I reserve the right to modify these rules at any time. I will inform you if this happens during the course of the game. I stole these from Nahdia and modified them to suit my needs!
No quoting any private mod communication, including your role PM, or contents of private topics. This includes referring or alluding to specific time stamps on any private communication. You can paraphrase.
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If you have the ability to edit, please refrain from doing so.
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Do not discuss this game outside game related threads while it is ongoing. This includes contacting players of the game via Private Messaging or other outside communication.
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Do not discuss other ongoing games in this game thread unless the mechanics of that game allow such (I would appreciate it if you let me know in advance if this is the case as well).
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When dealing with rules infractions or other problems, I will always seek the solution that is least invasive to the game state. That said, infractions may result in anything from a warning to your slot being force replaced or you being modkilled, depending on the severity and nature of the offense.
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Come in peace, act with honor
. Please be respectful of all other players as well as myself.
We do
not
take this lightly. This kind of behavior is bad for the soul. If you break this rule, there
will
be consequences.
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No angle shooting. Play in the spirit of the game. This shouldn't be needed to be clarified this further.
Spoiler: Game Conduct Rules
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My color is in the form of
White ontop of spoiler code
so don't use that.
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Questions for me may be made either via PM or in the thread. If you ask a question in thread, please ensure you bold your question and begin with it with the tag "@mods" so we are more likely to notice it.
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No ciphers, encryption, extremely small text, or other similar tactics.
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Do not threaten to report other players in order to attempt to influence their actions. If you believe someone is doing something worthy of a report, bring it to the attention of moderators.
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If you notice an error in my moderating, you are free to point it out in the game thread. However, please also message me privately so that I notice and can amend the error as soon as possible.
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PLEASE do not make reference to meta formed in other games still ongoing, no matter how discreet you attempt to be about it.
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Do not make reference in game to any sort of moderator communication with the exception of game mechanics related communication.
Spoiler: Inactivity and V/LA (Vacation/Limited Access) Guidelines
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I prod after 48 hours of inactivity and begin seeking replacement after another 24 hours.
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If you receive a third prod, I will immediately begin seeking replacement.
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Please inform me
directly via PM of any V/LA and put up flags.
. Bolding your V/LA in thread also helps! If you don't do this, I am not responsible if I don't notice you're on V/LA and prod you during it.
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If you have regular V/LA periods (such as being unavailable on weekends) please inform us pre-game and I will take this into account. Though if you can put up flags, this can help a lot!
Spoiler: Gameplay Rules
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All private topics have daytalk unless stated otherwise. I may also give wolves a discord to chat in
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If there is a conflict between a role and the rules, the role wins.
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Deadline modifications not ordained by the mechanics of the game itself will be granted rarely, only to accommodate for replacements, or in other extreme circumstances such as site downtime.
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Votes must be made with either
bold
or VOTE: tags. Votes not cast in this way
will not be counted
.
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Flips are based on plurality w/ majority Flip.
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If no majority is achieved by the end of a day phase, the vote will default to the person with the highest amount of votes.
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If there is a tie between wagons, the flip is rng'd between the wagons
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If it is Final X, your vote is locked in as soon as you place it.
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This game uses Natural Action Resolution. Moves that deal damage resolve after killing actions but before investigation actions. Moves that challenge other players resolve at Dawn.
The game will start with a Pre-Game picking phase. During this phase mafia may reassign their roles. The number of mafia roles does not exceed the number of mafia.
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All players will start as their base form.
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All pokemon will have at least 1 move to start with.
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Pokemon can only learn up to max of 4 moves.
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Pokemon may only use 1 move at night unless state otherwise.
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If an action is not a move, it can be used with a move.
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Not all Pokemon may be able to have 4 moves.
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A cycle ends at the end of Dawn and a new cycle begins at the start of the day. A Cycle includes Day, Twilight, Night, and Dawn.
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Pokemon that have 1 or more HP are considered active. Pokemon that have 0 HP are considered Knocked Out (KO'd) or Fainted.
Battles
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Before the battle starts, you may decide on if you want to use a move.
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After both pokemon have decided to use a move, it is revealed to each individual what the move is and what it does.
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After moves have been decided, both pokemon will roll a six sided die to attack. The amount of damage you do is modified by your attack modifier, so if you have -1 attack and you roll a 3, you will attack for 2. If you roll a 3 and you have +1 attack, you will attack for 4.
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You will never attack, defend, or evade for anything less than 1.
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Both pokemon will then decide on if they are rolling for Defense or to Evade the attack.
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If they defend the attack, they can minmize the damage they take but they will always take 1 damage. Say if the attacker attacked for 6 and you defended for 4, you will take 2 damage. But if you defended for 5, 6, or 7, you will take 1 damage.
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If they evade the attack, they can dodge the attack completely if the roll a number that is higher then what you are attacking with for attack however if the evade fails, you will take a lot of damage. So if you attacked for 3 and they evaded for 3 or anything below that, they will take 3 damage, but if you evade for anything above 3, you will dodge the attack entirely.
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Battles are resolved simultaneously. Each pokemon will get 1 turn attack and 1 defend or evade. The attacking's pokemon attack is resolve first then the defending pokemon's attack is resolved. After that the battle is over and the game proceeds to night.
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Any damage taken by any pokemon is carried over into the next twilight. You're basically resuming the fight that happened in Twilight 1.
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If your pokemon defeats another pokemon in battle or kills another pokemon with a move, you may evolve if possible and/or learn a new move.
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Upon evolution pokemon are fully healed.
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Battles have 24 hours to conclude. After these 24 hours, if you have not used a move you will not use a move and we will control your unit for this battle.
Battles should be quick, speedy, and easy. We would like to avoid doing this if possible, so please give it your best effort to make sure that all battles are done in a timely fashion.
Wild Encounters
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At the end of the day, the game will enter the Twilight Phase. During this phase, all alive pokemon will battle a mod controlled enemy pokemon. This is known as a Wild Encounter.
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If your HP reaches 0 by a mod controlled enemy, you will faint. Fainted pokemon cannot act or battle for 1 cycle (they may still vote). Fainting on Twilight 1 means no actions on Night 1 & Day 2 as well as no battling on Twilight 2. Fainting on Night/Dawn 1 means no battling or acting during Cycle 2.
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Wild Encounters will get harder the more mafia members have been flipped. This can only happen 3 times.
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Once you have defeated your 3rd wild encounter you're done. No more wilds after 3rd wild encounter.
Player Battles
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If your HP reaches 0 by a played controlled pokemon in a battle, you will flip.
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After night, if there are any battles between players, those battles will be resolved during the Dawn phase.
DO NOT COMMUNICATE WITH WHO YOU ARE BATTLING WITH DURING THIS TIME
.
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In the event 2 or more players challenge the same player, the player who fights them first is the one with the higher EVA stat with ties being broken randomly. After that battle, the 2nd player will fight.
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During Dawn, it is announced how many battles are occurring and how many players are waiting to fight if any.
Boss Battles
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During Cycle 4, Giratina will spawn.
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During the day, players must decide if they are going to fight Giratina or a wild encounter.
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While Giratina is alive, the Mafia gain and must use this ability during the day:
During the Day Phase, if Giratina is alive
: Target 1 player; announce that they are been sent into the Distortion World. This cannot fail. They must fight Giratina, also they lose -3 DEF during this fight. During this night phase, this player cannot be targeted or perform actions.
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It is announced who fought Giratina.
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Once all Giratina fights have been concluded, it is announced how much damage the boss took and who fainted to the boss.
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The Mafia will learn the HP values of everyone who fought Giratina.
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Defeating the boss will skip the following night phase.
Battling Tips
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As stated in rules, you cannot roll anything less than a 1. Your base stats are added onto a roll. This means at -2 rolls will always be 1 if you roll 1 or 2. Your +2 rolls will always be 3 if you roll a 1. Understanding characters base stats and their thresholds will help you understand when to roll for Evasion and when to roll for Defense.
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In most situations, if you are above 1 HP, you want to roll Defense > Evasion.
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If you can always Evade an attack by rolling 1 or higher, you should roll for Evasion.
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Otherwise, rolling for Evasion becomes way more risky. +2 Evade characters may find themselves in situations where they might want to try evading a 3. This can be extremely rewarding, and in some situations even the correct play, but failing Evasion rolls can come with severe consequences!
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At 1 HP or when you would take lethal amounts of damage, you should always roll for Evasion > Defense.
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If one attacks with a 1, it is encouraged that you roll for Evasion > Defense. Defending just means you take 1 damage anyway so there's no reason not to try to roll for Evasion to take 0 damage. Worst case you fail the evade and you take 1 damage anyway.
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Against wild encounters, you may find yourself in a situation where fainting is better than staying at 1 HP. You will miss a phase of battling and actions but once you are active again you will have all of your HP back!
Status Conditions
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Pokemon may only be inflicted with 1 Status Condition unless stated otherwise.
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Other pokemon may inflict status conditions to other pokemon. While not all status conditions may or may not be present, here are a few you can look out for. The order they are listed in is the order they are resolved in in the event of conflicts.
- Freeze: You cannot faint, also, for the following cycle, you cannot be targeted or perform actions. This Status Condition can overwrite all other status conditions.
- Sleep: You may not battle or act. During Twilight, roll a 2 sided die and if you roll a 2 wake up. Otherwise wake up at the start of the next cycle.
- Paralysis: Lose -2 Evasion. Any actions you perform during the night or in battle have a 50% chance to fail.
- Burn: Lose -2 Attack. At the end of a cycle take 1 damage. You may faint from this.
- Poison: Lose 1 HP at the end of each cycle. You may not faint from this.
- Confusion: Roll a 6 sided die and if you roll anything above 3, you will hit yourself for 1 damage instead of attacking. This will only last for a cycle and you may be inflicted with other status conditions while confused.
This battle demonstration will take place between Rotom and Charmander. Charmander, the sample PM, and Rotom, a PM crafted for the purposes of demonstrating a battle, are not in this game. You may find the rotom pm here:
Pokemon Battles II!
~ Role PM ~
You are aligned with the
TOWN
!
HP 3 | ATK +1 | DEF +1 | EVA +1
You are
Rotom
!
Ability
: Rotomotor
During Battle, you may change your stats to one of the following.
Heat
: +2 ATK | +1 DEF | -1 EVA
Fan
: -1 ATK | 0 DEF | +4 EVA
Frost
: -1 ATK | +3 DEF | -1 EVA
Mow
: +2 ATK | -2 DEF | +2 EVA
Wash
: 0 ATK | +2 DEF | +1 EVA
Moves
Hex
At Night
: Target 1 player; at the start of dawn, challenge them to a battle.
You win when all threats to the Town have been eliminated.
Confirm your role by responding to this PM with your role and alignment!
GAMETHREAD
The Battle
A 3 HP Rotom initiated a challenge by targeting a 3 HP Charmander w/ Hex at night.
A Private topic is created, and the battlers introduce themselves and their stats & their current HP.
fights
Rotom Stats
: 3 HP | +1 ATK | +1 DEF | +1 EVA
Charmander Stats
: 3 HP | 0 ATK | 0 DEF | 0 EVA
First is the ability check. If any abilities are proc'd or declared, this would be when they get used.
Rotom shifts into heat form.
This changes Rotom's stats to +2 ATK | +1 DEF | -1 EVA
Second is the move check. If any moves are used here, they are declared by the players in their PT.
Charmander will declare Ember, dealing 1 Damage to the Rotom, lowering its HP to 2.
Third is the battle phase. Both players will roll a die for attack. Rotom is on the left so they will be the first die.
Normally all battles will be rolled with dice bbcode, but for the purposes of demonstration I will just declare 2 results.
Rotom rolls a 6 while Charmander rolls a 1
Rotom will attack for 8 due to it's attack modifier.
Charmander will attack for 2.
Then both players will declare Evasion or Defense.
Rotom declares Evasion while Charmander will roll for Defense.
Rotom rolls a 2 and Charmander rolls a 6.
Rotom will evade for 1 due to it's evasion modifier.
Charmander will defend for 6.
Whoever initiated the battle will attack first.
Rotom attacks Charmander for 8 and Charmander defends for 6. Charmander takes 2 damage and is at 1 HP.
Charmander attacks Rotom for 2 and Rotom evades for 1. Rotom fails the evade, taking 2 damage and is knocked out.
This is where Charmander would receive a new PM, evolving from Charmander into Charmeleon and they would learn a new move! Poor Rotom took a risk and got punished.
Post
Post #5 (isolation #5) » Fri May 26, 2023 8:52 pm
Postby $elene »
Attention all players
The Pre-Game might be kind of long, so we came up with an idea. This has no mechanical impact on the game except for being a tool to help you!
Introducing the Training Room
During the Pre-Game, you may opt to fight a training dummy. This Training Dummy's will have 8 HP, and can be adjusted to have -1 ATK DEF and EVA, 0 ATK DEF and EVA, or +1 ATK DEF and EVA.
To engage in battle with this training dummy, inform us and we will create your private topic where all wild encounter battles will take place.