_p5ZPIYukj9iOkhZZoGknAaBFrA2FYCLRqBeGmzBACWWHmiF7PxQeEPvI754fhsTT988A0DnPkwHw8n3TtEzcUICSn0kB2M5_LdCNapoHst49g=s2048

    You rolled a Natural 20, you've done it! With your alchemical know-how you've created the ultimate magical item. It's a special dice that can influence luck and success of the person who rolls it, both positively and negatively. Now that you're happy with the alpha test, it's time to move onto the beta test. Up until now, it was just you testing these dice, now it's time to find some test subjects, this rowdy tavern is sure to be the perfect place.

    You are a Dice Inventor, each day phase you can use your Day Action to hand a player one of your magical dice by saying Try your luck [PLAYER]?. Your dice are special and can alter how a player's role works, though you're still working out exactly how it alters it. Your target receives the dice at the start of the night phase following your action and may roll it at any time, though it has it's best use when combined with the use of a Night Action.

    The target receives the following message:
    "Try your luck [PLAYER]?" a stranger approaches with a grin, in their hand is a twenty sided shape with each side individually numbered. "This die is special, it's designed to change your luck, try using it the next time you go on adventure and see what I mean!" the stranger hands you the odd twenty sided die and bids you farewell.

    You received a D20, you may roll it at any time and see what fate has in store for you. Once rolled, you cannot stop it, but you won't receive the result until the end of the phase you roll it in. If you roll it at the same time you submit a Night Action, it will influence the action in unforeseen ways. To roll the die, simply say I roll a D20.

    These are your notes so far, only for your own benefit and you may not share this information with "outsiders":
    [REDACTED] - It seems FinalArcadia took their research notes with them.

    You are a Planeswalker (Independent) and you win when three different players use your magical dice, regardless of what they roll as you're only interested in the testing. You are not hostile with any other faction and can win with any team.
    When you win, this will not be publicly revealed, you do not end nor do you exit the game and may continue playing for fun, gaining the power to hand out two dice at once from that point forward.
    If you die after winning you immediately exit the game rather than dying by using your powers to teleport away, mechanically it'll be like you died (including your role flip), but you keep your victory and your victory will then be publicly revealed. If you simply wish to exit the game immediately after winning, please let me know at any time.
    She was aligned with herself as a Planeswalker (Independent)!

    The game continues....

    It is now Night 4.
    Phases will update as soon as actions are submitted or idled.
     
    Endgame
  • The game has ended!
    The three remaining players decided all the killing wasn't worth it. "I mean three people is plenty to split the loot fairly, most adventuring groups is about three people." ExLight offered to stand down. Jamie and bery who were exhausted agreed...

    ExLight has won!
    He was a Mind Flayer Oathbreaker Paladin, a Godfather & 2x Strongman!

    Dear ExLight,

    You are a Paladin, you followed a Sacred Oath once, but have betrayed it and have since become an Oathbreaker (Sub-Class).
    Your race is that of a Mind Flayer, your motives are alien to all others and the tentacles hanging from your squid-like head freak people out, not to mention those freaky psychic powers mind flayers are known for.

    An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains.

    spIcdRoBDsIaw5KAmj7VV3l1w5t99UM33Zc2w5RTyIOWhHpl6onRYBa2dzaSJux9jJ5tq1ZMDQe5hXtMpRfqsNcI1kZO1hUVoG7SsYCeRThGhS8qcY_RjsabZnvnSDdmh0IaO6BPkWdWgBR7nduw4o0xlw=s2048

    “I followed the tenets of good once, but they failed me"

    Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man's wounds knit closed, and his eyes open wide with amazement.

    A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.

    Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.

    Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.

    BApBBX-d4Q_MlHvqtrTICG0uiRCO1DSRnLrW9LYlZjrO5lxx8KVr1aAsqgnXqibvczZ2S3X4uhwk7oykR5P_O91ipG-wMq5MKM3S6sSPdf0kIx9q7GpBvIEFMePvd83btikq6pMOq59Wr2k7865o-hW_8Q=s2048

    Because you are full of hate and cause others near you to cower in fear you are a 2x Strongman and will be able to bypass any protection of a player you visit using your Night Action twice during the game when you say Channel Dreadful Aspect during the Night Phase in your Role PM. This role has no power used by itself.

    As Paladins are almost always universally accepted as paragons of all that is good and right, you are also a Godfather, you pass yourself off as a different alignment to some investigation roles.

    Your fellow Big Bad Evil Guys are DawningWinds & Minish, and you share the responsibility of killing players at night, use Plot to Kill: [Player] in the Mafia Chat to do so.

    You are a member of the Big Bad Evil Guys [BBEG] (Mafia) and win when all threats to you have been wiped out.

    The power of the Comet card from the Deck of Many Things empowers you as you survive solo through the night against overwhelming odds, giving you enough experience to Level Up.
    With your level up you may pick one of the following options based on your Mind Flayer powers:
    1. Dominate Monster x1 - You may choose one player, that player's alignment changes to Mafia for the remainder of the game.
    2. Mind Blast x1 - You can roleblock every player at once for a single night phase.
    3. Extract Brain x1 - You gain the power to kill a single player during the day phase, which grants you 1x Lynchproof.

    You gain Extract Brain x1, your other options will have to wait until another level up. (Defeating all of Town would give you enough Exp for it :v)
    You gain the power to kill a single player during the day phase, which grants you 1x Lynchproof.
    You activate this power by saying: Extract [Player]'s Brain in your Role PM during the Day Phase.
    He was a member of the Big Bad Evil Guys [BBEG] (Mafia)!

    JamieIsBored has won!
    They were an Orc Phantom Rogue, a Miller & 1x Commuter!

    Dear JamieIsBored,

    You are a Rogue, skilled in the macabre art of the Phantom (Sub-class).
    Your race is that of an Orc, mostly seen a dumb brutes by those who have been raided by a tribe of orcs, your race may be simple to outsiders but few understand the complex culture that occurs between different tribes.

    Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.

    Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.

    a7g_xMQklSv5NXZHWD3Tm5phm4e27f9rSm6HPNwzBOYpnZBy1RxFEQIjXNJGO9LpwhX06ip9ixyedX9smdZqzXBBf8tJN7BT1zPzZ2kRWxbtE7hDj9Dij3_0jQuqWt07uU7ytNstq26n1eRkZKhHiOUB8Q=s2048

    “Do I get Sneak Attack?"

    Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.

    A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target—a notorious slaver—passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin's blade cuts his throat before he can make a sound.

    Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard's belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.

    Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

    U4gYAGqJi24XgVMpF9EK-bHFN7d07s9IWgbE6anu6j0M6j6z5MyKqnLx0konO6N3TUcmcJ1olmPISJZtc0jBTdvHSskfkzPD3-mVp1gQhqpcFsJ3Rnx_QSlVDOwJikuz9dk59Iv_j2W4GQ-2iGvqX9ZDqQ=s2048

    Because you are close with the realm of the dead and can tap into its power to become a ghost, you are a 1x Commuter, once during the game you may disappear during the Night Phase, preventing any and all actions from affecting you (including the Mafia Kill) when you say Use Ghost Walk during the Night Phase in your Role PM.

    Unfortunately due to the bad reputation Rogues get, as well as your rather… grim tactics, you are also a Miller, your alignment appears to belong to another faction than your own to some investigation roles.

    You are a member of the Party (Town) and win when all threats to you have been wiped out.
    They were a member of the Party (Town)!

    beryllium has won!
    They were a Tiefling Divination Wizard, a Diviner!

    Dear beryllium,

    You are a Wizard, practicing in the School of Divination (Sub-Class).
    Your race is that of a Tiefling, the devilish looking humanoids, somewhere in your family a deal was struck with a devil and you carry that blood within you.

    The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

    OANKW6ihgApZrUUptM14uRb_zVDLRdIqmb5EwsdYqT2jSn1R9hH8wqDpxK4VjnZ9LXj0f61x2fpHOzKoUpO65pCdDSip0Rf78UULzlB8uQEapqoIicpK4pgtWP2aQi3PQG4hgn5FyDtkBqPbKlD9GCCzeA=s2048

    “I cast Fireball!"

    Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.

    Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.

    Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.

    Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.

    wNZPtJKik8qa8ncuIHu_ULWVNGAEe-DLcje_7E9FB3tH_sTGb93ANnHEIOW8VeyjcoTHVzSnOcGWIgnElFxJzQ8Ye8Yp5ljbIqw-HSmnFo99IwYxIkH8-efPhGYzuuLRFfukg5LWQ0_5J_MVDLwafuk5cA=s2048

    Because you are a highly adaptable spellcaster who can easily swap their spells between days, you are a Diviner and have the selection of the following one time use roles, able to select one per Day Phase when you submit it’s associate command in your Role PM:
    1x Spy - You receive the last 1d10 (I roll a 10 sided die) posts from Outside Communication, any names will be [REDACTED] for balance reasons.
    The Day Action is: Cast Clairvoyance.
    You get the results at the end of the Day Phase that you submit this action. The posts will be dated from the time you submitted the action, not any posts that may occur after you submit between than and the end of day. (So if you submit it halfway through D1 you get the last 1d10 posts prior to then when D1 ends but no posts that take place from the halfway point until the end of D1)

    1x Lie Detector - Quote one sentence posted in the thread, you will be told if it’s contents are true (Weal), false (Woe), both (Weal and Woe) or unknown (“No Response”). You cannot select a sentence regarding alignment ("I'm Town") or direct answers to your own posts (basically you can’t ask a probing question specifically to use Lie Detector on it but can take advantage of others people's questions and their accompanying answers).
    The Day Action is: Cast Augury (while also posting the quote you want lie detected).
    You get the results at the end of the Day Phase that you submit this action.

    1x Medium - You can ask the Graveyard up to five questions. You must ask your questions before the day ends. The Graveyard answers each question with one word, "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the Graveyard doesn't know the answer to the question). There is no guarantee your questions will be answered as it relies on deceased players being active in the Graveyard and I may determine a question or it’s answer is too game breaking, I will veto the answer with an “unclear” in the latter and request another question in the former. The Graveyard will collectively decide on their answers, so while you can request a specific person answer a question, the group may decide an answer that is contrary to theirs (such as being divided on who Mafia is). Players are informed upon death that a Medium exists (but not how it works until you activate your action), but will receive no other game related information after their death (other than what they share with each other and read in thread), including who the Medium is.
    The Day Action is: Cast Contact Other Plane (and list up to five questions).
    You submit it and the Graveyard has the following Night Phase to decide the answers your to questions. You receive the results on the start of the next Day Phase. (e.g. Day 1: Submit, Night 1: Graveyard gets the questions and decides answers, Day 2: Get results)

    1x Post Restrictor - You force a permanent Post Restriction on a player you target, you decide the nature of the Post Restriction (subject to my approval, it must be reasonable). I may also decide on what kind of Post Restriction it is if you would prefer.
    If the target doesn't adhere to their restriction, they will die. They will be given one warning if they fail to adhere to it the first time and die if it happens again. They will be informed they will die if they don't follow the restriction when they first receive it (but not about having one chance of a mistake).
    The Day Action is: Cast Mind Spike On [Player] (and describe the restriction/defer to me).
    Your target is affected by the Post Restriction at the end of the Day Phase that you submit this action.

    You are a member of the Party (Town) and win when all threats to you have been wiped out.

    Note that this role is something of an experiment (sorry) to see how a game works with different kinds of post interaction roles. Many of these roles are extremely rare and may be slightly unbalanced, either in your favour or against it. A role like Lie Detector can break an entire game (It can basically be a free cop check on one of those "I'm Town" posts, which I don't think it should be).
    My hope is that some of these roles can become more common by showing that can be used in a more balanced way as long as they have certain limitations.
    They were a member of the Party (Town)!
    Thank you for playing, I know it got a bit rough at times.

    Jinjo has won!
    They were the Forever DM, a Spectator!

    Dear Jinjo,

    You are the Forever Dungeon Master (DM).

    rPbfGc70vjxUAj25DJerzJ5W5D2fNni-hbave5Anz3d2chr13u5y9aeDAnOOnyxsk8En_JG3VzAUQ-zkGDFTS2SPOE6Wli1jckx6jGGYQ-sjzsRDflLHEUNEBoNo2CFxxLMfZxzR_cWWxF8VtNLihTzSXA=s2048

    “I never get to play"

    The sad story of the Forever DM. This person is always running games for their group or doesn’t have the spare time between their multiple D&D groups to actually play or perhaps they simply have no interest in playing a main character themselves, preferring to play all the side characters instead.

    xN88DFB1eEuujJsha64jVi3eIEfZwdWl-J855ffd-59zp0pK2B-dAKQ2ZYWp_gDR7x_VOo3JRmEtW5AH6VIi2qrP9QuTZMEFC3Rgry9oc8Rc0na2f9zkMuj4btgi33-H-OV-xT1BDVf-sabg4tG9smCxCg=s2048

    Because you’re too busy running your own D&D Games to play one yourself, you are a Spectator, you gain access to all Role PMs and chats created by the Host. In return you are not allowed to interact with the players in any way, shape or form, this includes posting and using reactions. However once the game is over you may post in the thread, as your role will no longer be in effect. You are also immune to being voted for and targeted by any actions.

    You are a Spectator (Independent) and will win as long as you do not get modkilled for breaking you post restriction. This team is not hostile to any other and can win with any team.
    They were a Spectator (Independent)!

    Night Actions:

    Original Role PMs (some editing happened when transferring to forums)

    Gotta dash so I don't have time to edit my survey questions...
    1. Did you have fun?
    2. Do you think the game was balanced and fair?
    3. Did you enjoy your role?
    4. How was the flavour text?
    5. Did I do a good job as host, could I have improved on anything?
    6. What was your favourite part (eg. something funny or cool that happened)?
    7. Would you be interested in me hosting more similar Mafia games in the future and if so, any theme requests?

    I know balance was bad and that whole claiming thing was eugh. I'll reply to my own survey when I get back and I know there were a couple posts that I wanted to reply to but couldn't during the game. Hit me with any questions.
     
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